D&D 5E Post your 5e NPCs here, for all to enjoy

shoak1

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Many of us have been having trouble making NPCs in 5e and judging their CR level. The purpose of this post is to share NPCs you have created so that we can build a virtual compendium of different level/class NPCs.

Post in any format you like.
 

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To be clear (from the thread that spawned this idea) - are you looking for statted combat generic NPC types (fighter, mage, noble, knight, etc.) or are you looking for any kind of NPC, including fully fleshed ones made with PC rules? Do you want ones with no stats at all: i.e. "Barnabus Prawn - proprietor of the Shrimp's Head Tavern"?
 

To be clear (from the thread that spawned this idea) - are you looking for statted combat generic NPC types (fighter, mage, noble, knight, etc.) or are you looking for any kind of NPC, including fully fleshed ones made with PC rules? Do you want ones with no stats at all: i.e. "Barnabus Prawn - proprietor of the Shrimp's Head Tavern"?

Statted NPCs , NOT made w/PC creation rules.
 

NOT made with PC creation rules?

I guess then it could be a simple exercise of re-skinning existing monsters?

For example, if you need a "human brute", you can just take the Ogre, make him medium, and that's it!
 

Here is a pet of mine:

Sharp Teeth Scout
A sharp grizzled man, clad in brown and green. Armed and armored in a bit unconventional way, but still recognizably part of the forest patrol.
Human, Lawful Good lvl3
Str 17
Dex 15
Con 17
Int 13
Wis 16
Cha 8
Rolled (16,16,16,14,12,7)

HP 22 + 1d8+3
AC 14 (studded leather +2Dex)

Attack +5 (strange sword)
damage 2d4 +3 slashing/versatile 1d6+1d4+3 slashing (reroll 1s and 2s)

Attack +4 (longbow)
damage 1d8+2 piercing damage
Trained in athletics, insight, nature, perception and stealth.

Hit die: 4d8

spells: hunter's mark, speak with animals
racial enemy: gnoll, goblin
favored terrain: forest
primeval awareness; giant killer
Soldier backround;

Bonus points if you can guess the inspiration ;)

Late EDIT:

I forgot the saving throws, constitution and wisdom.

Guide for leveling: 1d8+Con Mod per additional level. Pick features from the martial classes that seam adequate but not OP. Spell casting, stick to nature and stealth.
 
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Kaag Tiger-Killer of Greywolf
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. Kaag makes two melee attacks.
Berserk. On the second & subsequent rounds of combat, Kaag 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.
 

Sarene the Pirate
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: Sarene 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'
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).

Equipment: Cutlass, Fireball scroll
 

Lady Meda, Servant of Mycr
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 Wis +7 Charisma +9, +1 to all with ring
Skills Arcana +10 (Expertise), Persuasion +13 (Expertise), Perception +7.
Senses passive Perception 17
Challenge 8

Spellcasting. Meda is a 14th level Bardic 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: 2d4 potions of healing, +1 ring of protection, 1d4+1 doses of Keoghtom's Ointment, Cloak of Elvenkind.

Damne. Amazon Weaponmaster
Medium humanoid (human)
Armor Class 18 (+4 DEX, +2 shield, +1 torc & ring, +1 psychic), 16 no shield
Hit Points 79 (12d8 + 24)
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 6

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, +4d6 (14) with Martial Advantage.
Longbow. Ranged Weapon Attack +7 to hit, one target. Hit 8 (1d8+4) piercing damage.
 

Elf Mage - Glevina
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.

Elf Knight - Thadeus
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 Lytheum 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.

Both Elves have Handy Haversacks.
 

Altanian 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.

The Chosen Axemen are the elite warriors of an Altanian tribe. Usually each Warrior Lodge produces a handful of Chosen Axemen, who band together to guard the Chief in battle. Some Warrior Lodges are led by Berserkers who lead them against the strongest foes.
_______________________

Altanian Berserker
Medium humanoid
Armor Class 14 (dex, unarmoured toughness)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 10 (+0) CHA 10 (0)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)
Reckless Attack. The Berserker may choose to gain and grant advantage on all melee attack rolls until the start of his next turn.

Actions
Multiattack. The Axeman makes two melee attacks.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 5) slashing damage (+3 STR +2 Rage).

Javelin (2) Missile Weapon Attack +5 to hit,
Hit: 6 (1d6+3) piercing damage.

Altanian Berserkers are tribal champions who often lead the clan's Chosen Axemen in battle against rival clans and outsiders. Some are encountered as wandering 'lone wolves'. Others are Tribal Chiefs themselves, or are picked by an older chief to lead his warband.
_____________________________

Altanian 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 three melee attacks.

+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).
Sword does +3d6 damage vs dragons and dragon-blooded (Orichalans etc).

Javelin (2) Missile Weapon Attack +9 to hit,
Hit: 1d6+5 piercing damage.
 

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