Armor Class
10
Hit Points
4
(1d8)
Speed
30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Senses
Passive Perception 10
Languages
Any one language (usually Gith or Slaad)
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
Influence of Limbo. The Commoners appearance shifts daily at Dawn and gains one or More of the Following Traits:
Chaotic Magic. The Commoner can cast Thaumaturgy but And effect happens at random (Charisma is it's Spellcasting Ability).
Churning Chaos. When the Commoner scores a Critical Hit or Suffers a Critical Hit it rolls a d6 and one of the Following effects Occurs:
- 1-2 Melting Terrain. For 1 Minute the Ground within 20 feet of the commoner becomes Mud like Difficult Terrain.
- 3-4 Miraculous Resistance. The Commoner gains temporary Hitpoints Equal to half the damage dealt by the Critical Hit.
- 5-6 Disrupt Gravity. Each Creature within 20 ft of the Commoner must succeed on a DC 15 Constitution Saving throw or rise vertically 20 ft in the air and remain suspended in this way for 1 minute, While suspended this way the Creatures are Restrained.
Hidden Slaad. When the Commoner Dies a Slaad Tadpole bursts from it's Chest.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Description
Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.
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