NPC stands for “non-player character.” An NPC is a character controlled by the Gamemaster. NPCs includes villagers, dragons, goblins, bandits, merchants, and any other sentient being the characters encounter on their adventure.
NPC Entries #
Listed here are entries for 18 NPCs common to fantasy RPG settings. The collection of information presented in each entry is called a statblock. Each statblock includes the following information:
- NPC Name: At the top of the statblock is the name of the NPC.
- Description: Beneath the name is a short description of the NPC and their typical role in an Adventure.
- Challenge Points: This is the NPC’s starting Challenge Points.
- Initiative: This is the NPC’s Initiative Score. Use this number as the NPC’s Initiative during Encounters rather than rolling.
- Attributes: These are the NPC’s Primary Attributes. For simplicity’s sake, NPC statblocks only list Scores for Attribute Groups rather than listing all nine individual Attributes. If the Gamemaster wants the NPC to perform an Action that calls for a particular character Primary Attribute, use the Score for the matching Attribute group for the NPC.
- Defenses: These are the NPC’s Defenses. The Scores listed here already includes Attribute Scores, expertise, and equipment modifiers. If instead of a number a Defense is listed as “—” it means the NPC is immune to that type of attack.
- Armor: These are the NPC’s Armor Scores. The number listed already includes modifiers for natural armor and equipment.
- Expertise: These are things the NPC is especially good at. If the Gamemaster wants the NPC to perform an Action not listed under Favored Actions, but related to one of the Actions listed here, they should add the listed modifier to the appropriate Attribute to determine the NPC’s Action Score.
- Favored Actions:These are the Actions this NPC most commonly performs. The Action Score listed here already includes Attribute Scores, expertise, and equipment modifiers.
- Powers & Abilities: These are special powers, unusual abilities, and unique Actions available to the NPC.
- Gear: This is a list of distinctive equipment the NPC typically carries in addition to whatever mundane equipment the Gamemaster feels is appropriate.
Bandit #
Bandits are thugs and criminals who prey on travelers, preferring ambush to a straight fight.
Challenge Points: 7 Initiative: 5
| Body | Mind | Spirit | |
| Attributes: | 2 | 1 | 2 |
| Defenses: | 5 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
Ambush +1, Attack +3, Intimidate +1, Strength +1
FAVORED ACTIONS
Club (Melee Attack NL): AS 5 (d12); Effect (Body) +0
Sling (Ranged Attack): AS 5 (d12); Effect (Body) +0
POWERS & ABILITIES
Group Courage: If three or more Bandits are in the same battle, they have Armor (Mind) 1 and Armor (Spirit) 1. This Armor represents their unwarranted self-confidence when fighting as a group.
GEAR
No distinctive equipment.
Bandit Captain #
Bandit Captains are criminals who were smart enough or lucky enough to survive the life of a common bandit.
Challenge Points: 20 Initiative: 8
| Body | Mind | Spirit | |
| Attributes: | 3 | 2 | 2 |
| Defenses: | 7 | 3 | 3 |
| Armor: | 2 | 0 | 0 |
EXPERTISE
Ambush +2, Attack +4, Intimidate +3, Leadership +2, Strength +1
FAVORED ACTIONS
Longsword (Melee Attack): AS 8 (d6+d10);
Effect (Body) +1
Longbow (Ranged Attack): AS 7 (d6+d8);
Effect (Body) +1
Intimidate (Social Interact): AS 5 (d12)
Lead by Fear (Social Interact): AS 6 (2d6)
POWERS & ABILITIES
Group Courage: If two or more Bandits are in the same battle as the Captain, the Captain has Armor (Mind) 1 and Armor (Spirit) 1. This Armor represents their unwarranted self-confidence when fighting as a group.
Sacrificial Withdraw: The Bandit Captain can force any number of surviving Bandits under their command to stay and fight to the death (they may not Withdraw). The Captain gains a +1 modifier to their Withdraw Action Score for each Bandit sacrificed in this fashion.
GEAR
Tattered Pennoncelle: The bandit captain carries a tattered pennoncelle marked with the heraldry of the noble they served prior to their fall to banditry. Returning the device to the appropriate noble as proof of the bandit captain’s defeat will likely earn the character favor with the noble and perhaps a reward.
Dragon #
Dragons are giant fire-breathing reptiles willing to wipe out entire towns just to increase the size of their hoard.
Challenge Points: 125 Initiative: 10
| Body | Mind | Spirit | |
| Attributes: | 8 | 8 | 7 |
| Defenses: | 8 | 10 | 9 |
| Armor: | 2 | 1 | 1 |
EXPERTISE
Attack +2, Deceive +2, Deduction +2, Intimidate +2, Knowledge +4, Spellcasting +2, Strength +4
FAVORED ACTIONS
Bite (Melee Attack): AS 11 (2d6 + d8); Effect (Body) +2
Claw (Melee Attack): AS 10 (2d6 + d8); Effect (Body) +2
Fire Breath (Area of Effect Fire Attack, Line/Stone Throw, Body Stunt): AS 9 (2d6), Effect (Body) +0
Terrify (Spirit Attack): AS 9 (3d6); Effect (Spirit) +0
Negotiate (Mind Interact): AS 9 (3d6)
Sense True Purpose (Spirit Interact): AS 8 (d6 + d12)
Spellcasting (Mind Varies): AS 10 (2d6 + d8)
POWERS & ABILITIES
Flight: Dragons have leathery wings they use to fly. They can move any distance within Bow Shot with a Minor Action.
Spellcaster: Dragons are natural Spellcasters, although they rarely use their magic in combat.
Two Attacks: Dragons may make two Attack Actions during each Turn they choose to Attack.
GEAR
Dragon’s Hoard: Dragons tend to stay close to their lairs. Dragon’s love gold and jewels, and the typical dragon’s lair contains a hoard of treasure worth at least 100,000 sp.
Dragon Scales: The body of a dragon yields enough scales to create two suits of Dragonscale armor. This armor behaves as Full Plate and provides an additional Armor (Body) +1 when reducing the Effect of fire attacks.
Ghost #
Ghosts are tortured spirits of murdered individuals who seek revenge for their dark fate.
Challenge Points: 10 Initiative: 10
| Body | Mind | Spirit | |
| Attributes: | 0 | 3 | 5 |
| Defenses: | 2 | 2 | 5 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
Attack +2
FAVORED ACTIONS
Chilling Touch (Melee Cold Attack): AS 4 (d8); Effect (Body) +0
Terrifying Visage (Ranged Spirit Attack): AS 8 (d6+d10); Effect (Spirit) +0
POWERS & ABILITIES
Flight: Ghosts are unbound by physical laws and fly as easily as a living person walks.
Immortal: Defeated ghosts return with full Challenge Points at the next full moon.
Intangible: Ghosts are immune to non-magical physical Attack Actions.
Invisibility: Ghosts can become invisible to all physical senses as a Major Action. While invisible they may not interact with the physical world but they can still move and observe. Becoming visible again takes a Major Action.
GEAR
Personal Talisman: Each ghost has a physical talisman of great personal importance. This might be an object precious to the ghost in life, the place they are haunting, or even their mortal remains. The only way to completely Defeat a ghost is to destroy this talisman.
Supernatural Senses: Ghosts do not need light or any physical input to “see” their surroundings. The perceive the world with some unexplained, otherworldly sense.
Giant #
Giants are twenty-foot-tall humanoids with grotesque features (by human standards) and volatile tempers.
Challenge Points: 40 Initiative: 3
| Body | Mind | Spirit | |
| Attributes: | 7 | 1 | 2 |
| Defenses: | 4 | 2 | 2 |
| Armor: | 2 | 0 | 0 |
EXPERTISE
Attack +2, Strength +4
FAVORED ACTIONS
Club (Area of Effect, Line/AR): AS 6 (2d6); Effect (Body) +2
Stomp: AS 6 (2d6); Effect (Body) +2
POWERS & ABILITIES
Long Sleep: Giants can sleep for years without the need for any form of sustenance.
Sleeping Camouflage: Within a week of a giant lying down for a long sleep, grass, trees, stones, and other elements of their environment cover the giant making them very difficult to notice (DS 10).
GEAR
Gold Tooth: Every giant is born with one solid gold molar. This tooth is worth 5,000 SP.
Goblin #
Goblins are evil, craven creatures that rely on their numbers to overwhelm foes.
Challenge Points: 4 Initiative: 5
| Body | Mind | Spirit | |
| Attributes: | 2 | 1 | 2 |
| Defenses: | 5 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
Acrobatics +4, Attack +2, Climb +4, Withdraw +5
FAVORED ACTIONS
Bite (Melee Attack): AS 4 (d10); Effect (Body) +1
Spear (Ranged Attack): AS 5 (d12); Effect (Body) +2
POWERS & ABILITIES
Dark Vision: Goblins can see as well in the dark as in daylight.
Sneak Away: Goblins may perform a Withdraw as a Minor Action, even if they must make an Action Check.
Kobold #
Kobolds are small reptilian humanoids who fiercely defend the belief they descended from dragons.
Challenge Points: 4 Initiative: 5
| Body | Mind | Spirit | |
| Attributes: | 1 | 1 | 3 |
| Defenses: | 3 (4) | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
Aid +1, Assist +2, Attack +2, Cooperate +2
FAVORED ACTIONS
Bite (Melee Attack): AS 4 (d10), Coordinated AS 5 (d12); Effect (Body) +1
Spear (Melee Attack): AS 3 (d8), Coordinated AS 4 (d10); Effect (Body) +2
POWERS & ABILITIES
Coordinated Combat: If a kobold is within Reach of another kobold during combat, both kobolds gain a +1 modifier to Body Defense (from 3 to 4) and +1 to Melee Attack Action Scores.
GEAR
Dragon Charm: Every kobold carries a small dragon charm, often worn around their neck on a leather cord, representing the Great Dragon from which they believe their clan is descended.
Low Light Vision: If there is some form of light nearby, even a dim light, kobolds see as well in near darkness as they do in full light. Kobolds are not affected by Difficulty Score modifiers due to limited illumination.
Lizardfolk #
Reptilian humanoids, lizardfolk hunt for prey in the swamps where they live in primeval tribes.
Challenge Points: 11 Initiative: 5
| Body | Mind | Spirit | |
| Attributes: | 3 | 2 | 2 |
| Defenses: | 5 | 2 | 3 |
| Armor: | 1 | 0 | 0 |
EXPERTISE
Attack +2, Hunting +2, Swimming +2, Tracking +2
FAVORED ACTIONS
Bite (Melee Attack): AS 4 (d12); Effect (Body) +0
Spear (Ranged Attack): AS 5 (d12); Effect (Body) +1
Spiked Club (Melee Attack): AS 6 (2d6); Effect (Body) +1
POWERS & ABILITIES
Swimming: Lizardfolk swim as easily, naturally, and quickly as other aquatic reptiles.
GEAR
Spiked Club: The spiked club the lizardfolk traditionally wield is constructed as part of their coming-of-age in the tribe. Losing one’s club is a great dishonor, and lizardfolk will go to great lengths to get it back.
Merchant #
Whether based at a shop or traveling from town to town, merchants always have something you need.
Challenge Points: 4 Initiative: 5
| Body | Mind | Spirit | |
| Attributes: | 1 | 3 | 2 |
| Defenses: | 1 | 3 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
Appraisal +2, Attack +1, Mathematics +2, Haggle +3
FAVORED ACTIONS
Dagger (Melee Attack): AS 2 (d6); Effect (Body) +0
Appraise (Social Interact): AS 5 (d12)
Deceive (Social Interact): AS 4 (d10)
Haggle (Social Interact): AS 6 (2d6)
POWERS & ABILITIES
Contacts: Merchants always “know a guy.” With the right incentive, a merchant can connect a character with any sort of expert or service.
GEAR
Portable Scale: Every merchant carries a portable scale. After all, you don’t want to be fooled by a clipped or counterfeit coin!
Mimic #
A mimic hides in plain site by replicating the appearance of a nearby object to lure in unsuspecting prey.
Challenge Points: 20 Initiative: 10
| Body | Mind | Spirit | |
| Attributes: | 2 | 1 | 2 |
| Defenses: | 6 | 4 | 3 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
Attack +4
FAVORED ACTIONS
Bite (Melee Attack): AS 6 (2d6); Effect (Body) +2
POWERS & ABILITIES
Ambush: When an unsuspecting victim moves within Reach of a mimic, it splits open to reveal its toothy maw, and attacks! Mimics get to take one Major Action before combat begins.
Dark Vision: Mimics can see as well in the dark as in daylight.
Shapechanging: Over the course of 24 hours, a mimic can perfectly replicate the appearance of any inanimate object of roughly human size. Once the transformation is complete, the mimic is outwardly indistinguishable from the real thing.
GEAR
No distinctive equipment.
Nobles are good friends and dangerous enemies. They rule feudal societies with authoritarian power.
Challenge Points: 7 Initiative: 4
| Body | Mind | Spirit | |
| Attributes: | 2 | 2 | 2 |
| Defenses: | 5 | 4 | 5 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
Attack +3, Governance +3, Influence +2, Leadership +2, Ride +2
FAVORED ACTIONS
Longsword (Melee Attack): AS 6 (2d6); Effect (Body) +1
Charm (Social Interact): AS 4 (d10)
Debate (Social Interact): AS 6 (2d6)
POWERS & ABILITIES
Absolute Power: Within the lands they rule, nobles wield absolute power over all except higher ranking nobles.
GEAR
Fine Longsword: Noble blades are crafted by the finest weaponsmiths in the land. They are stronger, lighter, and hold their edge better than any mundane weapon. Many are also lavishly decorated with inlays of precious metal and have jeweled scabbards.
Orc #
Orcs have brutal, violent lives, and the blade of their war axe is their solution to every problem.
Challenge Points: 7 Initiative: 4
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 2 |
| Defenses: | 3 | 2 | 2 |
| Armor: | 1 | 0 | 0 |
EXPERTISE
Attack +2, Break +3, Drag +3, Intimidate +2, Shove +3
FAVORED ACTIONS
War Axe (Melee Attack): AS 5 (d12); Effect (Body) +2
Short Bow (Ranged Attack): AS 4 (d10); Effect (Body) +0
POWERS & ABILITIES
Elf Bane: It is said that orcs are the shadows of elves, captured by an evil sorcerer and brought to life as a new, foul creature. Orcs receive a +1 modifier to their Action Score for all Attack Actions made against elves.
GEAR
Chains and Manacles: An orc’s standing with his war band is elevated every time it returns from battle with prisoners to put to work in the deep mines.
Owlbear #
The size of a grizzly bear with the head of a giant owl, owlbears are violently territorial highland hunters.
Challenge Points: 30 Initiative: 5
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 2 |
| Defenses: | 6 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
Attack +2, Climb +2, Strength +3
FAVORED ACTIONS
Bite (Melee Attack): AS 7 (d6+d8); Effect (Body) +1
Claws (Melee Attack): AS 7 (d6+d8); Effect (Body) +2
Grab (Melee Attack): AS 6 (2d6); Effect Grabbed
Harm (Melee Attack): AS 6 (2d6); Effect (Body) +4
POWERS & ABILITIES
Claw and Bite: On its Turn, an owlbear may make both a claw and a bite Attack Action.
GEAR
Pinion Feathers: Although owlbears cannot fly (thank the gods) they do have vestigial pinion feathers. Among many outlander cultures, wearing the pinion feathers of an owlbear you defeated is a way to signal to others your prowess in battle.
Skeleton #
Skeletons, animated by necromantic magic, are often used as guardians for tombs and vaults.
Challenge Points: 6 Initiative: 3
| Body | Mind | Spirit | |
| Attributes: | 2 | 0 | 0 |
| Defenses: | 5 | — | — |
| Armor: | 0 (3) | — | — |
EXPERTISE
Attack +3
FAVORED ACTIONS
Shortsword (Melee Attack): AS 5 (d12); Effect (Body) +0
Short Bow (Ranged Attack): AS 5 (d12); Effect (Body) +0
POWERS & ABILITIES
Pierce Resistance: Piercing attacks slide between a skeleton’s bones, so they gain Armor (Body) 3 against piercing attacks.
GEAR
No distinctive equipment.
Troll #
Trolls are the bigger, meaner, hungrier cousins of orcs and goblins.
Challenge Points: 45 Initiative: 3
| Body | Mind | Spirit | |
| Attributes: | 6 | 1 | 2 |
| Defenses: | 4 | 2 | 4 |
| Armor: | 1 | 0 | 0 |
EXPERTISE
Attack +2, Strength +3
FAVORED ACTIONS
Club (Melee Attack): AS 8 (d6+d10); Effect (Body) +3
Club Quake (Area of Effect, Cone R/AR): AS 8 (d6 +d10)
Regenerate (Special): AS 6 (2d6)
POWERS & ABILITIES
Club Quake: As a Major Action, the troll makes an attack on the ground in front of it that shakes the earth and knocks opponents to the ground. All living creatures standing in the Area of Effect must make a Coordination Action Check to remain standing with a DS equal to the troll’s Club Quake roll.
Regeneration: At the beginning of its Turn, the troll makes a regeneration roll. The DS for this roll is equal to the Round number of the Encounter. So, on Round 1 the DS is 1, on Round 2 it is 2, and so forth. The troll regains Challenge Points equal to the Effect of the Regeneration roll.
GEAR
No distinctive equipment.
Villager #
Villagers are the everyday people whose hard work keeps kingdoms running.
Challenge Points: 5 Initiative: 5
| Body | Mind | Spirit | |
| Attributes: | 2 | 2 | 2 |
| Defenses: | 2 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
Animal Husbandry +2, Attack +1, Farming +2
FAVORED ACTIONS
Staff (Melee Attack): AS 3 (d8); Effect (Body) +0
POWERS & ABILITIES
No powers or special abilities.
GEAR
No distinctive equipment.
Wolf #
Wolves are fierce predators that hunt in deadly packs.
Challenge Points: 5 Initiative: 5
| Body | Mind | Spirit | |
| Attributes: | 2 | 1 | 2 |
| Defenses: | 6 | 2 | 4 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
Attack +2, Tracking +2
FAVORED ACTIONS
Bite (Melee Attack): AS 4 (d10); Effect (Body) +1
POWERS & ABILITIES
Pack Attack: If more than one wolf is attacking the same target, all wolves attacking that target get a +1 modifier to their Attack Action Scores.
GEAR
No distinctive equipment.
Zombie #
Zombies are the reanimated corpses of the recently dead.
Challenge Points: 6 Initiative: 5
| Body | Mind | Spirit | |
| Attributes: | 2 | 0 | 0 |
| Defenses: | 4 | 6 | — |
| Armor: | 1 | 0 | 0 |
EXPERTISE
Attack +2
FAVORED ACTIONS
Bite (Melee Attack vs. Grabbed): AS 4 (d10); Effect (Body) +0
Claw (Melee Attack): AS 5 (d10); Effect (Body) +1
Grab (Melee Attack): AS 4 (d10); Grabbed
POWERS & ABILITIES
Infectious: A character that loses Body Vitality from a zombie bite must make a Toughness Action Check with a DS equal to the number of Vitality Points lost from the attack. On a failure, the victim is infected and will rise as a zombie the Round after they die using the rules for the zombie’s They Keep Coming power.
They Keep Coming: Each time a zombie is Defeated, it returns to battle in one Round with two fewer Challenge Points. When this leaves the zombie with zero Challenge Points, it is fully defeated.
GEAR No distinctive equipment.
