Medium Humanoid (Any Race), Any Alignment
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 Common)
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Entwined Existence. The Commoner has a Symbiotic Being attached to it, this Being has its own Intelligence, Wisdom, and Charisma Scores (Rolled by the DM) possesses Two Skill Proficiencies of the DMs Choice (That the Commoner Gains) and Knows 2 languages (one that it shares with the Commoner) and has an Agenda Selected by the DM.

Sustained Symbiosis (1/Day). When the Commoner Fails a Saving throw it can roll a d8 and add the Number rolled to the Total of the Roll. If it uses this Feature on a Death Saving throw it automatically Succeeds and Regains 1 Hitpoint regardless of the Number rolled.

Symbiotic Agenda. When the commoner Fails to Advance the Agenda of its Symbiotic Entity it must make a DC 12 (+ the Symbiotic entities Charisma Modifier) Charisma Saving throw or Become Charmed by it's Symbiotic Entity for (1d12) Hours.

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.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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