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Appendix D: Special NPCs
Augrek Brighthelm
Medium humanoid (shield dwarf ), lawful good
Sirac of Suzail
Medium humanoid (Chondathan human), lawful good
Armor Class
15 (chain shirt, shield)
Hit Points
13 (2d8 + 4)
Speed
25 ft.
STR
14 (+2)
DEX
11 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
11 (+0)
Armor Class
14 (leather)
Hit Points
22 (5d8)
Speed
30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
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Skills
Athletics +4, Perception +2
Damage
Resistances poison
Senses
darkvision 60 ft., passive Perception 12
Languages
Common, Dwarvish
Dwarven Resilience.
Augrek has advantage on saving throws
against poison.
Skills
Athletics +4, Insight +3, Survival +3
Senses
passive Perception 11
Languages
Common, Orc
Actions
Shortsword.
Melee Weapon Attack:
+5 to hit, reach 5 ft., one
target.
Hit:
6 (1d6 + 3) piercing damage.
Dart.
Ranged Weapon Attack:
+5 to hit, range 20/60 ft., one
target.
Hit:
5 (1d4 + 3) piercing damage. Sirac carries six darts.
Actions
Warhammer.
Melee Weapon Attack:
+4 to hit, reach 5 ft., one
target.
Hit:
6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2)
bludgeoning damage if used with two hands.
Heavy Crossbow.
Ranged Weapon Attack:
+2 to hit, range
100/400 ft., one target.
Hit:
5 (1d10) piercing damage. Augrek
carries ten crossbow bolts.
Reactions
Parry.
Sirac adds 2 to his AC against one melee attack that
would hit him. To do so, Sirac must see the attacker and be
wielding a melee weapon.
Roleplaying Information
Shander and welcomes visitors to town. She has a good heart.
Ideal:
Bond:
Flaw:
day I hope to marry him.”
Roleplaying Information
An acolyte of Torm, Sirac grew up on the streets of Suzail, the
capital of Cormyr. He came to Icewind Dale to become a knuck-
son of Artus Cimber, a renowned human adventurer, Sirac
Ideal:
“Without duty or loyalty, a man is nothing.”
Bond:
“Icewind Dale is where I belong for the rest of my life.”
Flaw:
“I am honest to a fault.”
APPENDIX D | Special NPCs
247
Duvessa Shane
Medium humanoid (Illuskan human), lawful good
Markham Southwell
Medium humanoid (Turami human), lawful good
Armor Class
10
Hit Points
9 (2d8)
Speed
30 ft.
STR
10 (+0)
DEX
11 (+0)
CON
10 (+0)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Armor Class
17 (splint)
Hit Points
58 (9d8 + 18)
Speed
30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
14 (+2)
Skills
Deception +5, Insight +4, Persuasion +5
Senses
passive Perception 12
Languages
Common, Dwarvish, Giant, Orc
Skills
Perception +5, Survival +5
Senses
passive Perception 15
Languages
Common
Actions
Dagger.
Melee or Ranged Weapon Attack:
+2 to hit, reach 5 ft.
or range 20/60 ft., one target.
Hit:
2 (1d4) piercing damage.
Duvessa carries only one dagger.
Actions
Multiattack.
Markham makes two melee attacks.
Longsword.
Melee Weapon Attack:
+4 to hit, reach 5 ft., one tar-
get.
Hit:
6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing
damage if used with two hands.
Heavy Crossbow.
Ranged Weapon Attack:
+3 to hit, range
100/400 ft., one target.
Hit:
6 (1d10 + 1) piercing damage.
Markham carries twenty crossbow bolts.
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Reactions
Parry.
Duvessa adds 2 to her AC against one melee attack that
would hit her. To do so, Duvessa must see the attacker and be
wielding a melee weapon.
Roleplaying Information
The daughter of a Waterdhavian trader and a tavern server,
Duvessa has her mother’s talent for negotiation and her fa-
Roleplaying Information
of few words. Nothing is more important to him than pro-
tecting Icewind Dale. He judges others by their actions, not
their words.
Ideal:
“All people deserve to be treated with dignity.”
Bond:
“Duvessa is a natural leader, but she needs help.
That’s my job.”
Flaw:
“I bury my emotions and have no interest in small talk.”
Ideal:
“The people of Icewind Dale are survivors. They can
weather any storm.”
Bond:
“My mother taught me what it means to be a good
leader. I won’t disappoint her.”
Flaw:
248
APPENDIX D | Special NPCs
Beldora
Medium humanoid (Illuskan human), chaotic good
Sir Baric Nylef
Medium humanoid (Illuskan human), lawful good
Armor Class
12
Hit Points
18 (4d8)
Speed
30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
16 (+3)
WIS
12 (+1)
CHA
16 (+3)
Armor Class
18 (plate)
Hit Points
52 (8d8 + 16)
Speed
30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
15 (+2)
CHA
15 (+2)
Skills
Deception +5, Insight +3, Investigation +5, Perception +3,
Persuasion +5
Senses
passive Perception 13
Languages
©2016. Wizards of the Coast LLC. Permission is granted to photocopy this page for home game use.
Skills
Insight +4, Investigation +2, Medicine +4, Survival +4
Senses
passive Perception 12
Languages
Common
Brave.
Baric has advantage on saving throws against being
frightened.
Actions
Shortsword.
Melee Weapon Attack:
+4 to hit, reach 5 ft., one
target.
Hit:
5 (1d6 + 2) piercing damage.
Hand Crossbow.
Ranged Weapon Attack:
+4 to hit, range 30/120
ft., one target.
Hit:
5 (1d6 + 2) piercing damage. Beldora
carries ten crossbow bolts.
Actions
Maul.
Melee Weapon Attack:
+6 to hit, reach 5 ft., one target.
Hit:
11 (2d6 + 4) bludgeoning damage.
Heavy Crossbow.
Ranged Weapon Attack:
+2 to hit, range
100/400 ft., one target.
Hit:
5 (1d10) piercing damage. Baric
carries twenty crossbow bolts.
Reactions
Duck and Cover.
Beldora adds 2 to her AC against one ranged
attack that would hit her. To do so, Beldora must see the at-
Roleplaying Information
As a knight of the Order of the Gauntlet, Sir Baric has sworn
oaths to catch evildoers and bring them to justice. His current
quarry is a dwarf brigand, Worvil “the Weevil” Forkbeard, who
is rumored to be hiding in Icewind Dale. In addition to his gear,
Sir Baric has an unarmored
warhorse,
Henry.
Ideal:
“Evil must not be allowed to thrive in this world.”
Bond:
“Tyr is my lord; the order, my family. Through my ac-
tions, I shall honor both.”
Flaw:
him happily.”
Roleplaying Information
Beldora is a member of the Harpers who survives using her
-
vivor who shies away from material wealth.
Ideal:
“We should all strive to help one another.”
Bond:
Flaw:
“I like lying to people. Makes life more interesting, no?”
APPENDIX D | Special NPCs
Specia
249
Shalvus Martholio
Medium humanoid (Turami human), neutral
Lifferlas
Huge plant, unaligned
Armor Class
13 (leather)
Hit Points
27 (6d8)
Speed
30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Armor Class
13 (natural armor)
Hit Points
59 (7d12 + 14)
Speed
20 ft.
STR
19 (+4)
DEX
6 (–2)
CON
15 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (–2)
Skills
Deception +4, Insight +4, Investigation +3, Perception
+4, Sleight of Hand +4, Stealth +4
Senses
passive Perception 12
Languages
Common, Elvish
Sneak Attack (1/Turn).
Shalvus deals an extra 7 (2d6) damage
when he 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
disadvantage on the attack roll.
Damage Vulnerabilities
Damage Resistances
bludgeoning, piercing
Senses
passive Perception 10
Languages
Common
False Appearance.
indistinguishable from a normal tree.
©2016. Wizards of the Coast LLC. Permission is granted to photocopy this page for home game use.
Actions
Multiattack.
Slam.
Melee Weapon Attack:
+6 to hit, reach 10 ft., one target.
Hit:
14 (3d6 + 4) bludgeoning damage.
Actions
Melee Weapon Attack:
+2 to hit, reach 5 ft., one
target.
Hit:
3 (1d6) bludgeoning damage, or 4 (1d8) bludgeon-
ing damage if used with two hands.
Hand Crossbow.
Ranged Weapon Attack:
+4 to hit, range 30/120
ft., one target.
Hit:
5 (1d6 + 2) piercing damage. Shalvus car-
ries ten crossbow bolts.
Roleplaying Information
Children like to carve their names and initials into his body and
Ideal:
Bond:
“Children are wonderful. I would do anything to make
them feel happy and safe.”
Flaw:
mixed up.”
Roleplaying Information
Nalaskur Thaelond of Bargewright Inn has entrusted the shep-
swift rise through the Zhentarim ranks.
ntarim
Ideal:
Bond:
Flaw:
250
APPENDIX D | Special NPCs
Zi Liang
Medium humanoid (Shou human), chaotic good
Miros Xelbrin
Medium humanoid (Damaran human), neutral good
Armor Class
15
Hit Points
22 (5d8)
Speed
40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
14 (+2)
WIS
16 (+3)
CHA
11 (+0)
Armor Class
10
Hit Points
22 (4d8 + 4)
Speed
30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills
Acrobatics +4, Athletics +3, Perception +5, Stealth +4
Senses
passive Perception 15
Languages
Common, Elvish, Goblin
Unarmored Defense.
While Zi is wearing no armor and wielding
©2016. Wizards of the Coast LLC. Permission is granted to photocopy this page for home game use.
Skills
Intimidation +4, Perception +3
Senses
passive Perception 13
Languages
Common
Actions
Bearhug.
Melee Weapon Attack:
+5 to hit, reach 5 ft., one crea-
ture.
Hit:
5 (1d4 + 3) bludgeoning damage, and the target is
grappled (escape DC 13) and takes 5 (1d4 + 3) bludgeoning
ends. Miros cannot make attacks while grappling a creature.
Club.
Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.
Hit:
5 (1d4 + 3) bludgeoning damage.
Heavy Crossbow.
Ranged Weapon Attack:
+2 to hit, range
100/400 ft., one target.
Hit:
5 (1d10) piercing damage. Miros
carries ten crossbow bolts.
Actions
Multiattack.
Zi makes two melee attacks.
Melee Weapon Attack:
+3 to hit, reach 5 ft., one
target.
Hit:
4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1)
bludgeoning damage if used with two hands.
Sling.
Ranged Weapon Attack:
+4 to hit, range 30/120 ft., one
target.
Hit:
4 (1d4 + 2) bludgeoning damage. Zi carries twenty
sling stones.
Roleplaying Information
Zi Liang is a devout worshiper of Chauntea, the Earth Mother.
Roleplaying Information
Innkeeper Miros is a retired carnival attraction, dubbed “the
Yeti” because of his barrel-shaped body and the thick, white
hair covering his arms, chest, back, and head. When Golden-
-
tect the compound.
Ideal:
“As does the Emerald Enclave, I believe that civilization
and the wilderness need to learn to coexist.”
Bond:
or my employees!”
Flaw:
into a rage.”
Ideal:
Chauntea will smile upon us.”
Bond:
done to protect it.”
Flaw:
APPE
A
P E
N
AP
PE
ND
IX
APPENDIX D | Special NPCs
251
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