Monster Manual 5E

(Nancy Kaufman) #1

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APPENDIX B: NONPLAYER CHAR'ACTERS


This appendix contains statistics for va rious humanoid
nonplayer characters (NPCs) that adventurers might
·encounter during a D&D campaign, including lowly
commoners and mighty archmages. These stat
blocks can be used to represent both human and
nonhuman NPCs.

CusTOMIZING NPCs
There are many easy ways to customize the NPCs in
this appendix for your home campaign.
Racial Traits. You can add racial traits to an NPC.
For example, a half'ling druid might have a speed of 25
feet and the Lucky trait. Adding racial traits to an NPC
doesn't alter its challenge rating. For more on racial
traits, see the Player's Handbook.
SpeJJ Swaps. One way to customize an NPC
spellcaster is to replace one or more of its spells. You
can substitute any spell on the NPC's spell list with a
different spell of the same level from the same spell list.
Swapping spells in this manner doesn't a lter an NPC's
challenge rating.
Armor and Weapon Swaps. You can upgrade or
downgrade an NPC's armor, or add or switch weapons.
Adjustments to Armor Class and damage can change
an NPC's challenge rating, as explained in the Dungeon
Master's Guide.
Magic Items. The more powerful an NPC, the more
likely it has one or more magic items in its possession.
An arch mage, for example, might have a magic staff or
wand, as well as one or more potions and scrolls. Giving
an NPC a potent damage-dealing magic item could alter
its challenge rating. Magic items, as well as adjusting
.a creature's challenge rating, are described in the
Dungeon Master's Guide.

ACOLYTE
Medium humanoid (any race), any alignment

Armor Class 1 0
Hit Points 9 (2d8)
Speed 30ft.

STR
10 (+0)

DEX
10 (+0)

CON
10 (+0)

Skills Medicine +4, Religion +2
Senses passive Perception 10

INT
10 (+0)

WIS
14 (+2)

Languages any one language (usually Common)
Challenge 1/4 (SO XP)

CHA
11 (+0)

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

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

AcTIONS
Club. Melee Weapon Attack: +2 to hit, r each 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.

Acolytes are junior members of a clergy, usually
answerable to a priest. They perform a variety of
functions in a temple and are granted minor spellcasting
power by their deities.

ARCHMAGE
Medium humanoid (any race), any alignment

Armor Class 12 (1 5 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30ft.

STR
10 (+0)

DEX
14 (+2)

CON


12 (+1)

Saving Throws lnt +9, Wis +6
Skills Arcana +13, History +13

INT
20 (+5)

WIS
15 (+2)

Damage Resistance damage from spells; non magical

CHA
16 (+3)

bludgeoning, piercing, and slashing (from stoneskin)
Senses passive Perception 12
Languages any six languages
Challenge 12 (8,400 XP)

Magic Resistance. The arch mage has advantage on saving
throws against spells and other magical effects.

Spellcasting. The archmage is an 18th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The arch mage can cast disguise self and
invisibility at will and has the following wizard spells prepared:
Cantrips (at will):.fire bolt, light, mage hand, prestidigitation,
shocking grasp
1st level (4 slots): detect magic, identify, mage armor,^1 '
magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspeii,Jly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin'~
5th level (3 slots): cone of cold, scrying, wall of force
6th level.(1 slot): globe of invulnerability
7th level (l slot): teleport
8th level (l slot): mind blank1<
9th level (l slot): time stop

(^1) <The archmage casts these spells on itself before combat.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (ld4 + 2) pie rcing damage.
Archmages are powerful (and usually quite old)
spellcasters dedicated to the study of the arcane arts.
Benevole nt ones counsel kings and queens, while evil
ones rule as tyrants and pursue lichdom. Those who a re
neither good nor evil sequester themselves in remote
towers to practice their m agic without interruption.
An archmage typically has one or more apprentice
mages, and an archmage's abode has numerous magical
wards and guardians to discourage interlopers.

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