Medium Swarm of Medium humanoids, Unaligned
Armor Class 12 Cloth
Hit Points 12 (1d6)
Speed 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws STR +4, DEX +4, CHA +4
Senses Passive Perception 10
Languages Common, Common Sign Language
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

A Blacksmith works hard to survive and to live.
They love their families.

The Blacksmith loves new business and loves to make a sale.
They love a good haggle, so try if you wish, but don't insult them.

Don't anger them or their people though.
They hold a grudge.

Be kind to them and they'll be kind to you.

Metal Slurry. Once per day, as a bonus action, the Blacksmith can if within reach of their forge throw molten metal with the use of blacksmith’s tools.  All creatures within 10 feet of the blacksmith need to make a DC 14 Dec save. Failed saves result in 2d6 fire damage.

Tribe Unity. When a Commoner is attacked or enters combat, any other Commoners within 50ft. will join them in combat.

Actions

Punch. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d10) bludgeoning damage.

Scrap. Melee Weapon Attack: As a reaction, if the blacksmith is at or within 20 feet of their forge they can pick up a piece of metal or loose scrap and throw it at any creature within 10 ft. (1d4 bludgeoning damage).

Self Preservation. When the Commoner's HP is at 25% or lower their first instinct is to flee, running away directly after the turn of the PC that put them in this state.

Bonus Actions

Punch. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d10) bludgeoning damage.

Self Preservation. When the Vistani Woman's HP is at 25% or lower their first instinct is to flee, running away directly after the turn of the PC that put them in this state.

Self Preservation. When at 50% HP or lower some Vistani might elect to dodge when able, gaining the effects of the Dodge action at the cost of -3 to hit on the consecutive turns attack.

Reactions

Punch. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d10) bludgeoning damage.

Scrap. Melee Weapon Attack: As a reaction, if the blacksmith is at or within 20 feet of their forge they can pick up a piece of metal or loose scrap and throw it at any creature within 10 ft. (1d4 bludgeoning damage).

Self Preservation. When the Vistani Woman's HP is at 25% or lower their first instinct is to flee, running away directly after the turn of the PC that put them in this state.

Self Preservation. When at 50% HP or lower some Vistani might elect to dodge when able, gaining the effects of the Dodge action at the cost of -3 to hit on the consecutive turns attack.

Description

An incredibly strong individual with a body nearly as forged as the weapons they make.

Someone you could have a pint, or 10, of mead with. Best of friends of paying customers…tough foes.

Monster Tags: Human

TattooKuma

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