Friday, 5 September 2025

Sample 5.5E NPCs #1

Introduction

Following on from a previous post about creating NPCs for 5.5E D&D, I have put together 7 NPCs, all of whom are found in my new world Xerros, specifically the town of Fort Perilous. I hope that these illustrate my way of creating such characters, and perhaps they could be useful to you in your campaigns - just change the name of the town and I’m sure these could be dropped into the Forgotten Realms or your homebrew world. The sharp-eyed among you may notice things that have not been done thoroughly but I’m not that bothered. This is about quick and usable NPCs who can easily be run in a game, rather than complete breakdowns of all subclass, race and background benefits and modifiers. 

Nurina Greenstaff

Medium Humanoid (High Elf female),  Neutral
Based on 14th level sorcerer (Clockwork Sorcery), Sage background
AC 12, HP 33, Speed 30ft, Init +0, Profic Bonus +5
Str 8 (-1), Dex 10 (0), Con 10 (0), Int 14 (+2), Wis 13 (+1), Cha 18 (+4)
Saving Throws : Con +5, Cha +9 
Skills: Arcana (+7), History (+7), Insight (+6), Religion (+7), Persuasion (+9)
Senses: Darkvision 60ft, Passive Perception: 11
Languages: Common, Elvish, Sylvan
Challenge Rating: 14 (11,500xp)
Fey Ancestry: Advantage on saves vs Charmed condition
Spellcasting: +11 to hit with spells, DC 18 to save against her spells, 14 sorcery points
17 prepared spells 
Cantrips (6): Mage Hand, Blade Ward, Fire Bolt, Shocking Grasp, Mending, True Strike, ( + Acid Splash & Light as Magic Initiate, + Prestidigitation as High Elf)
1st Level: 4 slots Disguise Self, Feather Fall, Alarm, Protection from Good & Evil, Shield (+ Identify as Magic Initiate, + Detect Magic as High Elf)
2nd Level: 3 slots Cloud of Daggers, Aid, Lesser Restoration, Hold Person (+ Misty Step as High Elf)
3rd level: 3 slots Dispel Magic, Protection from Energy, Tongues, Fireball
4th level: 3 slots Freedom of Movement, Summon Construct, Charm Monster, Polymorph
5th level: 2 slots Wall of Force, Greater Restoration, Teleportation Circle, Creation
6th level: 1 slot Chain Lightning, True Seeing
7th level: 1 slot Etherealness, Prismatic Spray
Actions: Quarterstaff melee attack at +4 to hit for 1d8–1 bludgeoning damage
Notable Gear: Boots of Levitation, Medallion of Thoughts, Ring of Greater Protection (+2 to AC), Quarterstaff

As the most powerful resident spellcaster in Fort Perilous, Nurina is consulted on many magical matters, and for the most part she is quite happy to help. Although she has standard fees, she is willing to waive them if a reciprocal service is rendered, like finding a magic item or spell component. She has had several awkward situations with the local church of St Jovia and may decide to not get involved with them or other religions. 

Saurgrath the Blunt

Medium Humanoid (Human male), Chaotic Neutral 
Based on 7th level Fighter (Champion), Soldier background 
AC 20, HP 50, Speed 20ft, Init +0, Profic Bonus +3
Str 19 (+4), Dex 10 (0), Con 16 (+3), Int 9 (-1), Wis 10 (0), Cha 8 (-1)
Saves: Str +7, Con +6
Skills: Athletics +7 (with Advantage), Intimidation +2, Animal Handling +3, Survival +3  
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 7 (2900xp)
Great Weapon Fighting: When using maul any damage roll of 1 or 2 is treated as a 3
Weapon Mastery: Topple when using Maul (target hit must make con save vs DC 15 or be knocked prone)
Savage Attacker: Once per turn in combat, roll dice twice for damage and keep the higher score
Improved Critical: Critical Hits on a natural 19 or 20
Actions: Maul Melee attack at +11 (+13 vs spellcasters) for 2d6+7 (+9 vs spellcasters) bludgeoning damage (also see above)
Notable Gear: Plate armour +2, “Magebane” Maul +3, (+5 vs spellcasters, Dispel Magic 1/day as if 10th level)
Saurgrath has ended up in Fort Perilous having annoyed too many people in various city states. He seems to have a knack for getting into trouble, or maybe trouble just finds him. He is hoping to lay low here until the City Guard of Malkoropolis calm down a bit after the misunderstanding about that drunken bar brawl. And then there was the incident in Senthopolis where he had rescued a fair maiden from those thuggish soldiers, only to later find out she was wanted for robbing the mayor. Still, there is always mercenary work available around the borderlands, and if there is one thing Saurgrath is good at, it's cracking skulls. He is currently staying at the Drowned Boar Inn. 

Huson Volderas, Lord of Fort Perilous

Medium Humanoid (Human male), Lawful Good 
Based on 4th level Wizard (illusionist),  Noble background
AC 10, HP 13, Speed 30ft, Init -1, Profic Bonus +2
Str 10 (+0), Dex 8 (-1), Con 9 (-1), Int 16 (+3), Wis 16 (+3), Cha 13 (+1)
Saves: Int +5, Wis +5
Skills: History (+7), Persuasion (+3), Insight (+5), Investigation (+5)  
Senses: Passive Perception 13
Languages: Common, Elvish
Challenge Rating: 4
Spellcasting: Attack with spells at +5 to hit, DC 16 for target saves, Intelligence as spellcasting ability
Cantrips (5): Minor Illusion, Dancing Lights, Light, Ray of Frost, Blade Ward
1st level (4 slots): Colour Spray, Disguise Self, Silent Image, Magic Missile, Mage Armour
2nd level (3 slots): Invisibility, Magic Mouth, Mirror Image, Hold Person
Improved Illusions: can cast illusion spells without verbal components  
Actions: Dagger melee attack at +2 to hit for 1d4 piercing damage
    Wand of Magic Missiles: missile attack, automatic hit for 1d4+1 per missile, 3 missiles per attack
Notable Gear: Wand of Magic Missiles, Robe of Protection, Dagger  

Huson is the grandson of the nobleman who held onto Fort Perilous during the War between the Cities, and he has since inherited the title of Lord of Fort Perilous. He is not a fighting man, preferring to leave violence to other people. He has dabbled in magic, especially illusion, enough to defend himself, but his real strengths are in administration, laws and finance. As such, he makes sure that Fort Perilous is efficient, lawful and well-governed. He personally sponsors the Fort’s library, and keeps weekly meetings with the important members of the fort. As such, most residents are content with his administration. 

Telebrin Valamon, Chaplain of Fort Perilous 

Medium humanoid (Human Female), Lawful Good
Based on 3rd level cleric (Light Domain), Acolyte background
AC 16, HP 18, Speed 30ft, Init +0, Profic bonus +2
Str 10 (+0), Dex 11 (+0), Con 14 (+2), Int 13 (+1), Wis 16 (+3), Cha 12 (+1)
Saves: Wis+5, Cha +3
Skills: Insight (+5), Religion (+3), Persuasion (+3), Medicine (+5)
Senses: Passive Perception 14
Languages: Common, Celestial
Challenge Rating: 3 
Spellcasting: Wisdom as spellcasting ability, +5 to hit with spells, DC 16 for targets’ saves
Cantrips (3): Guidance, Light, Word of Radiance,  
1st level (4 slots): Bless, Cure Wounds, Detect Magic, Burning Hands, Faerie Fire,
2nd level (2 slots):  See Invisibility, Scorching Ray, Lesser Restoration, Zone of Truth
Actions: Mace melee attack at +3 for 1d6+1
Notable Gear: Mace +1, Breastplate, Shield, Holy Symbol (spell focus)

Telebrin is a tough, brave woman who is a strong believer in St Jovia and her ideals. However, she is familiar with healing the injured and burying the dead, and has no misconceptions about violence. As such she often advises caution and defensiveness. She is also a staunch supporter of the Fort’s current ruler, Huson Volderas. However, she has found herself in arguments with Nurina Greenstaff about how to deal with monstrous humanoids roaming the hills to the east. 

Tavvix Shufflefoot, Innkeeper of the Drowned Boar Inn

Small Humanoid (halfling male), Neutral
Based on Commoner, Merchant Background
AC 12,  HP 10, Speed 25ft, Init +2, Profic bonus +2
Str 8 (-1), Dex 14 (+2), Con 10, Int 12 (+1), Wis 10 (+0), Cha 14 (+2)
Saves: Int (+3), Cha (+4)   
Skills: Persuasion (+4), Insight (+2), Animal Handling (+2)
Senses: Passive Perception 10
Languages: Common, Halfling
Brave: Advantage to saving throws vs Frightened condition
Luck: Reroll any natural 1 on a D20 - second roll must be kept
Naturally Stealthy: Hide even when obscured by a medium or larger creature
Challenge Rating: 1/8 (25xp) 
Actions: Dagger melee attack at +4 to hit for 1d4+2 damage
Notable gear: 2 daggers

Tavvix is a simple innkeeper, providing a place to stay and socialise in Fort Perilous. His inn, the Drowned Boar, is not the only such place in Fort Perilous but is probably the best in quality (though the proprietor of The Ploughshare would disagree). Tavvix caters to a variety of clients including adventurers, merchants, officials and explorers. Tavvix is not a strong combatant and instead will try to get help from one of the more powerful residents of Fort Perilous, such as Nurina Greenstaff. As with many in Fort Perilous, Tavvix is businesslike and professional - courteous and honest to his guests but also expecting good behaviour and prompt payment in return. 

Glabralas Corolon, Captain of the Guard

Medium humanoid (half-elf male), Neutral Good
Based on 9th level fighter (Battle master), Guard Background
AC 16, HP 61, Speed 30ft, Init +5 (Alert feat), Profic Bonus +4
Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 13 (+1), Wis 10 (0), Cha 16 (+3)
Saves: Str (+7), Con (+5)
Skills: Animal Handling (+4), Athletics (+7), Perception (+4), Insight (+4)
Senses: Passive Perception 10, Darkvision 60ft
Languages: Common, Elven
Challenge Rating: 9
Fey Ancestry: Advantage on saving throws vs Charmed condition
Ring of Free Action: Difficult terrain does not slow you down. Cannot be slowed, paralyzed or restrained by magic. 
Second Wind: As bonus action can regain 1d10+9hp, usable 3 x per day
Great Weapon Fighting: any roll of 1 or 2 on a damage dice is treated as a 3
Graze: On a miss with greatsword you still do 3 slashing damage
Fighter's Maneuver Options: Commanding Presence + Rally
Actions: Multi-Attack: can attack twice with greatsword per turn
Greatsword melee attack at +9 to hit for 2d6+5 slashing damage + Great weapon fighting + graze if misses
Notable Gear: Greatsword +2, Ring of Free Action, Half-Plate Armour 

Glabralas is a competent, experienced warrior and the Captain of the Guard at Fort Perilous. He is also more charismatic and flamboyant than his boss, Lord Volderas, and a few soldiers reckon he should be lord of the fort. However, Glabralas has no patience for bureaucracy or accounts, so he quite happily leaves the day-to-day work to Huson. Glabralas regularly leads patrols around the fort, and he knows the area well. Glabralas is brave and will often charge at evil monsters on sight.

Borthor Hammerhand, Blacksmith

Medium humanoid (dwarf male), Lawful Neutral
Based on 1st level fighter, artisan background 
AC 14, HP 10, Speed 25ft, Init +1, Profic Bonus +2
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (0), Wis 10 (0), Cha 8 (-2)
Saves: +5 Str, +4 Con
Skills: Animal Handling (+2), Insight (+2)
Tool Proficiency: Smith’s Tools (+10 when in smithy)
Resistance to Poison damage, advantage to saves vs Poisoned condition
Senses: 60ft darkvision, passive perception 10
Languages: Dwarvish, Common
Challenge Rating: 1/2 (100xp)
Actions: Smithing Hammer melee attack at +5 to hit for 1d8 +3 bludgeoning + Push
Bonus Action: Second Wind. As a bonus action you can use this to regain 1d10hp, usable 2/day
Notable Gear: Smithing hammer (as Warhammer), leather apron & gloves (as leather armour)

Borthor is difficult to get on with. It seems that he has more than his fair share of dwarven gruffness, terseness and short temper. However, his skills as a blacksmith are very much in demand and he can shoe a horse in record time. Some wonder why a dwarf has settled in a predominantly human settlement such as Fort Perilous, rather than a dwarven city such as Kormarin. He keeps this reason to himself though he has suggested in conversations that he is in self-imposed exile after the death of a family member. 
 

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