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Commoner

Medium Humanoid (any race), any alignment

CR 0

10 XP

AC: 10
HP: 4 (1d8)
Speed: walk 30 ft.
Senses: passive Perception 10
Languages: any one language (usually Common)
STR
10
+0
DEX
10
+0
CON
10
+0
INT
10
+0
WIS
10
+0
CHA
10
+0

Actions

Club

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

Quick Reference

Challenge: CR 0
Type: Humanoid
Size: Medium
Alignment: any alignment
Best for party of 4 at level 1-2 (as multiple enemies only; individual commoners are non-threatening)

Running This Encounter

Commoners are rarely encountered as combat encounters alone, but rather as NPCs to protect, interrogate, or interact with during larger adventures. Use them as villagers, merchants, or townsfolk who provide quest hooks, information, or complications. They can be casualties of war, kidnapping victims, or witnesses to crimes that drive narrative. Multiple commoners (5+) can pose a minor threat through sheer numbers, but they typically flee when combat turns deadly.

Combat Tactics

Commoners have no combat training and will attempt to flee at first sign of danger, using their movement to reach safety or allies. If cornered or defending loved ones, they may attack with improvised weapons or fists, but will surrender or beg for mercy when outmatched. They suffer low morale and may panic if combat becomes intense.

Environment & Setting

Villages, towns, farms, taverns, market squares, or merchant caravans are ideal settings. Any mundane location where everyday folk congregate works well.

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