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Bigger Bads

BENJAMIN EASTMAN
Bigger Bads
Credits KOBOLD WARRENS
Designer: Benjamin Eastman Publisher: Wolfgang Baur
Editors: Jeff Quick and Kenny Webb Chief Operations Officer: T. Alexander Stangroom
Cover Artist: Kiki Moch Rizki Director Of Digital Growth: Blaine McNutt
Interior Artists: Marcel Mercado, Art Director: Marc Radle
Kiki Moch Rizki Art Department: Marc Radle, Amber Seger
Graphic Designers: Marc Radle and Editorial Director: Thomas M. Reid
Amber Seger Editorial Department: Scott Gable, Meagan Maricle,
Jeff Quick, Thomas M. Reid
Senior Game Designer: Celeste Conowitch
Marketing Director: Chelsea “Dot” Steverson
Project Manager: Amber Seger
Community Manager: Zachery Newbill
Sales Manager: Kym Weiler

Midgard and Kobold Press are trademarks of Open Design LLC. All rights reserved.

System Reference Document 5.1: This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”)
by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is
licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/
by/4.0/legalcode. Content in this work is compatible with the fifth edition of Dungeons & Dragons.
©2023 Open Design LLC. All rights reserved.
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PO Box 2811 | Kirkland, WA 98083

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INTRODUCTION Existing Stat Blocks
The Systems Reference Document (SRD) offers a The SRD presents the following NPC stat blocks for
set of NPCs to help GMs find stats on the fly. Need clerics:
a cleric? Use the priest stat block as any given CR2 • The acolyte (CR 1/4), akin to a 1st-level cleric,
divine caster. It has appropriate abilities and spell lists wielding enough power to heal simple wounds.
ready to go. • The priest (CR 2), a more potent 5th-level cleric,
But what if you need a different CR or an NPC with possessing the power to cast dispel magic.
a different vibe? Bigger Bads fills in gaps between
existing NPC stat blocks in the SRD and points you to • The cult fanatic (CR 4), a darker 4th-level cleric.
other gap fillers in existing Kobold Press products. Southlands Worldbook offers:
• The apostle (CR 6), a 10th-level cleric who can
CLERIC NPCS exert power sufficient to raise the dead.
The gods demand servants. Fleshing out a religion in • The first servant (CR 12), an 18th-level cleric.
a game world requires building out a wide variety of Creature Codex offers:
dedicated adherents to carry out divine will.
• The war chaplain (CR 3), a 5th-level cleric
• The war priest (CR 8), a 7th-level cleric.

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This list ignores a few setting- and race-specific Domain Power (1/Day). The adept has access to one
cleric NPCs but is sufficient for this overview. This Divine Domain, either Shadow, Undeath, or War. Whichever
leaves quite the spread for GMs who want the PCs to domain they choose, they can use the associated ability
take on the church. At very low levels, an acolyte isn’t below:
very challenging while a priest can be a deadly foe. • Umbral Step (Shadow). The adept can teleport up to
And obviously, as the PCs grow in power and level, 60 feet to another unoccupied space it can see that is in
they need greater foes. dim light or darkness.
As GM, you can supplement encounters with • Bolster Undead (Undeath). All undead within 30 feet
monstrous foes, but this option may feel out of place. that can see the adept regain 4 (1d8) hit points.
You can add greater numbers of NPCs, but this risks • Warlord’s Favor (War). For the next minute, the adept
longer, more cluttered battles. So let’s dive into some deals an additional 2 (1d4) radiant damage on melee
new NPCs! weapon attacks.
Spellcasting. The adept casts one of the following spells,
New Clerics using Wisdom as the spellcasting ability (spell save DC 12):
Below are two new options for clerical NPCs: the At will: light, sacred flame, thaumaturgy
adept and the exarch. Both have a feature called 2/day each: cure wounds, guiding bolt
Domain Power that allows GMs to further tailor them 1/day each: hold person, spiritual weapon
to the needs at hand. Options for three common
domains are also presented, representing champions Exarch
of shadow, undeath, and war—but don’t hesitate to The middle manager of the faithful, the exarch has
create new powers for your campaign. been promoted beyond the administration of a single
temple and now oversees a region. The exarch likely
Adept realizes that any further promotion hinges upon their
An up-and-coming member of a church, the adept ability to execute a signature project—and these are the
doesn’t tend to the flock like the acolyte, nor do they run kinds of plans that mid-level adventurers might muck
a whole temple like a priest. The adept is delegated tasks up repeatedly.
in preparation for a promotion within the church—
exactly the space where they might intersect with EXARCH
meddling adventurers.
Medium Humanoid (Any Race), Any Alignment

ADEPT ARMOR CLASS 14 (scale mail)


HIT POINTS 45 (7d8 + 14)
Medium Humanoid (Any Race), Any Alignment
SPEED 30 ft.
ARMOR CLASS 12 (studded leather)
HIT POINTS 13 (3d8)
STR DEX CON INT WIS CHA
SPEED 30 ft.
10 (+0) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 13 (+1)

STR DEX CON INT WIS CHA


SAVING THROWS Wis +5, Cha +4
14 (+2) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 12 (+1)
SKILLS Medicine +5, Persuasion +3, Religion +3
SENSES passive Perception 13
SKILLS Medicine +4, Religion +2
LANGUAGES any two languages
SENSES passive Perception 12
CHALLENGE 4 (1,100 XP) PROFICIENCY BONUS +2
LANGUAGES any one language (usually Common)
CHALLENGE 1 (200 XP) PROFICIENCY BONUS +2 ACTIONS

ACTIONS Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 2 (1d4) bludgeoning damage.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Light Crossbow. Ranged Weapon Attack: +3 to hit, range
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
80/320 ft., one target. Hit: 4 (1d8) piercing damage.
Light Crossbow. Ranged Weapon Attack: +2 to hit, range
80/320 ft., one target. Hit: 4 (1d8) piercing damage.

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Domain Power (1/Day). The adept has access to one • The doomspeaker (CR 6).
Divine Domain, either Shadow, Undeath, or War. Whichever
• The void speaker (CR 7).
domain they choose, they can use the associated ability
below:
• The scorpion assassin (CR 8).

• Shrouded Influence (Shadow). As an action, the ex- In the case of cultists, there’s a wider range of
arch turns invisible for up to 3 rounds. This ability ends options and levels than many of the other NPCs.
if the exarch casts a spell or makes an attack. However, there are gaps in the roles that these cultists
• Rapid Recruiter (Undeath). The exarch casts animate play within the cult itself.
dead with the casting time of 1 action.
• Holy Teamwork (War). For the next minute, the exarch New Cultists
has advantage on attacks against the creature that their
To expand on our options, below are two new cultist
spiritual weapon has attacked in the same turn.
NPCs: the true believer and the prophet. Both serve
Spellcasting. The adept casts one of the following spells,
important roles within a cult.
using Wisdom as the spellcasting ability (spell save DC 12):
At will: light, sacred flame, thaumaturgy True Believer
2/day each: animate dead, cure wounds, guiding bolt, As the name implies, the true believer is an elite cultist
spiritual weapon who has complete faith in the cult’s teachings. Unlike
1/day each: freedom of movement, guardian of faith, spirit most cultists, the true believer enlightens skeptics with
guardians their many longsword attacks. The true believer never
presents a risk to the cult fanatic’s leadership. The true
believer instead serves as the cult’s protector, frequent
CULTIST NPCS recruiter, and sometimes scapegoat for leadership when
There are few staples of fantasy TTRPGs with the schemes invariably go wrong.
ubiquity, staying power, and utility of the evil cult. As
such, GMs have a high demand for an expansive suite TRUE BELIEVER
of hooded acolytes, zealous assassins, and babbling Medium Humanoid (Any Race), Any Alignment
seers. ARMOR CLASS 11 (leather)
HIT POINTS 45 (7d8 + 14)
Existing Stat Blocks SPEED 30 ft.
The SRD presents the following NPC stat blocks for
cultists: STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1)
• The cultist (CR 1/8), your basic adherent—a
commoner with some skill at half-truths, some
knowledge of holy books, and perhaps more SKILLS Deception +3, Intimidation +5, Religion +2
courage than common sense. SENSES passive Perception 10

• The cult fanatic (CR 2), a 4th-level believer with LANGUAGES any one language (usually Common)

a silver tongue, multiple attacks, and ample hit CHALLENGE 1 (200 XP) PROFICIENCY BONUS +2
points.
Dark Devotion. The true believer has advantage on saving
Tome of Beasts offers: throws against being charmed or frightened.
• The scorpion cultist (CR 1/2).
ACTIONS
• The Emerald Order cult leader (CR 8).
Multiattack. The true believer makes two weapon attacks.
• The devilbound gnomish prince (CR 9). Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) if
Creature Codex offers: used with two hands.
• The void cultist (1/2). Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
• The gnomish knife cultist (CR 5). 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.

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REACTIONS
Opportunist. When a creature that the true believer can see
misses them with a melee attack, the true believer can use
their reaction to make a melee weapon attack against that
creature.

Prophet
The prophet is a cultist so devout they claim to receive
revelations of future events. Unlike the cult fanatic or
doomspeaker, the prophet claims a direct connection—
and sometimes serves as the voice in the mortal world—
to the unholy power the cult reveres. The prophet is
rarely encountered without a throng of supporters to
be directed against those who intrude upon the cult’s
activities.

PROPHET
Medium Humanoid (Any Race), Any Alignment
ARMOR CLASS 15 (chain shirt, 17 with Fanatical Bulwarks)
HIT POINTS 130 (16d8 + 48)
SPEED 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 14 (+3) 10 (+0) 8 (−1) 18 (+4)

SAVING THROWS Wis +5, Cha +4


SKILLS Deception +7, Persuasion +7, Religion +3
SENSES passive Perception 9
LANGUAGES any three languages
CHALLENGE 5 (1,800 XP) PROFICIENCY BONUS +3

Agitating Attack. The prophet’s attacks agitate the soul of


even their bravest enemies. A creature struck by one of the
prophet’s attacks must succeed on a DC 15 Wisdom saving
throw or be frightened until the start of the prophet’s next Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
turn. On a successful saving throw, the creature is immune one target. Hit: 6 (1d6 + 3) bludgeoning damage.
to this ability for 24 hours.
Spellcasting. The prophet casts one of the following spells,
Fanatical Bulwarks. The prophet surrounds themselves using Charisma as the spellcasting ability (spell save DC 15):
with devoted followers who would suffer grievous harm
At will: dancing lights, message, shocking grasp
for their leader. Whenever the prophet is within 5 feet of a
3/day each: comprehend languages, enlarge/reduce,
friendly creature they can see, the prophet’s AC increases
sleep, suggestion
by 2.
1/day each: counterspell, dispel magic, tongues
ACTIONS
REACTIONS
Multiattack. The prophet makes two weapon attacks.
Vatic Murmurs (Recharge 5–6). The prophet sees hints
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
of future events, mumbling these revelations during battles.
one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8)
When a creature the prophet can see makes a saving throw,
bludgeoning damage if used with two hands.
the prophet can make the creature reroll the saving throw.
Alternatively, the prophet can reroll their own saving throw.

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FIGHTER NPCS Soldier
Unlike the thug, the soldier has proper training. Clad in
Fighters are great for GMs. Sometimes they can better armor, the soldier wields more potent weapons.
be dastardly villains, enacting their own ignoble When surrounded by lesser warriors, the soldier
ventures. At other times, they can be muscle for a assumes the role of tactician, directing allies to victory.
client flush with gold and gems—the wizard, priest, or
cultist with nefarious plans. SOLDIER
Medium Humanoid (Any Race), Any Alignment
Existing Stat Blocks ARMOR CLASS 14 (chain shirt)
The SRD presents the following NPC stat blocks for HIT POINTS 45 (7d8 + 14)
fighters: SPEED 30 ft.
• The thug (CR 1/2), a low-level frontline
combatant. Its potent combination of Pack Tactics STR DEX CON INT WIS CHA
and Multiattack offsets a low AC. 15 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0)
• The veteran (CR 3), a fierce but straightforward
opponent, boasting a high AC, ample hit points SKILLS Athletics +4
and up to three attacks each round. SENSES passive Perception 10
• The gladiator (CR 5), a mid-level combatant, LANGUAGES Any one language (usually Common)
using both spear and shield to attack while also CHALLENGE 1 (200 XP) PROFICIENCY BONUS +2
using its reaction to parry away attacks.
This leaves quite the spread for GMs who want to Brave. The soldier has advantage on saving throws against
challenge their players with fighter-types. At very low being frightened.
levels, a small group of thugs may be challenging, ACTIONS
while the veteran and gladiator are quite deadly.
Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one
As the PCs grow in power and level, veterans and
target. Hit: 7 (1d10 + 2) slashing damage.
eventually gladiators become pedestrian, needing to
attack in groups. Tripping Attack. On a hit with a halberd attack, a target
A GM can supplement with monstrous foes, but creature must make a DC 12 Constitution saving throw
this may do disservice to the storyline when the GM or be knocked prone. This maneuver may be used twice
must do cartwheels to explain the presence of certain before a short or long rest.
foes. A GM can add more NPCs, but this risks longer Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
battles with more enemies choking the initiative one target. Hit: 6 (1d8 + 2) piercing damage.
order. A GM can create an NPC using character Bruising Blow. On a hit with a morningstar attack, a target
creation guidelines, but then the GM is reading a creature must make a DC 12 Constitution saving throw or it
character sheet instead of a stat block. cannot add its Dexterity modifier to AC until the start of its
What we need are brand new fighter NPCs. next turn. This maneuver may be used twice before a long
rest.
New Fighters Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
Two new NPC entries for fighters sit between the
damage.
existing options: the soldier and the battlefield
captain. Both use unique weapon maneuvers found Fearsome Accuracy. On a hit with a javelin attack from a
in Beyond Damage Dice and Midgard Heroes range of 30–120 feet, the target creature must make a DC
Handbook. Both are frontline fighters a GM can 12 Wisdom saving throw or be frightened of the soldier
throw at the characters when an unscrupulous warrior until the end of its next turn. This maneuver may be used
is called for. twice before a long rest.
BONUS ACTIONS
Combat Direction. The soldier instructs an ally within 60
feet to use its reaction to Disengage and move up to half
its speed.

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Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Battlefield Captain
target. Hit: 10 (1d12 + 4) bludgeoning damage.
The battlefield captain commands of a company of
warriors. Even more than the soldier, the battlefield Hurling Impact. Ranged Weapon Attack: +7 to hit, range
captain is a student of war and a master tactician, 10/20 ft., one target. Hit: 10 (1d12 + 4) bludgeoning
ordering around warriors during the fight. The damage. If the target is a creature, it must succeed on a DC
battlefield captain is also a survivor and has learned to 15 Strength saving throw or be pushed 15 feet away from
take advantage of the inexperience of his opponents. the captain.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
BATTLEFIELD CAPTAIN feet, one target. Hit: 6 (1d8 + 2) piercing damage.
Medium Humanoid (Any Race), Any Alignment Pinning Shot On a hit with the captain’s longbow attack,
ARMOR CLASS 17 (half plate) a target creature must make a DC 12 Strength saving
throw or be pinned in place. On a failed save, the target
HIT POINTS 150 (20d8 + 60)
creature’s speed is reduced to 0 feet and cannot move until
SPEED 30 ft.
it uses its action to successfully remove the arrow with a
DC 12 Strength check. This maneuver may be used three
STR DEX CON INT WIS CHA
times before a long rest.
18 (+4) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
BONUS ACTIONS

SAVING THROWS Str +7, Wis +4 Let Slip the Hounds of War (Recharge 4–6). The captain
SKILLS Athletics +7, Insight +4, Intimidation +5, orders an ally within 60 feet to use their reaction to make a
Perception +4 melee or ranged weapon attack against a creature. The ally
has advantage on this attack if it attacked that creature in
SENSES passive Perception 14
the last round.
LANGUAGES Any two languages
Second Wind. The captain recovers 15 (1d10 + 10) hp. This
CHALLENGE 8 (3,900 XP) PROFICIENCY BONUS +3
maneuver may be used once before a long rest.

Legendary Resistance. If the captain fails a saving throw, REACTIONS


they can choose to succeed instead. This ability may be Battlefield Intuition. When a melee weapon attack misses
used three times before a long rest. the captain, they can make a Wisdom (Insight) check. If the
ACTIONS result of this check exceeds the result of the creature’s
attack roll, the captain has advantage on weapon
Multiattack. The captain makes three melee attacks using
attacks made against the creature until the end
one of the weapons below.
of the captain’s next turn. This reaction may be
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., used three times before a short or long rest.
one target. Hit: 11 (2d6 + 4) slashing damage.
Redirect Attack. The soldier instructs an
Arcing Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., ally within 60 feet to use its reaction to
two targets. Hit: 7 (1d6 + 4) slashing damage. Disengage and move up to half its speed.

NOTE ON USING MANEUVERS


These NPCs each have several different weapons,
along with an associated maneuver. Generally,
an NPC should have only one weapon. Feel
free to add different weapons and maneuvers
from Beyond Damage Dice, but unless there’s
a measurable benefit beyond a few points of
damage, limit its usage to a number of times per
day equal to the NPC’s proficiency bonus.

8
MAGE NPCS GRADUATE MAGE
Medium Humanoid (Any Race), Any Alignment
Endless storytelling beats call for mage NPCs, and
ARMOR CLASS 12 (15 with mage armor)
often a lot of them at once.
HIT POINTS 22 (4d8 + 4)
Existing Stat Blocks SPEED 30 ft.

The SRD presents the following NPC stat blocks for STR DEX CON INT WIS CHA
mages:
9 (–1) 14 (+2) 12 (+1) 15 (+2) 12 (+1) 10 (+0)
• The mage (CR 6), a 9th-level wizard, with the
power to fly across the battlefield, launching fire
SAVING THROWS Int +4, Wis +3
and ice at their enemies.
SKILLS Arcana +4, History +4
• The archmage (CR 12), an 18th-level wizard, a
SENSES passive Perception 11
brilliant polyglot with the ability to teleport across
LANGUAGES Any three languages
continents and stop the flow of time.
CHALLENGE 2 (450 XP) PROFICIENCY BONUS +2
Creature Codex offers:
• The battle mage (CR4), a 7th-level wizard who Spellcasting. The graduate mage is a 4th-level spellcaster.
can overchannel spells, making their magic Their spellcasting ability is Intelligence (spell save DC 12, +4
difficult to resist. to hit with spell attacks). The mage has the following wizard
spells prepared:
• The blood mage (CR7), a 10th-level wizard who
manipulates hemoglobin—their enemies’ or their Cantrips (at will): firebolt, light, mage hand, wind lash*
own—to foul ends. (shocking grasp)
1st level (4 slots): detect magic, mage armor, magic
• The voidwracked mage (CR8), a 9th-level wizard
missile, twist the skein* (thunderwave)
whose meddling led it to become fused to the
2nd level (3 slots): blur, daggerhawk* (scorching ray),
event horizon of the void, becoming a dangerous
hold person
force for entropy in the world.
* See Deep Magic. If you don’t have this book, use the SRD
However, each Creature Codex mage is a specialist, spell in parentheses.
not great for broader use, and they’re all for middle
levels. Only two generic options exist, the mage and ACTIONS
archmage, and they have a significant power spread Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
(CR 6 and 12). More generalizable options at different 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
levels are needed. damage.

New Mages Journey Mage


Below are three new NPC mages: the graduate mage, The journey mage has grown in skill and can now
the journey mage and the master mage. Each provides expend magical energy to resist other magic. The
an all-purpose wizard at a different power level to journey mage can cast 4th-level spells, emerging from
use whenever you need an arcane spellcaster at a the shadow of past unscrupulous benefactors and
moment’s notice. enacting their own devious plots.

JOURNEY MAGE
Graduate Mage
The graduate mage has completed studies at the wizard Medium Humanoid (Any Race), Any Alignment
college and entered the world. The graduate mage can ARMOR CLASS 12 (15 with mage armor)
cast 2nd-level spells and might toil in an entry level HIT POINTS 38 (7d8 + 7)
position, managing the minions of a greater villain. SPEED 30 ft.

STR DEX CON INT WIS CHA


9 (–1) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

9
SAVING THROWS Int +6, Wis +4
SKILLS Arcana +3, Insight +5, Sleight of Hand +4
SENSES passive Perception 11
LANGUAGES Any three languages
CHALLENGE 4 (1,100 XP) PROFICIENCY BONUS +2

Arcane Stubbornness. As a reaction, the journey mage can


expend a spell slot to reroll a saving throw against magic.
Spellcasting. The journey mage is a 7th-level spellcaster.
Their spellcasting ability is Intelligence (spell save DC 14, +6
to hit with spell attacks). The mage has the following wizard
spells prepared:
Cantrips (at will): caustic touch (firebolt), light, mage hand,
shocking grasp
1st level (4 slots): disguise self, mage armor, magic missile,
shadow armor* (fog cloud)
2nd level (3 slots): heartache* (ray of enfeeblement), hold
person, scorching ray
3rd level (3 slots): blink, counterspell, fly, ley energy bolt*
(fireball)
4th level (1 slot): greater invisibility
* See Deep Magic. If you don’t have this book, use the SRD
spell in parentheses.
CHALLENGE 9 (5,000 XP) PROFICIENCY BONUS +4
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach Arcane Rejuvenation. As a bonus action, the master mage
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing can expend a 1st-level spell slot to recover 5 hit points. The
damage. master mage recovers 5 additional hit points for each slot
above it sacrifices above first.
Master Mage Spellcasting. The master mage is a 13th-level spellcaster.
The master mage can cast 7th-level spells and expend Their spellcasting ability is Intelligence (spell save DC 16, +8
arcane power to restore their own vigor. If not enacting to hit with spell attacks). The mage has the following wizard
their own evil scheme, the master mage might serve spells prepared:
powerful barons or merchants, dreaming of one day Cantrips (at will): chill touch, encrypt/decrypt* (mage
becoming an archmage themselves. hand), light, shocking grasp
1st level (4 slots): mage armor, fog cloud, magic missile,
MASTER MAGE shield
Medium Humanoid (Any Race), Any Alignment 2nd level (3 slots): hold person, misty step, mirror image,
ARMOR CLASS 13 (16 with mage armor) scorching ray
HIT POINTS 71 (13d8 + 13) 3rd level (3 slots): doom of dancing blades* (fear), fireball,
SPEED 30 ft. fly, slow, vampiric touch
4th level (3 slots): confusion, desiccating breath* (fire
STR DEX CON INT WIS CHA shield), dimension door
9 (–1) 16 (+3) 12 (+1) 18 (+4) 12 (+1) 10 (+0) 5th level (2 slots): cone of cold, harrying hounds* (hold
monster)
SAVING THROWS Int +8, Wis +5 6th level (1 slot): disintegrate, true seeing
SKILLS Arcana +8, History +8, Perception +5 7th level (1 slot): magnificent mansion
SENSES passive Perception 15 * See Deep Magic. If you don’t have this book, use the SRD
LANGUAGES Any three languages spell in parentheses.

10
ACTIONS PEER
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach Medium Humanoid (Any Race), Any Alignment
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing ARMOR CLASS 16 (breastplate)
damage.
HIT POINTS 33 (6d8 + 6)
SPEED 30 ft.

NOBLE NPCS STR DEX CON INT WIS CHA


Often, members of the nobility linger at the 12 (+1) 14 (+2) 13 (+1) 13 (+1) 10 (+0) 15 (+2)
periphery of adventure. However, power-hungry
lords, entitled heirs, and regents sitting fat on the
SAVING THROWS Wis +5, Cha +4
throne can pose an ultimate risk to heroes, who must
SKILLS Athletics +3, Deception +4, Insight +2, Persuasion
pierce webs of intrigue to even come face-to-face
+4, Stealth +4
with these subtle foes.
SENSES passive Perception 10

Existing Stat Blocks LANGUAGES Any three languages


CHALLENGE 2 (450 XP) PROFICIENCY BONUS +2
The SRD presents a single NPC stat blocks for nobles:
ACTIONS
• The noble (CR 1/8), who has a meager 9 hp and
can be bested by a stiff wind, making them pitiful Multiattack. The peer makes two rapier attacks.
combatants for all but the lowest level PCs. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
GMs will need weapons both subtle and gross to put target. Hit: 7 (1d8 + 2) piercing damage.
in the hands of their noble NPCs. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Reskinning Your Nobility REACTIONS
One way to make noble NPCs more threatening in Counterstrike. When a creature the peer can see targets
combat is through the age-old concept of reskinning. it with a melee weapon attack, the peer makes a melee
Given a noble’s background and skills, you might weapon attack against the targeting creature. If the
determine that a different NPC stat block is targeting creature misses with its attack, the peer has
appropriate. advantage on its attack.
• Was the king a renowned warrior in his youth? Redirect Attack. When a creature the peer can see targets
Perhaps he is a veteran (CR 3) or even a field it with an attack, the peer chooses an ally within 5 feet of
commander (CR 10, see Southlands Worldbook). it. The peer and ally swap places, and the ally becomes the
• Did the viscountess attend a wizarding college? target instead.
Perhaps she is a mage (CR 6).
• Did the twin scions spend their youths in the royal Heir Apparent
forests communing with nature? Perhaps they are The heir apparent is the child of a monarch, raised from
scouts (CR 1/2) or even druids (CR 2). birth to succeed their parents in ruling the nation. These
princes and princesses benefit from years of education
Sometimes however, you just want your noble just
from the best tutors, resulting in a well-rounded
to be a noble.
education of history, magic, and battle.
New Nobles HEIR APPARENT
To expand our options, below are three new noble Medium Humanoid (Any Race), Any Alignment
NPCs: the peer, the heir apparent, and the monarch. ARMOR CLASS 13 (leather armor)
HIT POINTS 65 (10d8 + 20)
Peer SPEED 30 ft.
The peer is a higher-ranking noble such as a duke,
countess, or earl. Despite their rank, they have spent
STR DEX CON INT WIS CHA
years defending their lands and are versed in the
10 (+0) 14 (+2) 14 (+2) 17 (+3) 13 (+1) 14 (+2)
conniving aspects of battle.

11
SKILLS Arcana +6, History +6, Medicine +4, Nature +6, Always On Guard. When wearing the crown, the monarch
Perception +4, Religion +6 can’t be surprised and has advantage on initiative checks.
SENSES passive Perception 14 Magic Resistance. When wearing royal garb, the monarch
LANGUAGES Any three languages has advantage on saving throws against spells and other
CHALLENGE 4 (1,100 XP) PROFICIENCY BONUS +2 magical effects.
ACTIONS
Spellcasting. The heir apparent casts one of the following
Multiattack. The monarch makes three attacks, or two
spells, requiring no material components and using
attacks before using a Courtly Blessing.
Intelligence as the spellcasting ability (spell save DC 14):
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
At will: mage hand, prestidigitation
target. Hit: 7 (1d8 + 2) slashing damage.
3/day each: charm person, feather fall, jump
Ray of Frost. Ranged Spell Attack: +8 to hit, range 60 ft.,
1/day each: invisibility one target. Hit: 9 (2d8) cold damage, and the target’s
ACTIONS speed is reduced by 10 feet until the end of its next turn.
Multiattack. The heir apparent makes two rapier attacks. Courtly Gifts. The court botanists have given worts to the
monarch to be consumed at a moment’s notice:
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 2) piercing damage, and the target • Champion’s Lavender. By smelling the lavender, the
monarch recovers 10 hp.
must make a DC 14 Dexterity saving throw or all its speeds
are reduced to 0 ft. until the end of its next turn. • Emperor’s Garlic. For one hour after chewing on the
garlic, the monarch has resistance to poison damage
Firebolt. Ranged Spell Attack: +6 to hit, range 100 ft., one
and advantage on saving throws against poison.
target. Hit: 11 (2d10) fire damage.
• Nimbus Daffodil. By splitting the stem in twain, a 20 ft.
sphere of fog emanates from the monarch, functioning
Monarch like a fog cloud spell.
The monarch is the highest noble in the nation, to
whom all other nobles pay open allegiance. Monarchs
call upon the combined power of their courts to defend
themselves against foes, calling especially upon court
ROGUE NPCS
Thieves, scoundrels, and other ne’er-do-wells are
mages, who ward the monarch from danger.
staples of the fantasy genre, ranging from heroic
Courtly blessings are minor worts gifted to the
outlaws like Robin Hood, to con artists like Locke
monarch by mages skilled in hedge magic. For different
Lamora, and to reluctant burglars like Bilbo Baggins.
options, see hedge magic rules in Tome of Heroes.
GMs can easily present these rogues as foes, anti-
MONARCH heroes, or convenient allies, skulking in alleys until
they become relevant to the narrative.
Medium Humanoid (Any Race), Any Alignment
ARMOR CLASS 15 (breastplate)
Existing Stat Blocks
HIT POINTS 99 (18d8 + 18)
The SRD presents the following NPC stat blocks for
SPEED 30 ft.
rogues:
STR DEX CON INT WIS CHA
• The spy (CR 1), an unarmored sneak with the
features of a 3rd-level rogue.
14 (+2) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 18 (+4)
• The assassin (CR 8), a master of their craft, one of
the deadliest humanoids in the core game.
SKILLS Deception +8, Insight +7, Intimidation +8,
Persuasion +8 Creature Codex offers:
SENSES passive Perception 12 • The scorpion assassin (CR8).
LANGUAGES Any four languages • The thief lord (CR8).
CHALLENGE 6 (2,300 XP) PROFICIENCY BONUS +4
12 Peculiar Towers offers:
• The guild thief (CR4).
Special Equipment. The monarch has a crown, royal garb,
and three of each of the Courtly Gifts. There are still a lot of darkened city streets for our
rogue NPCs to prowl.

12
ACTIONS
New Rogues
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
Three new roguish NPCs expand our options: the 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing
bravo, the impersonator, and the guild attorney. damage.

Bravo BONUS ACTIONS


The bravo is the stepping-stone position between Dust in the Eyes (1/Short or Long Rest). The bravo
common thug and thieves’ guild initiate. A guild tosses sand, dust, or some other irritant into the eyes of a
member might take a promising young hooligan, creature within 10 ft. The target creature must make a DC
the bravo, under their wing, teaching them a few 12 Constitution saving throw or be blinded for one minute.
straightforward tricks of the trade. Ultimately, though, The target creature can use its action to clean its eyes,
it’s the bravo’s willingness to do whatever it takes to ending this condition.
survive and bring home a piece of the pie that will earn Sidestep. The bravo can move up to half its speed without
them their place in the guild. incurring opportunity attacks

BRAVO Impersonator
Medium Humanoid (Any Race), Any Alignment The impersonator is a guild member who readily
ARMOR CLASS 13 (leather) imitates others with a bit of makeup and an
HIT POINTS 27 (6d8) appropriate costume. Impersonators are used to
SPEED 30 ft. infiltrate banks, prisons, and high society events, often
intimidating or assassinating the guild’s enemies before
STR DEX CON INT WIS CHA making audacious escapes from the scene of the crime.
10 (+0) 15 (+2) 13 (+1) 12 (+1) 10 (+0) 10 (+0) Guilds often recruit impersonators from failed or down
on their luck actors, whose need for coin outstrips
whatever scruples they may once have held.
SKILLS Acrobatics +4, Perception +4, Sleight of Hand +4,
Stealth +6
SENSES passive Perception 14
LANGUAGES Any one language and Thieves’ Cant
CHALLENGE 1/2 (100 XP) PROFICIENCY BONUS +2

Sneak Attack. Once per turn, the bravo


deals an extra 3 (1d6) damage when
it hits a target with a weapon attack
and has advantage on the attack roll, or
when the target is within 5 feet of an ally
of the bravo that isn’t incapacitated and
the bravo doesn’t have disadvantage on
the attack roll.

13
IMPERSONATOR Guild Attorney
Medium Humanoid (Any Race), Any Alignment The guild attorney represents a guild’s legitimate
ARMOR CLASS 14 (leather armor) business interests, and defends the members who have
HIT POINTS 44 (8d8 + 8) run afoul of the first rule of crime—“don’t get caught.”
The guild attorney fights their battle with words,
SPEED 30 ft.
whether spoken or written.
STR DEX CON INT WIS CHA
GUILD ATTORNEY
10 (+0) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 15 (+2)
Medium Humanoid (Any Race), Any Alignment
ARMOR CLASS 16 (glamoured breastplate)
SKILLS Deception +6, Insight +6, Intimidation +4,
Perception +4, Persuasion +6, Stealth +5 HIT POINTS 85 (10d8 + 40)
SPEED 30 ft.
SENSES passive Perception 14
LANGUAGES Any three languages and Thieves’ Cant
STR DEX CON INT WIS CHA
CHALLENGE 3 (700 XP) PROFICIENCY BONUS +2
10 (+0) 13 (+1) 14 (+2) 18 (+4) 16 (+3) 17 (+3)

Adroit Retreat. The impersonator has advantage on ability


SKILLS Deception +5, History +6, Investigation +7, Insight
checks and saving throws made while trying to flee combat.
+6, Intimidation +5, Persuasion +5
Donned Persona. After spending at least 1 minute
SENSES passive Perception 13
observing a target creature, the impersonator creates
LANGUAGES Any four languages
a convincing portrayal of the target creature. The
CHALLENGE 5 (1,800 XP) PROFICIENCY BONUS +3
impersonator has advantage on all ability checks made to
stay in character of a donned persona.
Sneak Attack. Once per turn, the impersonator deals an Special Equipment. The guild attorney is using the
extra 10 (3d6) damage when it hits a target with a weapon glamoured breastplate armor and handy briefcase.
attack and has advantage on the attack roll, or when the ACTIONS
target is within 5 feet of an ally of the impersonator that Multiattack. The guild lawyer Blathers and then makes a
isn’t incapacitated and the impersonator doesn’t have Quill attack.
disadvantage on the attack roll.
Blather. The guild lawyer speaks 15 ft. cone of archaic
ACTIONS words of law. Any creature in the cone who hears the guild
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach lawyer must make a DC 14 Wisdom saving throw. On a
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) slashing failed save, a creature takes 18 (4d8) psychic damage and is
damage, and the target must make a DC 13 Constitution incapacitated until the end of its next turn. On a successful
saving throw against poison or have all its speeds halved. save, the creature takes half as much damage and isn’t
The target creature must repeat the saving throw at the incapacitated.
start of its next turn or fall asleep. Quill. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) slashing damage, and the target
creature must make a DC 15 Intelligence saving throw.
On a failed save, the guild lawyer is invisible to the target
creature until the start of its next turn.
Compelling Oration. The guild lawyer addresses one or
more target creatures within 30 ft. regarding a matter of
law or equity. Any target creature who can understand the
guild lawyer must make a DC 14 Charisma saving throw or
be charmed for 1 minute by the guild lawyer’s persuasive
argument. This effect ends until the guild lawyer or its allies
do anything harmful to the charmed creature.

14
• You can expend 1 charge to retrieve a mundane
New Magic Item item of your choosing worth up to 50 gp. For the
A guild attorney is seldom sighted in public without guild attorney, these items are commonly contracts
their signature handy briefcase. or legal tomes.
• You can expend 3 charges to instead retrieve a
HANDY BRIEFCASE common magic item of your choosing.
Wondrous item, rare (requires attunement) Anything you pull from the briefcase must be able to
This leather satchel is 11 by 14 by 4 inches, closed by ordinarily fit inside the briefcase.
adamantine latches and carried by an ivory handle. It
functions like a handy haversack, but has 5 charges.

15
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