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Thursday 30 April 2015

NPC 'Grunt' Stats - Guards, Fire Mage, Altanian Warrior


1. Typical Bandits

Medium humanoid
Armor Class: 12 (leather armor)
Hit Points: 11  (2d8+2)
Speed: 30 ft.
Strength 13, Dexterity 12, Constitution 11, Intelligence 8, Wisdom 10, Charisma 9
Passive perception: 10
Challenge Rating: 1/8 (25 XP), with maul 1/4 (50 XP)

Actions:

Short sword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
Maul: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) bludgeoning damage.
Light crossbow: Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing damage.
Thrown hatchet: Ranged Weapon Attack: +3 to hit, range 20 ft./60 ft., one target. Hit: 4 (1d6+1) piercing damage.

2. Typical Guards

Medium humanoid
Armor Class: 14 (scale mail)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
Strength 13, Dexterity 10, Constitution 13, Intelligence 9, Wisdom 10, Charisma 10
Skills: Perception +2
Passive perception: 12
Challenge Rating: 1/4 (50 XP)

Actions:

Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10+1) slashing damage.
Heavy crossbow: Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 11/5 (2d10/1d10) piercing damage.

3. Veteran Guards

They have more experience and better training. They look older and tougher.

Medium humanoid
Armor Class: 18 (chain mail, shield); or 16 (chain mail)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Strength 14, Dexterity 10, Constitution 14, Intelligence 10, Wisdom 10, Charisma 10
Skills: Perception +2
Passive perception: 12
Challenge Rating: 1/2 (100 XP)

Weapon master: +2 dmg 1hw or +3 dmg 2hw

Actions:

Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
Halberd: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) slashing damage. Use only if not using a shield.
Heavy crossbow: Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 5 (2d10/1d10) piercing damage.

4. Elite Guards

The toughest and most hardened warriors.

Medium humanoid
Armor Class: 18 (chain mail, shield); or 16 (chain mail)
Hit Points: 20 (3d8+6)
Speed: 30 ft.
Strength 16, Dexterity 10, Constitution 14, Intelligence 10, Wisdom 14, Charisma 10
Skills: Athletics +5, Intimidation +2, Perception +4
Passive perception: 13
Challenge Rating: 1 (200 XP)

Weapon master: +2 dmg 1hw or +3 dmg 2hw

Actions:

Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.
Halberd: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d10+6) slashing damage. Use only if not using a shield.
Heavy crossbow: Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 5 (2d10/1d10) piercing damage.

5. Fire Sorceror of Pazidan

Their attitude ranges from ideologically arrogant to having a realistic knowledge of their limits.

Medium humanoid
Armor Class: 10 (unarmored)
Hit Points: 9 (2d8)
Speed: 30 ft.
Strength 10, Dexterity 10, Constitution 10, Intelligence 12, Wisdom 10, Charisma 15
Skills: Deception +4, Intimidation +4, Investigation +3, Persuasion +4
Passive perception: 10
Challenge Rating: 1/2 (100 XP)

Spellcasting: The sorcerer is a 1st-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks).
The sorcerer knows the following sorcerer spells:
Cantrips (at will): dancing lights, fire bolt, light;
1st level (3 slots): burning hands, detect magic, silent image, witch bolt.

Actions:

Short sword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.
Fire bolt: Ranged Spell Attack: +4 to hit, range 120 ft. one target. Hit: 5 (1d10) piercing damage.

6. Altanian Warrior
Medium humanoid
Armor Class: 14 (unarmoured toughness, shield) or AC 12 no shield.
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Strength 14, Dexterity 12, Constitution 14, Intelligence 8, Wisdom 10, Charisma 10
Skills: Intimidation +2, Survival +2
Passive perception: 10
Challenge Rating: 1/4 (50 XP)

Actions:

Battleaxe: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. d10 2-handed.
Or Great Axe (no shield) 8 (1d12+2) damage.

Shortbow: Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 4 (1d6+1) piercing damage.

Altanian Warriors are the Men of the Warrior Lodges, those who have accomplished the Trials of Manhood and been accepted as full members of the Lodge. They are stronger foes than any but the best warriors of other lesser races. In battle they are often led by the crack troops of the Chosen Axemen.

SKANDIKS

7. Skandik Warrior
Medium humanoid
Armor Class: 16 (13 chain shirt, +1 DEX, +2 shield) or AC 14 no shield
Hit Points: 22 (4d8+4)
Speed: 30 ft.
Strength 14 (+2), Dexterity 12 (+1), Constitution 13 (+1), Intelligence 10 (+0), Wisdom 9 (-1), Charisma 11 (+0)
Skills: Intimidation +2, Athletics +4 (swim +6), Perception +1
Passive perception: 11
Challenge Rating: 1/2 (100 XP)
Actions:
Battleaxe or Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 slashing damage. d10+2 2-handed.
Skandik Warbow (STR): Ranged Weapon Attack: +4 to hit, range 120 ft./360 ft., one target. Hit: 1d8+2 piercing damage.
These are not the Thrall levy farmers (use Tribesman stats), but tough pirates and raiders, highly skilled warriors, though not the elite Huscarls of the Jarls and Kings. Some Warriors wear Scale armour: AC 17 with shield, AC 15 no shield.

8. Skandik Huscarl
Medium humanoid
Armor Class: 18 (chainmail, shield); or AC 16 no shield
Hit Points: 33 (5d8+10)
Speed: 30 ft.
Strength 16 (+3), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 10 (+0), Wisdom 10 (+0), Charisma 12 (+1)
Skills: Athletics +5 (swim +7), Intimidation +3, Perception +2
Passive perception: 12
Challenge Rating: 2 (450 XP)
SA: Weapon master: +2 dmg 1hw or +d6 dmg greatsword or +4 damage greataxe
Actions:
Multi-Attack: The Skandik Huscarl makes two melee weapon attacks.
Battleaxe or Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+5 slashing damage.
 Great Axe or Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d12+7 or 3d6+3  slashing damage.
These are the elite warriors of the Jarls and the leaders of lesser men, second only to the King's Personal Guard.

9. Skandik Kingsguard, Minor Champion, or Lesser Jarl
Medium humanoid
Armor Class: 19 (banded mail, shield); or AC 17 no shield
Hit Points: 59 (9d8+18)
Speed: 30 ft.
Strength 18 (+4), Dexterity 12 (+1), Constitution 15 (+2), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 12 (+1)
Skills: Athletics +6 (swim +8), Intimidation +3, Perception +3
Passive perception: 13
Challenge Rating: 4
SA: Weapon master: +2 dmg 1hw or +d6 dmg greatsword or +4 damage greataxe
Actions:
Multi-Attack: The Skandik Kingsguard makes two melee weapon attacks.
Battleaxe or Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage.
 Great Axe or Greatsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d12+8 or 3d6+4  slashing damage.
These warriors are normally only found in numbers at the banner of a King. In particular Alkazed of Ossary commands a strong host of Kingsguard. Some Champions and Jarls have been known to wield enchanted weapons, eg +1 Longsword Att +7 dam 1d8+7. A few possess Alryan Plate armour; AC 20 with shield, 18 no shield.

Image result for varangian guard
Skandik Huscarl (Left) and Kingsguard (Right)

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