Medium Humanoid, Neutral
AC 10    Initiative +0 (10)
HP 5 (1d8 + 1)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 10 +0 +0
CON 10 +0 +0
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Gear Club
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Traits

Training. The commoner has proficiency in one skill of the DM’s choice and has Advantage whenever it makes an ability check using that skill.They also have a proficiency with one Tool of the DM's choice.

Mob Mentality. when 10 commoners organize in a group with a collective goal, they form into a Mob.

Actions

Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.

Bonus Actions

Cry. The Commoner screams as loud as they can, alerts the Guard and Commoner within 300 ft and calls them to assist with the threat. 

Description

This is my take on the "Commoner" In D&D beyond, its meant to draw on real medieval society with the "hue and cry" system, as well as making common folk more realistically competent. You can use this monster as a one in every 100 commoners, or replace every commoner with them. they can be useful in preventing your towns from getting needlessly ransacked by a murder hobo party.
for clarity a "Mob" is another one of my homebrew creatures meant to represent a horde of commoners.
as with all my homebrew monster I suggest you use them in tandem with each other.

Habitat: Any

schooldndacc123

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