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The thread to post 5e NPCs/Characters

Started by RPGPundit, October 28, 2014, 08:47:47 PM

Previous topic - Next topic

S'mon

Kane, the Last Avenger, hd 12

Image result for David Carradine The Warrior and the Sorceress

 
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.

This mysterious warrior-monk stalks the southern Ghinarian Hills, even into the Vale, and is said to have killed a score of Yusan's raiders. His weather-stained gear bears the eagle sigil of Fallen Nerath and the crested wave sigil of Melora, once the Nerathi Goddess of Ocean, known now by other names.

Kane is a highly skilled scout, known to act on occasion for Lord Vex of Selatine and the other Ghinarian Lords who still oppose Yusan, bringing word of troop movements and other events, but he seems to act largely on his own whim.

Kogor of Kolda, Dwarf Veteran
This mountain dwarf adventurer and sometime mercenary hails from Kolda in the Castellan Mountains (Altanis 2918). He is a fierce fighter and enthusiastic wencher, but also surprisingly erudite, and has made a study of the ancient city of Thracia as part of his plan to loot the ruins. He is more the fierce and jovial type of dwarf than his more common reserved kinfolk.
SA: Dwarven Resilience (1/2 dmg poison, advtg poison saves), Stonecunning, speed 25', darkvision 60', speaks common, dwarf & gnomish

AC 18 (half plate 15, +2 shield, +1 dex), 16 no shield.
HP 65 (10d8+20) Healing Dice 5 (d8+2)
Speed 25'
STR 16 (+3) DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 8  (-1) CHA 13 (+1)
Proficiency +3
Good Saves STR, CON.
Perception +2 (11)
CR 4
ACTIONS
Multiattack: Kogor makes two warhammer attacks.
+1 Warhammer: ATT +7, dam 1d8+6 blunt damage. x2
Dwarven Heavy Crossbow: ATT +4, range 100'/400', dam 2d10+1/1d10+1, 2 rounds to reload.
Bolts: 12

MI: 3 x potion of healing (restores 2d4+2 hp). +1 Altanian Battleaxe.
T: 1000gp in gold & gems.
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RPGPundit

Quite a great selection of characters here.
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Opaopajr

#47
"Marsh Hound," Traveling Slaver.

Location: Forgotten Realms > Moonsea Region > travels (Hillsfar homebase) > Slave Markets or Slum Taverns.
Composition: Often as a trio with skilled (combat) hirelings from Hillsfar.
Specialty: slave trader, press-ganger, abductor.
Incorporation Hooks
1. Standing offer to buy an unwanted gnome or halfling for Hillsfar arena. (shady bar)
2. Help guard cargo (secret: abductees) for evening ship transport. Abductees' friends attempt to sneak in or attack warehouse. (docks)
3. Send ciphered message to forgotten sewer middleman (secret: drow's hireling) about next "shipment." (sewer dungeon).
Encounters
1. Passenger on a merchant vessel (with slaves deep in hidden cargo hold).
2. Traveler's road with manacled merchandise, openly, to nearby slaver city.
3. Unwinding at a Lliiran or other festhall, occasionally buying drinks for fellow humans.


Andrejs Robeznieks, the "Marsh Hound"
Human Fighter, Slaver Criminal (legit in slaver cities)
Lvl 2, PB +2. Saves: STR, CON. Alignment: LN
HD: d10. HP: 20. AC: 15 stealthy or 16 (17 stealthy or 18 w/ shield).

STR 11 (0), DEX 15 (2), CON 14 (2), INT 12 (1), WIS 7 (-2), CHA 6 (-2)

Lang: Common, Undercommon

Race: Human — All stats +1.

Class
Armor: All armor & Shields.
Weapons: All simple & martial.
Tools: Dice Set (bkrd), Thieves' (bkrd).

Skills: Acrobatics +4, Deception (bkrd) +0, History +3, Stealth (bkrd) +4.

Fighting Style, Archery — ranged attacks get +2 atk.
Second Wind — bonus act, regain 1d10+lvl HP; recharge Short or Long rest.
Action Surge — gain an extra Action. recharges on a Short or Long Rest.

Background - Criminal
Specialty: Slaver. Feature: Criminal Contacts.
Personality: grumpy. Ideal: vengeance.
Bond: patriotic. Flaw: over-confident.
Gear: crowbar, dark common clothes with hood, pouch +15 gp.

Wealth: ??? (@ 15 gp petty cash)

Armor:
Chain Shirt - 50 gp, AC 13+DEX (max 2).
Scale Mail - 50 gp, AC 14+DEX (max 2), stealth Disadv.
Shield - 10 gp, +2 AC.
Weapons:
5x Net - 1 gp. +6 atk. special, thrown (5/15).
Whip - 2 gp. +4 atk. 1d4+2 s. finesse, reach.
4x Daggers - 2 gp. +4 (+6) atk. 1d6+2 p. finesse, light, thrown (rng 20/60).
20x Darts - 5 cp. +6 atk. 1d4+2 p. finesse, thrown (rng 20/60).

Gear: Explorer’s Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50') - 10 gp. Hammer - 1 gp. 20x Pitons - 5 cp. Rope hemp - 1 gp. Dice Set - 1 sp. 5x Manacles - 2 gp. ???

Bio: After much historical friction between human incursion into the Moonsea, and the personal loss of family, Andrejs takes a loyalist stance to Hillsfar. Travels among regional slave trade cities doing brisk business in demihumans. Has done well with drow slave traders, and would do business with them again. Holds historical grudges against city-states that defeated Hillsfar in battle, and holds any of their non-human citizens in further contempt (and would gladly enslave, legally or otherwise). Believes legalized slavery is legalized vengeance upon his people's foes.
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You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Christopher Brady

I have a whole slew of NPC (and monsters) that I've created and used over the years, the first:

The Lady of Bones

The Lady of Bones is an unusual, and unique form of, Ghast.  Typically, Ghouls are evil creatures, with little capacity for cunning and forethought, often not even able to communicate.  But Duchess Asyla Bloodgrave -Or your Grace- is either very, very strong-willed, or something went wrong during her transformation.

An unbelievably chatty, witty and charming creature, who takes great pains to keep her appearance as attractive as she was in life.  And actually succeeding for the most part.  She has a battery of creams and magical hygiene products that she uses regularly.  But she is a flesh-eater with a constant hungry look in her blood red eyes.  However, the Lady of Bones dislikes using her Paralysis Touch.

Her Grace expects to be obeyed, or at least listened to respectfully, as one deserves of her station, former or otherwise.  However, she's always polite, rarely gets truly angry and is ever the gracious host, even when munching down on your bones.

Often speaks wistfully of the Kingdom she used to serve, but Her Grace never mentions why she was turned into a Ghast, deflecting all questions even so much as bordering the topic.  Besides, she'd much prefer hearing what's going on the upper world, and tales of adventure, daring and with knights and/or paladins will enthrall her.

She's always seen with an entourage -whom she calls her 'court'- of Ghouls and at least two Ghasts, named Willem and Earnest.  They all obey her completely.

As she was an adventurer (a Fighter) in life, she's always armed with a pair of her favoured magical long swords, (A Flame Tongue and Frostbrand, that she has imaginatively named Fire and Ice) has a pair of delicately filigreed bracers, which are in fact Bracers of Defense, and only wears diaphanous gowns or silks that are almost see through.  She will not part with any of them willingly.  Well, if you're a handsome male taller than her, she might be willing let go of the silks and gowns.

Physical appearance:  An attractive, if ever so slightly noticeably gaunt, Half-Elf standing a mere 5' 3" with a flawless, pale, if barely noticeable purple tinge to her skin.  She has red eyes and nearly white blond hair, and a toned, athletic figure.

Medium Undead, Lawful Evil (if you use such)

AC: 16 (Including her Dual Wielder and Bracers of Defense)
HP: 54 (7D10)
Speed: 30ft

Str: 14 Dex: 16 Con: 10 Int: 10 Wis: 12 Cha: 16

Skills: Athletics +5, Perception: +4
Languages: Common, Undercommon, Elven and Goblin
Resistances, Immunities and Senses as per Ghast.
Powers: As per Ghasts, save the stench.  Has the following replacement:

All Ghouls that can see or hear her, obey her and will never willingly attack her.  She does NOT grant them any other special ability.  (Unless you want her to.)

Fighting Style: Two Weapon Fighting
Feat:  Dual Wielder
Fighter Feature: Improved Critical (with weapons only)

Challenge Rating: 6 (or so)

Actions:
Multiattack.  She attacks once with both blades.

Bite, as per Ghasts
Claws, as per Ghasts

Flame Tongue.  Melee Weapon Attack: +5, reach 5ft, one creature
Hit: 6 (1d8+2) plus 7 (2D6) Fire.  Critical on 19-20

Frostbrand: Melee Weapon Attack: +5, reach 5ft, one creature
Hit: 6 (1d8+2) plus 3 (1D6) Cold.  Critical on 19-20


Notable minions:

Earnest is her Major Domo and will always announce her.  Unfortunately, he has a lisp.  He acts like the stuffy butler he had been in life.  He always announces her as, "Her ladythip, her Grwathe, Ducheth Athilla Bwoodgwave, Lady o' Boneth, Queen o' Ghoulth."  (Play up his 'accent', if ever possible.)

Willem is her 'Captain of The Guard', wears rusted splotched chain mail and wields a mean Great Sword (Double damage against unarmoured targets), otherwise both are normal Ghasts.

DM Note:  You can stick her anywhere underground.  Originally she was in the sewers of the very city she served, and my PC's who were members of the City Guard charmed her (not by the spell) and made her an ally of sorts.  But she can exist in any part of a world.  In fact, as a spin off of this D&D Adventurer's Season, I'm sticking her in the Underdark, representing the Queen of Hearts, or perhaps her rival, the Queen of Spades.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

S'mon

#49
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   11  (+0)
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

Sarene's pic: http://th02.deviantart.net/fs70/PRE/f/2011/220/8/9/pirate_queen___promo_1_by_ganassa-d45tw18.jpg

Lady Spite
Cost 25,000 gp
AC 15 HP 500 Damage Threshold 20
Cargo 200 tons Speed 2.5 mph Max accommodation 120
Current Crew: 81 80
Captain Sarene hd 15
15 Chosen Axemen hd 5 ST 15 DE 11
30 Altanian Warriors hd 3 ST 14 DE 11
35 34 Pirate Sailors (as Scout, mm 349) hd 3 ST 11 DE 14
24 of the pirates have crossbows: ATT +4 dam 1d10+2 (12 crossbowmen on deck duty)
Heavy Ballista at stern: AC 15 hp 100 ATT +5, range 120'/480' dam 10d6+3 (38) FR 1/3 crew: 3 (FR 1/5 with 2 crew, FR 1/9 with 1 crew)

Barbarian Altanis (3424) SARENE’S DEN - adapted & expanded from 3e/OGL Wilderlands of High Fantasy by Necromancer Games.

Conventional; AL N; TL 2; 100 gp limit; Assets 870 gp; Population 258 (70 Pirate Sailors (as Scout), 70 Altanian Warriors, 40 Chosen Axemen, 20 Scouts, and 10 Senior Scouts are the regular inhabitants; plus the slaves and servants); Mixed (human 95% [most Altanian, some mixed/Tharbrian], half-elf 3%, other 2%). Authority Figure: Sarene, female Altanian Pirate Queen. Important Characters: Coran Greywolf, male Altanian, captain of Lolene’s Revenge. Amber, slave priestess of Mitra.
See http://smonstats.blogspot.co.uk/2015/10/sarene-and-lady-spite.html

Sarene, a skilled warrior and one of the most feared pirates in the region, is captain of the pirate ship Lady Spite. She has two ships under her, the other commanded by Coran, her weak and unassertive lover. The plunder and riches from her exploits has allowed her to build a mostly underground fortress around a subterranean cavern-harbor on Vigil Sound. She trades regularly with the Seawolf fishermen of Ketche, and often gives them a share of her plunder, while recruiting warriors from there to serve as marines on her ships. She is wanted across the Wilderlands - in Modron, Tarsh, Tarantis, Rallu and Tula. She is nominally part of the Brotherhood of Pirates but ignores them for the most part. The exact location of her castle is a secret and she has killed those who stumbled across it on the landward side and refused to join her crew. Sarene is said to have a rough sense of honour and to respect strength and courage, but she has little mercy for the weak, seeing them fit only to be slaves - a category which certainly includes the Nerathi of Hara, and she has gained considerable loot in bronze and slaves from raiding Hara's outlying territories - much of this loot is typically sold at Ahyf Port, with whom she maintains good relations. Sarene keeps Amber, a captured Nerathi priestess of Mitra, as slave at the Den, providing her crews with healing and other services. Coran and Amber are said to be lovers, not something Sarene has shown any care about. Sarene allows her crews free access to captured slave women, but she herself prefers the company of men - strong men.
Rumour: Sarene possesses a Fireball scroll, taken from a slain Nerathi wizard!
Rumour M1 4446: Sarene was bested in a duel near Selatine by a mighty-thewed Altanian warrior, Hakeem Greywolf by name.
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S'mon

Kaag Tiger-Killer of Greywolf, Berserker Champion.
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.
Shadowdark Wilderlands (Fridays 2pm UK/9am EST)  https://smons.blogspot.com/2024/08/shadowdark.html
Open table game on Roll20, PM me to join! Current Start Level: 1