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UNIQUE COMPANIONS
14 COMPANIONS/NIPCS
WRITTEN By DAN RovFIOW TO READ THE BOOK
THS 8 THE
WOT THE CHARACTER. [0S
ROUGHLY WHAT THEY LOOK
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THESE ARE THE NOTES FOR THE CHARACTER, WHIGH DESCRIBE WHICH SETTING
THE NPC SHOULD BE USED FOR, WHAT VOIGE THEY SHOULD HAVE, THER
BACKGROUND AND HOW THEY SHOULD EE INTRODUCED, AND THEIR UNIQUE
GHARACTER TRANS WHICH BRING THEM TO LIFE.
DUNGEONS & DRAGONS, DaD, Wizarps oF THE Coast, FORGOTTEN REALMS, RAVENLOFT, EBERRON, THE DRAGON
AMPERSAND, RAVNICA AND ALL OTHER WIZARDS OF THE COAST PRODUCT NAMES, AND THEIR RESPECTIVE LOGOS ARE
TRADEMARKS OF WIZARDS OF THE COAST IN THE USA AND OTHER COUNTRIES.
THIS WORK CONTAINS MATERIAL THAT IS COPYRIGHT WIZARDS OF THE COAST AND/OR OTHER AUTHORS. SUCH MATERIAL IS USED
WITH PERMISSION UNDER THE COMMUNITY CONTENT AGREEMENT FOR DUNGEON MASTERS GUILD.
ALL OTHER ORIGINAL MATERIAL IN THIS WORK IS COPYRIGHT 2019 BY AIDAN ROY AND PUBLISHED
UNDER THE COMMUNITY CONTENT AGREEMENT FoR DUNGEON Masters GUILD.RsPeans
ARTHAHN
Tiny undead, neutral evil
Armor Class 12
Hit Points 29 (1d8)
Speed O ft, fly 40 ft
STR DEX CON INT WIS CHA
1(-5) 14 (#2) 14(+2) 16(43) 10(+0) 11 (+0)
Skills Arcana +5, Perception +2
Damage Resistances lightning, necrotic
Damage Immunities fire, poison
Senses darkvision 60 ft, passive Perception 12
Languages Common, Infernal
Challenge 3 (700 XP)
Illumination, Arthahn sheds either dim light in a 15-foot
radius, or bright light in @ 15-foot radius and dim light for
an additional 15 feet. He can switch between the options
asan action.
Magic Resistance. Arthahn has advantage on si
throws against spells and other magical effects.
Rejuvination. If Arthahn is destroyed, he regains all his hit
points in 1 hour unless holy water is sprinkled on his
remains,
"Hyuck hyuck hyuck!"
ACTIONS
Multiattack. Arthahn uses Fire Ray twice.
Fire Ray. Ranged spell Attack: +5 to hit, range 30 ft, one
target. Hit: (346) fire damage.
Notes
Setting: Any.
Voice: A higher-pitched man, where his sentences start
normal but then he increases his pitch on the last word,
He laughs a lot, even if whatever he said wasn't funny.
Background: Created years ago by @ comedic
necromancer, Arthahn acted as his master's side show
until his tragic but hilarious passing.
Unique Trait: Comedy Relief. Arthahn enjoys telling jokes
and laughing, even if none of them are funny. "Here, let
me lend you a hand... Oh wait! | don't have hands! Hyuck
hyuck yuck!"
Unique Trait: Ladies Man. Despite literally being a flying
skull engulfed in flames, Arthahn loves to hit on women
wherever he is. He especially tries to hit on the female
party members.CREAK
‘Medium humanoid, chaotic neutral
Armor Class 13
Hit Points 18 (148)
Speed 30 ft.
STR DEX CON INT WIS CHA
10(+0) 16(#3) 10(#0) 10(#0) 12(#1) 10(+0)
Skills Deception +4, Perception +3, Stealth +5
Senses passive Perception 13
Languages Common, Undercommon
Challenge 2 (450 XP)
Ambusher. Creak has advantage on attack rolls against
any creature it has surprised.
Mimicry. Creak can mimic any sound it has heard,
including voices. A creature that hears the sounds can
tell they are imitations with a successful DC 14 Wisdom
(Insight) check.
ACTIONS
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft,
one target. Hit: (1d6+3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft, one target. Hit: (146#3) piercing damage.
Notes
Setting: Any.
Voice: Bird-like, similar to a crow.
Background: Creak was cast out of their group of Kenku
(crow-humanoids). Now, there is nothing in-between
Creak and amassing the largest amount of wealth
possible.
Unique Trait: Greedy. Creak will try to loot everything
they can before the party even realizes it. After fights,
Creak will be rummaging through the dead's
possessions.
Unique Ti imited Vocabulary. Seeing as Creak can
only imitate sounds and phrases, Creak has a limited
selection of vocabulary. However, Creak has a strong
ne
grasp of slang. Example: 'Like a boss! Squack!’, "That's a
knee-slapper! Squack'’, "YOLO! Squack"’, ete.‘Medium humanoid, lawful neutral
Class 13 (Leather Armor)
mo
$14 (1d8)
Speed 30 ft.
R DEX CON INT WIS CHA
12(#1) 14(#2) 10 (+0) 14(#2) 10(+0) 10 (+0)
js Cooking +6, Nature +4, Survival +2
Senses passive Perception 10
es Common, Elvish
hallenge 1 (200 XP)
Scimitar. Melee Weapon Attack: +4 to hit, reach § ft, one
target. Hit: (1d6+2) slashing damage.
Heavy Crossbow. Melee Weapon Attack: +4 to hit, range
100/400 ft., one target. Hit: (1d10+2) piercing damage.
Setting: Any.
Voice: Gruff, disinterested man.
Background: Ellamin is a professional cook that travels
across the land selling his culinary creations. If a party
hired him as their personal chef, he would love to join,
them.
Unique Trait: God of Cooking. Ellamin can create a dish
with only two ingredients, and prides himself over his,
resourcefulness. He often carries a miniature kitchen in
his backpack.
Unique Trait: Hunter, Gatherer. Ellamin will go hunting
and forage for various plants and fungi while travelling
with the party. Anything thet can be cooked is collected,haotio neutral
ass 14 (Chain Shirt)
27 (110)
R c NT WIS Ct
16 (+3) 2) 10(+0) 10(+0) 8 (-1)
Saving Th
Skills Athletics +5, Survival +2
snses passive Perception 10
nguages Common, Giant
hallenge 3 (700 XP)
Gore. Foosjar can attempt to ram into an opponent and
knock them prone. This must be done by running towards
them and attacking with Gore. If successful, he
immediately gets an extra attack
ACTIONS
Gore. Melee Weapon Attack: +5 to hit, reach § ft, one
target. Hit: (164#3) piercing damage and target is
knocked prone.
War Hammer. Melee Weapon Attack: +5 to hit, reach § ft,
‘one target. Hit: (1d8+3) bludgeoning damage, or (1410+3)
bludgeoning damage if using it with two hands,
Throwing Knives. Renged Weapon Attack: +3 to hit, range
40 ft, one target. Hit:(1d6+1) piercing damage.
Setting: Any.
Voice: Older man, a bit hoarse or whispery.
Background: Foosjar is a ram-humanoid who loves a good.
fight. He will challenge one of the party members to a
‘wrestling match, and will join the party if he loses.
Unique Trait: A Challenger Approaches. Foosjar will
‘occasionally challenge random passersby to a fight to the
death, Foosjar will go all out to win, and does so for the
feeling of glory.
Unique Trait: Pipe-Enthusiast. Foosjar in his off time will
smoke tobacco out of a finely crafted wooden pipe he has
made. If it isa special occasion, he will bring out
cannabis to smoke instead. He ref
‘other members of the party. Examples of strains he could
smoke: Dragon's Kush, Halfling’s Toe, Super Sour Goblin,
ete.'m going to lose
"Get out of my way you twit
“THIS FEELS SO GOOD!"
HAMMER OF PURE ANGER
‘Small construct, chaotic evil
‘Armor Class 17
Hit Points 20 (18)
‘Speed 0 ft, fly 30 ft.
STR DEX CON INT WIS CHA
12 (#1) 16(+3) 10(+0) 8(-1) 6(-2) 8(-1)
‘Saving Throws Dex +5
Skills intimidation +3
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, pettified, poisoned
‘Senses blindsight 60 ft,, passive Perception 8
Languages Common, infernal
Challenge 2 (450 XP)
False Appearance. While the Hammer of Pure Anger
remains motionless and isn't fying, itis indistinguishable
from a normal hammer.
Wielder of Anger. A member of the party can wield the
Hammer of Pure Anger as a weapon, and can use the
Pure Rage attack.
ACTIONS
Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft, one
target. Hit: (1d10#1) bludgeoning damage.
Pure Rage. Melee Weapon Attack: +6 to hit, reach 5 ft,
one target. Hit: (2d8+2) bludgeoning damage, or
(2410+3) bludgeoning damage if used with two hands.
Notes
Setting: Any.
Voice: Hoarse and loud.
Background: A legendary barbarian once wielded this
magnificent weapon, and upon his deathbed he wished
for his soul to be embedded into the hammer. Little did
he know, his wish came true and his legend lives on.
Unique Trait: Vulgar. The Hammer of Pure Anger is
exactly that, full of anger and hate. The hammer will
regularly swear, yell slurs, and say obscene things at
enemies and even at the party members.
Unique Trait: Bliss. When the hammer is killing, he is
enjoying life. Maybe a little TOO much. However, when,
the Hammer of Pure Anger is bored he will randomly
start spinning at a very fast rate and fling himself at a
random object. It could be a wall, the ground, or a person.
The target takes (310+2) bludgeoning damage when he
flings himself.INGAR
Medium beast, neutral good
Armor Class 13 (Natural Armor)
Hit Points 14 (148)
Speed 40 ft.
STR DEX cON INT wis CHA
14(42) 14 (+2) 12(41) 7(-2) 10(40) 8(-1)
Skills Perception +4, Stealth +4
Damage Immunities cold
Senses passive Perception 14
Languages Common, Giant
Challenge 2 (450 XP)
Keen Hearing and Smell. Ingar has advantage on
Wisdom (Perception) checks that rely on hearing or
smell
Pack Tactics. Ingar has advantage on attack rolls against
an enemy if at least one of Ingar's allies is within 5 feet of
the target and the ally isn't incapacitated,
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one
target. Hit: (2d6+2) piercing damage
lam the best boy."
Cold Breath (3 Uses/Day). Magic Spell Attack: +4 to hit,
range 15 ft, one target. Hit: (1d10+2) cold damage.
Notes
Setting: Mountains, Forest, and Cold Climates.
Voice: Deeper voice, with breaks between each word.
"Yes... I think... That would be great”
Background: As one of the last few Winter Wolves in the
land, Ingar is driven by doing what's right even if he
doesn enjoy it. He will join the party if they give him an
explanation on why it would be good for people.
Unique Trait: Best Boy. Ingar will ask for confirmation
that he did well during a fight, or if he can help more. He
needs to know he did well and if the party says he did, he
will ask to be pet.
Unique Trait: Discretion. Ingar will eat politely, dig a hole
or hide behind something to use the washroom, and
attempt to create a makeshift bed out of whatever
materials he can find while he is in the presence of the
party.PRINCESS JIA DENGORE
‘Medium humanoid, lawful evil
Armor Class 11
Hit Points 21 (148)
Speed 30 ft
STR DEX CON INT WIS CHA
9(-1) 12(1) 10(¢0) 17(43) 121) 11(+0)
Saving Throws Int +5, Wis +3
skills Arcana +5, History +5
‘Senses passive Perception 11
Languages Common, Abyssal, Elvish, Giant
Challenge 3 (700 XP)
Spellcasting... Jia is a 3rd-level spelicaster. Her
spelleasting ability is intelligence (spell save DC 13, +5 to
hit with spell attacks). Jia has the following wizard spells
prepared:
Cantrips (at will: mage hand, minor illusion, ray of frost
1st level (4 slots): charm person,
missile, sleep
isguise self, magic
2nd level (2 slots): darkness, scorching ray
"If you spill a drop of blood on my dress, you're dead."
ACTIONS
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft, one target. Hit: [144+1] piercing damage.
Notes
Setting: Any.
Voice: Noble female. Snobbish.
Background: After years of being a princess, Jia Dengore
decided to flee her kingdom and royal responsibilities for
a more exciting life. She discovers the party, and joins
them for the excitement.
Unique Trait: Royal Tastes. Jia refuses to eat raw meat,
or anything that is commoner food. She will go out of her
way to try to find food that is good enough for her
“exquisite” palate.
Unique Trait: Bookworm. Jia will read her mage books at
almost all times of the day. However, if @ player tries to
investigate the book she is reading they will discover that
it isn't actually a mage book, but rather a romantic fan-
fiction of some kind. Example titles: "The Wizard and the
Minotaur’, "Two Goblins, One Elf", etc.Ktic
‘Small beast, neutral
Armor Class 12
Hit Points 12 (18)
Speed 10 ft, fly 60 ft
STR DEX CON INT WIS CHA
6(-2) 15(+2) 10(+0) 2(-4) 14(42) 16(+3)
‘Saving Throws Dex +4, Cha +5
Skills Deception +5, Perception +4, Persuasion +5,
Survival +4
‘Senses passive Perception 14
Languages Common, Undercommon
Challenge 1 (200 XP)
Keen Sight. Klig has advantage on Wisdom (Perception)
checks that rely on sight.
ACTIONS
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft,, one
target. Hit: (144+2) slashing damage.
"Did | tell you about..."
. and that's when | said
NoTEs
Setting: Any.
Voice: A formal, male British voice.
Background: Klig was once an ambitious man who
enjoyed spelunking various places across the land, until
he flew too close to the sun and got cursed into the body
of an eagle. Now, he will do anything to get the curse
reversed.
Unique Trait: Chatty Cathy. Klig likes to talk, a LOT.
‘Sometime he will just ramble on for hours on end until
someone stops him
Unique Trait: Primitive Tastes. For whatever reason,
Klig's curse also makes him only eat the food an eagle
would. Rodents, small game, and creatures of this nature
are the only things he will eat.LIOM THE SHADOW
Medium humanoid, chaotic good
‘Armor Class 13 (Leather Armor)
Hit Points 11 (1410)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14(+2) 12(¢1) 10(#0) 11(#0) 10(+0)
Skills Nature +2, Perception +4, Stealth +4, Survival +2
Senses passive Perception 14
Languages Common, Druidic
Challenge 1 (200 XP)
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft,
one target. Hit: (16#2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged
150/600 ft, one target. Hit: (1d8+2) piercing damage
Notes
Setting: Any.
Voice: Disgruntled and deep, usually sounding
unenthusiastic,
Background: Liom the Shadow has lived alone as a
straggler for almost 20 years, occasionally accepting
assassination and mercenary work when offered enough
coin.
Unique Trait: Hunter. Liom loves to hunt, and will go out
to hunt while the party is sleeping. Miraculously, he will
ALWAYS find something for the group to eat.
Unique Trait: Loner. Despite hunting for food for the
party and helping the group in their adventure, Liom will
try to keep talking to a minimum and will act,
disconnected from them. This may be because he was
hired by the group or he is not invested in the goals of the
party.NAMELESS THE STONE GOLEM
Large construct, neutral
Armor Class 17 (Natural)
Hit Points 58 (1412)
Speed 30 ft.
STR DEX CON INT wis CHA
18 (+4) 8(-1) 18(+4) 3(-4) 8(-1) 1(-5)
Damage Immunities poison, psychic
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 ft,, passive Perception 9
Languages Common
Challenge 6 (2,300 XP)
Immutable form. Nameless is immune to any spell or
effect that would alter its form.
ACTIONS
Slam. Melee Weapon Attack: +6 to hit, reach 5ft,, one
target. Hit: (248+4) bludgeoning damage.
Notes
Setting: Mountains, Deserts, and Hills.
Voice: Slow, deep, and can barely make out a sentence.
Background: Nameless was created long ago by an
ancient wizard, and now roams around aimlessly after
the passing of his creator. Nameless is looking for a
sense of purpose.
Unique Trait: Quiet. Nameless is exceptionally quiet and
only speaks when he is spoken to
Unique Trait: Statue Stare Down. Nameless will stare at
a statue eye to eye (if possible) whenever he sees one,
He will do so until someone tells him to move.‘Medium humancia, neutral e
or Class 14 (Leather Armor)
oints 19 (148)
Speed 30 ft.
10(40) 16(43) 10(40) 10(#0) 10(¥0) 12(¢1)
wing Throws Dex +5, Cha +3
Perception +2, Stealth +5
es darkvision 120 ft,, passive Perception 12
es Common, Elvish, Undercommon
Challenge 2 (450 XP)
Fey Ancestry. Thirza has advantage on saving throws
against being charmed, and magic can't put her to sleep.
Sunlight Sensitivity. While in sunlight, Thirza has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Assassinate. During her first turn, Thirza has advantage
on attack rolls against any creature that hasn't taken a
turn. Any hit she scores against a surprised creature is a
critical hit.
Multiattack. Thirza makes two shortsword attacks.
Shortword. Melee Weapon Attack: +5 to hit, reach 5 ft,, one
target. Hit: (1d6+3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft, one target. Hit: (14843) piercing damage.
Setting: Any.
Voice: Dark, brooding, and feminine.
Background: A Drow assassin normally, Thitza spends her
time sleeping during the daytime and hunting down her
next target at night... Unless a larger problem will stop her
from completing her tasks.
Unique Trait: Weirdo. Randomly, Thirza can be seen lightly
cutting her wrists and drinking some of her blood. She
has been doing this since she was a child.
Unique Trait: Master Planner. Thirza can be seen plotting
her next assassination, and will help the group find
different ways to approach a situation.THON THE BARD
‘Medium humanoid, neutral good
Armor Class 12 (Padded Armor)
Hit Points 8 (148)
Speed 30 ft.
STR DEX CON INT wis CHA
9(-1) 12(1) 10(#0) 10(40) 12(+1) 16 (+3)
‘Saving Throws Dex +3, Cha +5
Skills Arcana +2, Performance +5, Persuasion +5
Senses passive Perception 11
Languages Common, Elvish
Challenge 1 (200 XP)
Spelleasting (Singing). Thon is a 1st-level bard. His
spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). Thon has the following spells
prepared:
Cantrips (at will): dancing lights, vicious mockery
1st Level (2 slots): cure wounds, thunderwave
ACTIONS
Longsword. Melee Weapon Attack: +1 to hit, reach 5 ft,
one target. Hit: [148-1] slashing damage.
Notes
Setting: Any.
Voice: A pretentious man's voice, with a hint of sarcasm.
Background: Thon comes from a small town where he
didn't have much to do besides sing. He is enthusiastic to
get out of his hometown and go on an adventure.
Unique Trait: A Constant Opera. Thon will periodically
belt out a long opera-style note, and will even do so at
inopportune times. He just can't help himself.
Unique Trait: Complainer. Going on an adventure isn't
everything Thon thought it was going to be. He will start
complaining randomly about the super boring things they
are doing, or super hard monsters the party has had to
fight.VAREN
‘Medium humanoid, neutral evil
Armor Class 15 (Breastplate)
Hit Points 18 (1410)
Speed 30 ft
STR DEX CON INT wis CHA
14(42) 12(#1) 10(#0) 10(#0) 8(-1) 12(*1)
Skills Athletics +4, Perception +1
Senses darkvision 60 ft,, passive Perception 11
Languages Common, Elvish
Challenge 2 (450 XP)
ACTIONS
Multiattack. Varen makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach § ft,, one
target. Hit: (1d6+2) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +3 to hit, reach 80/320
ft, one target. Hit: (1461) piercing damage.
Notes
Setting: Any.
Voice: Confident male, with a hint of cowboy.
Background: Varen is a personal bodyguard for hire. He
can be purchased to accompany the party, and it is
rumored that he is one of the best in the land.
Unique Trait: Cocky Storyteller. Varen will boast about
bigger monsters he has slain after killing an enemy.
Giants, werewolves, and undead hordes are his
favourites to tell about.
Unique Trait: A Good Beer. Whenever passing through a
town, Varen will always stop by a tavern and order a
single beer. No more, no less. Itis his lucky charm.Wop
‘Medium humanoid, neutral
Armor Class 13 (Natural)
Hit Points 12 (148)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
14(#2) 12(#1) 10(+0) 10(+0) 12(#1) 10(¢0)
Skills Athletics +4, Perception +3
Senses passive Perception 13
Languages Common, Aquan
Challenge 1 (200 XP)
Amphibious. Wod can breathe air and water.
Slippery. Wod has advantage on ability checks and
saving throws made to escape a grapple.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft,,one
target. Hit: (1d4+2) piercing damage.
Spear. Melee or Ranged Weapon Aitack: +4 to hit, reach 5
ft, or range 20-60 ft,, one target. Hit: (146#2) piercing
"WHAAAAT?"
damage, or (1d8+2) piercing damage if used with two
hands to make a melee attack.
Notes
Setting: Aquatic or Forest.
Voice: Frog-like. Croaks or makes bubbling noises
occasionally.
Background: Wod is bullied often in his isolated
community, and seeks liberation from his stale life. He
BEGS to join the party.
Unique Trait: Painfully Curious. Wod is extremely curious
about all the things that the party has and will ask what
they are, from swords to potions. Every time someone
explains what something is to Wod, he exclaims
"WHAAAAAT?”
Unique Trait: Broken. Without fail, if any of the party
members give something to Wod, it breaks. If Wod finds
something and holds it, it breaks without him even doing
anything,