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
Skills Acrobatics +10, Persuasion +5
Senses Passive Perception 10
Languages All
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

A Commoner works hard to survive and to live.
They love their families.
The music is everything to them.

But this guy just wants to do it the easy way by playing and singing.

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

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

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

Actions

Slap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Bludgeoning damage.

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.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing 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

Slap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Bludgeoning damage.

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.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing 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.

Self Preservation. When at 50% HP or lower some Commoner 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

Slap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Bludgeoning damage.

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.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing 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.

Self Preservation. When at 50% HP or lower some Commoner 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.

Monster Tags: Human

TattooKuma

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