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| #1DesrimalJun 13, 2015 8:53:05 | I like the NPC section of the Monster Manual alot (page 342 - 350). It's an excellent section that I often use, but sometimes I need even more NPC (or similar NPC with different challenge ratings). This thread is for sharing generic NPCs of your own making. Please use the same format as in the Monster Manual. GO! |
| #2OGRE1984Jun 13, 2015 15:12:07 | here are some modified guards using ist level fighter traits and a stat bump. i include variable ac and weapon stats for versatility. have been thinking of adding race traits and feats (for humans and elites) to further modify these base templates. i have not checked to see what challenge rating they would be as i run unleveled game. i just started on these last night so good timing! i have started some clerics and warlocks as well but not done yet. i am trying to fill out a hireling roster with variable rates for players to use. also good for backup characters for players to use in case of death.
Soldier Medium humanoid (any race), any alignment AC 16 (Scale) 18 (shield) HP 18 (3d8 + 3) Speed 30 ft. STR 14 (+2) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Defense: +1 AC when wearing armor. Second Wind – bonus action gain 1d10+CR hp. Spear. +4 (1d6 + 2) Pike +4 (1d10 +2) reach shortsword +4 (1d6 +2) Light Crossbow. +3 (1d8) 80 ft./320 ft.
Archer Medium humanoid (any race), any alignment AC 14 (studded leather) HP 18 (3d8 + 3) Speed 30 ft. STR 13 (+1) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Second Wind – bonus action gain 1d10+CR hp. Scimitar +4 (1d6 +2) Longbow +6 (1d8 +2)
Heavy Infantry Medium humanoid (any race), any alignment AC 18 (chainmail, shield) HP 23 (3d8 + 6) Speed 30 ft. STR 13 (+1) DEX 12 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Second Wind – bonus action gain 1d10+CR hp. Protection: DISAD enemy when using shield. Shortsword +3 (1d6 +1) Javelin +3 (1d6 +1)
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| #3RazintarrJun 14, 2015 2:45:39 | Also usefull to see how other DMs have arranged the statblocks for their npc's. Here are two of mine, a plain rogue and a monk remodeled to a quick quarterstaff brigand.
Thug Level 5 Rogue, human, Thief, Criminal Medium Humanoid (human) Neutral AC 14 (leather, dex); HP 25 (5d8); Spd: 30(6) ; Init +3 STR 10 (+0); DEX 16 (+3); CON 10 (+0); INT 10 (+2); WIS 11 (+0); CHA 14 (+2); Saving Throws: Dex +5, Int +2 Skills: Acrobatics +5, Athletics +2, Intimidation +6, Deception +4, Sleight of Hand +5, Stealth +7 Senses: normal; passive perception 10 Languages: Common, Thieves’cant Equipment: leather armor, 2 daggers, shortsword Challenge 2 (450 xp) Sneak attack +9 (3d6) damage to one attack (once per turn), must have advantage against creature or if another enemy of the target is within 5’of it. Actions: Short Sword melee weapon attack: +5 to hit; reach 5, 1 target. Hit: 6 (1d6+3) piercing damage Bonus Actions: Cunning Action bonus action on each of your turns in combat. Must be used for Dash, Disengage, Hide, dexterity (Sleight of Hand) check, use thieves’tools to disarm a trap or open an lock, or take the Use an Object action. Reactions: Uncanny Dodge When an attacker that you can see hits you with an attack, you can use your reaction to halve the attacker’s damage against you.
Highwayman Level 3 human monk Medium Humanoid chaotic good AC 14 (dex+wis); HP 18 (4d8); Spd: 40’(8); Init +2 STR 10 (+0); DEX 16 (+3); CON 10 (+0); INT 10 (+0); WIS 12 (+1); CHA 10 (+0); Saving Throws: Str +2, Dex +5 Skills: Athletics +4, Stealth +4 Senses: normal; passive perception 11 Languages: common Equipment: quarterstaff Challenge 1 (200 xp) Actions: Quarterstaff melee weapon attack: +5 to hit; reach 5, 1 target. Hit: 6 (1d6+3) bludgeoning damage Bonus Actions: Unarmed strike melee weapon attack: +5 to hit; reach 5, 1 target. Hit: 5 (1d4+3) bludgeoning damage Reactions: Deflect Missiles (when attacked with ranged weapon) reduce damage by 1d10+6 |
| #4DesrimalJun 14, 2015 13:34:03 | Thank you Razintarr and OGRE1984 |
| #5OGRE1984Jun 15, 2015 2:35:57 | i favor simple stat blocks edited for space, and easy customization. i am looking for ease of use in sandbox games where i might need quick stats for any number of NPCs. having used the generic stats during my Murder in Baldur's Gate game, i definitly want a more customized NPC roster. good for hireling lists too. i am using a class summary cheat sheet to fill out base NPC, i don't remember where i got it. either here in forums or over at enworld, 5 page PDF. i have not done the CR in part becuase its unreliable i have a quick sheet of race stats made so i may plug that in as well at later date. also i have got some feats edited down for ease of use.
they don't stay formated exactly as i put them in....annoying
Bandit cleric Medium humanoid (any race), non-lawful align AC 13 (studded leather) 15 (+ Sheild) HP 22 (4d8 + 4) Speed 30 ft. STR 10 (+0) DEX 13 (+1) CON 12 (+1) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Senses passive Perception 10 Languages any one language (usually Common) Blessing of the Trickster – touch ally ADV Stealth, 1 hr. Channel Divinity (CD), 1/rest CD Turn Undead – WIS save, 1 min, 30’r, CD Invoke Duplicity – illusory double 30’ 1min ADV att if 5’, 2nd. Spellcasting. 2nd-level Wis ( save DC 12, +4 to hit with spell attacks). Cantrips (at will): light, Guidance, thaumaturgy 1st (3 slots): charm person, disguise self, sanctuary Club +3 (1d4 + 1) Light Crossbow. +2 (1d8) 80 ft./320 ft. Spear +3 (1d6+1/1d8 +1) 20/60
Bandit Ambusher Medium humanoid (any race), non-lawful align AC 12 (leather armor) 14 (Sheild) HP 22 (4d8 + 4) Speed 30 ft. STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Skills Stealth +6, Perception +4 Senses passive Perception 14 Languages any one language (usually Common) Sneak Attack - +1d6 dmg if ADV Cunning Action – bonus action to dash, disengage, hide Scimitar +4 (1d6 + 2) Dagger +4 (1d4 +2)
CULTIST FEY Medium humanoid (any race), non-good align AC 13 (leather armor) HP 33 (6d8 + 6) Speed 30ft. STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 13 (+1) CHA 14 (+2) Skills Deception +4, Persuasion +4, Religion +2 Senses passive Perception 10 Languages any one language (usually Common) Dark Devotion. advantage saves vs. Charm/fear Spellcasting. 4th-level Cha (save DC 12, +4 to hit with spell attacks). Cantrips (at will): eldritch blast, minor illusion, mage hand 2 spell slots, 1st, 2nd level spells known (5) sleep, charm person, invisibility, enthrall, armor of agathys Repelling Blast – 1d10 pushes 10’. Fey Presence – charm/fright 10’ cube, next turn, WIS save, 1/rest. Dagger. +4 (1d4 + 2) 20/60 ft.piercing damage.
CULTIST FIEND Medium humanoid (any race), non-good align AC 13 (leather armor) HP 33 (6d8 + 6) Speed 30ft. STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 13 (+1) CHA 14 (+2) Skills Deception +4, Persuasion +4, Religion +2 Senses passive Perception 10 Languages any one language (usually Common) Dark Devotion. advantage saves vs. Charm/fear Spellcasting. 4th-level Cha (save DC 12, +4 to hit with spell attacks). Cantrips (at will): 3 eldritch blast, presdigitation, friends 2 spell slots, 1st, 2nd level spells known (5) burning hands, command, hex, darkness, scorching ray Agonizing Blast – 1d10 + 2 Dark One’s Blessing –reduce enemy 0 hp, gain CHA+Level temp hps.
Priest of War Medium humanoid (any race), any alignment AC 16 (scale, shield) HP 32 (5d8 + 10) Speed 25 ft. STR 12 (+1) DEX 10 (+0) CON 14 (+2) INT 13 (+1) WIS 16 (+3) CHA 13 (+1) Skills Medicine +7, Persuasion +3, Religion +4 Senses passive Perception 13 Languages any two languages CD Guided Strike 1/day- +10 attack roll, 2nd. Spellcasting. 5th-level Wis (spell save DC 13, +5 to hit with spell attacks). Cantrips (at will): light, sacred flame, spare the dying, guidance 1st level (4 slots): healing word, guiding bolt, bless,shield of faith 2nd level (3 slots): lesser restoration, spiritual weapon, magic weapon 3rd level (2 slots): dispel magic, spirit guardians Multiattack 3/day; 2 warhammer attacks Warhammer +3 (1d8 +1) bludgeoning damage.
Priest of Tempests CR 2 (450 XP) Medium humanoid (any race), any alignment AC 14 (Ringmail) 16(sheild) HP 27 (5d8 + 5) Speed 25 ft. STR 14 (+2) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1) Skills Medicine +7, Persuasion +3, Religion +4 Senses passive Perception 13 Languages any two languages Wrath of the Storm – reaction to hit, 5’, 2d8 lighting/thunder dmg, WIS mod/day, 2nd. CD Destructive Wrath 1/day– max dmg on lightning/thunder dice Spellcasting. 5th-level Wis (spell save DC 13, +5 to hit with spell attacks). Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, fog cloud, guiding bolt, thunderwave 2nd level (3 slots): lesser restoration, spiritual weapon, enhance ability 3rd level (2 slots): shatter, gust of wind Warhammer +4 (1d10 +2) bludgeoning damage. Javelin +3 (1d6 +2) 30/120
Priest of Death Medium humanoid (any race), any alignment AC 13 (chain shirt) 15(sheild) HP 27 (5d8 + 5) Speed 25 ft. STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1) Skills Medicine +7, History +3, Religion +4 Senses passive Perception 13 Languages any two languages Reaper, Necro cantrip target 1 + 1 within 5' CD Touch of Death 1/day, melee +15 necrotic damage Spellcasting. 5th-level Wis (spell save DC 13, +5 to hit with spell attacks). Cantrips (at will): light, sacred flame, thaumaturgy, chill touch, resitance 1st level (4 slots): bane, sanctuary, false life, ray of sickness 2nd level (3 slots): lesser restoration, spiritual weapon, blindness/deafness 3rd level (2 slots): animate dead, spirit guardians Flail +2 (1d8) bludgeoning damage.
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| #6RazintarrJun 15, 2015 10:12:15 | One more, becuase I'm curious if this is something other DMs do to. I make statblocks for the spells that the caster is most likely to use.
Warwizard Level 6 wizard Medium Humanoid (human), Neutral AC 15 (mage armor, dex); HP 31 (7d8); Spd: 30’(6); Init +2 STR 9 (-1); DEX 14 (+2); CON 11 (+0); INT 17 (+3); WIS 12 (+1); CHA 11 (+0); Saving Throws: Int +5, Wis +3 Skills: Arcana +5, History +5 Senses: normal; passive perception 11 Languages: Common, Draconic Equipment: Longsword (Arcane Focus) Challenge 4 (1.100 xp) Spellcasting: 6th level spellcaster that uses intelligence as it’s spellcasting ability. Spell save DC 13 ;+ 5 to hit with spell attacks - Cantrip (at will): Fire Bolt, Mending, Message, Shocking Grasp - Level 1 (4 slots): Mage Armor, Magic Missile, Shield - Level 2 (3 slots): Hold person, Scorching Ray - Level 3 (3 slots): Fireball, Stinking Cloud Actions: Longsword melee weapon attack: -1 to hit; reach 5, 1 target. Hit: 4 (1d8-1) slashing damage Fire Bolt range spell attack: +5 to hit, range 120’, 1 target. Hit: 10 (2d10) fire damage Magic Missile range spell attack: automatic hit, range 120’, up to 3 targets. Hit: (per missile, 3 missiles total) 3 (1d4+1) force damage Scorching Ray range spell attack: (3 rays, each Fireball range spell: each creature within 20’radius sphere ,range 150’; 28 (8d6) fire damage, DC 13 Dex save for ½. Reactions: Shield spell (self, hit by an attack or targeted by magic missile) +5 bonus to AC until start of next turn, including against the triggering attack and you take no damage from magic missile. |
| #7akr71Jun 15, 2015 10:56:26 |
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| #8OGRE1984Jun 20, 2015 22:23:39 | here is an NPC i made as Henchman for the Party. an acolyte with stat bump and class features of 1st level cleric. i rolled him using tables in DMG
Landon the Lucky Medium human Drifter, NG, Acolyte of Lathander AC 16 (Ringmail*, shield) HP 11 (2d8+2) Speed 30 ft. STR 13 (++1) DEX 10 (+0) CON 12 (+1) INT 10 (+0) WIS 14 (+2) CHA 11 (+0) Skills Medicine +4, Religion +2, Intimidate +0**, insight + 4, Persuasion+4, handle animal +4 Saves Wisdom +4, Charisma +2 Tools Land vehicles, Dice * Disadvantage on stealth ** advantage on intimidate [horrible scar] Senses passive Perception 12 Languages Common, Orcish, theives cant Lucky 3 luck points/ Long rest. 1 pt to roll an extra d20. For you or an attacker Disciple of Life. cure spell regain hp = 2 + the spell’s level. Spellcasting. 1st-level Wis ( save DC 12, +4 to hit with spell attacks Prepare spells Wis mod + cleric level, change spells long rest 1min/spell level). Cantrips (at will): light, sacred flame, thaumaturgy 1st (3 slots): bless, cure wounds, sanctuary Mace. +4 (1d6 +1) bludgeoning damage. Gear Ringmail, sheild, Mace, healers kit, holy symbol Ideal people and life Bond out for revenge A middle aged man with curly brown hair starting to grey, a vicious scar gives him a perpetual scowl. Landon has just lost his wife during a raid and is a bit lost and hungry for revenge. During adventure he will try and kill everyone associated with those responsible for his pain, if PC let him do so he will lose his cleric abilities and start drinking [angry drunk].
He has a horrible scar from that encounter and refuses to let it heal. Landon is often moody and irritable, lost in his thoughts. he once was a joyous man telling tale tales of his wanderings along the trade routes. Hurtin Often unreliable, He will turn to drink [DC10 wisdom] and lose faith if PC allow it. XP award if they help him 50 x # levels he has adventured with them. So if he is with pc 2 levels then they get 100 xp.
Drifter is a custom background from Enworld forums. also thinking about alternative reward possibly a boon. idk yet. i am going to wing inso far as his alignment change and loss of cleric power [if it happens]. i haven't thought of any good mechanics for this.
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| #9DesrimalJun 22, 2015 0:58:49 | Your NPCs are great OGRE1984. A couple of them have already been copied for my next session.
There has got to be other DMs with good generic NPCs lying around. Please post them in this thread |
| #10OGRE1984Aug 01, 2015 21:57:59 | Riro Bill Nar Arkaiun human Soldier, CN AC 18 (Scale*, shield) HP 19 (2d8 + 10) Speed 30 ft. STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 8 (-1) WIS 11 (+0) CHA 10 (+0) Skills Perception +2, Athletics +4, handle animal +2, Intimidation +2 * disadvantage on stealth Saves Strength +4, Constitution +3 Tools land vehicles, cards, drum Senses passive Perception 12 Languages Common, Elvish Tough HP max = +2/level Defense wearing armor, +1 bonus to AC. Second Wind bonus action to regain hp 1d10 + level. 1/short or long rest Spear. +4 (1d6 + 2) Club +4 (1d4 +2) Dagger +4 (1d4 +2)
Gear scalemail, shield, spear, club, 3 daggers, drum, travellers pack, sack chews Tabac curious and talkative Freedom and neutrality Captivated by love interest Flaw overpowering greed
a native of exotic Dambrath in Shining South, he has fled the tyranny of his homeland. he seeks to woo a merchants daughter in Baldur's Gate. Short and swarthy, with black hair, his wide smile shows a few gold teeth. He is adorned with an abundance of garish cheap jewelry [25gp] which he thinks is a show of wealth and a display of power.
Stranger in a strange land often gets into fights due to his display of wealth, and his bragging. He will demand high wages and a share of treasure. |
| #11OGRE1984Aug 01, 2015 22:07:28 | and here is my updated HotDQ enemies.
Frulam Mondath AC 16 (chain mail) HP 44 (8d8+8) Speed 30 ft. STR 14 (+2) DEX 10 (+0) CON 13 (+1) INT11 (+0) WIS 18( +4) CHA15 (+2) Saves Wis + 6, Cha + 4 Skills Deception + 4, History + 2, Religion + 2 Senses passive Perception 14 Languages Common , Draconic, Infernal Spellcasting. Frulam is a 5th- level caster, Wis ability (spell save DC 14, +6 spell attacks). Cantrips : light, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, healing word, Charm Person 2 nd level (3 slots): calm emotions, hold person, spiritual weapon 3rd level (2 slots): mass healing word, spirit guardians ~Blessing of the trickster. action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. Multiattack. 2 attacks Halberd. + 5 reach 10 ft.(1d10 + 2) Polemaster • Attack, can use a bonus action to make a melee attack with the butt end of the weapon [1d4]. • creatures provoke an opportunity attack from you when they enter your reach. Invoke Duplicity use your Channel Divinity. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Sending stone, potion of healing, scroll of bless, ritual book- details on draconic rituals, creation of drakes, uses of dragon parts Langdedrosa Cyanwrath AC 17 (splint) HP 57 (6d12 + 18) Speed 30 ft. STR 19 (+4) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA12 (+1) Saves Str + 6, Con + 5 Athletics + 6, Intimidate + 3, Perception + 4 Damage Resistances lightning Senses blind sight 10 ft., darkvision 60 ft., passive Perception 14 Languages Common , Draconic Action Surge 1 extra action . Improved Critical. critical hit 19 o r 20. Multiattack. 2 attacks Greatsword. + 6 (2d6+4) slashing damage. Spear. + 6 (1d6+4) 20 ft./ 60 ft. Lightning Breath (Recharge 5-6). 30' line,5' wide. DC 13 Dex save lightning damage (4d10) half damage on save. Great Weaponmaster • On your turn, critical hit or reduce to 0 hp with a melee weapon, you can make one melee weapon attack as a bonus action. • Before you make a melee attack with a heavy weapon you can take a - 5 attack, +10 damage. Great Weapon Fighting reroll 1 or 2 on damage die, two hands. Second Wind bonus action to regain hp 1d10 + level. 1/short or long rest
2 Potion of healing, silver greatsword
Berserker green dragonborn [2] AC 13 (hide armor) HP 67 (9d8 + 27) Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 11 (+0) CHA 9 (−1) Senses passive Perception 10 Languages Common) Reckless. gain advantage on all melee attacks, but attack rolls against it have advantage Damage Resistance. resistant to poison Breath Weapon. action, 15 ft. cone (Con Save DC 13) 2d6 damage, and half on save. Dragonbone warpick +5 (1d8 + 3) Longsword +5 (1d8 +3) + poison Poison scabbard, Dragonbone warpick, Dragon hide armor [bronze]
poison scabbard 1d4 uses a day, basic poison, uses interaction [sheath weapon]. dragonbone weapon; bypass damage resistance 3/day Dragonhide armor; energy resistance of specific type
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| #12OGRE1984Aug 02, 2015 0:06:10 | here is the half orc gang from Murder in Baldur's Gate, the Bloody Knuckles from Stonyeyes district.
GORT Medium Half Orc, NE AC 17 [+1 chain shirt] HP 69 (11d8 + 20) Speed 30 ft. STR 17 (+3) DEX 15 (+2) CON 15 (+2) INT 12 (+1) WIS 14 (+2) CHA 16 (+3) Saves Constitution +6, Strength +7 Skills Deception +7, Insight +6, Intimidation +11*, Investigation +6, Perception +6, Persuasion +7, Sleight of Hand +6, Stealth +10* Senses passive Perception 16 Languages common, orcish, Alzehdo, Chondathian Proficiencies – disguise kit, poisoner’s kit, theives tools, playing cards, dice *Expertise x2 Proficiency bonus Assassinate – surprise is crit, if enemy not acted ADV on attack, 3rd. Second Wind – bonus action to gain 1d10+level hp. Action Surge – extra action. Cunning Action. bonus action to Dash, Disengage, or Hide. Sneak Attack (1/Turn). (+2d6) damage if advantage on attack, or target is 5 feet of an ally that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll. Relentless Endurance. 1/ long rest. reduced to 0 but not killed outright, you drop to 1 hp instead.. Savage Attacks. score a critical hit with a melee weapon attack, +1 weapon damage dice to the extra damage of the critical hit. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Grappler Prerequisite: Strength 13 or higher • You have advantage on attack rolls against a creature you are grappling. • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple. Tavern Brawler • proficient with improvised weapons and unarmed strikes. • Your unarmed strike uses a d4 for damage. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Multiattack. 2 melee attacks. Shortsword +7 1d6 +5, poisoned [serpent venom DC 11, 3d6 dam] fist + 7 1d4 +3 + grapple
Half-orc GLADIATOR CR 5 (1 ,800 XP) Medium humanoid (any race), any alignment AC 16 (studded leather, shield) HP 142 (15d8 + 75) Speed 30ft. STR 20 (+5) DEX 15 (+2) CON 17 (+3) INT 10 (+0) WIS 12 (+1) CHA 15 (+2) Saves Str +7, Dex +5, Con +6 Skills Athletics +10, Intimidation +5 Senses passive Perception 11 Languages Common, Orcish Feats Tavern Brawler, Grappler, Tough Brave. advantage on saves vs. fear. Brute. melee weapon extra damage die (included) Multiattack. 3 melee or 2 ranged attacks. Relentless Endurance. 1/ long rest. reduced to 0 but not killed outright, you drop to 1 hp instead.. Savage Attacks. score a critical hit with a melee weapon attack, +1 weapon damage dice to the extra damage of the critical hit. Spear. +8 (2d6 + 5) 20/60 ft, or (2d8 + 5) 2 hands Shield Bash. +8 (2d4 + 5) Med or smaller DC 15 Str save or be knocked prone. REACTIONS Parry. +3 AC vs. one melee attack must see the attacker and wield a melee weapon.
Half-orc Berserker CR 2 (450 XP) AC 13 (hide armor) 15 (shield) HP 76 (9d8 + 36) Speed 30 ft. STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 9 (−1) WIS 11 (+0) CHA 9 (−1) Senses passive Perception 10 Languages Common, Orcish Reckless. start of its turn, gain advantage on all melee weapon attack rolls during that turn, but attack rolls against have advantage until the start of its next turn. Relentless Endurance. 1/ long rest. reduced to 0 but not killed outright, you drop to 1 hp instead.. Savage Attacks. score a critical hit with a melee weapon attack, +1 weapon damage dice to the extra damage of the critical hit. Battle axe +5 (1d8 +3/1d10 +3) Hand axe +5 (1d6 +3) 20/60
Half-orc Thug CR 1/2 (100 XP) AC 11 (Padded armor) 13 (sheild) HP 32 (5d8 + 10) Speed 30 ft. STR 17 (+3) DEX 11 (+0) CON 15 (+2) INT 10 (+0) WIS 10 (+0) CHA 11 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages Common, Orcish Pack Tactics. advantage on attacks to enemy if ally is within 5 feet and isn’t incapacitated. Multiattack. 2 melee attacks. Relentless Endurance. 1/ long rest. reduced to 0 but not killed outright, you drop to 1 hp instead.. Savage Attacks. score a critical hit with a melee weapon attack, +1 weapon damage dice to the extra damage of the critical hit. Mace. +5 (1d6 + 3) bludgeoning damage. Dagger +5 (1d4 +3) 20/60
Half-orc Commoner CR 0 (10 XP) AC 10 HP 4 (1d8) Speed 30 ft. STR 12 (+1) DEX 10 (+0) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Senses passive Perception 10 Languages Common, Orcish Relentless Endurance. 1/ long rest. reduced to 0 but not killed outright, you drop to 1 hp instead.. Savage Attacks. score a critical hit with a melee weapon attack, +1 weapon damage dice to the extra damage of the critical hit. Club. +3 (1d4 +1) bludgeoning damage. Sling +3 (1d4 +1) 30/120
Half-orc Bandit CR 1/8 (25 XP) Medium humanoid (any race), non-lawful align AC 12 (leather armor) 14 (+ Sheild) HP 11 (2d8 + 2) Speed 30 ft. STR 14 (+2) DEX 11 (+0) CON 13 (+1) INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Senses passive Perception 10 Languages Common, Orcish Relentless Endurance. 1/ long rest. reduced to 0 but not killed outright, you drop to 1 hp instead.. Savage Attacks. score a critical hit with a melee weapon attack, +1 weapon damage dice to the extra damage of the critical hit. Club +4 (1d4 + 2) Spear +4 (1d6+2/1d8 +2) 20/60
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| #13OGRE1984Aug 02, 2015 0:09:58 | campaign ended before i could further detail city and Factions, the Bloody knuckles gang were tavern brawlers in an outter city fighting ring. source of quick coin for skilled fighters. |
| #14OGRE1984Aug 22, 2015 14:52:23 | thief Medium human, CN AC 13 (leather armor) HP 8 (2d8) Speed 30 ft. STR 11 (+0) DEX 14 (+2) CON 10 (+0) INT 11 (+0) WIS 13 (+1) CHA 12 (+1) Saves Dex +4, Int +2 Skills Acrobatics +4, Deception +3, Investigation +4, Perception +5, Persuasion +3, Sleight of Hand +4, Stealth +6, Senses passive Perception 15 Languages Common, Orcish ~Sneak Attack. 1/turn, +1d6 ~Cunning Action bonus action to dash, disengage, hide Shortsword. +4 (1d6 + 2) Shortbow. +4 (1d6 + 2) 80/320 ft
safecracker Medium human, CN AC 13 (leather armor) HP 8 (2d8) Speed 30 ft. STR 11 (+0) DEX 14 (+2) CON 10 (+0) INT 11 (+0) WIS 13 (+1) CHA 12 (+1) Saves Dex +4, Int +2 Skills Acrobatics +4, Deception +3, Investigation +6, Perception +3, Persuasion +3, Sleight of Hand +4, Stealth +4 Tools theives tools [x2] Senses passive Perception 15 Languages Common, Dwarven ~Sneak Attack. 1/turn, +1d6 ~Cunning Action bonus action to dash, disengage, hide Shortsword. +4 (1d6 + 2) Dagger +4 (1d4 + 2) 20/60
minstrel Medium human, NG AC 13 (leather armor) HP 8 (2d8) Speed 30 ft. STR 11 (+0) DEX 12 (+1) CON 10 (+0) INT 13 (+1) WIS 10 (+0) CHA 14 (+2) Saves Dex +3, Cha +4 Skills Arcana + 4, Deception +5, History +4, Perform +5, Persuasion +5, Insight + 3 Senses passive Perception 10 Languages Common, Elvish ~Inspiration bonus action, 1 ally, 30' gain d6 ~Jack of all trades +1/2 level to all skills ~Song of Rest +1d6 HP to all during short rest Spellcasting. 1st-level Cha ( save DC 12, +4 to hit with spell attacks). Cantrips (at will): friends, vicious mockery 1st (3 slots): detect magic, healing word, sleep, comprehend languages, identify Shortsword. +4 (1d6 + 1) Dagger. +4 (1d4 + 1) 20/60
Dungeoneer Medium human, CG AC 14 (studded) HP 16 (4d8) Speed 30 ft. STR 11 (+0) DEX 12 (+1) CON 10 (+0) INT 13 (+1) WIS 10 (+0) CHA 14 (+2) Saves Dex +3, Cha +4 Skills Arcana + 5, Deception +6, History +5, Perform +6, Persuasion +6, Religion +5, Investigation +4, Perception +4, Insight +4 Feat Dungeon Delver, Skilled Senses passive Perception 10 Languages Common, Draconic, Dwarven, Giant ~Inspiration bonus action, 1 ally, 30' gain d6 ~Jack of all trades +1/2 level to all skills ~Song of Rest +1d6 HP to all during short rest Spellcasting. 1st-level Cha ( save DC 12, +4 to hit with spell attacks). Cantrips (at will): dancing lights, friends 1st (3 slots): detect magic, healing word, sleep, comprehend languages, identify Shortsword. +4 (1d6 + 1) Dagger. +4 (1d4 + 1) 20/60
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| #15OGRE1984Aug 22, 2015 15:04:03 | Shield of Helm Medium human, LN, F 2 AC 16 (Ring, shield) HP 14 (2d8 + 2) Speed 30 ft. STR 14 (+2) DEX 10 (+0) CON 13 (+1) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Saves Str +4, Con +3 Skills Athletic +4, Insight +4, Investigation +4, Perception +4, Religion +2 Feats Alert Senses passive Perception 14 Languages Common ~Protection reaction to impose disadvantage on the attack vs ally within 5' You must have shield. ~Second Wind bonus action to regain hp 1d10 + level. 1/short or long rest ~Action Surge – extra action, Longsword +4 (1d8 +2) Handaxe +4 (1d6 +2) Javelin +4 (1d6 +2)
Vigilant Shield of Helm Medium human, LN, F/C 2/2 AC 18 (Chain, shield) HP 24 (4d8 + 4) Speed 30 ft. STR 14 (+2) DEX 10 (+0) CON 13 (+1) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Saves Str +4, Con +3 Skills Athletic +4, Insight +4, Investigation +4, Perception +4, Religion +2 Feats Alert, Sentinel Senses passive Perception 14 Languages Common Spellcasting. 1st-level Wis ( save DC 12, +4 to hit with spell attacks). Cantrips (at will): light, resistance, spare the dying, thaumaturgy 1st (3 slots): cure wounds, Healing Word, faerie fire ~CD turn undead action, undead that can see or hear you within 30 feet of you must make a Wis save. turned for 1 minute or until it takes any damage. 1/short rest ~Protection reaction to impose disadvantage on the attack vs ally within 5' You must have shield. ~Warding Flare. enemy within 30', reaction to impose disadvantage on the attack roll, 2/long rest. ~Second Wind bonus action to regain hp 1d10 + level. 1/short or long rest ~Action Surge – extra action, Longsword +4 (1d8 +2) Handaxe +4 (1d6 +2) Javelin +4 (1d6 +2)
Vigilant Shield of Helm Medium human, LN, F/C 3/3 AC 18 (Chain, shield) HP 36 (6d8 + 6) Speed 30 ft. STR 14 (+2) DEX 10 (+0) CON 13 (+1) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Saves Str +4, Con +3 Skills Athletic +4, Insight +4, Investigation +4, Perception +4, Religion +2 Feats Alert, Sentinel Senses passive Perception 14 Languages Common Spellcasting. 1st-level Wis ( save DC 12, +4 to hit with spell attacks). Cantrips (at will, 3): light, resistance, spare the dying, thaumaturgy 1st (4 slots): cure wounds, detect good/evil, Healing Word, faerie fire 2nd (2 slots): protection from poison, warding bond ~Protection reaction to impose disadvantage on the attack vs ally within 5' You must have shield. ~Warding Flare. enemy within 30', reaction to impose disadvantage on the attack roll, 2/long rest. ~CD turn undead action, undead that can see or hear you within 30 feet of you must make a Wis save. turned for 1 minute or until it takes any damage. 1/short rest ~ CD radiance of the dawn action, present holy symbol, magical darkness within 30 feet is dispelled. each hostile creature within 30 feet Con save. radiant damage 2d10 + your cleric level/half on save. A creature that has total cover from you is not affected. 1/short rest ~Second Wind bonus action, hp 1d10 + level. 1/short or long rest ~improved critical- 19-20 critical hit ~Action Surge – extra action, Longsword +4 (1d8 +2) Handaxe +4 (1d6 +2) Javelin +4 (1d6 +2)
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| #16Awakened_GazeboAug 27, 2015 1:35:34 | Cap´n Penelope BlackleafMedium Fey, Neutral Good Armor Class 13 (18 with barkskin and shield) Hit Points: 45 (10d8+0) Speed: 30 ft. Skills: Athletics (Str) +2, Perception (Wis) +4, Persuasion (Cha) +6, Stealth (Dex) +5 Senses: Darkvision 60 ft, Passive Perception 14 Languages: Common, Elvish, Sylvan Challenge: 2 (450 XP)
Innate spellcasting Spell save DC 14 (cha) At will: druidcraft, shillelagh 3/day each entangle, goodberry 1/day each: barkskin, pass without trace
Magic resistance As dryad
Speak with beasts and plants As dryad
Treestride As dryad, in addition Blackleaf may count her ship as multiple living trees.
Fancy footwork If Blackleaf makes a melee attack against a creature on her turn, that creature cannot make opportunity attack against her for the rest of her turn.
Shipbound: If her ship looses more than half its hitpoints, Blackleaf will suffer from one level of exhaustion, that cant be removed until the ship has been repaired.
ActionsFey charm as Dryad
Multiattack Blackleaf makes two attacks with her club
Shillelagh club Melee Weapon Attack: +6, Reach: 5 ft., one creatureHit: 8 (1d8+4) Bludgeoning damage
Fluff: The dryad Blackleaf was bound to a large livewood tree at the morningmist grove. She was later captured as a prize and her tree felled and turned into a longship used by a notorious pirate. When adventurers freed her and her companions, they renamed the ship The heart of morningmist grove and she became its captain.
Bramble DazzleberryTiny Fey, Neutral Good
Armor Class: 15 (leather armour) Hit Points: 20 (8d4+0) Speed: 10 ft., Fly: 40 ft. Skills: Perception (Wis) +3, Stealth (Dex) +8 Senses: Passive Perception 13 Languages: Common, Elvish, Sylvan Challenge: 1 (200 XP)
Rage: Bonus action to activate: gain resistance to bludgeoning, piercing and slashing damage for 1 minute 2/day Danger sense: As barbarian Heart sight: As Sprite Invisibility: As sprite
ActionsMultiattack: May make two Tiny cutlass attacks as an action. Tiny cutlass: Melee Weapon Attack: +6, Reach: 5 ft., One creature Hit: 5 (+5) Piercing damage and the target must Succeed on a DC 11 Constitution save or become poisoned for 1 minute.
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| #17BRJNAug 29, 2015 17:07:56 | Noble Dandy CR 1 Medium humanoid (any race), any chaotic alignment* AC 12 (unarmored because he just left a party) HP 8 Speed 30 ft. STR 13 (+1) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 8 (-1) CHA 14 (+2) Skills Intimidation +2 Senses passive Perception 9 Languages any one language (usually the local Common) Rapier +3 (1d8 +1) * at least for the length of the encounter; this individual is supposed to be rather drunk
This young adult male is accompanied by a half-dozen (slightly-drunk) friends who will try to get him to come home to sleep off his alcohol. He is belligerent and feels the need to prove his superior social status by winning a duel. He is looking for an obvious non-combatant, to improve his odds of success. He can be encountered anywhere in town because his group got lost on the way from the party to home. If one of the PCs is female, he will attempt to impress her by fighting a suitable member of the group. He expects her to be awestruck and want to become his girlfriend thereafter.
The sober version is CON 12 WIS 10 Passive Perception 12, Persuasion instead of Intimidate. He is trying to get home to treat his hangover, without embarrassing himself (much) further. He might try to draft the PCs as bodyguards / guides.
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| #18fepriestAug 31, 2015 7:31:54 |
Rog Nog
Large Giant, Chaotic Evil Ettin CR: 6 Armor Class 12 Hit Points: 90 (10d10+30) Speed: 30 ft. Skills: Athletics (Str) +9, Perception (Wis) +4, Senses: Darkvision 60 ft, Low-Light vision Passive Perception 14 Languages: Common, Giant
Str: 21 Dex: 8 Con: 17 Int: 6 Wis: 11 Cha: 8
Features and abilities: Two Heads: advantage on perception and saving throws vs. blind, charm, deafen, fear, stun, and being knocked unconscious
Wakeful: When Rog (or Nog) sleeps, Nog (or Rog) is awake.
Actions:
Multiattack: Rog Nog may make two attacks a round, one with each weapon he wields.
Combat Superiority: Rog Nog has access to the Combat Superiority rules as a fighter equal to his hit dice. # of Superiority Dice: 5d8 Maneuver DC: 17 Suggested maneuvers:
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Splint As Death Dog (MM 321), except:
Kol As Death Dog (MM 321), except: +Pounce: If Kol moves at least 20 feet straight toward a target right before hitting with a bite attack, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, Kol can take a bonus action to make another bite attack against it.
Murj
Fluff:
To this end, Rog Nog stole three Death Dog puppies, and raised them by hand. There's Murj, dumb and mean and half-again as large as his siblings; Kol, fast and cunning and built lean; and Splint, the smartest, who keeps her brothers in line and always let Rog Nog know when someone approaches him from behind. Maybe:
Level 6-8, Rog Nog and his Death Dogs becomes a potential encounter.
So on and so forth. |