Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
any one language (usually Common)
Actions
Angry Mob
The commoner moves up to half its speed toward a creature it can see. Each friendly commoner within 30 feet of the commoner can use its reaction to join the angry mob and move up to half its speed toward the same target. This movement doesn't provoke opportunity attacks. If the initiating commoner is within 5 feet of the target, the target must make a DC 10 DEX save, taking 2 (1d4) bludgeoning damage on a failed save, or half as much damage on a successful one. For each commoner after the first that participated in the angry mob and that is within 10 feet of the target, the damage increases by 1 as stones, clubs, sticks, and similar "weapons" fly at the target from all angles. Afterwards, each commoner after the first that participated in the mob can't use Angry Mob until it finishes a short or long rest.
Club
+2 to hit, reach 5 ft (1.5 m). Hit: 1d4 bludgeoning damage.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Sling
+2 to hit, range 30/120 ft (9.1/36.6 m). Hit: 1d4 bludgeoning damage.
Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 2 (1d4) bludgeoning damage.
About Commoner
Commoner is a medium humanoid with a Challenge Rating of 0. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 10 and possesses 8 hit points (derived from None).
Commoner has communication capabilities including any one language (usually Common). This allows it to interact verbally with various creatures and characters.
GM Tips: Using Commoner
1 tips available
GM Tips: Using Commoner
When using Commoner in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
Player Guide: Facing Commoner
1 strategies available
Player Guide: Facing Commoner
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 1.
Solo Encounter:
A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 50 XP
- Hard: 75 XP
- Deadly: 100 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Commoner?
- Commoner has a Challenge Rating of 0, making it appropriate for parties of level 1.
- What type of creature is Commoner?
- Commoner is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Commoner speak?
- Commoner can communicate in any one language (usually Common).
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