Madman
For some, psychological traumas or the sight of the horrors dwelling in a fantasy world are too much to bear. While those too weak to cope with the things they have seen are destroyed, others are driven into absolute madness. Twisted to evil, these madmen prowl the night looking for fresh victims—often their own friends and neighbors—to slaughter. In many cases, madmen appear normal. They may even lead a normal life and go about in public without notice.
Armor Class 13 ( leather armor )
Hit Points 26 (4d8 + 8)
Speed 30 ft.
Saving Throws Dex +4
Skills Deception +3, Intimidation +3, Stealth +4 Proficiency Bonus +2
Damage Vulnerabilities —
Damage Resistances —
Damage Immunities —
Condition Immunities —
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 1 (200 XP)
Actions
Reactions
Legendary Actions
⚠️ D&D Wiki Homebrew
This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.
Source: D&D Wiki - Madman (5e Creature)
This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.
Formatted by BubblyBards.