Pack Tactics. A corrupted commoner has advantage on an attack roll against a creature if at least one of the corrupted commoner's allies is within 5 feet of the creature and the ally isn't incapacitated.
Fast Healing. Each round, the corrupted commoner heals 4 HP.
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Tentacle Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 3) piercing damage + 2 necrotic damage that can only be healed in the area of a hallow spell or on holy ground. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be grappled.
Description
Corrupted commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. They seem like ordinary commoners until they are threatened or think they have the drop on someone. Their goal is to defend the secret of being corrupted and knock anyone else unconscious to take them to be corrupted.
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