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Commoner

Challenge
Tags
Terrain
str
10
dex
10
con
10
int
10
wis
10
cha
10

AC 10

HP 4 (1d8; bloodied 2)

Speed 30 ft.


Proficiency +2; Maneuver DC 10

Skills any one +2 (+1d4)

Senses passive Perception 10 (14 if proficient)

Languages any one


ACTIONS

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

Stone. Ranged Weapon Attack: +2 to hit, range 10/30 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Description

Commoners are humanoids who are not trained in combat. Typical commoners include farmers, herders, artisans, servants, and scholars.

Encounters

CR 0–2 1d10 commoners ; 1 or 2 commoners with 1 or 2 camels , draft horses , mastiffs , or mules

Treasure 50 sp, 50 cp;

CR 3–4 2d20 commoners or commoner mob with acolyte , minstrel , or noble

Treasure 500 sp, 500 cp

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.