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

Kane, the Last Avenger, hd 12

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 - Kane does +1d6 damage with his chosen weapons.
SA: Multiattack - Kane makes 2 attacks per attack action.

ATTACKS
+1 Greatsword: ATT +7 damage 14 (3d6+4), two attacks.
6 Nerathi 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.
 

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I can't remember the stats for an amazing recurring villain I used in my long running 3.5e campaign, but I can describe him.

He was just known as The Shadowdancer.

He was a Shadowdancer NPC who was dealing with a number of crime organizations in the areas where the PCs were exploring. I always loved the 3rd edition Shadowdancer so this was my chance to use him in a game. He would perpetrate a crime, either a theft or a murder and then he'd escape pretty easily. The PCs tried to investigate and track him down, and eventually they got wind that he was going to a sea cave via ship to visit a gang of pirates. The PCs got hold of a ship and sailed toward the sea cave after apprehending and interrogating some pirates. As they were sailing into the sea cave, another ship was sailing out. The PCs decided to continue sailing into the cave to pretend that they were pirates returning from abroad. Unfortunately, as they all docked and started fighting with some of the pirates inside the sea cave, The Shadowdancer was escaping on the other ship. Drat...he escaped again.

I gave the Shadowdancer a special deck of cards that summoned shadow monsters. Many times during the campaign, after a theft or a murder, the PCs would find these inert/spent cards. It helped them learn more about the Shadowdancer and led up to some pretty interesting encounters with the Shadowdancer and his shadow monsters.

Although we ended the campaign after 2 1/2 years, the Shadowdancer is still alive. I love a villain who can escape a tricky situation, and this guy did just that.

If I get time, and I run another homebrew campaign, I'll re-make The Shadowdancer in 5e.
 
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Cerrah Willforge
5th-level Human Champion Fighter
Medium Male Humanoid
Armor Class
16 (Scale armor)
Hit Points 39 (5d10+5)
Speed 30 feet
Sense passive perception 10
Str 18 (+4) Dex 14 (+2) Con 14 (+2)
Int 8 (+0) Wis 10 (+0) Cha 14 (+2)

Proficiency +3
Languages Common
Saving Throws Strength, Constitution.
Skills Athletics, Acrobatics, Animal handling, Medicine, Persuasion
CR 3

ACTIONS

Multi-attack: Cerrah can make two weapon attacks with a greatsword or make three attacks with shortswords.

Greatsword: 5'; +7 to hit, 2d6+4 piercing (19-20 critical)
Shortsword: 5'; +5 to hit, 1d6+4 piercing (19-20 critical)
Dagger: 20'/60'; +5 to hit, 1d4+2 piercing (19-20 critical)
Javelin: 30'/120'; +5 to hit, 1d6+4 piercing (19-20 critical)

EQUIPMENT
a Greatsword, two shortswords, A set of herbalism kit, a shovel, an iron pot, a set of common clothes, A gnarled quarterstaff (cursed), and a belt pouch containing 10gp.​
 
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Here are some members of a Thyatian Iron Ring operation from my Mystara game: Enjoy!

Iron Ring Tough
Medium human (Thyatian) neutral evil
Armor Class 16 (studded leather & shield)
Hit Points 45(6d8 +12)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 11 (+0)
Skills Intimidation +3 Athletics +6
Senses passive Perception 11
Languages any one language (usually Common)
Feats: Tavern Brawler
Challenge 2 (450XP)
Pack Tactics. The Iron Ring tough has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Dueling Style: +2 damage with a single weapon
Actions
Multiattack: The Iron Ring thug can make two melee attacks per attack action
Action Surge: The tough thug may take an extra action 1/rest
Second Wind: May use a bonus action to regain 1d8+6 hit points 1/rest.
Long sword Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10+4) slashing damage.
Thrown Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 (1d4+2) piercing damage
Light Crossbow Ranged Weapon Attack:+4 to hit, range 80/320 1d8+2 piercing damage.
Thrown Net Ranged Weapon Attack +4 to hit range 5/15-restrains target until freed (STR DC10)


Iron Ring Toughs are the lowest level operatives in the operation. They are used as shock troops on slave raids and pull most guard duties.


Iron Ring Thug
Medium human (Thyatian) neutral evil
Armor Class 17 (chain shirt & shield)
Hit Points 88(10d8 +20)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 11 (+0)
Skills Intimidation +3 Athletics +6
Senses passive Perception 11
Languages any one language (usually Common)
Feats: Tavern Brawler
Challenge 4 (1100 XP)
Pack Tactics. The Iron Ring thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Dueling Style: +2 damage with a single weapon
Tough as Nails: The thug hits like a truck. All melee attacks do an extra die of damage.
Actions
Multiattack: The Iron Ring thug can make two melee attacks per attack action
Action Surge: The Iron Ring thug may take an extra action 1/rest
Second Wind: May use a bonus action to regain 1d8+10 hit points 1/rest.
Long sword Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (2d8 + 5) slashing damage.
Thrown Dagger. Ranged Weapon Attack: +3 to hit, range 20/60 (1d4+3) piercing damage
Heavy Crossbow Ranged Weapon Attack, +4 to hit, range 100/400 1d10+2 piercing damage

Iron Ring thugs are higher level enforcers for the ring, and also serve as officers & leaders for the toughs.



Marcus Vencius Iron Ring Wizard
Medium human (Thyatian), neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 60 (9d8)
Speed 30ft.
STR DEX CON INT WIS CHA
9 (-1) 14(+2)11 (+0) 17(+3)12 (+1) 11 (+0)
Saving Throws lnt +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Common,Thyatian, Gnoll, Orc
Challenge 6 (2,300 XP)
Spellcasting. The mage is a 9th-level spe llcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to
hit with spell attacks). The mage has the following wizard spells prepared :

Cantrips (at will):.fire bolt, light, mage hand, prestidigitation
1st level (4 slots): grease, mage armor, magic
missile
2nd level (3 slots): misty step(b), suggestion*, crown of madness*
3rd level (3 slots): counterspell®, fireball, fly*, hypnotic pattern*
4th level (3 slots): greater invisibility*, confusion*
5th level (1 slot): geas
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20f60 ft. , one target. Hit: 4 (1d4 + 2) piercing damage.

Marcus Vencius is a foul-tempered man, who sold his soul to the Iron Ring long ago. As part of his wages, the ring provides him with the occasional low grade slave to use in his magical experiments.


Tarastes Evil Priest of Thanatos
Medium human (Thyatian), neutral evil
Armor Class 18 (half plate & shield )
Hit Points 65 (8d8+16)
Speed 25ft.
STR DEX CON INT WIS CHA
14(+2) 13(+1) 14(+2) 11 (+0) 18 (+4) 16(+3)
Skills Deception +7, Persuasion +3, Religion +4
Senses passive Perception 14
Languages Common, Thyatian
Challenge 6 (2300 XP)
Chanel Divinity: Touch of death (2/rest) the priest can deal an extra 21 necrotic damage on a melee hit.
Inescapable Destruction: necrotic damage dealt by spell or ability ignores damage resistance
Divine Strike: when hitting a creature with a melee attack and extra 1d8 necrotic damage is dealt
Spellcasting. The priest is a 8th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 15 , +7 to
hit with spell attacks). The priest has the following cleric
spells prepared:
Cantrips (at will): fight, sacred flame (2d8), thaumaturgy, mending,chill touch (2d8)
1st level (4 slots): false life, ray of sickness, bane*, command, shield of faith*, inflict wounds, guiding bolt
2nd level (3 slots): blindness/deafness, ray of enfeeblement *, lesser restoration, hold person*, silence*
spiritual weapon
3rd level (3 slots): Animate Dead ,vampiric touch, dispel magic, bestow curse*, protection from energy
4th level (2 slots) blight, death ward(CAST), banishment*
ACTIONS
Long sword Melee Weapon Attack: +5 to hit, reach 5 ft., one target . Hit: (ld8+2) slashing damage plus (1d8) necrotic damage

Tarastes is a sly and charming man of middle years. His soul is as dark as his smile is fair. He remains charming and polite at all times, even to his victims as they are chained upon his altar.



Maximinia Iron Ring Assassin
Medium human (Thyatian), neutral evil
Armor Class 16 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30ft.
STR DEX CON INT WIS CHA
11(+0) 18(+4) 14(+2) 13(+1) 15(+2) 16(+3)
Saving Throws Dex +7, lnt +5
Skills Acrobatics +7, Deception +6, Perception +4, Stealth + 11
Damage Resistances poison
Senses passive Perception 14
Languages Thieves' cant ,Common
Challenge 8 (3,900 XP)
Assassinate. During its first turn, the assassin has advantage
on attack rolls against any creature that hasn't taken a turn .
Any hit the assassin scores against a surprised creature
is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, the
assassin instead takes no damage if it succeeds on the saving
throw,. and only half damage if it fails.
Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6)
damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5
feet of an ally of the assassin that isn't incapacitated and the
assassin doesn't have disadvantage on the attack roll.
ACTIONS
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 4) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320
ft ., one target. Hit: 7 (1d8 + 4) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.

Maxaminia isn't quite sane. She is sent into action when the ring needs a problem quietly eliminated. Her lust for killing makes even the commander wary of her.



Auctus, Thyatian Gladiator
Medium humanoid, neutral evil
Armor Class 16 (studded leather & shield)
Hit Points 140 (15d8+45)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (0) 12 (+1) 15 (+2)
Skills Athletics +10, Intimidation +5
Senses passive Perception 11
Languages Common, Thyatian
Challenge 5 (1800 XP)
Brute. A melee weapon deals one extra die of its damage when the Thyatian gladiator hits with it (included in the attack).
Brave. The Thyatian gladiator has advantage on saving throws vs being frightened.
Dueling Style: +2 damage with a single weapon

Actions
Multi attack. Thyatian gladiator makes three melee attacks or two ranged attacks.
Short sword Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6+6 slashing damage.
Javelin. Melee or Ranged Weapon Attack: +8 /+6to hit, reach 5 ft. or range 30/120 ft., one target. Hit 2d6+6piercing damage
Shield Bash. Melee weapon attack: +8 to hit, reach 5 ft. one target. Hit- 2d4+4 bludgeoning damage. If the target is medium or smaller it must succeed on a DC15 STR saving throw or be knocked prone.
Devastating Critical When the Thyatian gladiator scores a critical hit, an opponent must make a DC 16 CON save or be stunned until the gladiator’s next turn.
Action Surge: The Thyatian gladiator may take an extra action 1/rest
Second Wind: Thyatian gladiator may use a bonus action to regain 1d8+11 hit points 1/rest.
Reactions
Parry. The Thyatian gladiator adds 3 to its AC against one melee attack that would hit it. To do so the Thyatian gladiator must see the attacker and be wielding a melee weapon.

Born a slave in Thyatis, Autus is a large powerful man. He raised and trained for the arena and now serves as a loyal bodyguard to Gallatus Camillus.


Gallatus Camillus Iron Ring Commander
Medium human (Thyatian) neutral evil
Armor Class 18 (no armor)
Hit Points 175 (18d10 +34)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 14 (+2)
Skills Perception +7, Stealth +6, Intimidation +6, Deception +6
Senses passive Perception 17
Languages Common, Thyatian, Gnoll
Challenge 9 (5000 XP)
Unarmored Defense: Gallatus Camillus adds DEX & WIS modifiers to AC
Two Weapon Style +1 to AC when dual wielding
Battlemaster DC 16, 4 D10 superiority dice. Evasive Footwork , Lunging Attack, Riposte
Action Surge: Gallatus Camillus may take another action 1/rest.
Actions
Multiattack. Gallatus Camillus makes three melee attacks. and a possible bonus attack
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (2d8 + 4) piercing damage.
Off hand Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (2d8 + 4) piercing damage
Parry the death blow: When a melee attack would reduce Gallatus Camillus to 0 hp, he may make a DC 15 DEX saving throw. If successful, the fencing master is instead at 1 hit point. Each time the ability is used before a short or long rest, increase the DC of the save by 2.

Gallatus Camillus commands this Iron Ring operation and is highly regarded within the organization. He runs his operation with ruthless efficiency.
 


Scarlet Brotherhood Monk
Medium Humanoid (human), lawful evil
Bald, Red robes

Armour Class: 15 (unarmoured)
Hit Points: 17 (3d8+3)
Speed: 40 ft.

STR 11 (+0) DEX 17 (+3) CON 12 (+1) INT 11 (+0) WIS 15 (+2) CHA 8 (-1)

Skills: Perception +4, Stealth +5

Ki (3): This character can harness their ki ability (ki save DC 12). The following abilities are available:

Flurry of Blows (cost 1): Immediately after taking the Attack action, make two unarmed strikes as a bonus action. For each hit, chose one of the following:
- Target must succeed on a Dex saving throw or be knocked prone
- Target must make a Str saving throw. If it fails, it is pushed up to 15 feet away.
- Target can’t take reactions until the end of the monk’s next turn.
Patient Defense (cost 1): Take the Dodge action as a bonus action.
Step of the Wind (cost 1): Take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Alert: +5 bonus to initiative, cannot be surprised, other creatures cannot get advantage on attacks for being hidden.

Actions
Unarmed. Unarmed Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 bludgeoning damage.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage.
Bonus Action. Unarmed Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 bludgeoning damage.
 
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Presenting the Chief Engineer of the Temple of Nebelun in the Gnomish Capital City of Tinkerwidget, captured a year ago by the goblin servitors of Belak the Outcast of the Sunless Citadel, forced to bide his time in captivity while secreting his gear-shaped holy symbol in his hidey-hole. Nemesis of Meepo, former Keeper of Dragons.

LUXWELL BAUBLEWIZZLE
Medium humanoid (gnome), chaotic good
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.



STR 10 (+0) DEX 10 (+0) CON 11 (+0)
INT 12 (+1) WIS 14 (+2) CHA 14 (+2)



Skills Medicine +4, Religion +3
Senses passive Perception 12, darkvision 60 ft.
Languages Common, Gnomish
Challenge 1/4 (50 XP)




Spellcasting. Luxwell is a 1st-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Luxwell has following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary




Gnome Cunning. Luxwell has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore. Whenever Luxwell makes an Intelligence (History) check related to magic items, alchemical objects, or technological devices, he can add twice his proficiency bonus, instead of any proficiency bonus he normally applies.

Tinker. Luxwell has proficiency with artisan’s tools (tinker’s tools). Using those tools, he can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless he spends 1 hour repairing it to keep the device functioning), or when he uses his action to dismantle it; at that time, he can reclaim the materials used to create it. He can have up to three such devices active at a time. See Players Handbook, page 37 for additional details.

ACTIONS


Spanner. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
 


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