Saturday, 29 November 2025

5.5E NPCs #3: The Wild Badger Halfling Clan

The Kenshai Hills are an extensive range of uplands that are to the northeast of Caloma. They are not entirely civilized and even when Caloma was a coherent nation rather than a miscellany of city states, these hills were considered borderlands, not exactly part of the kingdom but somewhere to expand into when the hills are made safe enough. Thanks to the Caloma civil war that will not happen for a long time to come. Nonetheless, numerous villages, outposts and other communities dot the hills. There are various tribes and other groups in the Kenshai hills, including a band of rangers, a circle of druids, several barbaric tribes and numerous humanoids, both hostile and benevolent. 

The Wild Badger clan is nearly entirely halflings, and they have a number of villages to the north of Fort Perilous, some on the Shelffur River. They herd sheep and goats and make cheese and woolen garments. 

As noted in my first post on 5.5E NPCs, these NPCs are not perfectly accurate by PHB rules but should be good enough for NPC use. 

Wild Badger Clan of halflings

Matrachi Wolfhunter

Small Humanoid (halfling female), Neutral Good  
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Based on Ranger 7 (Hunter), Guide background
AC 15, HP 55, Speed 40ft (climb & swim at 30ft), Profic bonus +3, Init +3
Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 14 (+2)
Saving throw profic: Str (+4) & Dex (+6)
Skill Profic: Stealth (+6), Survival (+4), Animal Handling (+4), Investigation (+3), Perception (+4) 
Senses: Passive Perc 14
Languages: Halfling, Common, Elvish
Can attack twice per round with either shortbow or scimitar
Actions: Shortbow (range 80/320) at +6 to hit for 1d6 piercing + vex (if 1st attack hits, 2nd has advantage to hit)
Scimitar (melee) at +6 to hit for 1d6+3 damage 
Spellcasting is wisdom based, to hit with spells +4, Save DC 12
4 x 1st level: Hunter’s Mark (3/day), Speak with Animals, Cure Wounds, Alarm
3 x 2nd level Animal Messenger, Silence
Brave: Advantage to saves vs Frightened condition
Lucky: Reroll any natural 1s (once per d20 roll)
Naturally Stealthy: Take Hide action even when only obscured by medium or larger creature
Colossus Slayer: If target is already missing hitpoints, one attack of the turn will do extra 1d8 damage if it hits
Escape the Horde: Attacks of opportunity against you are at disadvantage 
Equipment: Scimitar +1 (Light cantrip on command), dagger, studded leather armour, Shortbow, 20 arrows
  
Matrachi is the clan leader of the Wild Badgers and found herself thrust into this responsibility on the death of her brother. She governs with a light touch and prefers to let the rest of the clan to get on without her, only intervening when called to do so. 
She knows the borderlands around her small realm very well and can act as a guide when needed to. She was previously the leader of the scouts that patrolled the clan’s hilly territory. 

Daralo Berrylore 

Small humanoid (halfling male), Neutral Good
Based on Druid 8 (Circle of Land), Farmer background
AC 10, HP 34, Speed 25ft, Profic bonus +3, Init +1
Str 8 (-1), Dex 13 (+1), Con 12 (+1), Int 12 (+1), Wis 16 (+3), Cha 14 (+2)
Saving Throw profic: Int (+4), Wis (+6)
Skill Profic: Animal Handling (+6), Nature (+4), Medicine (+6), Religion (+4)
Senses: Passive Perc 13
Languages: Halfling, Common, Druidic, Sylvan
Spellcasting at +6 to hit, Save DC 14
Cantrips (3): Spare the Dying, Poison Spray, Resistance, Shocking Grasp
1st level (4 slots) Cure Wounds, Goodberry, Speak with Animals, Faerie Fire, Sleep
2nd level (3 slots) Barkskin, Flame Blade, Lesser Restoration, Misty Step, 
3rd level (3 slots) Daylight, Dispel Magic, Summon Fey, Lightning Bolt
4th level (2 slots) Charm Monster, Ice Storm, Freedom of Movement
Wildshape as druid, 3/day, 8 forms (hawk, fox, wolf, catfish, riding horse, tiger, weasel, ape)
Brave: Advantage to saves vs Frightened condition
Lucky: Reroll any natural 1s (once per d20 roll)
Naturally Stealthy: Take Hide action even when only obscured by medium or larger creature
Equipment: leather armour, quarterstaff, 2 daggers

Daralo has been the spiritual leader of the Wild Badgers clan for over 40 years and is now quite elderly. He has a handful of junior druids under his tutelage and intends to retire soon. Nonetheless, he was born into the clan and has always been part of it, and he is very loyal and wants what is best for the clan. 
Recently he has found how to Wildshape into a hawk, and now frequently takes to the skies over the clan’s villages. 

Draalden 

Small Humanoid (halfling male), Chaotic Good
Based on Barbarian 4 (Wild Heart), Guide background 
AC 15, HP 27, Speed 30ft, Profic Bonus +2, Init +1 
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 10 (0)
Saving Throw profic: Str (+5), Con (+4) + Danger Sense
Skill Profic: Survival (+3), Stealth (+3), Nature (0), Athletics (+5)
Senses: Passive Perc 11
Languages: Halfling, Common (not entirely fluent in Common, prefers talking in Halfling)
Action: Battleaxe melee attack at +5 to hit for 1d10+3 slashing + topple (creatures hit must make Con save vs DC 13 or be knocked prone)
Shortbow ranged (80/320) attack at +3 to hit for 1d6+1 piercing damage.
Rage (3/day): damage resistance to slashing, piercing and bludgeoning damage
    +2 to to melee damage while raging
    Advantage to strength checks
    Lasts for as long as you are making attack rolls or use bonus action to extend rage duration. 
Danger Sense: Advantage on Dexterity saving throws
Reckless Attack: when used you have Advantage on first attack roll but attacks against you have advantage.  
Brave: Advantage to saves vs Frightened condition
Lucky: Reroll any natural 1s (once per d20 roll)
Naturally Stealthy: Take Hide action even when only obscured by medium or larger creature
Equipment: Battleaxe, Chain Shirt +1, Shortbow, 20 arrows & quiver, 

Draalden is part of the clan’s defenders and will often help out when danger threatens the clan. He is one of the more widely travelled halflings in the clan, having visited Fort Perilous and nearby city states such as Kormarin and Malkaropolis. He is something of a free spirit, not wanting to be tied down to important responsibilities but instead wandering where he wants to. He always ends up returning to the Wild Badger clan.  

Relliquan 

Small Humanoid (halfling female), True Neutral
Based on Commoner, Merchant background
AC 10, HP 6, Speed 30ft, Profic Bonus +2
Str 9 (-1), Dex 10 (0), Con 14 (+2), Int 13 (+1), Wis 10 (0), Cha 12 (+1)
Skill Profic: Animal Handling (+2), Persuasion (+3)
Senses: Passive perc 10 
Actions: Short Sword melee attack at +2 to hit for 1d6 piercing
Brave: Advantage to saves vs Frightened condition
Lucky: Reroll any natural 1s (once per d20 roll)
Naturally Stealthy: Take Hide action even when only obscured by medium or larger creature
Equipment: Leather armour, Short sword

Relliquan is a travelling merchant who frequently trades between Malkoropolis and the Wild Badger clan. She is originally from Venthoris but fled that dreadful place 15 years ago when things were starting to get bad for non-humans. She buys wool and knitted items from the halflings and buys luxury food and drinks from the city and makes a decent living. However, she is getting more worried about monsters and bandits threatening merchants like herself and will often hire bodyguards to escort her cart and wagon.  


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