Stout and strong, the dwarf you see seems to be preparing for their day, or just freshly ending it.
Often found within fortresses or mountains. Living status may vary.
Orc Commoner
HP (ArmorHP): 10 (+0) /
AC: 10 /
Movement: 25 ft /
Init.: +1 /
PB.*: +1 /
Skills: None
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Resistance(s): None /
Reduction (s): None /
Vulnerability: None /
Immunity: None
Senses: Low-Light Vision
Condition Immunities: None
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-Features-
None
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-Actions-
Attack - [◈◈ / ◈-◈◈◈] - (1 per turn)
Improvised Weapon: / +1 / 4 varied damage
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-Tactics-: Commoners aren't meant to fight, but they will defend themselves when endangered. Otherwise, they will flee or avoid combat unless said otherwise.
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Proficiency
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Armor Class: 10
Max Hit Points (+AHP): 10 (+0)
Average HP | Formula: 6 (+0) | 1d8+1+0 (+0)
HP Breakpoint(s): 1 HP
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Base Speed / Movement: 25 ft
Initiative: +1
Creature Senses: Low-Light Vision
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Damage Resistances: None
Damage Reduction: None
Damage Vulnerabilities:None
Damage Immunities: None
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Condition Immunities: None
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Base Threat Level: 0.5
Creature Size: Medium
Creature Type(s): Anthropoid, Orc
Source(s): Core
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Armor / Type: None
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Dwarf Origin : ~0.5
The Dwarf commoner has Advantage on saving throws against effects with the Disease, and Poison ⚙️ traits, and they have Damage Resistance against effects with those traits.
Attack Action - [◈◈ / ◈-◈◈◈] - (1 per turn)
The Commoner won't always attack, but will defend itself if needed. They will use natural weapons or whatever they are equipped with, even if they are not proficient.
The Dwarf Commoner, especially, may not look it, but they can fight (or at least defend themselves) when they can. Just don't expect them to live if they're not trained for it. Willingness does not always mean readiness.
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Improvised Weapon / Melee Weapon Attack / +1 to hit / Hit: 4 ( 1d4+1 ) varied damage
None
The Ordinary Commoner is unspecialized, but numerous, not having much in the way of complexity. The statblock serves more as a guideline, as there are multiple kinds of Commoner outside of the normal serf, peasant, or pilgrim.
The Dwarven Commoner is like any other, even if they're among their kind or of similar folk, or far outside of their depth, wherever they may wind up. Most dwarves hardly travel cross-country, however. They'd rather not waste time when they're dangerous enough over shorter distances.
Commoners will often surrender if confronted to fight, or will get guards, someone, or something stronger to fight for them.
-What others may know...-
DC = 15 + TL, using a Recall Action / ◈.
Read or Paraphrase
"These are the people of this land, but one wouldn't know much more than that."
Dwarf Commoners are as mercurial as anybody else, their culture at a glance being like any other Commoner.
"These dwarves apparently know the area, even if they don't look it. You can easily tell, as the older among them aren't as grumpy."
These people may give the adventurers a hint of what they need to do or where they need to go, even at a glance. They can use their skills or otherwise to glean more information, or see where they can get what they need.
Fully Know of (DC + 10 and up) |
"Even at a glance, you can tell these dwarves know this area like the back of their hand. Striking up a conversation shouldn't be too hard."
The adventurer(s) fully understand who they're talking about, and what's needed to get on the good (and bad) side of the people they'll be interacting with.
As such, they'll likely gain a benefit (such as Advantage or a Bonus Dice) on the next check made to interact with one of these folk, or even just impressing them to get on their good side.
-Scaling and Alterations- |
Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This creature is based on the
Ordinary Commoner, like many others. Adjust the creature further would involve giving more than just the Ancestry Origin Talent, and would follow the same rules as the Commoner: adding 0.5 to the TL for each Ancestry Talent added to the creature. Sometimes, this may not adjust the TL by a noticeable factor, but it can lead to some interesting variants that a GM can play around with.
Example variants of other Commoners can be found below.
Appraise DC: 10
-Normal Loot-
-Crafting-