Medium Humanoid, Neutral
AC 10    Initiative +0 (10)
HP 4 (1d8)
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 Blindsight, Darkvision, Tremorsense, Truesight, Unknown; Passive Perception 10
Languages Common
CR 20 (XP 25,000; PB +6)
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.

Omniscience. The commoner sees and knows all that occurs, has occured or will ever occur. It is impossible to trick, attack, decieve or out-manouever. It can preempt all attacks, engagements or events years in advance. 

Prescient Avoidance. As allluded to above, the commoner preempts and avoids any attack. 

Actions

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

Momento Mori. The All-knowing commoner speaks directly at a creature - telling them exactly when, where and how they are going to die - Attack Roll: +25 to hit, reach 300ft, Hit: The target takes (1d100) psychic damage and is knocked prone, and frightened of the commoner for the next 3 rounds. 

Mental Deconstruction. The All-knowing commoner declares to the world the worst, most horrible, nightmarish moment of your entire life. - Attack Roll: Always Hits. reach 300ft, Hit: The target is terrified and temporarily insane, frightened of everyone for the next 3 rounds. 

 

 

Description

An ungodly variant of the commoner, shunned by most as an outlier, often quiet and unassuming. They know you and yourself more than you do yourself. They are all knowing and all seeing. You cannot and will not win. Unless you're reeeeeeaaaaallllllllllyyyyyy smart ig. 

Habitat: Any

Doogiedragon457

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