“Look upon me and grin like Maglubiyet.”
___________________________________
NPC Basics:
Race and Size |
Goblinoid Medium |
Alignment |
LE |
AC | HP |
18 | 40 |
Speed | CR |
30 | 4 |
___________________________________
Ability Scores:
Str |
16 |
+3 |
Int |
10 |
+0 |
Dex |
12 |
+1 |
Wis |
10 |
+0 |
Con |
16 |
+3 |
Cha |
12 |
+1 |
___________________________________
Skills, Senses, Languages:
Skill Proficiencies: |
|
Immunities: |
|
Resistances: |
|
Vulnerabilities: |
|
Senses: |
Darkvision 60ft, pPerception 10 |
Languages: |
Goblin, Common |
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Longsword |
+6 |
1d10 +4 |
Slashing |
Melee |
Dagger |
+6 |
1d6 +4 |
Slashing |
Melee |
___________________________________
Feats:
Bloodfellows |
Once per turn, the hobgoblin can deal an extra 3d6 damage to a creature it hits with a weapon attack if a Hobgoblin ally is within 10 feet and not incapacitated |
___________________________________
Magic:
MagicThing. |
When/How the magic thing happens. Include magical items. |
___________________________________
Combat Tactics:
Hobgoblins Bruisers are frontline tanks of the Goblinoid tactic. They prefer to attack in pairs, keeping close enough together
___________________________________
Roleplaying:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.
___________________________________
Description:
This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here)
___________________________________
Background and Motivations:
This is where NPC comes from and what motivates PC
___________________________________
Items Inventory:
The things in the pack and on the back
___________________________________
References:
Links out to sources about character class, race, etc.
______________________________________________________________
“daan tec an rhuun ar ghalaan ghaan mec.”
(“the sky is blue it makes me high”)
___________________________________
NPC Basics:
Race and Size |
Goblinoid Small |
Alignment |
NE |
AC | HP |
15 | 30 |
Speed | CR |
35 | 3 |
___________________________________
Ability Scores:
Str |
10 |
+0 |
Int |
12 |
+1 |
Dex |
18 |
+4 |
Wis |
10 |
+0 |
Con |
08 |
-1 |
Cha |
08 |
-1 |
___________________________________
Skills, Senses, Languages:
Skill Proficiencies: |
Stealth +7 |
Immunities: |
|
Resistances: |
|
Vulnerabilities: |
|
Senses: |
Darkvision 60ft, pPerception 10 |
Languages: |
Goblin, Common |
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Short Bow |
+7 |
1d6 +4 |
Piercing |
Ranged 80/120 |
Dagger |
+5 |
1d6 +4 |
Slashing |
Melee |
Weapons |
|
|
|
|
___________________________________
Feats:
Nimble Escape |
The Goblin Sharpshooter can take Disengage or Hide as a bonus action. |
Shadow Kin |
If the Goblin Sharpshooter begins its turn hidden, it has advantage on any Stealth checks to Hide again during its turn. |
___________________________________
Magic:
MagicThing. |
When/How the magic thing happens. Include magical items. |
___________________________________
Combat Tactics:
This is how NPC prefers to engage in combat. This is not a restriction, just a suggestion with definition.
___________________________________
Roleplaying:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.
___________________________________
Description:
This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here)
___________________________________
Background and Motivations:
This is where NPC comes from and what motivates PC
___________________________________
Items Inventory:
The things in the pack and on the back
___________________________________
References:
Links out to sources about character class, race, etc.
______________________________________________________________
“So you think an Orc be scary… come meet one that cannot die.”
___________________________________
NPC Basics: Zombie Orc
Race and Size |
Undead – Medium |
Alignment |
NE |
AC | HP |
11 | 30 |
Speed | CR |
30 | 2 |
___________________________________
Ability Scores:
Str |
16 |
+3 |
Int |
06 |
-2 |
Dex |
12 |
+1 |
Wis |
08 |
-1 |
Con |
16 |
+3 |
Cha |
08 |
-1 |
___________________________________
Skills, Senses, Languages:
Skill Proficiencies: |
Intimidation +2 |
Immunities: |
Poison |
Resistances: |
|
Vulnerabilities: |
Radiant |
Senses: |
Darkvision 60ft, pPerception 9 |
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Unarmed |
+5 |
1d4 +3 |
Bludgeoning |
Melee |
Greataxe |
+5 |
1d12 +3 |
Slashing |
Melee |
___________________________________
Feats:
Multiattack. |
The Zombie Orc makes two attacks, one with weapon and one unarmed |
Undead Fortitude |
If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. |
___________________________________
Magic:
MagicThing. |
When/How the magic thing happens. Include magical items. |
___________________________________
Combat Tactics:
This is how NPC prefers to engage in combat. This is not a restriction, just a suggestion with definition.
___________________________________
Roleplaying:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.
___________________________________
Description:
This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here)
___________________________________
Background and Motivations:
This is where NPC comes from and what motivates PC
___________________________________
Items Inventory:
The things in the pack and on the back
___________________________________
References:
Links out to sources about character class, race, etc.
______________________________________________________________
“Something evil something wet something something dead.” (in Bullywug).
___________________________________
NPC Basics: Moogwa
Race and Size |
Bullywug – Medium |
Alignment |
NE |
AC | HP |
15 | 30 |
Speed | CR |
20 (Swim 40) | 2 |
___________________________________
Ability Scores:
Str |
12 |
+1 |
Int |
08 |
-1 |
Dex |
12 |
+1 |
Wis |
10 |
+0 |
Con |
12 |
+1 |
Cha |
16 |
+3 |
___________________________________
Skills, Senses, Languages:
Saving Throws: |
Saving Throws |
Skill Proficiencies: |
Stealth +3 |
Immunities: |
|
Resistances: |
|
Vulnerabilities: |
|
Senses: |
pPerception 10 |
Languages: |
Bullywug, Common |
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Unarmed |
+4 |
1d4 +2 |
Bludgeoning |
Melee |
Sling |
+4 |
1d4 +2 |
Bludgeoning |
Ranged 30/120 |
Dagger |
+4 |
1d6 +2 |
Slashing |
Melee |
Shortsword |
+4 |
1d6 +2 |
Slashing |
Melee |
Short Bow |
+4 |
1d6 +2 |
Piercing |
Ranged 80/120 |
Weapons |
|
|
|
|
___________________________________
Feats:
Amphibious. |
The Bullywug can breathe air and water |
Speak with Frogs |
The Bullywug can communicate simple concepts to frogs and toads |
Bog Camo |
The Bullywug has advantage on Stealth checks made when hiding in swampy terrarian |
Standing Leap |
The Bullywugs long jump is up to 20 feet and high jump up to 10 feet |
___________________________________
Magic:
False Life. |
Bolstering yourself with a necromantic facsimile of life, you gain 2d4 + 4 temporary hit points |
Grim Harvest |
Once per turn when a living creature fails a saving throw against or is harmed by one of the necromancer’s Necromancy spells of 1st level or higher, the necromancer regains 4 hp. |
Animate Dead |
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse.
Details |
Stoneskin |
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage |
Blight |
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
Details |
Mage Armor |
The Bullywug targets itself and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action Details |
Maybe Another? |
|
___________________________________
Combat Tactics:
Moogwa the Bog Witch prefers to fight with the corpses of the dead she has raised around her.
___________________________________
Roleplaying:
Moogwa speaks a broken tongue, similar to something from Haiti (just to give her a voodoo feel). She sees everyone as her “grubs” – if they are not her undead, they soon will be – and she will be their queen. You might say necromancy has gone to her head
___________________________________
Description:
Moogwa is a frog-like humaniod. She is slender and carries a staff with a large black spiked symbol. Her attire a just a thin red tunic
[Image]
___________________________________
Background and Motivations:
Moogwa the Bog Witch is a voodoo-like spell caster with necromantic tendencies
___________________________________
Items Inventory:
The things in the pack and on the back
___________________________________
References:
Links out to sources about character class, race, etc.
______________________________________________________________
“Forest trolls were also known as Muskwarts because of their warts that produced a horrible, eye-burning odor”
___________________________________
Monster: Forest Troll
Race and Size |
Giant Large |
Alignment |
CE |
AC | HP |
15 | 80 |
Speed | CR |
30 | 5 |
___________________________________
Ability Scores:
Str |
16 |
+3 |
Int |
06 |
-2 |
Dex |
12 |
+1 |
Wis |
08 |
-1 |
Con |
20 |
+5 |
Cha |
08 |
-1 |
___________________________________
Skills, Senses, Languages:
Saving Throws: |
Saving Throws |
Skill Proficiencies: |
Perc +2 Stl +4 |
Immunities: |
|
Resistances: |
|
Vulnerabilities: |
|
Senses: |
Darkvision 60ft, pPerception |
Languages: |
Languages |
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Claws |
+6 |
2d6 +3 |
Slashing |
Melee |
Bite |
+6 |
1d6 +3 |
Piercing |
Melee |
___________________________________
Feats:
Keen Smell |
The forest troll has advantage on Wisdom (Perception) checks that rely on smell. |
Regeneration |
The forest troll regains 10 hit points at the start of its turn. If the forest troll takes acid or fire damage, this trait doesn’t function at the start of the forest troll’s next turn. The forest troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. |
Woodland Camouflage |
The forest troll has advantage on Dexterity (Stealth) checks made to hide while in the forest. |
Woodland Stalker |
The forest troll can attempt to hide even when only lightly obscured by foliage.
|
Muskwart Splosh |
When the Forest Troll is hit with a Slashing or Blungeoning attack, where is a likely outcome of bursting one of the many foul warts on the trolls flesh. Any within 10ft of troll must make a Con Save (DC 12) else be poisoned for 1d4 rounds |
Multiattack |
The forest troll makes three attacks: one with its bite and two with its claws. |
___________________________________
Combat Tactics:
The Forest Troll, assuming they are in or around a forested area, will attempt to blend into surroundings in order to gain advantage on first round of attack. They are not Intelligent so will be driven by instinct and hunger – and they are nearly always hungry.
___________________________________
Description:
On the shorter and slighter end of the troll size spectrum, forest trolls have long, willowy limbs adapted to mimic the texture of tree trunks and branches. Indeed, this skin is so similar to genuine bark that often flora will start to grow between and through cracks and crevices. The trolls encourage and even cultivate these so as to enhance their camouflage. Forest trolls tend to consume large amounts of birds who make the unfortunate and fatal mistake of building a nest on them. Their scythe-like claws allow them to easily cut paths through the brush, and make short work of any creature they come across.
From <https://www.5esrd.com/database/creature/troll-forest/>
Fearsome green-skinned giants, trolls eat anything they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll’s flesh.
Born with horrific appetites, trolls eat anything they can catch and devour. They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure. Trolls are difficult to control, however, doing as they please even when working with more powerful creatures.
Regeneration. Smashing a troll’s bones and slashing through its rubbery hide only makes it angry. A troll’s wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll’s flesh. The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey.
Troll Freaks. Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature’s traits.
From <https://www.dndbeyond.com/monsters/troll>
Forest trolls had a long and thin frame[2] and were usually between six and six and a half feet tall (between 1.8 and 2.0 meters),[1] but some could reach heights of 11 feet (3.3 meters) tall.[2] They had skinny arms with three fingers, ending in long sharp claws. The trolls had a rubbery skin of a putrid grayish-green color and their eyes glowed a fierce red. Their foul odor precedes them.[2] Their faces were adorned with a long nose and they had long pointy teeth.[3]
Like all trolls, forest trolls had the power to regenerate any wounds, their rubbery skin mending of its own accord. Detached limbs were seen wriggling trying to reattach to the torso.[4] Thus, these trolls could take an incredible amount of punishment before falling down. But even a troll that had been cut into pieces would in due time come back to life unless its wounds had been completely burned.[3]
Combat
Their long arms are their weapons, the trolls wave them awkwardly in wide, arcing swipes[5] clawing at everyone in their reach.
Forest trolls were known to inhabit the Chondalwood, where they were known as muskwarts because of the warts that produced their horrible, eye-burning odor.[1]
___________________________________
Background and Motivations:
This is where NPC comes from and what motivates PC
___________________________________
Items Inventory:
The things in the pack and on the back
___________________________________
References:
Links out to sources about character class, race, etc.
Forest Troll
Forest trolls are a green-skinned subgroup of trolls
Normal troll
Troll, Variant (5e Race)
Forest trolls were a subspecies of trolls usually residing in the woods.
______________________________________________________________