Armor Class
10
Hit Points
5
(1d8 + 1)
Speed
30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
11
(+0)
Skills
Intimidation +2
Damage Resistances
Poison
Senses
Darkvision 60 ft, Passive Perception 10
Languages
Common, Infernal
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
Poison Resilience. The Tiefling has advantage on Saving throws against being Poisoned.
Actions
Stinging Tail. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 1 plus 2 (1d4) Poison damage.
Reactions
Fractured Escape (2/Day). When the Tiefling Takes Damage it can Choose to Move up to 15 ft without Provoking Opportunity Attacks and Reduces the Damage Taken by 1.
Description
Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.
Comments