Shapechanger. As long as the vampire isn’t in direct sunlight or running water, it can spend an action to polymorph either into a Medium cloud of mist or back into its true form.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, instead of dying, the vampire transforms into a cloud of mist. If the vampire is in sunlight or running water, it cannot transform. If it can’t transform, it is destroyed.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 1d8 + 4 bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).
Bite. Melee Weapon Attack: +6 to hit, one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 1d6 + 4 piercing damage plus 10 (3d6) necrotic damage.
The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed by the vampire.
The charmed target regards the vampire as a trusted friend to be heeded and protected.
Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats ( or 2d4 Ice Mephits), provided that the sun isn’t up. While outdoors, the vampire can call 2d6 wolves instead.
The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Legendary Actions
The vampire can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
“For the money, for the glory, for the fun! But mostly for the money.”
Armor Class
Hit Points
Speed
pPerception
Alignment
CR
12
18
25
11
CN
.5
Str
Dex
Con
Int
Wis
Chr
11
12
12
10
10
10
Skill Bonus:
Athletics +4, Deception +4
Senses:
Languages:
Common,
Actions:
Weapon
Attack
Damage
Type
Extra
Scimitar
+3
1d6 +1
Slashing
Melee
Light Crossbow
+3
1d8 +1
Piercing
Ranged
Combat Tactics:
Bandits generally believe strength is in numbers. They will likely only attack if they outnumber or believe they have an advantage over a party. They typically are not fighting for any cause greater than a few more gold pieces, so will flee if losing the fight. They may or may not express any loyalty to their own group.
Roleplaying:
Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
Description:
This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here)
Background and Motivations:
Bandits come from various backgrounds, but are usually criminal in nature. They are motivated primarily by loot, occasionally by vengeance or glory, but usually loot.
Items Inventory:
2d20 Gold Pieces
Random Pocket Loot
Low Quality Scimitar and Crossbow
Scrap Leather armor
References:
Links out to sources about character class, race, etc.
______________________________________________________________Pirate
Medium
Humanoid (Any Race)
“Yo ho, Yo ho, A pirates life for me.”
Armor Class
Hit Points
Speed
pPerception
Alignment
CR
14
18
30
12
CN
.5
Str
Dex
Con
Int
Wis
Chr
14
14
12
10
10
14
Skill Bonus:
Athletics +4, Deception +4
Senses:
Languages:
Common, Thieves Cant
Actions:
Weapon
Attack
Damage
Type
Extra
Scimitar
+4
1d6 +2
Slashing
Melee
Light Crossbow
+4
1d8 +2
Piercing
Ranged
Combat Tactics:
Pirates generally believe strength is in numbers. They will likely only attack if they outnumber or believe they have an advantage over a party. They typically are not fighting for any cause greater than a few more gold pieces, so will flee if losing the fight. They may or may not express any loyalty to their own group.
Roleplaying:
Pirates are bandits of the high seas. They might be freebooters interested only in Treasure and Murder, or they might be privateers sanctioned by the crown to Attack and plunder an enemy nation’s vessels.
Description:
This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here)
Background and Motivations:
Pirates come from various backgrounds, but are usually criminal in nature. They are motivated primarily by loot, occasionally by vengeance or glory, but usually loot.
Items Inventory:
2d20 Gold Pieces
Random Pocket Loot
Low Quality Scimitar and Crossbow
Scrap Leather armor
References:
Links out to sources about character class, race, etc.
______________________________________________________________Bandit / Pirate Captain
Medium
Humanoid (Any Race)
“If I’ve learned one thing… be wary of the mark who gives up his gold too quickly.”
Armor Class
Hit Points
Speed
pPerception
Alignment
CR
16
78
30
11
CN
2
Str
Dex
Con
Int
Wis
Chr
16
14
14
12
16
16
Saving Throws:
Str +4, Dex +5, Wis +2
Skill Bonus:
Athletics +4, Deception +4
Senses:
Languages:
Common,
Feats:
Multiattack.
The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Actions:
Weapon
Attack
Damage
Type
Extra
Scimitar
+5
1d6 +3
Slashing
Melee
Dagger
+35
1d4 +3
Piercing
Ranged
Combat Tactics:
Bandits generally believe strength is in numbers. They will likely only attack if they outnumber or believe they have an advantage over a party. They typically are not fighting for any cause greater than a few more gold pieces, so will flee if losing the fight. They may or may not express any loyalty to their own group.
Roleplaying:
It takes a strong Personality, ruthless cunning, and a Silver Tongue to keep a gang of bandits in line. The Bandit captain has these qualities in spades.
In addition to managing a crew of selfish malcontents, the Pirate Captain is a variation of the Bandit captain, with a ship to protect and Command. To keep the crew in line, the captain must mete out Rewards and punishment on a regular basis.
More than Treasure, a Bandit captain or Pirate captain craves Infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.
Description:
This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here)
Background and Motivations:
Bandits come from various backgrounds, but are usually criminal in nature. They are motivated primarily by loot, occasionally by vengeance or glory, but usually loot.
Items Inventory:
2d20 Gold Pieces
Random Pocket Loot
Low Quality Scimitar and Crossbow
Scrap Leather armor
References:
Links out to sources about character class, race, etc.
______________________________________________________________Thug
On each of its turns, the hired thug can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack
Once per turn, the hired thug deals an extra 7 (2d6) 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 hired thug that isn’t incapacitated and the hired thug doesn’t have disadvantage on the attack roll.
Actions:
Weapon
Attack
Damage
Type
Extra
Shortsword
+4
1d6 +4
Piercing
Melee
Dagger
+4
1d4 +4
Piercing
Melee or Ranged
Handaxe
+4
1d6 +4
Slashing
Melee
Heavy Crossbow
+4
1d10 +4
Piercing
Ranged 100/400 ft
Combat Tactics:
This is how NPC prefers to engage in combat. This is not a restriction, just a suggestion with definition.
Roleplaying:
Thugs are ruthless enforcers Skilled at Intimidation and violence. They work for money and have few scruples.
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.
______________________________________________________________Brigand Leader
The brigand leader has advantage on attack rolls against a creature if at least one of the brigand leader’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack
A brigand leader makes three melee attacks: two with its rapier and one with its dagger.
Parry (Reaction)
The brigand leader adds 3 to its AC against one melee attack that would hit it. To do so, the brigand leader must see the attacker and be wielding a melee weapon.
Actions:
Weapon
Attack
Damage
Type
Extra
Rapier
+4
1d8 +2
Piercing
Melee
Shortbow
+4
1d6 +2
Piercing
Ranged
Dagger
+4
1d4 +2
Piercing
Melee
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.
______________________________________________________________Cutpurse
Medium
Humanoid (Any Race)
“quote”
Armor Class
Hit Points
Speed
pPerception
Alignment
CR
13
24
30
12
CN
.5
Str
Dex
Con
Int
Wis
Chr
10
14
10
10
12
10
Skill Bonus:
Acrobatics +4, Deception +2, Perception +3, Sleight of Hand +6,
Thieves’ Tools +6
Senses:
Languages:
Common, Thieves’ Cant
Feats:
Cunning Action.
As a bonus action, the cutpurse can Dash, Disengage, Hide or Use an Object; make a Dexterity (Sleight of Hand) check; or disarm a trap or open a lock using thieves’ tools.
Second-Story Work
The cutpurse can climb at a normal movement rate and can make a running long jump of up to 12 ft.
Magic:
MagicThing.
When/How the magic thing happens. Include magical items.
Actions:
Weapon
Attack
Damage
Type
Extra
Dagger
+4
1d6 +1
Piercing
Melee or Ranged 20/60 ft
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:Bandit Tactics______________________________________________________________
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.
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.
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.