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Ravenloft Npc Collections I

Ravenloft Npc Collections I

RAVENLOFTRAVENLOFTRAVENLOFT NPCNPCNPC COLLECTIONSCOLLECTIONSCOLLECTIONS III

Sample file CREDITS Designer. Angwador

Cover Illustrator. DMs Guild Creator Resource

Interior Illustrator. DMs Guild Creator Resource

Special Thanks. GMBinder

DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Angwador and published under the Community Content Agreement for Dungeon Masters Guild.

Sample file WHO ARE WE? WHAT DO YOU NEED? We are two buddies who enjoy to play and game master You need a Player’s Handbook and a ’s Guide different systems and settings, but our hearts belong to (or just System Reference Document/SRD) for general rules Dungeons and Dragons. We like classical settings like Forgotten and spell descriptions, and (or again just Realms, Ravenloft and , but also strongly interested System Reference Document/SRD) for monsters that are in Eberron, and Darksun. We like to write mentioned in NPC entries. Other than that, your imagination, elaborate scenarios and campaigns, most of the times the one or several players and their characters, time to play, dice or players will not even come across all the prepared details. All dice roller programs and a stage for you to play, either tabletop this is just to have a perfectly cohesive and consistent game, or web-based. If you don’t have an adventure or a campaign, where we are prepared for almost all situations. our tips will help you out. WHY DO WE DO THIS? As forever DMs, we know what it’s like to be in a tight spot and what is required to navigate a single session, adventure or campaign without enough time to prepare. A single NPC can change the focus of the campaign or even make one. When we feel that our preparations and notes are lacking to prepare an NPC, or any other content, we are consulting the published content or even use random generators to get things started. However, we prefer to keep the amount of details up to a certain standard and our players prefer that for better immersion and enjoyment. WHAT IS IN HERE? In this document, we present two evil organizations that have numerous enjoyable, memorable and DM-friendly non-player characters (NPCs) who can be adapted to your Ravenloft or any other setting-based campaign. These NPCs have different roles and challenge ratings (CR 1-3-6-9-12) in order for you to challenge your players in low and mid-levels. As all characters are between CR 1 to CR 12, you can use those NPCs as encounters for both new players and veterans alike.

The irst organization is Mist Snatchers, which is a band of slaver mercenaries that snatch weary travelers in Ravenloft’s famous mists. Basically, there are trackers, ambushers, snatchers, warriors and leaders in 9 different types of characters between CR 1 and 12.

The second organization is Order of the Dark Light, which is a militaristic vigilante organization that ights with evil monsters however they can. Again basically, there are kill team members, spies, advisors, generals and leaders in 9 different types of characters between CR 1 and 12.

So fellow DMs, enjoy our content. We have used this guy in our campaigns and our players loved to hate her. We hope that with little to no effort, you and your players can have fun for a long time. Sample file Mist Snatchers In the Realms of Dread, whenever an unprepared traveler from Snatchers. Snatchers are the acquirers of the organization. different domains or worlds enters the mists, unless a greater When they encounter the unfortunates, snatchers are the irst power wills it, they become lost. Somehow, have found and last line of attack. Snatchers frequently talk with other various solutions to this problem, mainly by mist potions. Mist members with their token to inish the hunt more eficiently. Snatchers employ disillusioned and exiled vistani to prepare Always protected by warriors, they use their powers sparingly. those potions and to navigate through the mists. They seek and More often than not, snatchers deceptively persuade the lost capture those unfortunates and sell them for the highest bidder. ones and entrap them when they are at ease. Some say that Mist Snatchers are employed by a singular or several dark lords. Some say directly work for the will of dark Leaders. Leader of Mist Snatchers is the undisputable powers who are the masters of the mist. Whatever the truth is, authority in the organization. Knowing all the abilities and Mist Snatchers widen their network and inluence rapidly. tactics of the members, he comes up with the broad plan of hunt and lets the members ill the blanks with their personal Originated in Darkon, Mist Snatchers irst founded as a and group preference. As the face of Mist Snatchers, he makes mercenary organization. In time, they are employed by various all the deals with buyers and micromanages the logistics of all lords and ladies of the Realms of Dream and quickly become operations. Just concerned about the results, the leader does acquainted with the darker side of those lords. Recently, Mist not care for the methods, however bloody they are. An absolute Snatchers mainly offer slaves to powerful undead, like nightmare in battle, most of the unfortunates give up easily and liches, since those employers need more frequent rotation before they are beaten into submission. of the slaves than the live ones. Also, as more nefarious the purpose of slaves get, less picky the buyers become and more proitable it gets. Warrior When a traveler cries for help, more often than not, the call is Medium humanoid and undead (reborn), any evil lost forever. However, Mist Snatchers use expert trackers to ind those criers in the mist. Sometimes Mist Snatchers deceptively Armor Class 15 (Chain Shirt) call for help, in order for them to snatch helpful or other Hit Points 30 (4d8 + 12) nefarious rescuers. Oftentimes, they disguise themselves as Speed 30 ft. vistani and take travelers to domains, just not their intended destination. STR DEX CON INT WIS CHA The members of the organization are as the following: 17 (+3) 14 (+2) 16 (+3) 10 (0) 8 (-1) 12 (+1) Warriors. Warriors of Mist Snatchers are the muscle power of the organization. Although they are the least-ranked members Saving Throws Str +5, Con +5 of this nefarious organization, they take part in almost every Skills Athletics +5, Intimidation +3, Perception +1 venture. Warriors are mostly encountered during the pillaging Damage Resistances poison Senses 60 ft., passive Perception 11 of settlements, slave hunt, guarding and observing those slaves, Languages Common, any one language and ighting against the dangers of the roads. Warriors of Mist Challenge 1 (200 XP) Snatchers are far from mindless ighting force. They coordinate their attacks with ambushers, snatchers and each other with Deathless Nature. Reborn warriors have advantage on the help of their leader. saving throws against disease and being poisoned, Ambushers. Ambushers of Mist Snatchers are the surprise have advantage on death saving throws, don't need to eat, dring, or breathe, don’t need to sleep, and magic attacks of the organization. Once snatchers found their target, can’t put them to sleep. ambushers prepare the battleield. Whenever they appear, they tip the balance of combat in a matter of seconds. Ambushers are unseen and deadly, preferring to soften their target and Acons leave them for warriors to inish them. Ambushers of Mist Greatsword. Melee Weapon Attack: +5 to hit, Reach 5 Snatchers can still hold their own after they lost their ., one target. Hit: 10 (2d6 + 3) slashing damage. advantage.

Trackers. Trackers of Mist Snatchers are the scouts and hunters of the organization. They ind the ever so slight signs of their prey and track them in the mists of the Realms of Dread with secret vistani magic. When they ind their target, they pave the way for their capture, by directing ambushers and warrioSamplers. Trackers of Mist Snatchers change the low of the file combat by just a slight touch and never lost sight of their prey. If there is no leader in the hunting pack, they act as the brains of the operation. Languages Common, Draconic, Elvish Warrior Challenge 1 (200 XP) Medium humanoid (dragonborn), any evil Improved Critical. The warrior's weapon aacks score a Armor Class 14 (Chain Shirt) crical hit on a roll of 19 or 20. Hit Points 28 (3d8 + 15) Speed 30 ft. Acons Battleaxe. Melee Weapon Attack: +4 to hit, Reach 5 ., STR DEX CON INT WIS CHA one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 15 (+2) 12 (+1) 20 (+5) 12 (+1) 14 (+2) 8 (-1) +2) slashing damage if used with two hands. Breath Weapon. When you use your breath weapon, each Saving Throws Str +4, Con +7 creature in a 5 feet by 30 feet line must make a DC 15 Skills Athletics +4, Perception +4 Dexterity saving throw. A creature takes 2d6 acid damage Damage Resistances acid on a failed save, or half as much on a successful one. Senses passive Perception 14

Warrior Goading Attack. When the warrior hits a creature with a Medium humanoid and undead (reborn), any evil weapon aack, it can expend one d8 to aempt to goad the target into aacking it. It adds the d8 to the aack's damage roll, and the target must make a DC 13 Wisdom Armor Class 15 (Chain Shirt) saving throw. On a failed save, the target has Hit Points 45 (6d8 + 18) disadvantage on all aack rolls against targets other than Speed 30 ft. the warrior unl the end of your next turn.

STR DEX CON INT WIS CHA Acons Multiattack. The warrior makes two melee weapon 17 (+3) 14 (+2) 16 (+3) 10 (0) 8 (-1) 12 (+1) aacks. Saving Throws Str +5, Con +5 Greatsword. Melee Weapon Attack: +5 to hit, Reach 5 ., Skills Athletics +5, Intimidation +3, Perception +1 one target. Hit: 10 (2d6 + 3) slashing damage. Damage Resistances poison Senses darkvision 60 ft., passive Perception 11 Languages Common, any one language Challenge 3 (700 XP)

Deathless Nature. Reborn warriors have advantage on saving throws against disease and being poisoned, have advantage on death saving throws, don't need to eat, dring, or breathe, don’t need to sleep, and magic can’t put them to sleep.

Warrior Improved Critical. The warrior's weapon aacks score a Medium humanoid (dragonborn), any evil crical hit on a roll of 19 or 20. Armor Class 14 (Chain Shirt) Acons Hit Points 57 (6d8 + 30) Speed 30 ft. Multiattack. The warrior makes three melee weapon aacks with its baleaxe.

STR DEX CON INT WIS CHA Battleaxe. Melee Weapon Attack: +4 to hit, Reach 5 ., one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 15 (+2) 12 (+1) 20 (+5) 12 (+1) 14 (+2) 8 (-1) +2) slashing damage if used with two hands. Breath Weapon. SavSampleing Throws Str +4, Con +7 When you use yfileour breath weapon, each Skills Athletics +4, Perception +4 creature in a 5 feet by 30 feet line must make a DC 15 Damage Resistances acid Dexterity saving throw. A creature takes 3d6 acid damage Senses passive Perception 14 on a failed save, or half as much on a successful one. Languages Common, Draconic, Elvish Challenge 3 (700 XP) Warrior Goading Attack. When the warrior hits a creature with a Medium humanoid and undead (reborn), any evil weapon aack, it can expend one d10 to aempt to goad the target into aacking it. It adds the d10 to the aack's damage roll, and the target must make a DC 15 Wisdom Armor Class 16 (Breastplate) saving throw. On a failed save, the target has Hit Points 90 (12d8 + 36) disadvantage on all aack rolls against targets other than Speed 30 ft. the warrior unl the end of your next turn.

STR DEX CON INT WIS CHA Acons Multiattack. The warrior makes three melee weapon 18 (+4) 14 (+2) 16 (+3) 10 (0) 8 (-1) 12 (+1) aacks. Saving Throws Str +7, Con +6 +1 Greatsword. Melee Weapon Attack: +8 to hit, Reach 5 Skills Athletics +7, Intimidation +4, Perception +2 ., one target. Hit: 12 (2d6 + 5) slashing damage. Damage Resistances poison Senses darkvision 60 ft., passive Perception 12 Languages Common, any one language Challenge 6 (2,300 XP)

Deathless Nature. Reborn warriors have advantage on saving throws against disease and being poisoned, have advantage on death saving throws, don't need to eat, dring, or breathe, don’t need to sleep, and magic can’t put them to sleep.

Warrior Improved Critical. The warrior's weapon aacks score a Medium humanoid (dragonborn), any evil crical hit on a roll of 19 or 20. Armor Class 16 (Chain Shirt, Shield) Acons Hit Points 95 (10d8 + 50) Speed 30 ft. Multiattack. The warrior makes three melee weapon aacks with its baleaxe. +1 Battleaxe. Melee Weapon Attack: STR DEX CON INT WIS CHA +7 to hit, Reach 5 ., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 16 (+3) 12 (+1) 20 (+5) 12 (+1) 14 (+2) 8 (-1) 4) slashing damage if used with two hands. Breath Weapon. When you use your breath weapon, each Saving Throws Str +6, Dex +2, Con +8 creature in a 5 feet by 30 feet line must make a DC 15 Skills Athletics +6, Perception +5 Dexterity saving throw. A creature takes 3d6 acid damage Damage Resistances acid on a failed save, or half as much on a successful one. Senses passive Perception 15 Languages Common, Draconic, Elvish Challenge 6 (2,300 XP) Sample file Warrior Goading Attack. When the warrior hits a creature with a Medium humanoid and undead (reborn), any evil weapon aack, it can expend one d10 to aempt to goad the target into aacking it. It adds the d10 to the aack's damage roll, and the target must make a DC 16 Wisdom Armor Class 16 (Breastplate) saving throw. On a failed save, the target has Hit Points 120 (16d8 + 48) disadvantage on all aack rolls against targets other than Speed 30 ft. the warrior unl the end of your next turn.

STR DEX CON INT WIS CHA Acons Multiattack. The warrior makes three melee weapon 19 (+4) 14 (+2) 16 (+3) 10 (0) 8 (-1) 12 (+1) aacks. Saving Throws Str +8, Con +7 +1 Poisoned Greatsword. Melee Weapon Attack: +8 to Skills Athletics +8, Intimidation +5, Perception +3 hit, Reach 5 ., one target. Hit: 12 (2d6 + 5) slashing Damage Resistances poison damage plus 5 (1d10) poison damage. Senses darkvision 60 ft., passive Perception 13 Languages Common, any one language Reacons Challenge 9 (5,000 XP) Parry. When another creature damages the warrior with a Deathless Nature. Reborn warriors have advantage on melee aack, it can reduce the damage by 1d10+4. saving throws against disease and being poisoned, have advantage on death saving throws, don't need to eat, dring, or breathe, don’t need to sleep, and magic can’t put them to sleep.

Warrior Improved Critical. The warrior's weapon aacks score a Medium humanoid (dragonborn), any evil crical hit on a roll of 19 or 20. Armor Class 16 (Chain Shirt, Shield) Acons Hit Points 133 (14d8 + 70) Speed 30 ft. Multiattack. The warrior makes three melee weapon aacks with its baleaxe. +1 Fiery Battleaxe. Melee Weapon Attack: STR DEX CON INT WIS CHA +7 to hit, Reach 5 ., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 17 (+3) 12 (+1) 20 (+5) 12 (+1) 14 (+2) 8 (-1) (1d10) fire damage or 9 (1d10 + 4) slashing damage plus 5 (1d10) fire damage if used with two hands. Saving Throws Str +7, Dex +3, Con +9 Breath Weapon. When you use your breath weapon, each Skills Athletics +7, Perception +6 creature in a 5 feet by 30 feet line must make a DC 15 Damage Resistances acid Dexterity saving throw. A creature takes 4d6 acid damage Senses passive Perception 16 on a failed save, or half as much on a successful one. Languages Common, Draconic, Elvish Challenge 9 (5,000 XP) Sample file Warrior Goading Attack. When the warrior hits a creature with a Medium humanoid and undead (reborn), any evil weapon aack, it can expend one d12 to aempt to goad the target into aacking it. It adds the d12 to the aack's damage roll, and the target must make a DC 16 Wisdom Armor Class 17 (+1 Breastplate) saving throw. On a failed save, the target has Hit Points 140 (20d8 + 60) disadvantage on all aack rolls against targets other than Speed 30 ft. the warrior unl the end of your next turn.

STR DEX CON INT WIS CHA Acons Multiattack. The warrior makes three melee weapon 20 (+5) 14 (+2) 16 (+3) 10 (0) 8 (-1) 12 (+1) aacks. Saving Throws Str +9, Con +7 +1 Poisoned Greatsword. Melee Weapon Attack: +9 to Skills Athletics +9, Intimidation +5, Perception +3 hit, Reach 5 ., one target. Hit: 13 (2d6 + 6) slashing Damage Resistances poison damage plus 5 (1d10) poison damage. Senses darkvision 60 ft., passive Perception 13 Languages Common, any one language Reacons Challenge 12 (8,400 XP) Parry. When another creature damages the warrior with a Deathless Nature. Reborn warriors have advantage on melee aack, it can reduce the damage by 1d10+4. saving throws against disease and being poisoned, have advantage on death saving throws, don't need to eat, dring, or breathe, don’t need to sleep, and magic can’t put them to sleep.

Warrior Improved Critical. The warrior's weapon aacks score a Medium humanoid (dragonborn), any evil crical hit on a roll of 18 or 20. Survivor. At the start of each of its turns, the warrior Armor Class 18 (+1 Chain Shirt, +1 Shield) regains 10 hit points if it has no more than 95 hit points Hit Points 190 (20d8 + 100) le. It doesn't gain this benefit if it has 0 hit points. Speed 30 ft. Acons STR DEX CON INT WIS CHA Multiattack. The warrior makes four melee weapon aacks with its baleaxe. 18 (+4) 13 (+1) 20 (+5) 12 (+1) 14 (+2) 8 (-1) +1 Fiery Battleaxe. Melee Weapon Attack: +7 to hit, Reach Saving Throws Str +8, Dex +3, Con +9 5 ., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 Skills Athletics +8, Perception +6 (1d10) fire damage or 9 (1d10 + 4) slashing damage plus 5 Damage Resistances acid (1d10) fire damage if used with two hands. Senses passive Perception 16 Breath Weapon. When you use your breath weapon, each Languages Common, Draconic, Elvish creature in a 5 feet by 30 feet line must make a DC 15 Challenge 12 (8,400 XP) Dexterity saving throw. A creature takes 5d6 acid damage on a failed save, or half as much on a successful one. Sample file Sample file Ambusher Cunning Action. The ambusher can take a bonus acon on Medium humanoid (human), any evil each of its turns in combat. This acon can be used only to take the Dash, Disengage, or Hide acon. Sneak Attack. Armor Class 14 (Padded) Once per turn, the ambusher can deal an extra 3 (1d6) Hit Points 19 (3d8 + 6) damage to one creature it hits with an aack if it has Speed 30 ft. advantage on the aack roll. The aack must use a finesse or a ranged weapon. STR DEX CON INT WIS CHA Acons 10 (0) 16 (+3) 15 (+2) 12 (+1) 10 (0) 14 (+2) Shortsword. Melee Weapon Attack: +5 to hit, Reach 5 ., one target. Hit: 6 (1d6 + 3) piercing damage. Saving Throws Dex +5, Cha +4 Skills Acrobatics +5, Deception +4, Nature +3, Persuasion +4, Stealth +5, Survival +2 Reacons Senses passive Perception 10 Skirmisher. The ambusher can move up to 15 feet when Languages Common, Thieves Cant, any one language an enemy ends its turn within 5 feet of the ambusher. Challenge 1 (200 XP) This movement doesn’t provoke opportunity aacks.

Ambusher Acons Medium humanoid (human), any evil Longbow. Ranged Weapon Attack: +5 to hit, Range 150/600 ., one target. Hit: 7 (1d8 + 3) piercing damage. Armor Class 14 (Padded) Hit Points 45 (6d8 + 18) Shortsword. Melee Weapon Attack: +5 to hit, Reach 5 ., Speed 30 ft. one target. Hit: 6 (1d6 + 3) piercing damage.

STR DEX CON INT WIS CHA Reacons Uncanny Dodge. When an aacker that the ambusher can 10 (0) 16 (+3) 16 (+3) 12 (+1) 10 (0) 14 (+2) see hits it with an aack, the ambusher can halve the aack's damage. Saving Throws Dex +5, Cha +4 Skills Acrobatics +5, Deception +4, Nature +3, Skirmisher. The ambusher can move up to 15 feet when Persuasion +4, Stealth +5, Survival +2 an enemy ends its turn within 5 feet of the ambusher. Senses passive Perception 10 This movement doesn’t provoke opportunity aacks. Languages Common, Thieves Cant, any one language Challenge 3 (700 XP)

Cunning Action. The ambusher can take a bonus acon on each of its turns in combat. This acon can be used only to take the Dash, Disengage, or Hide acon. Sneak Attack. Once per turn, the ambusher can deal an extra 7 (2d6) damage to one creature it hits with an aack if it has advantage on the aack roll. The aack must use a finesse or a ranged weapon. Sample file