Let's make some NPCs

Post/Author/DateTimePost
#1

Desrimal

Jun 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!

#2

OGRE1984

Jun 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)

 

#3

Razintarr

Jun 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

#4

Desrimal

Jun 14, 2015 13:34:03

Thank you Razintarr and OGRE1984 Keep 'em coming

#5

OGRE1984

Jun 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.

 

#6

Razintarr

Jun 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 +5 to hit, range 120’, 1 target (rays can be splits between targets). Hit: 7 (2d6) [fire]

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

#7

akr71

Jun 15, 2015 10:56:26

Razintarr wrote:
#8

OGRE1984

Jun 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.

 

 

 

 

 

#9

Desrimal

Jun 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

#10

OGRE1984

Aug 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.

#11

OGRE1984

Aug 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

 

 

#12

OGRE1984

Aug 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

 

 

 

#13

OGRE1984

Aug 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.

#14

OGRE1984

Aug 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

 

#15

OGRE1984

Aug 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)

 

#16

Awakened_Gazebo

Aug 27, 2015 1:35:34

Cap´n Penelope Blackleaf

Medium 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.

 

Actions

Fey 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 Dazzleberry

Tiny 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

 

Actions

Multiattack: 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.


Fluff: part of blackleafs crew, Dazzleberry is a rather unhinged sprite, prone to temper tantrums thanks to his abuse at the hands of his former captors.

 

#17

BRJN

Aug 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.

 

#18

fepriest

Aug 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: 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


Pack Alpha: During short rests, Rog Nog and his death dogs gain an additional +1d6+n HP, with n=the number of living pack members.

 

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:

  • Distracting Strike: When striking with weapon, spend superiority die. Add die roll to damage and give one ally advantage to strike that opponent
  • Maneuvering strike: When striking with weapon, spend superiortiy die. Add die roll to damage and allow one ally to use their reaction to move 1/2 their land speed w/o provoking OA
  • Commander Strike: Forego an attack, use bonus to direct an ally to strike. Spend superiority die, and ally can make one weapon attack, +superiority die to ally's damage.
  • Rally: As a bonus action, select one ally who can hear you. That ally gaves temproary HP=superiority die roll+Charisma modifier. (Note: Ettin's have a negative Charisma modifier, so I imagine this rallying is more like a bullying or a threatening. Rog Nog verbally abuses his allies and gives them a fright which pushes them harder)
  • Sweeping Strike: When striking with a weapon, spend a superiority die. In addition to striking your initially targeted foe, you may hit one additional enemy within five feet with the same attack roll. The second target takes damage equal to the superiority die roll. 

-------

 

Splint

As Death Dog (MM 321), except:
+2 AC--wearing splint mail barding

 

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
As Death Dog (MM 321), except:
+1 attack and damage rolls, and Total HP=50

 

Fluff:

Rog Nog, AKA 8-Tusk, AKA Doghead has two advantages over the rest of Ettin-Kind: Rog, the left head, has an entrepeneurial mind, and Nog, the right head, has a knack for talking pretty. Rog Nog knew a good life could be his if he killed one-heads for other one-heads. But he also knew that other Ettin had the same idea--so Rog Nog had to do it better.

 

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.

Together with his pack of Death Dogs, Rog Nog travels between cities, and offers to hunt one-heads. Unlike other Ettin-kind, Rog Nog means it when he says hunt--Nog always tells the story when Rog Nog followed a group of four treasure hunters for a whole week, and waited outside the cave they crawled into, and set up a trap so that when the treasure hunters came out of the cave, tired, wounded, and weighed down by goodies from the caverns below, he and his Death Dogs killed them and brought back the treasure they were hired to collect--and he did it for half the price the treasure hunters were paid to hunt for the treasure in the first place.

Advice for implementing

Rog Nog is a villain best introduced at low levels as a rumor and fear tactic. As the party quests, Rog Nog quests also. He seeks audiences with the same folks who hire PCs, and offers similar services: He'll kill BBEGs, he'll gather artifacts, and he'll defend caravans. But if he sees an outfit of adventurers go out, he'll try to make contact with the adventurers' employees, and offer to do the same job for less. He might collect an artifact, earn his employers trust--and then go to another city and find someone who wants that same artifact, and get paid to kill his last employer to recollect the same artifact.


Levels 1-5, Rog Nog's presence should loom, but not interfere directly in the world.

Maybe:

  • The party is the second outfit send out to collect an object/repel some goblins, and when the party arrives, the first party is dead and Rog Nog's camp fire is still cooling where he ate the original party--but there's no sign of him.
  • Rog Nog sees the part leaving a city for their quest, and asks them where they're going, asks them who hired them, and pretends to be very happy for them/envious of them.
  • The Death Dogs follow them at an extreme distance for several days as they travel
  • Rog Nog is encountered in the same dungeon as the party, and he asks/demands for the players to heal one of his Death Dogs. He helps them through the dungeon in some capacity (I am particularly fond of this potential encounter; I like the idea of the healer using one of his resources and functionally "converting" a heal spell into, say, a high-level athletics check to rip open a steel door or burst open a chest or activating a mechanical trap which Rog Nog uses his brute strength to delay until the party passes by)

Level 6-8, Rog Nog and his Death Dogs becomes a potential encounter.
Maybe:

  • The party negotiates too high of an adventuring price, or makes enemies with the wrong wealthy folks. Rog Nog is hired to stalk them and kill them.
  • The party is hired to stalk Rog Nog down and kill him, because he made enemies with the wrong wealthy folks. 
  • Rog Nog ambushes the party en route to a dungeon
  • Rog Nog harries the party all the way back from a dungeon

So on and so forth.