NPC Workshop

NPC Monsters with flavorful and simplified variants of nimble ancestry and class features. Made with my NPC Workshop supplement.

Lvl 3 small - Ambusher
40
Wyrdling: Chaotic Surge.

On Death: Roll 1d20

Even: The nearest enemy is polymorphed into a cute squirrel.

Odd: The nearest ally is polymorphed into a cute squirrel.

How'd you get here?! (1/round).

Teleport adjacent to a distracted enemy

Choose one.
  • Sneak Attack.

    (against a distracted target) 18 damage.

  • Stab..
Lvl 5 small - Skirmisher
50
Bunbun: Bunny Hopping.

(1 Use) Move up to your speed after taking damage.

Thunderous Steps (1/turn).

Deal 3 damage to adjacent enemies after moving.

  • Battleaxe..
Lvl 3 Defender
M40
Celestial: Highborn.

(1 Use) Reroll a failed save.

Interpose (1/round).

(Reach 2) You may interpose for allies within reach.

Choose one.
  • Radiant Strike.

    (against you last attacker) 3d6+2 radiant.

  • Mace (2x)..
Lvl 3 Ranged
36
Wyrdling: Chaotic Surge.

On Death: Roll 1d20

Even: The nearest enemy is polymorphed into a cute squirrel.

Odd: The nearest ally is polymorphed into a cute squirrel.

Chaos Lash (1 Use).

When an enemy moves adjacent. They are pushed back 2 spaces and knocked prone.

  • Zap (2x).

    (Range: 12) 2d8. On miss: Damage self instead.

Lvl 8 Defender
M80
Crystalborn: Reflective Aura.

(1/round) Attacker takes 3 damage.

Interpose (1/round).

(Reach 4) You may interpose for allies within reach.

Choose one.
  • Radiant Strike.

    (against you last attacker) 3d8+6 radiant.

  • Longsword (2x).
Lvl 7 Ambusher
M60
Grease Trap (1 Use).

When an enemy moves adjacent to you or an ally within 6 spaces: Prone and vulnerable to the next fire damage it takes.

  • Incindiary Shot.

    (Range: 8) 3d8+10 fire.

Lvl 7 ranged - Aoe
M60
Precise Casting.

Allies automatically save and take no damage from your spells.

Choose one.
  • Flame Dart (2x).

    (Range: 8) 1d10+5 fire.

  • Pyroclasm (1 Use).

    (Reach: 3) Others within reach take 2d10+10 fire damage (ignoring armor) or half on a DC 13 DEX save.

Lvl 7 Skirmisher
870
Keen Senses.

Unaffacted by blinded.

Choose twice.
  • Snowblind.

    1d4+6 cold. Blinded until the end of their next turn.

  • Thunderfang.

    1d4+6 lightning. On crit: Thunderfang gains a cumulative +2 damage.

Lvl 3 Support
36
Gnome: Optimistic.

Advantage on the first attack in the encounter.

Guiding Light (1/round).

On Damage: the next attack against that enemy has advantage.

  • Rebuke.

    (Reach: 4) 1d6+2 (can't miss, ignoring armor). 2x damage against undead or cowardly.

Goblin Spearman
Lvl 5 Skirmisher
840
Goblin: Haha, Missed Me!

Whenever an attack misses you, deal 1 psychic damage in return.

Decoy (1/round).

When you would be hit you may instead teleport 4 spaces (where you really were all along!)

  • Short Spear (2x)..
Paper Forge: #3 Goblin Spearman
Goblin Boss
Lvl 7 Skirmisher
858
Goblin: Haha, Missed Me!

Whenever an attack misses you, deal 1 psychic damage in return.

Slipstream (1/round).

The first attack against you misses.

  • Bo Staff (2x).

    (Reach: 2) 2d6+5.

Paper Forge: #5 Goblin Boss
Lvl 7 large brute - Melee
80
Half Giant: Strength of Stone.

(1 Use) Force an enemy to reroll a crit against you.

Opportunistic (1/round).

Make an opportunity attack without disadvantage.

  • Greataxe..
Lvl 7 large - Support
M60
Half Giant: Strength of Stone.

(1 Use) Force an enemy to reroll a crit against you.

Coordinated Strike (1/round).

Designate a target. The next 2 attacks against that target roll with advantage.

Choose one.
  • Bow.

    (Range: 8) 2d6+10.

  • Heavy Strike..

    On Hit: Knockback Primary die spaces.

Lvl 9 large - Controller
90
Half Giant: Strength of Stone.

(1 Use) Force an enemy to reroll a crit against you.

Choose one.
  • Shortbow (2x).

    (Range: 12) 2d6+5

  • Heavy Shot.

    (Range: 6) 2d6+5. On hit: Knockbak primary die spaces.

  • Pinning Shot (1 Use).

    (Range: 6) 3d6+12. On Hit: Restrained (escape DC 14).

Lvl 3 Ranged
34
Halfling: Lucky.

(1 Use) Reroll a miss.

Snare Trap (1 Use).

When an enemy moves adjacent. Move them 1 space back. They are restrained and can't use reactions (escape DC 11).

  • Shortbow (x2).

    (Range: 12) 1d6+5.

Lvl 3 Skirmisher
840
Halfling: Lucky.

(1 Use) Reroll a miss.

Windstep.

Ignore difficult terrain. Immune to opportunity attacks.

  • Flurry of Blows (3x)..

    On 3 hits: Prone.

Lvl 3 small - Controller
36
Kobold: Nooo!

When an ally within 2 spaces dies, attack once for free

Shadow Warp (1/round).

When a creature takes necrotic damage you may swap places with it.

  • Shadow Blast.

    (Range: 8) 1d12+6 necrotic.

Lvl 3 small - Support
34
Kobold: Nooo!

When an ally within 2 spaces dies, attack once for free

Inspiration (1/round).

Allo an ally to reroll a single primary die or save.

  • Crossbow.

    (Range: 8) 4d4.

Level 7 Solo Reaver
M225
ALL+
Darkness my old friend.

When damaged: Summon 1 shadow minion (size 1d12, on damage: Dazed); they only act when commanded.

After each hero's turn, choose one.
  • Summon Bonescythe.

    Move 6, then deal 5 damage to yourself. Gain 1 use of Reap.

  • Reap (0 Uses).

    (Reach: 2) 2d12+15 necrotic.

  • Hollow like me.

    Command all your shadow minions to move up to 6 spaces and attack once each.

BLOODIED:

At 100 HP, Orthos summons a greater shadow minion (size 1/hero d12). When it dies, it explodes into 1/hero shadow minions.

LAST STAND:

Orthos is dying! 70 more damage and he dies. Until then Reap has unlimited uses.

Lvl 7 humanoid - Controller
68
Shadow Trap (1 use).

When an enemy moves adjacent. That enemy is restrained with shadowy tentacles (escape DC 13).

Choose one.
  • Summon Shadows.

    (When there are no Shadows) Summon 4 Shadow minions.

  • Command.

    Command your shadows to move 6 then attack (Reach 1, 1d12 each).

Made by SanityWithIn for Monster Monday Week 37: Heroic NPCs.

Lvl 3 Defender
M46
Snakemen: Coiling Strike.

On melee crit: Grapple (escape DC 10).

Face Me!

Designate 1 enemy. They are taunted by you.

  • Shield Bash..
Lvl 7 Controller
60
Actor: Overly Dramatic.

Melee hits against you knockback 4 spaces.

Wind Barrier.

Heavy Armor against ranged attacks.

  • Sweeping Winds.

    (2x2 area in Range: 12) DC 14 STR save or prone.

Lvl 4 small brute - Melee
34
Stoatling: Ferocious.

Attacks against and from larger creatures deal 3 extra damage per size category difference.

That all you got?

Heavy Armor while bloodied.

Choose one.
  • Whirlwind.

    (at least 2 adjacent enemies) 1d8+6 to adjacent enemies.

  • Cleaver..
Lvl 9 small brute - Defender
100
Stoatling: Ferocious.

Attacks against and from larger creatures deal 3 extra damage per size category difference.

Warding Bond.

Designate a ward. Redirect half of their damage to you.

Choose one.
  • Glaive.

    (Reach 2) 2d10+20

  • Condemn.

    (Enemy that crit you or your ward) 30 radiant (ignores armor).

Lvl 3 brute - Melee
H34
Earthwalker.

Gain Heavy Armor (degrades 1 step when damaged). Can't be knocked prone.

  • Gore..
Lvl 7 Ambusher
70
Changeling: Familiar Face.

Choose a target, that target has disadvantage on attacks against you.

Sunder Armor (1 Use).

Target adjacent enemy can't defend this round.

  • Vicious Stab.

    2d8+5 (or twice as much if not defended against).

Made by SanityWithIn for Monster Monday Week 39: Imitation.