Medium Humanoid, Any Alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Senses Darkvision 60 ft, Passive Perception 10
Languages Common, Infernal, Telepathy 120 ft (Creatures Charmed by it only)
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Born of Temptation. The Commoner has advantage on saving Throws against being Charmed.

Exploit Weakness. When the Commoner Damages a Creature Charmed by it, it can change the Damage Type to Psychic and but Remove the Charmed Condition on it.

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Alluring Gaze (1/Day). The Commoner Casts Charm Person DC 11 (Charisma is It's Spellcasting Ability).

Description

Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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