Armor Class
10
Hit Points
5
(1d8 + 1)
Speed
30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
12
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
Beastial Heritage. The Furfolk gains 3 Traits Listed in its Description.
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.
Beastial Traits
The Furfolk gains 3 of the Following Traits:
- Antennae. The Furfolk has advantage on Wisdom (Perception) and Intelligence (Investigation) Checks (Raise Passive Perception by 5).
- Armored Shell. The Furfolks AC increases by 1.
- Burrowing. The Furfolk gains a Burrow Speed Equal to its Walking Speed.
- Camouflage. The Furfolk has advantage on Dexterity (Stealth) Checks.
- Chemical Communication. As a Bonus Action the Furfolk can cast Message, Constitution is its Spellcasting Ability.
- Clawed/Talon. The Furfolk Gains an Unarmed Strike attack that Deals 1d8+2 Slashing Damage.
- Darkvision. The Furfolk gains Darkvision out to 60 ft.
- Evasive Agility. When the Furfolk Takes the Dodge Action All Damage it takes is Reduced by 2.
- Extra Arms. The Furfolk has 2 additional arms (Can Take Multiple Times).
- Mesmerizing Display. The Furfolk has advantage on Charisma (Persuasion) and Charisma (Performance) Checks against Creatures that can see it.
- Molting Escape (1/Day). if the Furfolk is [Tooltip Not Found] or Restrained it can use its Action to Automatically Free itself.
- Outsized Strength. The Furfolk Gains a +2 Bonus to Strength Checks and Saving Throws.
- Pincers. as a Reaction after Making a Successful Unarmed Strike the Furfolk can attempt to Grapple that Creature.
- Pouncing Leap. The Furfolk has a Long Jump of 20 ft and a High Jump of 6 ft. Whenever it Jumps at Least 10 ft it has advantage on its Next attack roll.
- Scuttling Speed. The Furfolks Walking Speed increases by 10 ft.
- Spider Climb. The Furfolk Gains a Climbing speed equal to its Walking Speed.
- Stinger (2/Day). As an Attack action the Furfolk can force a Creature to make a DC 11 Constitution saving throw on a Failure it Takes 1d6+3 Poison Damage. (if it Possesses Venom Glands it instead Uses this on a (Recharge 6).
- Venom Glands. Once per turn After hitting a Creature with an Unarmed Strike it Deals an additional 1d6 Poison Damage.
- Water Strider. The Furfolk can walk across Water as if it were solid ground but must always move at Least Half it's Movement speed each Turn.
- Webbing (1/Day). The Furfolk can cast Web, Constitution is its Spellcasting Ability.
- Wide Vision. The Furfolk cannot Be Surprised and Possesses a +2 Bonus to Wisdom (Perception) checks that Rely on Sight.
- Winged (2/Day). As a Bonus Action the Furfolk gains a Fly Speed Equal to its Walking Speed for 1 minute.
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