Help with the creation of an NPC/monster

Post/Author/DateTimePost
#1

Airone

Mar 02, 2015 7:50:01

Hello.

My PCs are about to enter a big city where they’ll stay more or less for the next 6-8 sessions.

A big part of this city is a corps of Halfling knights, and I expect the PCs to have more than one fight with them.

These halfling are an elite corps, way above the city guard. They should be roughly like the worst incarnations of the eponymous Musketeers, rebellious rascals filled with bravado, and a bit of racist bullies towards the bigger races.

 

This is the first time I try to make a homebrew NPC for D&D 5th, so I’d like some thoughts and suggestions.

 

DESIGN GOALS:

The PCs are 6th level.

- One mounted Halfling knight should be an easy (but not trivial) encounter for one 6th level PC.

- They should get tougher in bigger groups, so a group of 4 mounted knights should be a hard encounter for 4 6th level PCs

- they should belessdangerous when not mounted

 

This is what I came up with; any comment or suggestion is welcome

 

 

 

 

Velvet coat rider

Small humanoid (halfling)

======================

AC      16 (studded leather)

HP       34 (6d6+12)

Speed  25 ft.

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Str 13 (+1) Dex 18 (+4) Con 15 (+2) Int 11 (0)        Wis 12 (+1) Cha 12 (+1)

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Saves   Cha +3

Skills   Intimidation +3, Handle animal +3, Athletics +3       

Senses passive perception 11

Languages      Common

Challenge      

======================

 

Brave & Lucky halfling. Advantage vs fear saves, reroll natural 1s

 

Mounted fighter. Advantage on attack rolls when mounted on a Hound.

 

Humiliating attack. Once per turn, the Rider can deal an extra 1d4 damage when he hits with a melee weapon attack, and force a DC 12 Will save. On a failed save, the target has disadvantage on attack rolls against targets other than the Rider until the end of his next turn.

 

=======ACTIONS=======

 

Multiattack. The Rider makes 2 scimitar attacks.

 

Scimitar. Melee weapn attack. +6 to hit, range 5 ft, 1 target. Hit: 1d6+4 slashing

 

 

* * * * *

 

Purebred Borneran Mastiff

Medium beast

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AC      13 (leather barding)

HP       21(3d8+6)

Speed  40 ft.

======================

Str 15 (+2) Dex 14 (+2) Con 14 (+2) Int 3 (-4)         Wis 12 (+1) Cha 7 (-2)

======================

Skills   Perception +3

Senses passive perception 13

Languages     

Challenge      

======================

Keen senses. Advantage on Percpetion based on heqaring or smell.

 

Pack tactics. The mastiff has advantage on an attack roll against a creature if at least one of the mastiff's allies is within 5 feet of the creature and the ally isn't incapacitated.

 

Mount. When used as a mount, can only Dash, Dodge or Disengage

 

=======ACTIONS=======

 

Bite. Melee weapon attack. +4 to hit, range 5 ft, 1 target. Hit: 1d6+2 piercing. I f the target is a creature, it must succeed a DC 12 Str save or fall prone

#2

DungeonKeeper86

Mar 02, 2015 17:55:25

You can overall treat the rider and the mastiff as a single unit (with two stat blocks of course) just to streamline the combat and simplify it.

Maybe the rider can use his Multiattack to either make two scimitar attacks or one scimitar attack and one masstiff bite attack.

Also If you want to give them heigher mobility the can dash, dodge or disengage as a bonus action while mounted.

I would also consider giving them a sling or a shortbow just so they'll have a ranged option incase they need it.

Otherwise looks like it's on a good track.