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VERSATILE NPCS II

Ninja ....................................................................... 19
Versatile NPCS II Oneiromancer ........................................................ 19
Outland Veteran .................................................... 20
Table of Contents Pain Master ............................................................ 20
Alchemist .................................................................. 2 Paladin ................................................................... 21
Arcane Trickster ........................................................ 2 Performer .............................................................. 21

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Artificer Gunsmith .................................................... 2 Priest, Chosen ........................................................ 22
Artificer Machinist .................................................... 3 Psion, Awakened ................................................... 22
Beast master ............................................................. 4 Psion, Immortal ..................................................... 23

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Brawler ..................................................................... 6 Psion, Wu Jen......................................................... 23
Bruiser ...................................................................... 6 Ranger .................................................................... 24
Brute ......................................................................... 6 Relentless Fighter .................................................. 24
Brute, Hardened ....................................................... 7 Rugged Warrior ..................................................... 24
Cavalry Specialist ...................................................... 7 Scholar ................................................................... 25
Cleric, Grave ............................................................. 8 Scoundrel ............................................................... 25
Dark Priest ................................................................ 8 Scout Rider ............................................................. 25

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Defender ................................................................... 9
Defender, Elite .......................................................... 9
Delver ..................................................................... 10
Shaman, Nature ..................................................... 26
Skirmisher .............................................................. 26
Skyward Fighter ..................................................... 27
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Diplomat ................................................................. 10 Slayer ..................................................................... 27
Duelist ..................................................................... 10 Soldier .................................................................... 28
Grenadier ................................................................ 11 Sorcerer, Wild Magic ............................................. 28
Guerilla ................................................................... 11 Sorcerer, Wyrd ....................................................... 29
Honor-Bound Fighter .............................................. 11 Spellsword ............................................................. 29
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Horizon Walker ....................................................... 12 Spirit Barbarian ...................................................... 30


Infiltrator ................................................................ 12 Stalwart Guard ....................................................... 30
Mage, Journeyman ................................................. 13 Storm Herald.......................................................... 31
Mage, Legendary .................................................... 13 Swift Champion...................................................... 31
Mariner ................................................................... 14 Swift Fighter ........................................................... 32
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Mariner, Salty ......................................................... 14 Swift Fighter, Legendary ........................................ 32


Martial Commander ............................................... 14 Thrall ...................................................................... 33
Master Swordsman ................................................ 15 Thunderer .............................................................. 33
Medic ...................................................................... 15 Tribal Assassin........................................................ 33
Monk of the Four Elements .................................... 16 Tribal Zealot ........................................................... 34
Monk, Grandmaster ............................................... 16 Warchief ................................................................ 34
Monk, Kensei .......................................................... 17
Monster Slayer ....................................................... 18
Mysterious Wanderer............................................. 18

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VERSATILE NPCS II

Challenge 2 (450 XP)

Alchemist Cunning Action. The trickster can take the Dash,


Disengage, or Hide action as a bonus action on each of its
Medium humanoid, any alignment
turns.
Armor Class 14 (studded leather) Sneak Attack (1/Turn). The trickster deals an extra 14
Hit points 38 (7d8 + 7) (4d6) damage when it hits a target with a weapon attack

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Speed 30 ft and has advantage on the attack roll, or when the target is
within 5 feet of an ally of the trickster that isn’t
STR DEX CON INT WIS CHA incapacitated and the trickster doesn’t have disadvantage
11 (+0) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 10 (+0) on the attack roll.

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Skills Arcana +6 Spellcasting. The trickster is a 3rd-level spellcaster. Its
Senses Passive Perception 12 spellcasting ability is Intelligence (spell save DC 14, +6 to
Languages Any two languages hit with spell attacks). The trickster has the following
Challenge 2 (450 XP) Wizard spells prepared:

Cantrips (at will): friends, mage hand*, message


Actions .
1st level (4 slots): charm person, disguise self, hideous
Alchemical Acid (3/Day). The alchemist throws a vial of laughter, sleep
acid at a creature or object up to 30 feet away. Creatures 2nd level (2 slots): invisibility, misty step

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within 5 feet of the target must succeed on a DC 14
Dexterity saving throw, taking 14 (3d6) acid damage on a
failed save, or half as much on a successful one.

Flash Bomb (2/Day). The alchemist throws a ceramic


*The trickster’s mage hand is invisible.

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
.
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bottle at a creature or object up to 30 feet away. Creatures 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
within 5 feet of the target must succeed on a DC 14 damage.
Constitution saving throw or be blinded until the end of the
alchemist's next turn.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one Artificer Gunsmith
target. Hit: 6 (1d8 + 2) piercing damage.
Medium humanoid, any alignment
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Armor Class 15 (chain shirt)


Hit Points 44 (8d8 + 8)
Arcane Trickster Speed 30 ft.
Medium humanoid, any alignment
STR DEX CON INT WIS CHA
Armor Class 14 (studded leather)
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11 (+0) 16 (+3) 12 (+1) 17 (+3) 14 (+2) 10 (+0)


Hit points 36 (8d8)
Speed 30 ft.
Skills Arcana +5, History +5, Investigation +5
Senses passive Perception 12
STR DEX CON INT WIS CHA
Languages Any two languages
10 (+0) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 16 (+3)
Challenge 3 (700 XP)

Saving Throws Dex +7, Int +5


Spellcasting. The artificer is a 5th-level spellcaster. Its
Skills Deception +7, Insight +4, Persuasion +5, Sleight of
spellcasting ability is Intelligence (spell save DC 13, +5 to
Hand +5, Stealth +7
hit with spell attacks). The artificer gunsmith has the
Senses passive Perception 12
following artificer spells prepared:
Languages Any one language (usually Common)
1st level (4 slots): expeditious retreat, longstrider

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VERSATILE NPCS II

2nd level (3 slots): blur, magic weapon, see invisibility than one creature, the creature that activates the item
3rd level (2 slots): blink, glyph of warding selects the additional targets. If the spell has an area of
effect, it is centered on the item. If the spell’s range is self,
Infuse Magic (2/Day). The artificer can spend 1 minute
it targets the creature that activates the item. If the spell
infusing an item with one of the spells it knows, provided
requires concentration, the creature that activates the item
the spell has a casting time of one action. A creature with
maintains the concentration as if they had cast the spell.
an Intelligence score of 6 or higher thereafter cay activate
the spell as an action An infused item remains so for 8 hours, after which

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point, the magic fades.
The spellcasting save DC and modifier of the activated
item is the same as the artificer's. If the spell targets more Mechanical Servant. Commands a mechanical servant.
than one creature, the creature that activates the item The servant obeys the master's commands as best as it
selects the additional targets. If the spell has an area of can, and takes its turn on the master's initiative order.

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effect, it is centered on the item. If the spell’s range is self, One it's turn, the artificer can verbally command the
it targets the creature that activates the item. If the spell servant where to move (with no action required on the
requires concentration, the creature that activates the item artificer's part). In place of one of its weapon attacks, the
maintains the concentration as if they had cast the spell. artificer can command the beast to take the Attack action.
An infused item remains so for 8 hours, after which The artificer has advantage on attacks it is commanded to
point, the magic fades. make.
As a bonus action, the artificer can command the
Actions .

servant to take the Dash, Disengage, Dodge, or Help


Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one action. It takes attacks of opportunity and other reactions

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creature. Hit: 7 (1d8 + 3) piercing damage.

Thundercannon. Ranged Weapon Attack: +5 to hit, range


150/300 ft., one creature. Hit: 17 (4d6 + 3) thunder
damage.
without needing the servant master's command.
A mechanical servant has the same statistics as a beast
chosen by the DM from the Monster Manual, with the
following modifications:
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• It is a construct instead of a beast.
• It can't be charmed.
• It is immune to poison damage and the poisoned
Artificer Machinist condition.
Medium humanoid, any alignment • It gains darkvision with a range of 60 feet if it
doesn't have it already.
Armor Class 14 (studded leather)
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• It understands the languages you can speak when


Hit points 38 (7d8 + 7) you create it, but it can't speak.
Speed 30 ft
Spellcasting. The artificer is a 6th-level spellcaster. Its
STR DEX CON INT WIS CHA spellcasting ability is Intelligence (spell save DC 14, +6 to
11 (+0) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 10 (+0) hit with spell attacks). The artificer has the following
artificer prepared:
Skills Arcana +6, History +6, Investigation +6
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1st level (4 slots): cure wounds, mending


Senses passive Perception 12 2nd level (3 slots): blur, enlarge/reduce, magic weapon
Languages Any two languages 3rd level (3 slots): blink, glyph of warding
Challenge 3 (700 XP)
Actions .

Infuse Magic (2/Day). The artificer can spend 1 minute Multiattack. The artificer makes two melee or two ranged
infusing an item with one of the spells it knows, provided attacks.
the spell has a casting time of one action. A creature with
an Intelligence score of 6 or higher thereafter cay activate Repeating Light Crossbow. Ranged Weapon Attack: +5 to
the spell as an action hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
The spellcasting save DC and modifier of the activated
item is the same as the artificer's. If the spell targets more

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VERSATILE NPCS II

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., Parry. The bandit adds +3 AC against a melee attack that
one target. Hit: 6 (1d6 + 3) piercing damage. would normally hit it. To do so, the duelist must see the
attacker and be wielding a melee weapon.

Bandit Lord
Medium humanoid, any alignment Beast master

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Medium humanoid, any alignment
Armor Class 16 (studded leather)
Hit Points 104 (19d8 + 19)
Armor Class 15 (studded leather)
Speed 30 ft.
Hit Points 39 (6d8 + 12)

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Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 13 (+1) 15 (+2) 14 (+2) 16 (+3)
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 14 (+2)
Saving Throws Dex +7, Wis +5, Cha +6
Skills Deception +6, Insight +5, Intimidation +6,
Skills Animal Handling +5, Nature +3, Survival +5
Perception +5
Senses passive Perception 13
Senses passive Perception 15
Languages Any languages
Languages Any two languages
Challenge 1 (200 XP)
Challenge 6 (2300 XP)

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Disarming Attack (2/Day). When the bandit hits a
creature with a melee attack, the bandit can force the
target to make a DC 15 Strength saving throw or drop one
Exceptional Training. The master can have a bond with
one or more beasts from the Monster Manual, as
determined by the DM. The beast or beasts obey the
master's commands to the best of their ability, and takes
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item of the bandit’s choice that the target is holding, which
their turns on the master's initiative order.
lands at its feet.
On its turn, the master can verbally command one of its
Deadly Attacks. The bandit deals one extra die of damage beasts to move (with no action required on the master's
when it hits with a weapon attack (included in the attack). part). In place of one of its weapon attacks, the master can
command the beast to take the Attack action. The beast
Actions .
has advantage on attacks it is commanded to make.
Multiattack. The bandit makes three melee or two ranged As a bonus action, the master can command the beast to
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attacks. The bandit ignores the loading quality on its hand take the Dash, Disengage, Dodge, or Help action. The
crossbow. beast takes opportunity attacks and other reactions
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one without command.
creature. Hit: 13 (2d8 + 4) piercing damage. Spellcasting. The master is a 4th-level spellcaster. Its
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range spellcasting ability is Wisdom (spell save DC 13, +5 to hit
30/120 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. with spell attacks). The master knows the following ranger
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spells:
Leadership (Recharges after a Short or Long Rest). For
1 minute, the bandit can utter a special command or 1st level (3 slots): animal friendship, speak with animals
warning whenever a nonhostile creature that it can see
within 30 feet of it makes an attack roll or saving throw.
Actions .

Multiattack. The master makes two melee or two ranged


The creature can add a d4 to its roll provided it can hear
attacks
and understand the bandit. A creature can benefit from
only one Leadership die at a time. This effect ends if the Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
bandit is incapacitated. target. Hit: 6 (1d6 + 3) slashing damage.
Reactions .

Shortbow. Ranged Weapon Attack: +5 to hit, range


80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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VERSATILE NPCS II

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VERSATILE NPCS II

Brass Knuckles. Melee Weapon Attack: +5 to hit, reach 5


Brawler ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Medium humanoid, any alignment
Reactions .

Armor Class 12 (leather)


Unbridled Fury. In response to being hit by a melee
Hit Points 39 (6d8 + 12)
attack, the bruiser can make a melee attack against a
Speed 30 ft.
creature within 5 feet.

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STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 9 (–1) 10 (+0) 9 (–1)

Skills Athletics +4
Brute
Medium humanoid, any alignment

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Senses passive Perception 10
Languages Any one language (usually Common)
Challenge 1/2 (100 XP) Armor Class 12 (studded leather)
Hit Points 71 (11d8 + 22)
Still Standing. If the brawler has 10 or fewer hit points Speed 30 ft.
remaining, it has advantage on attack rolls.
STR DEX CON INT WIS CHA
Actions . 18 (+4) 10 (+0) 15 (+2) 9 (–1) 10 (+0) 10 (+0)
Multiattack. The brawler makes two unarmed strikes or
Saving Throws Con +4
one greatclub attack.

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Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5


Skills Intimidation +2
Senses passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (450 XP)
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ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Actions .

Multiattack. The brute makes two melee attacks.

Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one


Bruiser target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target
Medium humanoid, any alignment is a creature, it must succeed on a DC 13 Strength saving
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throw or be knocked prone.


Armor Class 11 (leather)
Hit Points 71 (11d8 + 22) Handaxe. Melee or Ranged Weapon Attack: +6 to hit,
Speed 30 ft. reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4)
slashing damage.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 9 (–1) 10 (+0) 12 (+1)
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Saving Throws Con +4


Skills Intimidation +3
Senses passive Perception 10
Languages Any one language (usually Common)
Challenge 2 (450 XP)

Brute. A melee weapon deals one extra die of damage


when the bruiser hits with it (included in the attack).

Actions .

Multiattack. The bruiser makes two melee attacks.

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VERSATILE NPCS II

Brute, Hardened Skills Animal Handling +3


Medium humanoid, any alignment
Senses passive Perception 11
Languages Any one language (usually Common)
Armor Class 13 (studded leather)
Challenge 2 (450 XP)
Hit Points 161 (19d8 + 76)
Speed 30 ft.
Skilled Rider. Attack rolls made against the cavalry
specialist's mount have disadvantage.

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STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 14 (+2) Thundering Charge (1/Turn). If the cavalry specialist's
mount moves at least 20 feet straight toward a target and
Saving Throws Con +7, Str +8, Wis +4 the specialist hits it with a spear attack on the same turn,

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Skills Athletics +8, Intimidation +5 the target takes an extra 7 (2d6) piercing damage. If the
Senses passive Perception 11 target is a creature, it must succeed on a DC 13 Strength
Languages Any one language (usually common) saving throw or be knocked prone.
Challenge 8 (3900 XP)
Actions .

Brutal Attacks. The brute doubles its damage dice of any Multiattack. The cavalry specialist makes two melee
melee weapon that doesn't have the finesse property when attacks.
it hits with it (included in the attack).
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5
Sure-Footed. The brute has advantage on Strength and ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing

knock it prone.

Actions
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Dexterity saving throws made against effects that would

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damage, or 7 (1d8 + 3) piercing damage if used with two
hands.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach


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Multiattack. The brute makes three melee attacks or two 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3)
ranged handaxe attacks. piercing damage.

Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 12 (2d6 + 5) bludgeoning damage, and the
target must succeed on a DC 15 Strength saving throw or
be knocked prone.
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Handaxe. Melee or Ranged Weapon Attack: +8 to hit,


reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5)
slashing damage.

Reactions .

Brace. If the brute is hit by a weapon attack and can see


the attacker, it reduces the attack's damage by 11.
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Cavalry Specialist
Medium humanoid, any alignment

Armor Class 17 (chain shirt, shield)


Hit Points 38 (7d8 + 7)
Speed 30 ft..

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

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