Armor Class
12
leather scraps
Hit Points
11
(2d8 + 2)
Speed
30 ft.
STR
12
(+1)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Gear
cult knife
Senses
Passive Perception 10
Languages
Common
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Fanatical Nerve. The commoner has advantage on saving throws against being frightened.
Actions
Improvised Weapon. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning or piercing damage.
Cult Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Description
They’re still fragile like commoners, but their attacks hit a little harder. For a frightening mob, have them fight in a group and use the cult leader to direct them.
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