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14 NPCs

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176 views16 pages

14 NPCs

Uploaded by

Luis Talavera
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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UNIQUE COMPANIONS 14 COMPANIONS/NIPCS WRITTEN By DAN Rov FIOW TO READ THE BOOK THS 8 THE WOT THE CHARACTER. [0S ROUGHLY WHAT THEY LOOK me. — ESSTHESTONEGOLEM — Actions. 77 Nata tage Hi dB) edger damage ss (1612) OR THB GHARACTER, 9 =" eee 184-8) 8-1) 1869) 3-8) 8-1) 11-5) voinson dap and oan bare male outasetece Damage mies pen. serene Backgond: Karls was centedng ago ‘concen unten etait htt oianed Senses darken 120 pasonePeeepbon anoint ae now eam rund amie ae Unque Tat owe, nt epee hen seesieexzeponaty quiet nd Ungue Tae Sate ae Don, Nari wil ste at ashton eet ye possble whenever he ets on 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,

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