Medium Humanoid (Any Race), Any Alignment
Armor Class 14 Natural armor
Hit Points 21 (3d10 + 12)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
19 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws INT +3, WIS +3
Skills Deception +4, Stealth +2
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft, Passive Perception 13
Languages Common, Deep Speech
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Actions

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. 

Monster Tags: NPC

Habitat: Urban

MumblesCrzy

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