NPC Flashcards

0
Q

Adelig

A

AC: 15 (brynje)

HP 9 30 fot P10 1/8 25xp

Str 0 Dex 1 Con 0 Int 1 Wis 2 Cha 3

Ferdighet: Deception +5, Insight +4, Persuasion +5

Rapier: + 3, 5 (1d8 + 1)
Parry: + 2 i AC

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1
Q

Vakt

A

AC 16 (ringbrynje og skjold)

HP 11 30 fot 1/8 25xp

Str 1 Dex 1 Con 1 Int 0 Wis 0 Cha 0

Ferdighet: Perception +2

Spyd: +3 20/60 4 (1d6 + 1)

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2
Q

Spion

A

AC 12
HP 27 30 fot P16 1, 200xp

Str 0 Dex 1 Con 0 Int 1 Wis 2 Cha 3

Ferdighet: Deception +5, Insight +4, Invest. +4, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Cunning action

Sneak attack (1/turn) 7 (2d6)

Multiattack

Etthåndssverd: +4, 5 (1d6 + 2)

Håndarmbrøst: +4 5 (1d6 + 2)

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4
Q

Skygge

A

AC 12
HP 16 40 fot P10
Challenge 1/2 (100 XP)

Str -2 Dex 2 Con 1 Int -2 Wis 0 Cha -1

Skills Stealth +4 (+6 in dim light or darkness)

Damage Vulnerabilities: radiant

Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities: necrotic, poison

Condition Immunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft.,
Languages: -

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4.

The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target
finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

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5
Q

Thug

A
Armor Class 11 (leather armor)
Hit Points 32 (Sd8 + 10)
Speed 30 ft.
Passive Perception 10
Challenge 1/2 (100 XP)

STR +2 DEX +0 CON +2 INT 0 WIS 0 CHA 0

Skills: Intimidation +2
Languages: any one language

Pack Tactics. The 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.

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.,
Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target.
Hit: 5 (1d10) piercing damage.

Thugs are ruthless enforcers skilled at intimidation and
violence. They work for money and have few scruples.

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6
Q

Commoner

A
Armor Class 10
Hit Points 4 (1d8)
Speed 30ft.
Passive Perception 10
Challenge 0 (10 XP)

ALT: 10 (0)

Languages any one language (usually Common)

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

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

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7
Q

Bandit

A
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30ft.
Passive Perception: 10
Challenge 1/8 (25 XP)

STR 0 DEX 1 CON 1 INT 0 WIS 0 CHA 0

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one’ target.
Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80ft./320ft., one target.
Hit: 5 (1d8 + 1) piercing damage.

Bandits rove in gangs and are sometimes led by thugs, veterans , or spellcasters. Not all bandits a are evil.
Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.

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