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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                                                                                     h
           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
                  O
           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
                                                    2
           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)
                                                                      1
                                                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
                                                                       1
                                                                                1
           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
                                                                                               1
                                                                            I
           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
                              1
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           Languages any one language (usually Common)       AC I O  N S
                  1
           Challenge  / 4 (SO XP)                            Dagger. Melee  r   Ranged Weapon Attack:  6   to hit, reach 5 ft.
                                                                                          +
                                                                       o
                                                             or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
                                1
           Spel/casting. The acolyte is a  s t-level spellcaster. Its   Archmages are powerful (and usually quite old)
                                           1
           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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