Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e NPC Stat Blocks
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="S'mon" data-source="post: 6905218" data-attributes="member: 463"><p>Just did this compilation for my own use, thought others might find it useful to complement the MM NPCs. They're arranged by ascending hit dice.</p><p></p><p>5e NPCs</p><p></p><p>HD 3</p><p></p><p>AMAZON GUARD</p><p>Medium humanoid (human)</p><p>Armor Class: 17 (+3 DEX +2 shield +1 torc & ring, +1 psychic), 15 no shield</p><p>Hit Points: 17 (3d8+3)</p><p>Proficiency +2</p><p>Speed: 30 ft.</p><p>Strength 11 (+0), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 14 (+2)</p><p>Skills: Athletics +2, Intimidation +4, Perception +3</p><p>Passive perception: 13</p><p>Challenge: 1 (200 XP)</p><p></p><p>Martial Advantage: Once per turn the guard can deal an extra 7 (2d6) damage to a creature she hits with a melee attack if that creature is within 5 feet of an amazon guard's ally that isn’t incapacitated.</p><p></p><p>Actions:</p><p>Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, 14 (1d8+2d6+3) with martial advantage.</p><p>Longbow: Ranged Weapon Attack +5 to hit, one target. Hit 6 (1d8+3) piercing damage.</p><p>Amazon Axe (finesse greataxe): +5 to hit, reach 5 ft, one target. Hit: 9 (1d12+3) slashing damage, 16 (1d12+2d6+3) with martial advantage. SA: Lunging strike - the amazon can extend Reach to 10' when attacking with the Amazon Axe. Doing so grants Combat Advantage until the start of her next turn. </p><p>_________________</p><p></p><p>Hoplite</p><p>Armor Class 17 (breastplate, shield)</p><p>Hit Points 17 (3d8 + 3)</p><p>Speed 30 ft.</p><p>Proficiency +2</p><p>STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 9 (-1) WIS 10 (+0) CHA 11 (+0)</p><p>Skills Perception +2</p><p>Senses passive Perception 12</p><p>Languages any one language (usually Common)</p><p>Challenge 3/4 (150 XP)</p><p></p><p>Martial Advantage: Once per turn, the Warrior can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.</p><p></p><p>Actions</p><p>Ghinoran Spear (1-h reach 10' only) or Sword (reach 5'). Melee or Ranged Weapon Attack: +4 to hit, reach 10 ft or 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</p><p>_________________</p><p></p><p>Marine</p><p>Armor Class 14 (chain shirt*, DEX). 16 with shield.</p><p>Hit Points 17 (3d8 + 3)</p><p>Speed 30 ft.</p><p>Proficiency +2</p><p>STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 10 (+0) WIS 11 (+0) CHA 9 (-1)</p><p>Skills Perception +2</p><p>Senses passive Perception 12</p><p>Languages Ghinoran Common</p><p>Challenge 1/2 (100 XP)</p><p></p><p>Martial Advantage: Once per turn, the Marine can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.</p><p></p><p>Typical Weapons</p><p>Longsword ATT +4 dam 1d8+2</p><p>Sea Axe ATT +4 dam 1d12+2</p><p>Heavy Crossbow ATT +3 dam 2d10+1/1d10+1 range 100'/400', reload 3r</p><p></p><p>*Can be removed in 2 actions (belt off, shirt over head) giving some chance of surviving a fall into the ocean.</p><p>_________________</p><p></p><p>Priest</p><p>Armor Class 10</p><p>Hit Points 17 (3d8+3)</p><p>Healing Dice 1 (d8+1)</p><p>Speed 30 ft.</p><p>Proficiency +2</p><p>STR 10 (+0) DEX 11 (+0) CON 12 (+1) INT 13 (+1) WIS 14 (+2) CHA 8 (-1)</p><p>Medicine +4 Religion +3</p><p>Senses passive Perception 12</p><p>2nd level Clerical spellcaster. Spell save DC 12, +4 to hit.</p><p>Cantrips: 3</p><p>light (20' bright+20' dim, 1 hr)</p><p>thaumaturgy (30', 1 minute, 1 sign of Mitra's power per casting, max 3, action to dismiss)</p><p>sacred flame (flame descends on target in 60' range, target make DC 12 Dex save or 1d8 radiant dmg)</p><p>1st level (3 slots):</p><p>bless (up to 3 allies get +1d4 att/save for 1 minute)</p><p>cure wounds (touch heals 1d8+2 hp)</p><p>sanctuary (bonus action, wards 1 creature for 1 minute, attacker must make DC 12 WIS save to target, choose new target, or lose the attack)</p><p></p><p>Staff, ATT +2, 1d6 dmg.</p><p></p><p>Turn Undead: 1/short rest</p><p>Action: present holy symbol.</p><p>If succeed, Undead within 30' are turned, fleeing for 1 minute (PHB 59).</p><p>-----------------------------------------</p><p>Priestess</p><p>Medium humanoid </p><p>Armor Class 9</p><p>Hit Points 18 (8,2,8 hd3d8) Healing Dice: 1 (d8)</p><p>Speed 30 ft.</p><p>STR 7 (-2) DEX 8 (-1) CON 10 (0) INT 11 (0) WIS 14 (+2) CHA 15 (+2)</p><p>Proficiency +2</p><p>Good saves WIS, CON</p><p>Passive Perception 14</p><p></p><p>Turn Undead: 1/short rest</p><p>If succeed, Undead within 30' are turned, fleeing for 1 minute (PHB 59).</p><p></p><p>Spellcasting. She is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).</p><p>She typically has the following Cleric spells prepared:</p><p>Cantrips (at will):</p><p>light (20' bright+20' dim, 1 hr)</p><p>sacred flame (flame descends on target in 60' range, target make DC 12 Dex save or 1d8 radiant dmg)</p><p>thaumaturgy (30', 1 minute, 1 sign of Mitra's power per casting, max 3, action to dismiss)</p><p>Spells Prepared: 4</p><p>1st level (4 slots):</p><p>cure wounds (touch heals 1d8+2 hp, 2d8+2 with level 2 slot)</p><p>sanctuary (bonus action, wards 1 creature for 1 minute, attacker must make DC 12 WIS save to target, choose new target, or lose the attack)</p><p>2nd level (2 slots):</p><p>lesser restoration (creature touched - cures disease, blindness, deafness, paralysation, poison)</p><p>hold person (r. 60', target DC 12 WIS save or paralysed, target can save at end of each turn, requires concentration to maintain)</p><p>Consecration: 2nd level Ritual, prevents animation of corpses, allows a font to be used to make holy water, can make a single couple (male & female, same species, no closer than second cousins, adolescent or older, etc...) legally married in the sight of Mitra, etc. Requires 5gp of burnt incense or a vial of holy water per 30'x30' area, and takes 10 minutes per area consecrated.</p><p></p><p>Actions</p><p>Staff Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d6-2 bludgeoning damage.</p><p>Unarmed: 0 damage</p><p>____________________________</p><p></p><p>Shepherdess, Experienced</p><p>Medium humanoid</p><p>Armor Class 12</p><p>Hit Points 13 (3d8) healing die: 1 (d8)</p><p>Speed 30 ft.</p><p>STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 11 (+0) CHA 13 (+1)</p><p>Proficiency +2</p><p>Good saves DEX, CON</p><p>Senses passive Perception 12</p><p>Actions</p><p>Sling. Missile Weapon Attack 30'/120': +4 to hit, one target.</p><p>Hit: 1d4+2 bludgeoning damage.</p><p>Unarmed: 0 damage</p><p>-----------------------------------</p><p></p><p>Sheep Dog:</p><p>Medium beast, unaligned</p><p>Armor Class 13 (natural armor)</p><p>Hit Points 16 (3d8 + 3) healing die: 1 (d8+1)</p><p>Speed 40 ft.</p><p>STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (−4) WIS 12 (+1) CHA 6 (−2)</p><p>Skills Perception +3*, Stealth +4</p><p>Senses passive Perception 13</p><p>Languages — *woof!*</p><p></p><p>*Keen Hearing and Smell. Advantage on Wisdom</p><p>(Perception) checks that rely on hearing or smell.</p><p>Pack Tactics. Advantage on attack rolls against a</p><p>creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.</p><p>Actions</p><p>Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.</p><p>Hit: 7 (2d4 + 2) piercing damage.</p><p>Critical hit: 4d4+2, and if the target is a small or medium creature it is</p><p>knocked prone.</p><p></p><p>Temple Guard Veteran </p><p>Medium humanoid</p><p>Armor Class: 18 (4 breastplate, 2 shield, 2 DEX); or 16 (4 breastplate, 2 DEX)</p><p>Hit Points: 17 (3d8+3)</p><p>Proficiency +2</p><p>Speed: 30 ft.</p><p>Strength 16 (+3), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 9 (-1)</p><p>Skills: Athletics +5, Intimidation +1, Perception +3</p><p>Passive perception: 13</p><p>Challenge Rating: 1/2 (100 XP)</p><p></p><p>Deadly Strike: Once per turn the temple guard can do 1 extra damage die on a melee weapon hit (included in stats).</p><p></p><p>Actions:</p><p></p><p>• Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing or piercing damage.</p><p>• Shortbow: Ranged Weapon Attack: +4 to hit, one target. Hit: 6 (1d8+2) piercing damage.</p><p></p><p></p><p>HD 4</p><p></p><p>Elf Scout, female</p><p>Medium humanoid</p><p>Armor Class: 13 (+3 DEX)</p><p>Hit Points: 22 (4d8+4)</p><p>Proficiency +2</p><p>Speed: 40 ft unarmoured (30 ft. standard)</p><p>Strength 8 (-1), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 10 (+0)</p><p>Skills: Survival +6 (Expertise), Perception +4, Kno (Nature) +3</p><p>Passive perception: 14</p><p>Challenge Rating: 3/4 (150 XP)</p><p></p><p>Actions</p><p>She can make 2 longbow attacks or 1 dagger attack per attack action.</p><p></p><p>Longbow ATT +5 dam: 1d8+3 (2 attacks)</p><p>Dagger ATT +5 dam: 1d4+3 (1 attack)</p><p></p><p>-------------------------------------</p><p></p><p>HD 5</p><p></p><p>Chosen Axeman</p><p>Medium humanoid</p><p>Armor Class 12 (unarmoured defence)</p><p>Hit Points 32 (5d8 + 10)</p><p>Speed 30 ft.</p><p>STR 15 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)</p><p>Skills Intimidation +2</p><p>Senses passive Perception 10</p><p>Languages Altanian, Common</p><p>Challenge 1 (200 XP)</p><p>Pack Tactics. The Axeman has advantage on a melee attack roll against</p><p>a creature if at least one of the Axeman’s allies is within 5 feet of</p><p>the creature, and the ally isn’t incapacitated.</p><p></p><p>Actions</p><p>Multiattack. The Axeman makes two melee attacks.</p><p></p><p>Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.</p><p>Hit: 8 (1d12 + 2) slashing damage.</p><p>Javelin (2) Missile Weapon Attack +4 to hit,</p><p>Hit: 5 (1d6+2) piercing damage.</p><p></p><p>-----------------------------------------</p><p>Dwarven Elite Clan Guard </p><p>Medium humanoid</p><p>Armor Class: 18 (plate)</p><p>Hit Points: 32 (5d8+10)</p><p>Proficiency +2</p><p>Speed: 25 ft.</p><p>Strength 16 (+3), Dexterity 10 (+0), Constitution 14 (+2), Intelligence 10 (0), Wisdom 11 (+0), Charisma 10 (0)</p><p>Skills: Intimidation +2, Insight +2, Perception +2</p><p>Passive perception: 12</p><p>Challenge Rating: 2 (450 XP)</p><p></p><p>Actions</p><p>Attack - the Clan Guard makes two attacks per attack action.</p><p></p><p>Reactions</p><p>The Clan Guard can make an Opportunity Attack with halberd against any foe entering its reach.</p><p></p><p>Weapon:</p><p>Halberd (reach 10') Attack +5 damage: 1d10+3</p><p>_________________________________________</p><p></p><p></p><p>Ranger, female</p><p>Medium humanoid (human)</p><p>Armor Class: 14 (12 studded leather, +2 DEX)</p><p>Hit Points: 28 (5d8+5)</p><p>Proficiency +2</p><p>Speed: 30 ft.</p><p>Strength 9 (-1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 15 (+2)</p><p>Skills: Survival +4, Perception +4, Nature +2, Stealth +4</p><p>Passive perception: 14</p><p>Challenge Rating: 1 (200 XP)</p><p></p><p>Actions</p><p>She can make 2 longbow attacks or 2 shortsword attacks per attack action. She can use a Bonus action to make a third shortsword attack.</p><p></p><p>Longbow ATT +4 dam: 1d8+2 (2 attacks)</p><p>Shortsword ATT +4 dam: 1d6+2 (3 attacks)</p><p></p><p>Favoured Enemy: Gnolls, Humans. Advantage on Survival rolls to track and Int rolls to recall knowledge. Knows Gnoll-tongue as well as Common.</p><p>Natural Explorer - Plains.</p><p>Fighting Style - Two Weapon.</p><p></p><p>Equipment includes Explorer's pack</p><p>-------------------------------------------------</p><p></p><p>HD 7</p><p></p><p>Sorceress, Experienced</p><p>Armor Class 14 with mage armour, 11 without</p><p>Hit Points 31 (7d8) Healing Dice: 3 (d8)</p><p>Speed 30 ft.</p><p>STR 8 (-1) DEX 12 (+1) CON 10 (+0) INT 15 (+2) WIS 9 (-1) CHA 17 (+3)</p><p>Good saves INT, WIS</p><p>Proficiency +2</p><p>Perception +1 Arcana +4</p><p>Passive Perception 11</p><p>Spellcasting. She is a 5th level spellcaster (Sorcerer spells). Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).</p><p>Cantrips (4)</p><p>Dancing Lights (conc, phb 230)</p><p>Fire Bolt (120', att +5, 1d10 fire damage)</p><p>Light (20' r, +20' r dim)</p><p>Mage Hand (r 30', action to control, 1 minute, 10 lb weight)</p><p>Spells Known (4) Spell slots: 4 1st 2, 2nd</p><p>1st level</p><p>1. Magic Missile (120', 3 force darts, 1d4+1 damage each), 4 at 2nd</p><p>2. Mage Armour (touch, unarmoured target gets AC 13+DEX for 8 hrs)</p><p>3. Burning Hands (15' cone, targets make DC 13 Dex save or take 3d6 fire damage, half damage if save, ignites flammable objects), 4d6 at 2nd</p><p>2nd level</p><p>1. Detect Thoughts (phb 231 - surface thoughts/wis save dc 13 if deep probe, target knows)</p><p>3rd Level</p><p>Fly</p><p></p><p>SA: liable to wild magic surge, phb pg 104</p><p></p><p>HD 9</p><p>-----------------------------------</p><p>Elf Mage </p><p>Medium humanoid (Elf)</p><p>Armor Class 13 (16 with mage armor)</p><p>Hit Points 40 (9d8) Proficiency +3</p><p>Speed 30 ft.</p><p>STR 8 (−1) DEX 16 (+3) CON 10 (0) INT 18 (+4) WIS 12 (+1) CHA 13 (+1)</p><p>Saving Throws Int +7, Wis +4</p><p>Skills Arcana +7, Persuasion +4, Perception +4</p><p>Senses passive Perception 14. Darkvision 60'.</p><p>Languages Common Elf Orc Goblin</p><p>Challenge 6 (2,300 XP)</p><p>Fey Ancestry. Advantage vs Charm & cannot be Sleeped.</p><p></p><p>Spellcasting. The elf mage is a 9th-level spellcaster. Its</p><p>spellcasting ability is Intelligence (spell save DC 15, +7 to</p><p>hit with spell attacks). The mage typically has the following wizard</p><p>spells prepared:</p><p>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</p><p>1st level (4 slots): detect magic, mage armor, magic</p><p>missile, shield</p><p>2nd level (3 slots): misty step, suggestion</p><p>3rd level (3 slots): counterspell, fireball, fly</p><p>4th level (3 slots): greater invisibility, ice storm</p><p>5th level (1 slot): wall of stone OR dominate person</p><p></p><p>Actions</p><p>Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or</p><p>range 20/60 ft., one target. Hit: 4 (1d4 + 3) piercing damage.</p><p>___________________________</p><p></p><p>HD 11</p><p>-----------------------------------</p><p>Dwarf Hero</p><p>AC 18 (half plate 15, +2 shield, +1 dex), 16 no shield.</p><p>HP 72 (11d8+22) Healing Dice 5 (d8+2)</p><p>Speed 25'</p><p>STR 16 (+3) DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 8 (-1) CHA 13 (+1)</p><p>Proficiency +3</p><p>Good Saves STR, CON.</p><p>Perception +2 (11)</p><p>CR 4</p><p>ACTIONS</p><p>Multiattack: He makes two warhammer attacks.</p><p>+1 Warhammer: ATT +7, dam 1d8+6 blunt damage. x2</p><p>Dwarven Heavy Crossbow: ATT +4, range 100'/400', dam 2d10+1/1d10+1, 2 rounds to reload.</p><p>Bolts: 12</p><p>--------------------------------------------</p><p></p><p>Elf Knight </p><p>Medium humanoid (Elf), any alignment</p><p>Armor Class 18 (+2 studded leather, +4 DEX, +2 shield)</p><p>Hit Points 72 (11d8 + 22) Proficiency +3</p><p>Speed 30 ft.</p><p>STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 10 (+0) CHA 13 (+1)</p><p>Saving Throws Con +5, Wis +3</p><p>Athletics +5 Acrobatics +7 History +3 Perception +3</p><p>Senses passive Perception 13. Darkvision 60'.</p><p>Languages Common, Elf</p><p>Challenge 6 (2300 XP)</p><p>Fey Ancestry. Advantage vs Charm & cannot be Sleeped.</p><p>Indomitable. The knight cannot be Frightened.</p><p>Duelist. +2 melee damage with single 1-handed weapon.</p><p>Duelist Strike: +13 (3d8) damage 1/round with a melee attack vs a single target with no adjacent allies.</p><p>Action Surge. The knight may take an extra Action, once per Short Rest.</p><p></p><p>Actions</p><p>Multiattack. The knight makes two melee or ranged attacks.</p><p></p><p>+2 Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one</p><p>target. Hit: 12 (1d8 + 8) piercing damage, 25 (4d8+8) with Duelist Strike.</p><p>------------------------------------</p><p>Longbow. Ranged Weapon Attack +7 to hit, one target. Hit 8 (1d8+4) piercing damage.</p><p></p><p>High Priest hd 11</p><p>Medium humanoid (any race), any alignment</p><p>Armor Class 20 (+5 from +1 breastplate, +2 DEX, +1 ring of protection, +2 from shield)</p><p>Hit Points 75 (11d8 + 22)</p><p>Proficiency +4</p><p>Speed 30 ft.</p><p>STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 16 (+3)</p><p>Saves WIS +8 CHA +7</p><p>Skills Medicine +7, Persuasion +7, Religion +8</p><p>Senses passive Perception 14</p><p>Languages any two languages</p><p>Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.</p><p>Divine Intervention 11%, 1/week.</p><p></p><p>Spellcasting. The high priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:</p><p></p><p>Cantrips (at will): guidance, light, sacred flame, thaumaturgy, spare the dying</p><p></p><p>Spells (15)</p><p>1st level (4 slots): cure wounds, healing word, bless,</p><p>2nd level (3 slots): lesser restoration, spiritual weapon</p><p>3rd level (3 slots): dispel magic, mass healing word, spirit guardians, revivify</p><p>4th level (3 slots): Death Ward, Divination, Freedom of Movement</p><p>5th level (2 slots): Flame Strike, Commune</p><p>6th level (1 slot): Blade Barrier</p><p></p><p>Actions</p><p></p><p>+1 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.</p><p>Hit: 1d6+3 piercing damage.</p><p>------------------------------------</p><p></p><p>HD 12</p><p></p><p>Avenger, Experienced</p><p>AC 15 (chain shirt 13, +2 dex)</p><p>HP 78 (12d8+24) Healing Dice 6 (d8+2)</p><p>Speed 30'</p><p>STR 16 (+3) DEX 15 (+2) CON 14 (+2) INT 11 (0) WIS 14 (+2) CHA 10 (+0)</p><p>Proficiency +3</p><p>Good Saves WIS, CON.</p><p>Perception +5 (15)</p><p>Stealth +8 (spec)</p><p>Survival +5</p><p>CR 4</p><p></p><p>SA: Deadly Killer - he does +1d6 damage with his chosen weapons.</p><p>SA: Multiattack - He makes 2 attacks per attack action.</p><p></p><p>ATTACKS</p><p>+1 Greatsword: ATT +7 damage 14 (3d6+4), two attacks.</p><p>6 Throwing Blades (finesse weapon): ATT +6 damage 10 (2d6+3), two attacks. Range 20'/60'.</p><p></p><p>Equipment: wilderness survival gear, 2 potions of healing (2d4+2), 6d6gp.</p><p></p><p>----------------------------------</p><p>HD 14</p><p></p><p>LOREMASTER BARD</p><p>Medium humanoid (human)</p><p>Armor Class 13 (15 with mage armor) (10/13, +2 DEX +1 ring of protection)</p><p>Hit Points 69 (14d8+14) </p><p>Proficiency +4</p><p>Speed 30 ft.</p><p>STR 8 (−1) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 16 (+3) CHA 20 (+5)</p><p>Saving Throws Wisdom +7 Charisma +9, +1 to all with ring</p><p>Skills Arcana +10 (Expertise), Persuasion +13 (Expertise), Perception +7.</p><p>Senses passive Perception 17</p><p>Challenge 8</p><p></p><p>Spellcasting. She is a 14th level Bard-list spellcaster, spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). </p><p></p><p>Cantrips (4): friends, light, mage hand, mending</p><p>Spells</p><p></p><p>She knows the following 18 spells:</p><p>1st level (4 slots): Burning Hands, Detect Magic, Mage Armor, Healing Word </p><p>2nd level (3 slots): Detect Thoughts, Suggestion</p><p>3rd level (3 slots): Counterspell, Dispel Magic, Fireball, Revivify, Speak with Dead</p><p>4th level (3 slots): Compulsion</p><p>5th level (2 slots): Scrying, Raise Dead</p><p>6th level (1 slot) Mass Suggestion, Globe of Invulnerability</p><p>7th level (1 slot) Fire Storm (as Sorcerer), Teleport</p><p></p><p>SA: Song of Rest +5 hp recovery on short rest to those who can hear it. </p><p></p><p>MI: d4+4 potions of healing, Ring of Protection +1 AC & Saves, 1d4+1 doses of Keoghtom's Ointment</p><p>-------------------------------------</p><p></p><p>Amazon Weaponmaster</p><p>Medium humanoid (human)</p><p>Armor Class 18 (11 torc & ring, +4 DEX, +2 shield, , +1 psychic), 16 no shield</p><p>Hit Points 92 (14d8 + 28) </p><p>Proficiency +3</p><p>Speed 30 ft.</p><p>STR 12 (+1) DEX 18 (+4) CON 14 (+2) INT 10 (+0) WIS 10 (+0) CHA 14 (+2)</p><p>Saving Throws Dex +7, Wis +3</p><p>Athletics +4 Acrobatics +7 History +3 Perception +3</p><p>Senses passive Perception 13.</p><p>Challenge 7</p><p></p><p>Duelist. +2 melee damage with single 1-handed weapon.</p><p>Martial Advantage: 1/turn she can do +14 (+4d6) damage to a creature she hits with a melee attack, if that creature is within 5 feet of an ally of hers that isn’t incapacitated.</p><p></p><p>Actions</p><p>Multiattack. She makes two melee or ranged attacks.</p><p>+1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one</p><p>target. Hit: 11 (1d8 + 7) piercing damage, 25 (+4d6) 1/turn with Martial Advantage.</p><p>Longbow. Ranged Weapon Attack +7 to hit, one target. Hit 8 (1d8+4) piercing damage.</p><p>__________________________________________________</p><p>HD 16</p><p></p><p>Pirate Queen</p><p>AC 15, AC 18 vs one melee attack each round that would otherwise hit (Reaction: Parry)</p><p>Hit Points 120 (16d8+48)</p><p>Proficiency +3</p><p>Speed 40' when unarmoured, otherwise 30'</p><p>STR 12 (+1)</p><p>DEX 18 (+4)</p><p>CON 16 (+3)</p><p>INT 12 (+1)</p><p>WIS 12 (+1)</p><p>CHA 16 (+3)</p><p>Saving Throws DEX +7 CON +6 WIS +4</p><p>Skills Athletics +4 Acrobatics +7 Intimidation +6</p><p>Passive Perception 14</p><p></p><p>Traits</p><p>Pirate's Defence: + 1 AC when unarmoured</p><p>Brave: advantage on saving throws vs being Frightened</p><p>Slayer: + one damage die with any weapon (included)</p><p>Parry: Reaction, +3 AC vs one melee attack each round that would otherwise hit</p><p></p><p>Actions</p><p>Multiattack: She makes 3 melee attacks.</p><p></p><p>Cutlass: ATT +7 dam 13 (2d8+4), 1-handed.</p><p>Boat Spear: ATT +7 dam 13 (2d8+4), 2-handed, reach 10'. ATT+9 vs sea monsters!</p><p>Dirty Kick: ATT +7 dam dam 9 (2d4+4). A Medium or smaller humanoid creature must make a DC 15 STR saving throw or be either knocked prone or pushed 5' (Sarene's choice).</p><p>_______________________________________________</p><p></p><p>HD 18</p><p></p><p>Barbarian Hero</p><p>Medium humanoid</p><p>Armor Class 14 (dex, unarmoured toughness)</p><p>Hit Points 134 (18d8 + 54)</p><p>hd 9 (d12+3)</p><p>Speed 40 ft.</p><p>STR 20 (+5) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 9 (-1) CHA 12 (+1)</p><p>Senses passive Perception 12</p><p>Languages Common</p><p>Challenge 7</p><p>Proficiency +3</p><p></p><p>Actions</p><p>Multiattack. He makes two melee attacks.</p><p>Berserk. On the second & subsequent rounds of combat, he can make a third attack as a bonus action. Suffers 1 level of exhaustion, recover through short rest 3/day.</p><p></p><p>+1 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one</p><p>target. Hit: (15) 1d12 + 9 slashing damage (+5 STR +3 Rage +1 magic), crit (28) 3d12+9.</p><p></p><p>Javelin (2), Missile Weapon Attack +8 to hit, Hit: 1d6+8 piercing damage, crit 3d6+8.</p><p>------------------------------------------------------------</p><p>HD 20</p><p></p><p>Barbarian Great Warlord</p><p>Great Warlord</p><p>Medium humanoid</p><p>Armor Class 17 (+2 dex, +5 unarmoured toughness)</p><p>Hit Points 190 (20d8 +100)</p><p>Proficiency +4</p><p>Speed 40 ft.</p><p>STR 20 (+5) DEX 14 (+2) CON 20 (+5) INT 12 (+1) WIS 10 (+0) CHA 14 (+2)</p><p>Saves STR +9 CON +9 WIS +5</p><p>Senses passive Perception 15</p><p>Languages Altanian, Common</p><p>Challenge 10</p><p></p><p>SA</p><p>Danger Sense - Advantage on DEX saves</p><p>Feral Instinct - Advantage on Initiative rolls</p><p></p><p>Actions</p><p>Multiattack. The Great Warlord makes two melee attacks & 1 bonus melee attack.</p><p></p><p>Javelin (2) Missile Weapon Attack +9 to hit,</p><p>Hit: 1d6+5 piercing damage.</p><p></p><p>Yusan - Sword of Bondorr</p><p>+2 Greatsword, Dragonslayer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6+10 slashing damage (+5 STR +3 Rage +2 magic) (3 attacks) (crit 6d6+10)</p><p>Sword does +3d6 damage vs dragons and dragon-blooded (Orichalans etc).</p><p>The sword when drawn gives its wielder immunity to enchantment/charm effects.</p><p></p><p>Minars Rapak - Axe of Minars</p><p>+1 Altanian War Axe, 10' reach & Polearm Master.</p><p>Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 2d12+9 slashing damage (2 attacks), 2d4+9 blunt damage (bonus attack).</p><p>Opportunity Attack on enemy entering Reach.</p><p>----------------------------</p><p></p><p>Knight Commander</p><p>Medium humanoid (human)</p><p>Armor Class 22 (+1 full plate & +1 shield), AC 19 no shield.</p><p>Hit Points 150 (hd 20d8+60)</p><p>Speed 30 ft.</p><p>PB +4</p><p>STR 20 (+5) DEX 16 (+3) CON 16 (+3) INT 12 (+1) WIS 10 (+0) CHA 15 (+2)</p><p>Saving Throws Con +7, Wis +4</p><p>Skills Athletics +9 History + 5 Bluff +6 Persuasion +6 Intimidate +6</p><p>Senses passive Perception 14</p><p>Languages Common</p><p>Challenge 11</p><p></p><p>Traits</p><p>Double damage dice with any weapon</p><p>Crit on 19-20</p><p>Brutal Critical. +2 dice</p><p>Brave. The knight has advantage on saving throws against being frightened.</p><p>Duelist: +2 damage with 1-handed melee weapon.</p><p></p><p>Actions</p><p>Multiattack. The knight makes three attacks per attack action.</p><p></p><p>+1 Longsword, three attacks, Attack +12 to hit (PB 4, +5 STR, +1 magic, +2 leadership).</p><p>Hit: (17) 2d8+8 (+5 STR +2 duellist +1 magic), crit 19-20 for (35) 6d8+8.</p><p></p><p>+1 Longbow, three attacks, Attack +10 to hit (PB 4, +3 DEX, +1 magic, +2 leadership)</p><p>Hit: (13) 2d8+4 (+3 DEX +1 magic), crit 19-20 for (31) 6d8+4</p><p></p><p>Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever the knight himself or a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add +2 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership bonus at a time. This effect ends if the knight is incapacitated.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6905218, member: 463"] Just did this compilation for my own use, thought others might find it useful to complement the MM NPCs. They're arranged by ascending hit dice. 5e NPCs HD 3 AMAZON GUARD Medium humanoid (human) Armor Class: 17 (+3 DEX +2 shield +1 torc & ring, +1 psychic), 15 no shield Hit Points: 17 (3d8+3) Proficiency +2 Speed: 30 ft. Strength 11 (+0), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 14 (+2) Skills: Athletics +2, Intimidation +4, Perception +3 Passive perception: 13 Challenge: 1 (200 XP) Martial Advantage: Once per turn the guard can deal an extra 7 (2d6) damage to a creature she hits with a melee attack if that creature is within 5 feet of an amazon guard's ally that isn’t incapacitated. Actions: Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, 14 (1d8+2d6+3) with martial advantage. Longbow: Ranged Weapon Attack +5 to hit, one target. Hit 6 (1d8+3) piercing damage. Amazon Axe (finesse greataxe): +5 to hit, reach 5 ft, one target. Hit: 9 (1d12+3) slashing damage, 16 (1d12+2d6+3) with martial advantage. SA: Lunging strike - the amazon can extend Reach to 10' when attacking with the Amazon Axe. Doing so grants Combat Advantage until the start of her next turn. _________________ Hoplite Armor Class 17 (breastplate, shield) Hit Points 17 (3d8 + 3) Speed 30 ft. Proficiency +2 STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 9 (-1) WIS 10 (+0) CHA 11 (+0) Skills Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 3/4 (150 XP) Martial Advantage: Once per turn, the Warrior can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated. Actions Ghinoran Spear (1-h reach 10' only) or Sword (reach 5'). Melee or Ranged Weapon Attack: +4 to hit, reach 10 ft or 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. _________________ Marine Armor Class 14 (chain shirt*, DEX). 16 with shield. Hit Points 17 (3d8 + 3) Speed 30 ft. Proficiency +2 STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 10 (+0) WIS 11 (+0) CHA 9 (-1) Skills Perception +2 Senses passive Perception 12 Languages Ghinoran Common Challenge 1/2 (100 XP) Martial Advantage: Once per turn, the Marine can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated. Typical Weapons Longsword ATT +4 dam 1d8+2 Sea Axe ATT +4 dam 1d12+2 Heavy Crossbow ATT +3 dam 2d10+1/1d10+1 range 100'/400', reload 3r *Can be removed in 2 actions (belt off, shirt over head) giving some chance of surviving a fall into the ocean. _________________ Priest Armor Class 10 Hit Points 17 (3d8+3) Healing Dice 1 (d8+1) Speed 30 ft. Proficiency +2 STR 10 (+0) DEX 11 (+0) CON 12 (+1) INT 13 (+1) WIS 14 (+2) CHA 8 (-1) Medicine +4 Religion +3 Senses passive Perception 12 2nd level Clerical spellcaster. Spell save DC 12, +4 to hit. Cantrips: 3 light (20' bright+20' dim, 1 hr) thaumaturgy (30', 1 minute, 1 sign of Mitra's power per casting, max 3, action to dismiss) sacred flame (flame descends on target in 60' range, target make DC 12 Dex save or 1d8 radiant dmg) 1st level (3 slots): bless (up to 3 allies get +1d4 att/save for 1 minute) cure wounds (touch heals 1d8+2 hp) sanctuary (bonus action, wards 1 creature for 1 minute, attacker must make DC 12 WIS save to target, choose new target, or lose the attack) Staff, ATT +2, 1d6 dmg. Turn Undead: 1/short rest Action: present holy symbol. If succeed, Undead within 30' are turned, fleeing for 1 minute (PHB 59). ----------------------------------------- Priestess Medium humanoid Armor Class 9 Hit Points 18 (8,2,8 hd3d8) Healing Dice: 1 (d8) Speed 30 ft. STR 7 (-2) DEX 8 (-1) CON 10 (0) INT 11 (0) WIS 14 (+2) CHA 15 (+2) Proficiency +2 Good saves WIS, CON Passive Perception 14 Turn Undead: 1/short rest If succeed, Undead within 30' are turned, fleeing for 1 minute (PHB 59). Spellcasting. She is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She typically has the following Cleric spells prepared: Cantrips (at will): light (20' bright+20' dim, 1 hr) sacred flame (flame descends on target in 60' range, target make DC 12 Dex save or 1d8 radiant dmg) thaumaturgy (30', 1 minute, 1 sign of Mitra's power per casting, max 3, action to dismiss) Spells Prepared: 4 1st level (4 slots): cure wounds (touch heals 1d8+2 hp, 2d8+2 with level 2 slot) sanctuary (bonus action, wards 1 creature for 1 minute, attacker must make DC 12 WIS save to target, choose new target, or lose the attack) 2nd level (2 slots): lesser restoration (creature touched - cures disease, blindness, deafness, paralysation, poison) hold person (r. 60', target DC 12 WIS save or paralysed, target can save at end of each turn, requires concentration to maintain) Consecration: 2nd level Ritual, prevents animation of corpses, allows a font to be used to make holy water, can make a single couple (male & female, same species, no closer than second cousins, adolescent or older, etc...) legally married in the sight of Mitra, etc. Requires 5gp of burnt incense or a vial of holy water per 30'x30' area, and takes 10 minutes per area consecrated. Actions Staff Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d6-2 bludgeoning damage. Unarmed: 0 damage ____________________________ Shepherdess, Experienced Medium humanoid Armor Class 12 Hit Points 13 (3d8) healing die: 1 (d8) Speed 30 ft. STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 11 (+0) CHA 13 (+1) Proficiency +2 Good saves DEX, CON Senses passive Perception 12 Actions Sling. Missile Weapon Attack 30'/120': +4 to hit, one target. Hit: 1d4+2 bludgeoning damage. Unarmed: 0 damage ----------------------------------- Sheep Dog: Medium beast, unaligned Armor Class 13 (natural armor) Hit Points 16 (3d8 + 3) healing die: 1 (d8+1) Speed 40 ft. STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (−4) WIS 12 (+1) CHA 6 (−2) Skills Perception +3*, Stealth +4 Senses passive Perception 13 Languages — *woof!* *Keen Hearing and Smell. Advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. Advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Critical hit: 4d4+2, and if the target is a small or medium creature it is knocked prone. Temple Guard Veteran Medium humanoid Armor Class: 18 (4 breastplate, 2 shield, 2 DEX); or 16 (4 breastplate, 2 DEX) Hit Points: 17 (3d8+3) Proficiency +2 Speed: 30 ft. Strength 16 (+3), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 9 (-1) Skills: Athletics +5, Intimidation +1, Perception +3 Passive perception: 13 Challenge Rating: 1/2 (100 XP) Deadly Strike: Once per turn the temple guard can do 1 extra damage die on a melee weapon hit (included in stats). Actions: • Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing or piercing damage. • Shortbow: Ranged Weapon Attack: +4 to hit, one target. Hit: 6 (1d8+2) piercing damage. HD 4 Elf Scout, female Medium humanoid Armor Class: 13 (+3 DEX) Hit Points: 22 (4d8+4) Proficiency +2 Speed: 40 ft unarmoured (30 ft. standard) Strength 8 (-1), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 10 (+0) Skills: Survival +6 (Expertise), Perception +4, Kno (Nature) +3 Passive perception: 14 Challenge Rating: 3/4 (150 XP) Actions She can make 2 longbow attacks or 1 dagger attack per attack action. Longbow ATT +5 dam: 1d8+3 (2 attacks) Dagger ATT +5 dam: 1d4+3 (1 attack) ------------------------------------- HD 5 Chosen Axeman Medium humanoid Armor Class 12 (unarmoured defence) Hit Points 32 (5d8 + 10) Speed 30 ft. STR 15 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages Altanian, Common Challenge 1 (200 XP) Pack Tactics. The Axeman has advantage on a melee attack roll against a creature if at least one of the Axeman’s allies is within 5 feet of the creature, and the ally isn’t incapacitated. Actions Multiattack. The Axeman makes two melee attacks. Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (1d12 + 2) slashing damage. Javelin (2) Missile Weapon Attack +4 to hit, Hit: 5 (1d6+2) piercing damage. ----------------------------------------- Dwarven Elite Clan Guard Medium humanoid Armor Class: 18 (plate) Hit Points: 32 (5d8+10) Proficiency +2 Speed: 25 ft. Strength 16 (+3), Dexterity 10 (+0), Constitution 14 (+2), Intelligence 10 (0), Wisdom 11 (+0), Charisma 10 (0) Skills: Intimidation +2, Insight +2, Perception +2 Passive perception: 12 Challenge Rating: 2 (450 XP) Actions Attack - the Clan Guard makes two attacks per attack action. Reactions The Clan Guard can make an Opportunity Attack with halberd against any foe entering its reach. Weapon: Halberd (reach 10') Attack +5 damage: 1d10+3 _________________________________________ Ranger, female Medium humanoid (human) Armor Class: 14 (12 studded leather, +2 DEX) Hit Points: 28 (5d8+5) Proficiency +2 Speed: 30 ft. Strength 9 (-1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 15 (+2) Skills: Survival +4, Perception +4, Nature +2, Stealth +4 Passive perception: 14 Challenge Rating: 1 (200 XP) Actions She can make 2 longbow attacks or 2 shortsword attacks per attack action. She can use a Bonus action to make a third shortsword attack. Longbow ATT +4 dam: 1d8+2 (2 attacks) Shortsword ATT +4 dam: 1d6+2 (3 attacks) Favoured Enemy: Gnolls, Humans. Advantage on Survival rolls to track and Int rolls to recall knowledge. Knows Gnoll-tongue as well as Common. Natural Explorer - Plains. Fighting Style - Two Weapon. Equipment includes Explorer's pack ------------------------------------------------- HD 7 Sorceress, Experienced Armor Class 14 with mage armour, 11 without Hit Points 31 (7d8) Healing Dice: 3 (d8) Speed 30 ft. STR 8 (-1) DEX 12 (+1) CON 10 (+0) INT 15 (+2) WIS 9 (-1) CHA 17 (+3) Good saves INT, WIS Proficiency +2 Perception +1 Arcana +4 Passive Perception 11 Spellcasting. She is a 5th level spellcaster (Sorcerer spells). Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Cantrips (4) Dancing Lights (conc, phb 230) Fire Bolt (120', att +5, 1d10 fire damage) Light (20' r, +20' r dim) Mage Hand (r 30', action to control, 1 minute, 10 lb weight) Spells Known (4) Spell slots: 4 1st 2, 2nd 1st level 1. Magic Missile (120', 3 force darts, 1d4+1 damage each), 4 at 2nd 2. Mage Armour (touch, unarmoured target gets AC 13+DEX for 8 hrs) 3. Burning Hands (15' cone, targets make DC 13 Dex save or take 3d6 fire damage, half damage if save, ignites flammable objects), 4d6 at 2nd 2nd level 1. Detect Thoughts (phb 231 - surface thoughts/wis save dc 13 if deep probe, target knows) 3rd Level Fly SA: liable to wild magic surge, phb pg 104 HD 9 ----------------------------------- Elf Mage Medium humanoid (Elf) Armor Class 13 (16 with mage armor) Hit Points 40 (9d8) Proficiency +3 Speed 30 ft. STR 8 (−1) DEX 16 (+3) CON 10 (0) INT 18 (+4) WIS 12 (+1) CHA 13 (+1) Saving Throws Int +7, Wis +4 Skills Arcana +7, Persuasion +4, Perception +4 Senses passive Perception 14. Darkvision 60'. Languages Common Elf Orc Goblin Challenge 6 (2,300 XP) Fey Ancestry. Advantage vs Charm & cannot be Sleeped. Spellcasting. The elf mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage typically has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): wall of stone OR dominate person Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 3) piercing damage. ___________________________ HD 11 ----------------------------------- Dwarf Hero AC 18 (half plate 15, +2 shield, +1 dex), 16 no shield. HP 72 (11d8+22) Healing Dice 5 (d8+2) Speed 25' STR 16 (+3) DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 8 (-1) CHA 13 (+1) Proficiency +3 Good Saves STR, CON. Perception +2 (11) CR 4 ACTIONS Multiattack: He makes two warhammer attacks. +1 Warhammer: ATT +7, dam 1d8+6 blunt damage. x2 Dwarven Heavy Crossbow: ATT +4, range 100'/400', dam 2d10+1/1d10+1, 2 rounds to reload. Bolts: 12 -------------------------------------------- Elf Knight Medium humanoid (Elf), any alignment Armor Class 18 (+2 studded leather, +4 DEX, +2 shield) Hit Points 72 (11d8 + 22) Proficiency +3 Speed 30 ft. STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 10 (+0) CHA 13 (+1) Saving Throws Con +5, Wis +3 Athletics +5 Acrobatics +7 History +3 Perception +3 Senses passive Perception 13. Darkvision 60'. Languages Common, Elf Challenge 6 (2300 XP) Fey Ancestry. Advantage vs Charm & cannot be Sleeped. Indomitable. The knight cannot be Frightened. Duelist. +2 melee damage with single 1-handed weapon. Duelist Strike: +13 (3d8) damage 1/round with a melee attack vs a single target with no adjacent allies. Action Surge. The knight may take an extra Action, once per Short Rest. Actions Multiattack. The knight makes two melee or ranged attacks. +2 Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage, 25 (4d8+8) with Duelist Strike. ------------------------------------ Longbow. Ranged Weapon Attack +7 to hit, one target. Hit 8 (1d8+4) piercing damage. High Priest hd 11 Medium humanoid (any race), any alignment Armor Class 20 (+5 from +1 breastplate, +2 DEX, +1 ring of protection, +2 from shield) Hit Points 75 (11d8 + 22) Proficiency +4 Speed 30 ft. STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 16 (+3) Saves WIS +8 CHA +7 Skills Medicine +7, Persuasion +7, Religion +8 Senses passive Perception 14 Languages any two languages Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Divine Intervention 11%, 1/week. Spellcasting. The high priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame, thaumaturgy, spare the dying Spells (15) 1st level (4 slots): cure wounds, healing word, bless, 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (3 slots): dispel magic, mass healing word, spirit guardians, revivify 4th level (3 slots): Death Ward, Divination, Freedom of Movement 5th level (2 slots): Flame Strike, Commune 6th level (1 slot): Blade Barrier Actions +1 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage. ------------------------------------ HD 12 Avenger, Experienced AC 15 (chain shirt 13, +2 dex) HP 78 (12d8+24) Healing Dice 6 (d8+2) Speed 30' STR 16 (+3) DEX 15 (+2) CON 14 (+2) INT 11 (0) WIS 14 (+2) CHA 10 (+0) Proficiency +3 Good Saves WIS, CON. Perception +5 (15) Stealth +8 (spec) Survival +5 CR 4 SA: Deadly Killer - he does +1d6 damage with his chosen weapons. SA: Multiattack - He makes 2 attacks per attack action. ATTACKS +1 Greatsword: ATT +7 damage 14 (3d6+4), two attacks. 6 Throwing Blades (finesse weapon): ATT +6 damage 10 (2d6+3), two attacks. Range 20'/60'. Equipment: wilderness survival gear, 2 potions of healing (2d4+2), 6d6gp. ---------------------------------- HD 14 LOREMASTER BARD Medium humanoid (human) Armor Class 13 (15 with mage armor) (10/13, +2 DEX +1 ring of protection) Hit Points 69 (14d8+14) Proficiency +4 Speed 30 ft. STR 8 (−1) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 16 (+3) CHA 20 (+5) Saving Throws Wisdom +7 Charisma +9, +1 to all with ring Skills Arcana +10 (Expertise), Persuasion +13 (Expertise), Perception +7. Senses passive Perception 17 Challenge 8 Spellcasting. She is a 14th level Bard-list spellcaster, spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Cantrips (4): friends, light, mage hand, mending Spells She knows the following 18 spells: 1st level (4 slots): Burning Hands, Detect Magic, Mage Armor, Healing Word 2nd level (3 slots): Detect Thoughts, Suggestion 3rd level (3 slots): Counterspell, Dispel Magic, Fireball, Revivify, Speak with Dead 4th level (3 slots): Compulsion 5th level (2 slots): Scrying, Raise Dead 6th level (1 slot) Mass Suggestion, Globe of Invulnerability 7th level (1 slot) Fire Storm (as Sorcerer), Teleport SA: Song of Rest +5 hp recovery on short rest to those who can hear it. MI: d4+4 potions of healing, Ring of Protection +1 AC & Saves, 1d4+1 doses of Keoghtom's Ointment ------------------------------------- Amazon Weaponmaster Medium humanoid (human) Armor Class 18 (11 torc & ring, +4 DEX, +2 shield, , +1 psychic), 16 no shield Hit Points 92 (14d8 + 28) Proficiency +3 Speed 30 ft. STR 12 (+1) DEX 18 (+4) CON 14 (+2) INT 10 (+0) WIS 10 (+0) CHA 14 (+2) Saving Throws Dex +7, Wis +3 Athletics +4 Acrobatics +7 History +3 Perception +3 Senses passive Perception 13. Challenge 7 Duelist. +2 melee damage with single 1-handed weapon. Martial Advantage: 1/turn she can do +14 (+4d6) damage to a creature she hits with a melee attack, if that creature is within 5 feet of an ally of hers that isn’t incapacitated. Actions Multiattack. She makes two melee or ranged attacks. +1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage, 25 (+4d6) 1/turn with Martial Advantage. Longbow. Ranged Weapon Attack +7 to hit, one target. Hit 8 (1d8+4) piercing damage. __________________________________________________ HD 16 Pirate Queen AC 15, AC 18 vs one melee attack each round that would otherwise hit (Reaction: Parry) Hit Points 120 (16d8+48) Proficiency +3 Speed 40' when unarmoured, otherwise 30' STR 12 (+1) DEX 18 (+4) CON 16 (+3) INT 12 (+1) WIS 12 (+1) CHA 16 (+3) Saving Throws DEX +7 CON +6 WIS +4 Skills Athletics +4 Acrobatics +7 Intimidation +6 Passive Perception 14 Traits Pirate's Defence: + 1 AC when unarmoured Brave: advantage on saving throws vs being Frightened Slayer: + one damage die with any weapon (included) Parry: Reaction, +3 AC vs one melee attack each round that would otherwise hit Actions Multiattack: She makes 3 melee attacks. Cutlass: ATT +7 dam 13 (2d8+4), 1-handed. Boat Spear: ATT +7 dam 13 (2d8+4), 2-handed, reach 10'. ATT+9 vs sea monsters! Dirty Kick: ATT +7 dam dam 9 (2d4+4). A Medium or smaller humanoid creature must make a DC 15 STR saving throw or be either knocked prone or pushed 5' (Sarene's choice). _______________________________________________ HD 18 Barbarian Hero Medium humanoid Armor Class 14 (dex, unarmoured toughness) Hit Points 134 (18d8 + 54) hd 9 (d12+3) Speed 40 ft. STR 20 (+5) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 9 (-1) CHA 12 (+1) Senses passive Perception 12 Languages Common Challenge 7 Proficiency +3 Actions Multiattack. He makes two melee attacks. Berserk. On the second & subsequent rounds of combat, he can make a third attack as a bonus action. Suffers 1 level of exhaustion, recover through short rest 3/day. +1 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (15) 1d12 + 9 slashing damage (+5 STR +3 Rage +1 magic), crit (28) 3d12+9. Javelin (2), Missile Weapon Attack +8 to hit, Hit: 1d6+8 piercing damage, crit 3d6+8. ------------------------------------------------------------ HD 20 Barbarian Great Warlord Great Warlord Medium humanoid Armor Class 17 (+2 dex, +5 unarmoured toughness) Hit Points 190 (20d8 +100) Proficiency +4 Speed 40 ft. STR 20 (+5) DEX 14 (+2) CON 20 (+5) INT 12 (+1) WIS 10 (+0) CHA 14 (+2) Saves STR +9 CON +9 WIS +5 Senses passive Perception 15 Languages Altanian, Common Challenge 10 SA Danger Sense - Advantage on DEX saves Feral Instinct - Advantage on Initiative rolls Actions Multiattack. The Great Warlord makes two melee attacks & 1 bonus melee attack. Javelin (2) Missile Weapon Attack +9 to hit, Hit: 1d6+5 piercing damage. Yusan - Sword of Bondorr +2 Greatsword, Dragonslayer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6+10 slashing damage (+5 STR +3 Rage +2 magic) (3 attacks) (crit 6d6+10) Sword does +3d6 damage vs dragons and dragon-blooded (Orichalans etc). The sword when drawn gives its wielder immunity to enchantment/charm effects. Minars Rapak - Axe of Minars +1 Altanian War Axe, 10' reach & Polearm Master. Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 2d12+9 slashing damage (2 attacks), 2d4+9 blunt damage (bonus attack). Opportunity Attack on enemy entering Reach. ---------------------------- Knight Commander Medium humanoid (human) Armor Class 22 (+1 full plate & +1 shield), AC 19 no shield. Hit Points 150 (hd 20d8+60) Speed 30 ft. PB +4 STR 20 (+5) DEX 16 (+3) CON 16 (+3) INT 12 (+1) WIS 10 (+0) CHA 15 (+2) Saving Throws Con +7, Wis +4 Skills Athletics +9 History + 5 Bluff +6 Persuasion +6 Intimidate +6 Senses passive Perception 14 Languages Common Challenge 11 Traits Double damage dice with any weapon Crit on 19-20 Brutal Critical. +2 dice Brave. The knight has advantage on saving throws against being frightened. Duelist: +2 damage with 1-handed melee weapon. Actions Multiattack. The knight makes three attacks per attack action. +1 Longsword, three attacks, Attack +12 to hit (PB 4, +5 STR, +1 magic, +2 leadership). Hit: (17) 2d8+8 (+5 STR +2 duellist +1 magic), crit 19-20 for (35) 6d8+8. +1 Longbow, three attacks, Attack +10 to hit (PB 4, +3 DEX, +1 magic, +2 leadership) Hit: (13) 2d8+4 (+3 DEX +1 magic), crit 19-20 for (31) 6d8+4 Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever the knight himself or a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add +2 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership bonus at a time. This effect ends if the knight is incapacitated. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e NPC Stat Blocks
Top