Armor Class
10
Hit Points
4
(1d8)
Speed
30 ft., Swim 40 ft.
STR
11
(+0)
DEX
10
(+0)
CON
11
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
11
(+0)
Skills
Intimidation +2
Senses
Darkvision 60 ft, Passive Perception 10
Languages
Common, Sahuagin
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
Four Arms. The Commoner has Two Free Object Interactions per turn instead of one.
Limited Amphibiousness. The Commoner can Breath in air or water But must Spend at least 1 Hours submerged in water every day.
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.
Shark Telepathy. The Commoner Casts Animal Messenger on a Shark (Wisdom is their Spellcasting Ability).
Bonus Actions
Blood Frenzy (2/Day). The Commoner Gives itself advantage on an attack Roll made against a Creature that has less than it's Hitpoint Maximum.
Description
Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.
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