Generic Level 1 Monsters/NPCs

S'mon

Legend
Some Generic Level 1 Monster/NPC stats for 1st level games, each with some suitable traits. I hope someone finds them useful. :)

GENERIC LEVEL 1 MONSTERS/NPCs

BRUTE
The huge brute grins as he raises his maul in meaty paws and moves swiftly towards you…
Level 1 Role Brute
Medium natural humanoid, XP 100
HP 36; Bloodied 18
AC 13, Fortitude 15, Reflex 12, Will 12
Speed 6 Initiative +1 Perception +0
Traits
Knockdown Strike: If the Brute has Combat Advantage against the target and hits in melee, he can knock the target Prone.
Weapon: Maul
Basic Attack
Attack +6 Hit: 2d6+4 damage
Skills: Intimidate +5
STR 18 (+4) DEX 12 (+1) CON 16 (+3) INT 8 (-1) WIS 10 (+0) CHA 10 (+0)
Languages: Common
Equipment: Maul

SOLDIER
The armoured soldier gives a confident sneer as he raises his sword to cut you down…
Level 1 Role Soldier
Medium natural humanoid, XP 100
HP 30; Bloodied 15
AC 18, Fortitude 13, Reflex 12, Will 12
Speed 5 Initiative + 4 Perception +1
Traits
Shield Bash: If the Soldier has Combat Advantage against the target and hits in melee, he can Push the target 1 square.
Weapon: Longsword
Attack +6 Hit: 1d8+4 damage & Mark target until the soldier’s next turn. A marked target attacks at -2 if he does not include the soldier in his attack.
Skills:
STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 10 (+0)
Languages: Common
Equipment: Longsword, Chain armour, Large shield

SKIRMISHER
The leather-clad brigand paces towards you, ready to strike…
Level 1 Role Skirmisher
Medium natural humanoid, XP 100
HP 28; Bloodied 14
AC 15, Fortitude 12, Reflex 14, Will 13
Speed 6 Initiative + 5 Perception + 0
Traits
Deadly Cut: The Skirmisher does +1d6 damage in melee if he has Combat Advantage against the target.
Weapon: Longsword
Attack +6 Hit: 1d8+4 damage, and the Skirmisher shifts 1 square
Skills:
STR 14 (+2) DEX 16 (+3) CON 12 (+1) INT 10 (+0) WIS 10 (+1) CHA 12 (+1)
Languages: Common
Equipment: Longsword, Leather armour


LURKER
In the shadows, *something* is hiding…
Level 1 Role Lurker
Medium natural humanoid, XP 100
HP 22; Bloodied 11
AC 15, Fortitude 11, Reflex 15, Will 13
Speed 6 Initiative +8 Perception +8
Traits
Hug the Shadows: The Lurker can Hide as a free action whenever he has any cover or concealment and is at least 3 squares from the nearest enemy.
Throat Slit: The Lurker does +2d6 damage in melee if he has Combat Advantage against the target.
Weapon: Knife
Attack +6 Hit: 1d6+5 damage
Skills: Stealth +9
STR 12 DEX 18 CON 10 INT 10 WIS 16 CHA 14
Languages: Common
Equipment: Knife


ARTILLERY
The dark-clad archer raises his crossbow, centred on your chest…
Level 1 Role Artillery
Medium natural humanoid, XP 100
HP 24; Bloodied 12
AC 14, Fortitude 12, Reflex 13, Will 12
Speed 6 Initiative +2 Perception +1
Traits
Skewering Shot: The Archer does +1d6 damage with ranged attacks in the first round of combat against a target who has not yet acted.
Weapon Crossbow, Range 20
Attack +8 Hit: 1d8+4 damage
Weapon Shortsword
Attack +6 Hit: 1d6+3 damage
Skills:
STR 12 DEX 14 CON 12 INT 10 WIS 13 CHA 10
Languages: Common
Equipment: Crossbow, Short sword, Leather armour
 
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The skirmisher, lurker and artillery Speed entry is missing.
Strange thing is never check the numbers when anyone posts a statblock. :p

I suppose Leaders and Controllers should not be so generic, but...:angel:
 

The skirmisher, lurker and artillery Speed entry is missing.
Strange thing is never check the numbers when anyone posts a statblock. :p

I suppose Leaders and Controllers should not be so generic, but...:angel:

Should be speed 6 as default. Leader is a sub-type. I couldn't think of a good way to do a generic Controller, and IME WoTC Controllers are way overpowered for their XP value, so I left them out.
 

Should be speed 6 as default. Leader is a sub-type. I couldn't think of a good way to do a generic Controller, and IME WoTC Controllers are way overpowered for their XP value, so I left them out.
Yeah, I figured that.
It's just the completionist in me that took control over the keyboard here ;)
 

I like those guys, actually. I'm actually finding it hard to locate generic soldiers. I ended up using the Iron Circle "Brigand" as one (it's in Threats to Nentir Vale, and also one of the adventures).

Currently I'm building a database of generic NPCs (5th, 10th and 15th levels) of my own game, almost all using classes from the PH1-3 and Essentials 1 & 2. I'm particularly happy about my wizard and infernal warlock, and am itching to use the former next session.

A few notes: IMO, there's too much use of combat advantage. I don't know why the soldier and brute get special abilities based off of CA. Also, the soldier should mark as an effect rather than only on a hit.

I'm a huge fan of the lurker. I find it very difficult to come up with non-magical lurkers.
 

A few notes: IMO, there's too much use of combat advantage. I don't know why the soldier and brute get special abilities based off of CA. Also, the soldier should mark as an effect rather than only on a hit.

I wanted to make all their special abilities situational rather than recharge/encounter based so they would not need tracking, and CA seemed best as a unified mechanic. They are meant especially for use by new DMs, and help introduce the Combat Advantage mechanic to the players without hopefully massacring the PCs. You can make the special abilities 'recharge 5-6' if you prefer.
Personally I like mark-on-a-hit for a level 1 soldier, it's not so powerful. Again, change what you don't like.
 

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