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