Page 343 - Monster Manual [11th Print]
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A P P E N D I X B : N O N P LA E R C H A R A C T E R S
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This appendix contains statistics for various humanoid AC I O N S
nonplayer characters (NPCs) that adventurers might Club. Melee Weapon Attack: 2 to i t, reach 5 ft., one target.
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encounter during a D&D campaign, including lowly Hit: 2 (1d4) bludgeoning damage.
commoners and mighty archmages. These stat
blocks can be used to represent both human and Acolytes are junior members of a clergy, usually
nonhuman NPCs. answerable to a priest. They perform a variety of
functions in a temple and are granted minor spellcasting
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C U S T M I Z I N G N P C s power by their deities.
There are many easy ways to customize the NPCs in
this appendix for your home campaign. ARCH MAGE
Racial T r a its. You can add racial traits to an NPC. Medium humanoid (any race), any alignment
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For example, a halfling druid might have a speed of 5
feet and the Lucky trait. Adding racial traits to n NPC Armor Class 2 ( 1 5 with mage armor)
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a
doesn't alter its challenge rating. For more on racial Hit Points 99 (18d8 + 1 8 )
traits, see the Player's Handbook. Speed 30 ft.
S p ell Swaps. One way to customize an NPC
spellcaster is to replace one or more of its spells. You STR DEX CON I N T WIS CHA
can substitute any spell on the NPC's spell list with a 10 (+O) 14 (+2) 12 (+1) 20 (+5) 1 5 (+2) 16 (+3)
different spell of the same level from the same spell list.
Saving Throws I n t +9, Wis +6
Swapping spells in this manner doesn't alter an NPC's Skills Arcana + 3 , History + 3
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challenge rating. Damage Resistance damage from spells; nonmagical
Armor and W e apon Swaps. You can upgrade or bludgeoning, piercing, and slashing (from stoneskin)
downgrade an NPC's armor, or add or switch weapons. Senses passive Perception 2
1
Adjustments to Armor Class and damage can change Languages any six languages
an NPC's challenge rating, as explained in the Dungeon Challenge 12 (8,400 XP)
Master's Guide.
Magic Items. The more powerful an NPC, the more Magic Resistance. The archmage has advantage on saving
likely it has one or more magic items in its possession. throws against spells and other magical effects.
An archmage, for example, might have a magic staff or
wand, as well as one or more potions and scrolls. Giving Spellcasting. The archmage is an 1 8 th-level spellcaster. Its
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an NPC a potent damage-dealing magic item could alter spellcasting ability is n telligence (spell save DC 7 , +9 to hit
its challenge rating. Magic items, as well as adjusting with spell attacks). The archmage can cast disguise self and
a creature's challenge rating, are described in the invisibility at will and has the following wizard spells prepared:
Dungeon Master's Guide. Cantrips (at will):.fire bolt, light, mage hand, prestidigitation,
shocking grasp
ACOLYTE 1 s t level (4 slots): detect magic, identif y , mage armor,'''
Medium humanoid (any race), any alignment magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
Armor Class 10 3rd level (3 slots): counterspell,fly, lightning bolt
Hit Points 9 (2d8) 4th level (3 slots): banishment, fire shield, stoneskin'�
Speed 30 ft. 5th level (3 slots): cone of cold, scrying, wall of f o rce
6th level (1 slot): globe of invulnerability
STR DEX CON INT WIS CHA 7th level (1 slot): teleport
10 (+O) 10 (+O) 10 (+O) 10 (+O) 14 (+2) 11 (+O) 8th level (1 slot): mind blank'''
9th level (1 slot): time stop
Skills Medicine +4, Religion +2 ·" The archmage casts these spells on itself before combat.
Senses passive Perception 2
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Languages any one language (usually Common) AC I O N S
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Challenge / 4 (SO XP) Dagger. Melee r Ranged Weapon Attack: 6 to hit, reach 5 ft.
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or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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Spel/casting. The acolyte is a s t-level spellcaster. Its Archmages are powerful (and usually quite old)
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spellcasting ability is Wisdom (spell save DC 2 , +4 to hit with spellcasters dedicated to the study of the arcane arts.
spell attacks). The acolyte has following cleric spells prepared:
Benevolent ones counsel kings and queens, while evil
Cantrips (at will): light, sacred flame, thaumaturgy ones rule as tyrants and pursue lichdom. Those who are
1 s t level (3 slots): bless, cure wounds, sanctuary neither good nor evil sequester themselves in remote
towers to practice their magic without interruption.
An archmage typically has one or more apprentice
mages, and an archmage's abode has numerous magical
wards and guardians to discourage interlopers.
APPENDIX B : NON PLAYER CHARACTERS
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