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Published by Mr. Vister, 2022-12-02 17:07:47

NPCs

NPCs

Small Town Tenants

1d20 First Last Brief Wants Secret or Also
Name Name Description & Needs Obstacle Carrying

1 Liana Birdeg …with strong arms …who just …and who is being 1cp, 19sp; a set of
Crow and a silver tongue… wants a good stalked in their artist’s tools; some
2 Butcher Droth night’s sleep… dreams.
3 Loweck Splinthold …with short black sketch paper; a
4 Zaceria Dugal hair and a worn …who dreams …and suffers talisman they don’t
5 Neb Shiverson leather jerkin… of becoming a from extreme know about in their
6 Weasel giant slayer… claustrophobia.
Wardenford …with lard-slicked …and to determine boot.
hair and mud- …who just whether or not to 21cp; a jagged knife;
Trueblood needs a day kill the king/queen. a holy symbol; two
Mudtiller encrusted hands… …and hasn’t got
Longfoot …with a whisper-like off… the energy to walk bags of kindling.
voice and a record- …who seeks more than 50 yards 7gp; a small metal
retribution for without a rest.
length beard... a move against …and was at one box whose lock
…with a ruddy time an exotic cannot be picked.
complexion and a them…
runny nose… …who thinks dancer. 44cp; a wineskin; a
…with a missing they should bag with a hole in it.
front tooth and badly be running the
burned hands… 804cp; individually
show… wrapped slices of
…with a prominent …who desires cheese; a half-full
brow and crooked forgiveness for
the fire they wine skin.
teeth…
started… …and finds danger 12cp, 43sp; 2 halves
…with an elegant gait …who wants intoxicating. of a broken flute.
and fine clothing…
7 Reese to keep …and suffers from 5sp; a hair pin; a
…with an attractive humans from a horrible case of small ivory radish
but dirty face and encroaching
any further on fleas. worth 35gp.
nine fingers...
8 Elovia …with dainty ears the wild… …and has lost their 3gp; a sizable
9 Fasha and a pert nose… …who needs hearing in one ear. amount of pocket
10 Shyneila lint that is actually a
a special
cheese for a violet fungus.
fondue they’re
making… …or they won’t 9cp, 1sp, 13gp; a bag
…who needs inherit a vast piece of parched corn; a
to get married pork chop wrapped
within the next of land. in waxed paper.
three days…
…and has a secret 9gp; a fox brooch
…who isn’t that could lead to worth 70gp; a sack of
happy with
their current war. candies.
station in life…

1d20 First Last Brief Wants Secret or Also
Name Name Description & Needs Obstacle Carrying
…with broad
11 Gul Mak shoulders and a salty …who needs …and doesn’t 9gp; a pair of
McQuivvers to get a realize they’ll be undergarments
12 Slice tongue... dead in 20 minutes. that do not belong
…with an easy bad wound …and suffers from
grin and receding attended to... terrible allergies. to them.
…who needs 92sp; razor-sharp
hairline… the purse on knife; a homemade
bar of soap; a list of
that man’s known irritants.
belt…

13 Bron Titantamer …with a long, elegant …who desires …and has a dagger 34sp; a small canary;
mustache and their neighbor’s instead of a hand. a bag of beans; a
lute.
narrowed eyes… spouse…

14 Totonkin Rangewalker …with long black …who believes …and needs a 8cp; a bundle of
hair and tan leather they are the human skull for an rabbit skins; a bag of
wild onions; a sling
breeches… reincarnation of idea they have.
a great mage… with 4 stones.

15 Ulia Stomrock …with one twitchy …who loves the …and was paid to 20gp; a long pipe, a
eye and a prominent chase… distract the guards. pouch of aromatic

lisp… tobacco.

16 Orlin Fleg …with dirty blond …who is trying …and has several 5cp, 9sp; a dirty
hair and pock-marked to lay low and thousand gold handkerchief; a
avoid the tax pieces hidden map written in an
skin… away. unknown tongue; a
collector…
sextant.

17 “Wild” Sam Myrrdin …with one ragged ear …who just …and who hears A magnetized piece
and bright red hair… wants to be left a voice that keeps of iron; flint and
saying “Just bloody steel.
alone…
do it.”

18 Morgan Duchampe …with a highborne …who is a …and has a magic Plans for a roadside
air and neatly powerful bard weapon they attack on a caravan.
in disguise…
trimmed whiskers… haven’t learned
how to wield.

4cp; a silver ring
worth 4gp; a whistle
19 Zacharia Fek …with bushy gray …who needs a …and who angered that makes no sound
hair and four wooden bath more than the wrong farmer’s (30 percent chance

teeth… anything… daughter. of attracting 2d4

wolves).

20 Boltoc Evertrue …with long white …who’s …and thinks they 10gp; a large
hair and a purposeful searching for might be a deity. wineskin; a full

gait… a holy tree snuff box; a
guarded by wanted poster.
a magical

snake…

The Game Master’s Book of Non-Player Characters 151

Small Town Tenants

1d20 First Last Brief Wants Secret or Also
Name Name Description & Needs Obstacle Carrying
Shroomer ...with a high-pitched ...who is
voice and campy searching for ...and who collects 12sp; a bag of
1 Jebair Nightfarer some “fine body parts. For fun, holding; 1d10 bones
attitude... specimens”... honest. and 2d4 organs.
...who would
2 Harrow ...with brown bangs do anything ...and has secured 51sp, 5gp; a black
and eyes stuck in a to escape this an apprenticeship pointy hat; earrings
permanent roll... backwater...
with the local of ivory.
necromancer.

3 Shu-Ling Wheelwright ...with hands the size ...who can’t ...and is about 23cp; two infant
of dinner plates... find their ready to skip town. children.
housekeys...

4 Erwin Dinger ...carrying a box that ...who is ...and is getting 22cp, 2gp; a cat in
Butcher lets out an occasional workshopping nervous about the a cardboard box
Baker their new life (at GM discretion,
Magpie “meow”... coming eclipse. there’s a 20 percent
Wayfarer philosophy ...and who is a chance the cat is
called “Roll “strike first, sort it
out later” kind of fiendish).
with it”... 6sp, 22sp; a portable
citizen.
...who cutting board.
vehemently
5 Rui ...with a leather apron protests against
6 Arhoha and cleaver at their vegetarianism
belt... any chance they

get...

...with a face covered ...who needs to ...and knows the 23cp, 83gp; an
in flour... bake another perfect loaf is the invoice from a noble;
enemy of the good. a belt with sacks of
568 loaves
before the different types of
week’s end... flour.

7 Rashida ...with silver buttons ...who is ...and who doesn’t 31cp, 1gp; a button;
and precious stones wondering know the value a wooden token; a
8 Cole if you’d like of anything they stone that unlocks
9 Taika sewn onto their to buy some possess. a warded tomb; a
10 Harpy clothing... ...and insists they fishbone knife; a
junk... lich’s phylactery; an
...with an innocent ...who is will grow up to be a emerald eye; a snake
expression and a studying via lawyer for dragons egg; a paralyzed
snug white cardigan... carrier pigeon
to become a who’ve been pixie.
barrister... robbed. 3sp, 154gp; a
rusty key; a minor
flamethrowing

device.

Songreaper ...with a strong accent ...who is looking ...and struggles 12cp, 8gp; a set of
and a dominant for their next with performance panpipes; a pair of
chin... gig... manacles; a lockpick.
anxiety.

Armic ...with a beakish face ...who just ...and is half-harpy. 23cp; a fan made
and affinity for birds... wants to chat from rare bird
about birds... feathers worth

600gp that acts as an
arcane focus.

1d20 First Last Brief Wants Secret or Also
Name Name Description & Needs Obstacle Carrying
Otter
11 Omar Seafarer ...wearing large ...who only ...but can’t get 45cp; a fishing rod of
Button waterproof boots wants to go near water without exceptional quality;
12 Yiju Stone with a fishing rod having flashbacks. a letter detailing “the
Glass over their shoulder... fishing...
13 Penny Bellchime ...in a dingey blue ...who is ...and who is incident.”
Silver tunic and wearing a definitely not lobbying for a 32cp; a crudely
14 Rawiri Brass an ogre in parlay with the scrawled list of
Snipe wig... disguise... local ogres. phrases in Common.
15 Wormshy Pondweed ...with a plump figure ...who is ...and who has an 84cp; a heavy-duty
offering free above average cast iron frying pan;
16 Amsu and heavy-duty samples... Constitution. some suspicious
apron... ...and is one of
17 Kuanyu ...who is looking the realm’s most mushrooms.
...with a woven for any kind of revered martial 3cp; a magic sword
18 Tangaroa bamboo hat that
19 Kephrii hides their eyes... work... artists. worth at least
...and is the servant 3000gp.
20 Marty ...with watery ...who will offer of a local mountain
eyes and slimy payment for 88sp, 3gp; an
disposition... information... hag. amateur map into
...dressed in colorful the mountains with
rags with bells on ...who is ...and who has had an X marking a well
their shoes... a master their leg broken by
...with a bust-worthy acrobat street devised trap.
visage and a sparkle performer... a local gang.
in their eye... ...who has a line 10cp; a baguette and
...with impeccable on a fortune ...and has a some stinky cheese.
posture and golden and knows you reputation as a con
won’t believe 32sp, 9gp; forged
hair... them... artist. invitations to
...with sharp eyes and ...who won’t ...and is planning a nobleman’s
shut up about to start their own masquerade.
a ready longbow... the debt... adventurer-for-hire 4pp; a handy
...who wants
...with algae-covered directions to business. haversack whose
skin and a horrible the local noble’s ...and is here to contents are worth
estate...
cough... ...who recently start a coup. 745gp.
crawled out of 21cp, 30gp, 18pp; an
the pond they’d ...and who cannot assassin’s guild seal;
been dumped die. a contract detailing a
noble’s description.
in...
A pouch of soggy
herbs.

The Game Master’s Book of Non-Player Characters 153

OUTSKIRTS
& OUTPOSTS

I n some parts of the realm the balance between the
civilized world and the natural one favors the latter
in a significant way, with the trees (to say nothing
of the creatures that dwell within them) outnumbering
the people by an overwhelming margin. Whether it’s a
first line of defense against the wilderness or last stop
before exploring it, the tiny communities that crop up
far from the reaches of power are typically governed by
the concept of autonomy in the name of altruism. Those
who dwell in these pockets of civilization are generally
of heartier stock than most, and their problems almost
always center around one central challenge: survival.

Random Adventure Setting 3 ...an abandoned estate from a
(optional) former age.
4 ...a haunted battlefield.
Roll 1d10 to determine the nature of
the area into which your party has 5 ...a landfill for broken weapons.
wandered.
6 ...a weather research station.
1d10 The closest outpost is…
7 ...a penal colony.
1 ...a dragon lighthouse.
...a rehab center for disgraced 8 ...a cenote with healing properties.
sorcerers.
2 9 ...a casino with no dealers.

10 ...a camp for adventurous children.

Common Folk

W hether pursuing a dream or living a nightmare, those who call the
farthest reaches of the known world their home wear many hats—
especially since they might be the only hatwearer for miles.

RICARD “THE SNOWMAN” GARE “That reminds me…”

A burly mountain dwarf with a behind in a bloody mist on the so rapidly. He would love any able
build like a box of hammers, a other side of the glacier, Ricard bodied adventurers to investigate—
generally cheerful disposition, Gare never minded the cold and especially if any of them are
and an ice hook where his left knew he could make a pretty penny experts on the nature of ice or fire
hand should be, wearing a red shepherding large blocks of ice salamanders.
stocking cap and a dense bear downriver from the flow. He makes 1 Secret or Obstacle Ricard
his trade as “The Snowman,” and is concerned the root cause of
skin coat. his blocks have made their way the melt is due to a herd of fire
as far as the capital for the king’s salamanders having settled nearby
For the Barbaric feast day. Lately, however, business as part of their reproductive cycles,
is cooling (haha), as his primary but what he doesn’t realize is there
This guy looks nearly as sturdy source of crystal clear ice (and are also a few remorazz hatching
as you are, and he’s not wearing therefore income) is swiftly shifting within the glacier’s caverns.
much in the way of clothing given to water as part of an inexplicable 1 Carrying 10sp; a pickaxe; a
the conditions—perhaps he’s a lot temperature change. map detailing his ice route; a tub
like you. of ointment made from walrus
1 Wants & Needs Ricard wants to blubber.
THOUGH HE LEFT his know more about why the glacier
adventuring days (and right hand) where he harvests his ice is melting

SKYLAR POWELL “I’ll make this up to you.”

A woman in her mid-30s sure. They were there, then they miles down a nearby main road.
with a confused expression weren’t. Then she saw black, and a She’s taken on odd jobs in hopes of
and cracked lips who seems pale yellow, and heard the screams— raising the necessary funds to pay
extremely disoriented. She but that’s about all she can recall. She for the travel.
sports a brand behind her ear knows where she is, she just doesn’t 1 Secret or Obstacle While her
and hair so dirty it’s hard to have a way to get back. Which is all memory is foggy, something
place its color. She wears a she wants. Home. Where the smell certainly changed within Skylar
of fresh cornbread and braised meats just a few weeks ago. As it happens,
nondescript tunic. will overpower the scent of sulfur she she was subjected to the darker
can’t seem to shake from her sinuses. aspects of a horrific summoning
For the Devout Home. Where her husband never ritual performed by a cult based in
leaves the door locked. Home. Where the nearby hills and will transform
The brand behind this woman’s her young children are waiting, into a succubus following her next
ear is a dark mark, a common waiting to be held close enough to long rest.
icon utilized in ritual summoning. kiss forever. 1 Carrying 15cp, 2sp; a rapidly
corroding holy symbol.
SKYLAR POWELL WAS with her 1 Wants & Needs Skylar wishes
family, she thinks, when it happened. to be reunited with her family,
That’s what’s so troubling—she isn’t whom she believes are roughly 40

The Game Master’s Book of Non-Player Characters 155

Outskirts & Outposts

FIDDLEFEN COPPERFELD “I can take you there!”

A high-spirited gnomish one spell. No, not fireball, or even 1 Wants & Needs Cold hard coin,
girl in a well-tailored but some of the entry-level cantrips— and the Coachmen’s union off her
slightly worn blue suit with it’s the teleport spell. That’s right. back.
tight curls of green hair Be amazed. Because it’s amazing. 1 Secret or Obstacle Fiddlefen
peeking from underneath her This vexing development has tends to overexaggerate her
uniformed cap, extending a brought Fiddlefen much attention knowledge of geography as well
would-be handshake to anyone from the wizarding community as the borders of the realm, which
but also a quick and frustrated (at GM discretion) leads to the
within her view. dismissal. So what’s a girl to do? occasional teleportation mishap.
Start a business! Congratulations, But that’s what the waivers are for!
For the Arcane you’re speaking with the CGIC 1 Carrying 10cp, 11sp, 5gp;
(Chief Gnome in Charge) of gnomish timepiece and spell focus
Pinned to Fiddlefen’s vest is a Hidden Ley Lines LLC. Fiddlefen that protects the attuned (and
chain attached to a gnomish is happy to take an adventuring only the attuned) from the effects
timepiece—a spell focus. party wherever they would like to of a teleportation mishap; a letter
FIDDLEFEN COPPERFELD is a go, for a fee of course. She’s been containing a cease and desist order
paradox to any wizard she meets, everywhere, man. Just ask her. Or from the local Coachmen union;
for after seven years of arcane study see for yourself. Just sign these lint comb.
and tutelage she has only mastered waivers in triplicate. The yellow
form is yours to keep.

NORVILLE BERNARDE “It’ll change everything.”

A young human fresh into control pintsized constructs in going and that he could return the
adulthood with hair that combat, and to the winner go the investment plus 20 percent within
refuses to stay styled as he spoils. He calls it the Gladiatron the next few weeks, assuming
moves about wearing sturdy 4000 (on account of what would demand stays high.
workmen’s clothes that are be its 4,000gp betting maximum). 1 Secret or Obstacle Unbeknownst
more pockets than not. It started as a game, you know, for to Norville, one of his “sharks”
kids, but now he sees the money is interested in putting Norville
For the Perceptive to be made, friends. Artificing isn’t through a bit of gladiatorial combat
cheap, not to mention the patent and plans to have a group of thugs
A young boy seems to be watching fees and other supply costs, so from the nearest town hit him for
Norville a little too closely. Norville is looking for backers. everything he’s got.
NORVILLE BERNARDE WAS He’s approached several nobles 1 Carrying 11cp; 4sp; tinker’s tools;
transferred to the nearby Whitaker or “sharks” due to their predatory gears of various sizes; jeweler’s
Ghast Laboratory for Artificing nature, but alas none have bitten glasses; small chipped crystal
Achievements as part of his senior on his idea. What about you? You ball; broken music box; 1oz block
thesis—but he’s so past that now it want to make some coin by giving of unknown material; a book on
seems foolish he was even trying him some? martial combat; a dead sprite in a
to develop a new type of lever. clear glass bottle; a diagram of two
No, no—he’s done with levers and 1 Wants & Needs Norville needs small constructs attached to the
buzzers to boot. Norville’s got a his designs filed at the local patent same base with two sets of controls.
new invention, more of a structure office, which costs 25gp. He also
for inventions, but he knows it’ll needs materials to finalize his first
change the world. Two contestants construct competitors. He thinks
another 50gp would get him

HAVANA CRAWLEY “Stick it to the Hand.”

A wiry-framed woman with at the establishment, despises finding her loyal sheep dog Spuds.
a wily gaze, in cut-off shorts government in all its forms Naturally, Havana suspects the
and a blue midriff top, tugging (particularly those built around Hand is involved in his recent
absentmindedly at her hair. any sort of theocracy), and though disappearance.
she supports the idea of reading 1 Secret or Obstacle While
For the Devout in theory has no cause for doing the existence of the Hand
so in practice. What Havana lacks is unconfirmed, Spuds’s
It’s hard to overstate how off- in terms of respect for the systems disappearance is very real, as is the
putting you find this woman’s that help grow towns into cities ransom note for his return that is
opinions on nearly everything. and cities into empires she more due to arrive in Havana’s hand by
BORN IN THIS backwater that than makes up for with a disgust courier any moment. The request?
has slowly but surely progressed for those she calls “the Hand”— the “Stop what you’re doing or else.”
toward settlement status, Havana invisible forces that she’s certain The note is written in expensive ink
Crawley doesn’t take kindly control each and every life in the and includes traces of blood.
to strangers, doesn’t cotton realm. 1 Carrying 3cp, 9gp; a leash for a
to salesmen, has no time for missing dog; pamphlets detailing
authority and would laugh in the 1 Wants & Needs Havana would the Hand and the ways in which it
face of any who might suggest she love to organize a group of like- operates; a detailed list of property
spend a little more time in divine minded people to take on the values in the surrounding area.
meditation. She’s a walking scoff Hand—whoever/wherever they
are. She could also use some help

“SAM THE SLOW” BOXBACK “That really burns my biscuits.”

A dark brown humanoid particular challenges posed by his 1 Wants & Needs Sam knows a
tortoise with green and yellow surroundings on things like rise munitions merchant was headed
splotches on his shell, dulled rate, fermentation differentials and this way with his order of flour
somewhat by age, wearing a the proper time to proof. What he and yeast in tow. He’s concerned
small white toque, stained only can’t seem to perfect is his supply bandits raided the shipment for
slightly from decades of use. His chain. The remote nature of his the weaponry, leaving what he
flour-covered apron emits dust circumstances requires quite a bit needs to feed the hungry in the dirt
whenever Sam pats it and looks of planning. Sam knows that, just somewhere between here and the
like in baking, there’s a precision nearest town.
almost as ancient as he is. to supplying an outpost this far
afield that requires attention and 1 Secret or Obstacle Within his
For the Insightful a not-insignificant bit of good shell Sam has a recipe for popovers
fortune. All it takes is for things to that are so good they act as a heroes’
When you watch Sam at work be a little off—a missed shipment feast. Unfortunately the ingredients
you are overcome with the feeling here, a bandit raid there—and required are not available to him at
of observing a creature in their suddenly the entire settlement this time. Maybe you can help?
natural element. could be without food for months.
SAM IS A long-lived humanoid Unfortunately, one such error has 1 Carrying 14cp, 2sp; oven mitts;
turtle who has a deep passion for taken place, and he fears for the cooking utensils; a sourdough starter
baking as well as a hunger for future. dating back to the Port’ak dynasty.
helping others. He’s mastered the

The Game Master’s Book of Non-Player Characters 157

Oustkirts & Outposts

DR. FELLMAN GRAYN “In 12 years you’ll thank me.”

A well-built, mustachioed man the way echoing sounds of pain permanent structure to serve as a
with a mole on his right cheek, are left behind in any property clinic. He’s not doing himself or his
he visits. Everything about patients any favors by inspecting
shrouded in a black cloak. him suggests he’s looking for them out in the open.
trouble, and in a way he is: He’s 1 Secret or Obstacle Dr. Grayn has
For the Perceptive a travelling doctor specializing in discovered something unsettling
proctology who prefers to keep his about the stool of the area’s few
This man has a few stains on his (and his patients’) needs private. residents: it’s alive.
hips, where he wiped his hands. Despite appearances, he’s a good 1 Carrying 4cp, 31sp; a satchel
YOU’D BE FORGIVEN for man. And thorough. holding his medicine and herbalism
assuming Dr. Fellman Grayn is up 1 Wants & Needs A little extra kits; five rations; three samples of
to no good—the slinking about, coin to help further establish his what he calls “bad BMs.”
the single word replies to inquiry, business would be nice, as would a

ROGER BIX “If only.”

A man with matted hair and His expertise is in scrap, salvage, 1 Secret or Obstacle A former
grubby hands whose clothes seeds, pieces of pieces of parts, tiny member of a far off royal council,
have a thick layer of caked dirt tools and big spell components—the Roger suffered a night terror and
all about them holding armfuls stuff you forgot to grab on your way strangled his wife in her sleep. He
into the wilderness but now realize left the continent and has been on
of seemingly useless junk. you might die without. He wanders the move ever since.
the region taking odd jobs, asking for 1 Carrying A stock of random
For the Insightful payment in food and drink or stuff, goods (at GM discretion), including
and has subsisted solely off the barter a shoehorn, a whetstone, a dog
This individual seems to care very system for nearly two decades. whistle, the hilt to a magical blade,
little for coin. If you want some a hot water bottle, a bedroll, a bag
of his goods, you’ll need to trade. 1 Wants & Needs Roger wants of ball bearings, a half-burned
anything you no longer need, candle, a quill and ink, spellbook
ROGER BIX knows money is only especially if it’s easily carried. He pages, and a sketch of a woman
as good as what you can buy with it, also needs to be alone at night or, stained with tears.
and if there’s nothing to buy, well, you know. It might happen again.
good luck eating your gold, buddy.

JACK “RABBIT” LARZOATH “Jack Rabbit, that’s me.”

An energetic older man in tends to “hop” from place to place— to own, the gem’s value was
peasant’s clothes with a grey in reality, he’s sharp as a tack. He immediately apparent. Rather
beard and a large leather patch seems unable and unwilling to sit than try and find the owner, Jack
still or stay in one spot. Rabbit shut his bar down and hit
over his left eye. 1 Wants & Needs Jack would love to the road. Unfortunately, because
settle down in a small town, but has the gem is a powerful arcane focus,
For the Perceptive a profound fear of his “prize” being it’s only a matter of time before the
discovered. mage who lost it locates this rabbit
Jack’s eyepatch is somewhat 1 Secret or Obstacle Jack’s “prize” on the run.
oversized and crudely made. is a large red ruby which he hides
JACK RABBIT is a wanderer, but a beneath a homemade eyepatch. 1 Carrying 14cp, 26sp; a hunting
regular at the various small villages Left behind in the bar he used knife; a backpack with two week’s
and outposts in this region. Known worth of food and water; a large
for being somewhat eccentric—he red ruby worth 1,000gp.

AGGIE HRUND “That’s nature’s way.”

A skunk-haired woman with a bees to most of humanity. In spite 1 Secret or Obstacle The crystal
sturdy frame whose clothing—a of herself, she does love the sound a Aggie carries in her breast pocket
bluish skirt, rust tunic, brown baby makes when it exhales that first is possessed by an angry fey
boots and a green-grey shawl— eruptive cry, just about the only thing creature, trapped by the power of
that has kept her from retreating a magic jar spell gone awry. Once
looks fourth hand. fully into the wilderness. She per full moon this spirit attempts
wanders the region making house to possess a creature within 30 ft.
For the Perceptive calls as needed, ensuring that even in of the crystal—thus far Aggie has
the harshest of conditions, newborn proven a little too thick-headed for
A faint glow can occasionally be children receive a bit of tender care. the spirit to take root.
seen from the breast pocket of 1 Wants & Needs Aggie’s been made 1 Carrying 12cp, 9sp; a pouch of
Aggie’s tunic. aware of a half-orc woman in a medicinal herbs; medicine kit;
AN OCCASIONAL midwife to some hovel a few miles upriver who is flint and steel; 50 ft. of rope; a
of the settlers here, Aggie Hrund is expecting quintuplets. She’s certain hatchet; a crystal possessing the
stubborn as they come. She spends they’ll arrive any day now but is soul of a fomorian.
most of her free time on long walks, having trouble making it through
preferring the company of birds and orc territory.

GAMBOL INTH’RELLO “Not my problem.”

A dark-skinned elven man leaving, Gambol left his family’s the weather. He’ll need to
whose tired eyes are mostly deepside lair under cover of double-time it to get where
hidden by a mop of silver hair, darkness and hasn’t returned. Sure, he’s heading, and isn’t afraid to
wearing a cloak that blends with they could be looking for him—or “borrow” a mount.
the landscape, a full satchel maybe they’re all spider bait. Either 1 Secret or Obstacle While he
over his shoulder and a short way, he doesn’t care. He knows the left much of his family behind,
quarterstaff in his right hand. sun’s heat could eventually kill him, Gambol incidentally brought
but he’s always been able to find numerous egg sacs with him
For the Roguish plenty of shade, and would rather on his journey out of the dark,
die in a field of green than wrapped dropping clutches of soon-to-
The marks on Gambol’s in a gauzy cocoon. He’s made a be giant spiders and ettercaps
quarterstaff are in Thieves’ name for himself as a delivery boy along his route.
Cant, and relay that his life is (well, delivery man) for some of 1 Carrying 31cp, 9sp; a satchel of
vouchsafed in every realm on the the most dangerous members of letters bearing the seals of the
continent by the assassin’s guild. the realms’ criminal underground, Guttersnipes, the Gulls, the Rich
HAVING ESCAPED the realm but calls this outpost home. No Poormen and the Alewives—all
below this one not long ago, matter how deep into the figurative prominent criminal enterprises
Gambol Inth’rello always keeps one underworld he descends, Gambol in the realm—as well as other
eye at his back and another fixed knows he could always be deeper. letters at GM discretion; a clutch
on the road ahead. His desire to see 1 Wants & Needs Gambol has a of giant spider eggs stuck to his
the world above far outweighing baseline of deliveries he must pant leg.
his fear of the consequences for make and is a bit behind due to

The Game Master’s Book of Non-Player Characters 159

Outskirts & Outposts

TOMAS “PEEPING TOM” OGDENBILL “According to my research...”

A young human man with sight. With access to the Lady some monstrous mistresses: a
a greasy face, wearing a Hoxendulla’s adventurer’s archive scintillating centaur, a happening
hooded cloak covered in as well as the court’s expansive harpy, a “gnaughty” gnoll, a
local vegetation that acts as trove of adult literature, Tomas demur dryad, even a shapely
improvised camouflage and a “Peeping Tom” Ogdenbill’s sprite or a perky pixie. A bawdy
spyglass hanging from a bit of obsession with the boundless behir perhaps?
rope around his neck. bestiaries penned by some of the 1 Secret or Obstacle While
realm’s bravest explorers collided observing a slaadi seduction up
For the Perceptive with his burgeoning hormonal close, Tomas was injured and
desires and he lit out on his own contracted a disease known as
Tomas is hiding a nasty wound on to study the natural urges of chaos phage. Without intervention
his forearm that appears recent. the natural (and supernatural) he will transform into a red slaad
world. Given the fact that he has in the next 24 hours.
For the Medically occasionally been tempted to turn 1 Carrying 11cp, 6sp; a spy glass; a
Trained his examining eye on the area’s bedroll; an in-progress manuscript:
humanoid denizens, some are of Tomas Ogdenbill’s The Little
The wound is definitely infected the opinion that he’s less monstrous Deaths of Big Beasts: A Field Guide
with a preternatural illness. morphologist and more privacy- to Creature Copulation.
piercing pervert.
AS A CHILD of one of the king’s
most celebrated consorts, Tomas 1 Wants & Needs Tomas is looking
spent much of his time out of for leads on where he could find

NIKKI BASIL, with Floyd the Pig “Expand your mind.”

A halfling freshly out of her and misdemeanor they could think of, and are now legit bandits and
adolescence who wears a look which included thieving a few herbs cutthroats. They call themselves
of suspicion, with hair stuffed and spices from the local temple— “The Halfwaymen,” and would
under an oversized knitted cap substances the halfling elders would like to get their hands on Nikki’s
and joints and fingernails black call “a bridge too far to cross to have mushroom supply.
with trapped dirt. A grey and a good time.” The mushrooms Nikki 1 Carrying 11cp, 9sp; a few chunks
black pig nearly twice her size discovered expanded her view of the of chocolate; 12 tantric truffles
and loaded up with supplies world, so much so that she left home worth 250gp each.
in an effort to help others expand
nuzzles at her for attention. theirs. With the help of her good Tantric TrufflesTasttsuOhehhttpcefhwrrenefrncoaeesoeitloeawcnjsiepternoe.ffdecalloxuOdualtioforylenenrncettdneuiodehac.acpieuonseIsfDaftfupusotvohctCnihfeinhacGgte,tgnee1eihtMs4metfhomesasr,feiCtsiafndemtg,etsohddihtarvsanre,rctoalaesgeartfltkrnpaeeititptryttiaalhunriglsrioeoetssgergrjnipteatuoevs.ocatinnrpitsrrsimedegtiosuloeaentunlrnvot,sdsisttwpntehherigetelhl.
pal Floyd (who can sniff out a single
For Animal Handlers tantric truffle in a 5-mile radius),
Nikki wanders the countryside
The pig with this halfling girl has looking for ’shrooms and “astral
pronounced lesions on its skin, curious” adventurers intrigued
a telltale symptom of an illness enough to try them.
known as “greasypig.” Its condition 1 Wants & Needs Secrecy is
will worsen if left unattended. important for Nikki while she is on
NIKKI BASIL WAS ONCE the the hunt for tantric truffles. If anyone
epitome of “a nice halfling girl,” but found her hunting grounds, she
then she fell in with “the wrong could lose her exclusivity on them.
crowd.” Nikki and her friends, 1 Secret or Obstacle The other
being so summarily dismissed from halfling “bad apples” Nikki used to
provincial norms by their neighbors, hang around with just kept spoiling
decided to embrace their title of “bad
apples.” They committed every jape

HALSTREA CLOVER “What are you, a poser ?”

A young woman with high hardworking, unrelenting farm folk buried bag of holding containing
cheeks and fine elven features in spite of the village murmuring 500gp in gems and believes it came
and a body seemingly formed about their “wild” bloodline. Another from a fabled jewel coach robbery
out of knotted wood and taut generation later, little Halstrea grew that occurred 20 years ago. She is
rope. She wears a permanent sick of her family’s reputation and cautious about this new wealth and
scowl as well as a very old set the lack of opportunity within her is cognizant of the dangers it could
village and decided to give the locals bring. As a result she doesn’t carry it
of leather armor. something meaningful to gossip on her, but would try and trade parts
about—she joined a caravan headed of it for the opportunity to go on a
For the Intuitive west, without a care about its final legit adventure.
destination. What she thought was 1 Secret or Obstacle The kuo-
Behind her judgemental a collection of adventurer-types totalitarians have learned the
exterior Halstrea is holding back seeking danger turned out to be a fishmen of Dorkblarg have a
excitement at seeing anyone who sect of kuo-totalitarians, religious new risen lord—Macktack the
appears to be an adventurer. fundamentalists who worship Morklork—and will soon take the
HALSTREA CLOVER IS A third whatever god the fish-men in the caravan deep into the murk of the
generation half-wood elf. Her great region have conjured into existence nearby Dorkblarg swamp.
grandmother Laurel settled down with their muck magic. Halstrea is… 1 Carrying 3cp; a small, string-
with her great grandfather after she not impressed. bound diary filled with fictitious
defended the village from goblin 1 Wants & Needs Halstrea is adventures; a handcrafted
raiders. Laurel, being an adventurer, looking for her great grandmother shortbow and three arrows.
didn’t stay for long, leaving her Laurel, so she can join her as a fellow
children behind. The Clovers adventurer. She recently found a
and their kids became known as

GILFORD BRAZENHAND “I’d bet my beard.”

A shirtless dwarf of substantial reached the end of their mine’s conversation with an elvish lady or
size whose amber eyes stand precious stone deposits. The oldest a kobold pauper, or simply stories
out above a beard that blends and wealthiest were able to stay in containing the likes of gems or
almost seamlessly into a chest their keep, but many, like Gilford, germs, he is looking for something
covered in pitch black hair, had to head out for work elsewhere. to pass the time.
carrying an intimidating pole Gilford learned there’s plenty of 1 Secret or Obstacle Gilford just
with a pickaxe on one end and stone needs movin’ and breakin’ or received a letter that he is being
breakin’ then movin’ above ground. let go from his current trading
a hammer on the other. Mountains are hard going, and he company, but has yet to open
knows it’s always helpful to have it. Once he does, he’ll learn the
For the Dwarven a dwarf ready to cleave them into group he was breaking rocks for
submission. He hires himself out as scaled back their plans once they
Those familiar with dwarven a geomancer to trading companies uncovered the green dragon
stonework would know the cruel- in the realm, and even though his Domascus’s lair.
looking implement Gilford carries back is made for this sort of work, 1 Carrying 6cp, 4sp, 5gp; unopened
is primarily for splitting rock there’s a part of his heart that’s no letter of dismissal; charcoal
rather than skulls. longer in it. drawing of a dwarven family of
ONE FACT HAS always loomed 1 Wants & Needs Gilford is four; uncut sapphire worth 10gp.
over the dwarven race: their lives desperate for something to break
are often longer than those of up the monotony of breaking rocks;
the mines in which they ply their whether darts or drinking, a long
trade. Years ago, Clan Brazenhand

The Game Master’s Book of Non-Player Characters 161

Outskirts & Outposts

“K”—KATHUL OF THE HILLS (EGROK) “You wouldn’t believe it…”

A statuesque, tattooed and EGROK DOESN’T remember of heroism and daring. Developing
shockingly hairless half-giant how he ended up in the care the character of Kathul of the Hills,
who seems to be attempting of a carnival troupe or how he he struck off on his own to thrill
became known as “K”. Honestly audiences desperate to hear tales of
to occupy as much space as a child he was having too much man against beast.
as possible with both his fun to care. With more family 1 Wants & Needs Egrok is looking
physique and voice, wearing a than most could claim, “K” had a for a new gimmick. He has grown
studded leather tartan and a raucous upbringing. Even though tired of the “ ‘K’—Kathul of the
sheath for his greatsword. he learned almost every trade Hills” schtick, and the decrease
in the carnival, his aptitude as a in coin he’s been seeing says so is
For the Martially strongman became clear as he grew his audience. Maybe what crowds
Trained into his half-giant body. For years are looking for is realism? What if
the carnival made its way across the he just started attacking everyone
Egrok has shockingly few scars land, surviving more than thriving, in sight? Would that be enough
compared to the number of but doing so happily. Until one to pry the elusive coin from their
battles he claims he’s seen. day a new routine of the carnival collective purses?
called “The Aristocrats” caught 1 Secret or Obstacle The noble that
For the Charismatic the ire of a nobleman who had had the rest of Egrok’s band locked
many of the carnival incarcerated. up also has a bounty out for Egrok
You would hate to say Egrok is Without proper organization, the to the tune of 500gp.
speaking too eloquently for a half- carnival limped along and soon 1 Carrying 17cp, 6sp, 16gp; dull
giant, but he definitely seems to was bankrupt. But as they made greatsword; letter of introduction
be a trained orator. their way to more and more remote from a noble, signed M.C. Mann.
mining and trading camps in
search of paying gigs, “K” noticed
how hungry people were for stories

LUTHER ANVILSON “There’s work to be done.”

A barrel-thick gent who looks LUTHER ANVILSON IS what one 1 Secret or Obstacle Luther was
as if he’s spent his life crafting might call a “handy” sort of fellow, once a layabout who would barely
horseshoes or wagon wheels capable of shoeing a horse, hunting lift a finger to help himself, let
or both simultaneously with a turkey or chopping down a tree alone another person. When he
a completely bald head, thick as the situation may require. He’s came upon a tipped cart and
bushy eyebrows and curl-ended affable enough, but is nearly always refused to help lift it off the family
coming from a job or on his way crushed beneath, he caught the
mustache, wearing a heavy to one. Work is his religion and ire of the gods. He was cursed
leather apron and a grimy gold he has no time or patience for the with the mark of the minotaur as
pendant over worker’s clothes. indolent or idle. Of course, this is punishment and will endeavor
the new Luther. The old Luther was to be productive until the day he
For the Perceptive decidedly different. dies—which could be very soon
1 Wants & Needs Though he’s not given the strain on his heart.
Luther’s dingy pendant has an sure why, Luther is driven to do 1 Carrying 22sp; smith’s tools;
image engraved upon it: a bull work. Sometimes for coin, other tinker’s tools; cursed medallion.
with wings of fire in heavy iron times for the thrill of a job well
chains. done—he even herds the sheep he
counts in his dreams. He’d happily
For the Devout carry your bags to the nearest town
for you, or build you an inn right
You know nothing of the god or here if you’d prefer.
being depicted by this pendant’s
symbol, but it strikes you as
darkly divine—as if tied to some
kind of penance.

BAG’HARA “BEGGAR” DONAL “Isn’t that a sight?”

A purple-haired half-elf made a full recovery—and the 1 Wants & Needs Despite an
outwardly radiating a sense of outlook they took away from their outwardly positive aspect, Beggar
joy, with a broad smile stretched near-death experience has informed still holds a grudge against the
across their face, in a clover- their sense of overall gratefulness at gray bear that took their arm
colored tunic and missing their the smallest blessings a given day three years ago and recently
might bring. Folks in the region learned it was seen in a cave
left arm below the elbow. wrongly assumed Bag’hara would system near this outpost.
need to panhandle forever given 1 Secret or Obstacle The bear
For the Insightful their condition, and the moniker in question is actually a druid
“Beggar” took hold. For their part, who has lost all connection with
Though this individual goes by the one called Beggar is anything but. humanity—save their love of
“Beggar,” they actually seem like Exceedingly outgoing and incredibly human flesh.
the giving sort. industrious, they are happy to pull an 1 Carrying 18cp, 16sp; information
SAVAGED BY A gray-furred bear ale or wipe down a table, or manage about the location of the horde of a
deep in the forest a mile or so from any odd jobs that this outpost blue dragon.
this outpost, Bag’hara Donal lost presents—just as long as they can
their arm and nearly bled to death. earn enough to enjoy the fruits of
They miraculously survived and another day alive.

SIMON “GOITER” HANNIGAN “Whatchu lookin’ at?”

A strong-armed human teen view, the first kid who called him 1 Carrying 5cp, 11sp, 22gp; a bag
with slicked back black hair, Goiter got their teeth knocked in. of cleaning supplies; two “energy
a mustache that carries down The second lost an eye. After he bars” of his own creation made of
to his chin and a large lump bloodied the face of an elder who figs, flour and honey; a parasite
bulging from the side of his mocked his malady, Simon spent known as a burrowing stirge.
neck, wearing common work a month doing penance in the The Burrowing Stirge. Distantly
clothes and carrying a large temple and began calling himself related to the standard stirge,
canvas bag over one shoulder. Goiter just to take away some of the larvae of this creature burrow
the sting. Most who know him into the skin of a host through the
For the Medically understand his value as a worker area water supply. The worms curl
Trained and sometimes bruiser, but there up in a ball and slowly feed off of
are still those who occasionally the host, growing larger over the
This young man appears to gawk at the size of the lump on his course of a few years, at which point
suffer from an enlarged thyroid, neck. They’ll receive lumps of their they awaken and burst out from
which can make it more difficult own in time. underneath the victim’s skin, causing
to swallow or breathe properly. 1 Wants & Needs Goiter would love 3d12 + 10 points of damage on a
Although enlarged thyroids don’t to be rid of the lump on the side failed DC 15 Constitution saving
typically wriggle. of his neck, but he’d like to know a throw (half damage on a success).
BORN IN A part of the realm bit more about the waterfall along The creatures unfurl their wings,
where any sign of weakness is the pass between here and yonder deposit their larvae in the nearby
viewed as a life-threatening town, as it’s oozing blood. water supply or spray them at an
liability, Simon Hannigan knew 1 Secret or Obstacle The lump able-bodied host, then die. An adult
he’d find it tough to be accepted by in Goiter’s neck is actually a large burrowing stirge is in all other
his community if he didn’t double parasite which has been growing respects like a standard stirge. A
the output of his peers and triple beneath his skin. Soon, it will emerge victim of a burrowing stirge can be
the malice they hurled his way. As and look for a larger, more powerful “cured” with a greater restoration
the lump on his neck came into host in which to deposit its larvae. spell, which will destroy the parasitic
beast as if it were a disease.

The Game Master’s Book of Non-Player Characters 163

Outskirts & Outposts

ANGA FLINTWIELDER “Not the sharpest pickaxe in the mine, are ya?”

An older dwarven woman with different. A walking encyclopedia My eyes’ve seen what may not be,
dark brown skin and black hair of the region’s lore and landscape, as prose of legend and line
shot through with gray, dressed she could be an asset to any traveler It waits for you, alone and free,
in laborer’s clothes and boots. moving through these parts— through tempest, sand and wine.
provided they don’t say anything Red Beryl ’lone is not the find,
Her extremely long beard, remotely negative about dwarves. but is a place to start
which she clearly has allowed to 1 Wants & Needs Anga wants to Insiders be, the matron mane,
grow unchecked, is tucked into share her vast knowledge and the it summons from the heart.
riches she’s certain are still hidden Beyond the river Cairn it lay,
the front of her leather apron. in these hills with a worthy soul— the glimmering light of soul
hopefully one who will carry her Golden home, inside yon chaff,
For the Perceptive knowledge of this land forward for by barrel and wagon full.
the next generation. Anga is certain this rhyme is a
Anga’s right eye is somewhat 1 Secret or Obstacle As a young cryptic series of directions that will
milky, suggesting she may only be girl, Anga was taught a rhyme lead to the vast Browbeater horde.
able to see out of the left. by her mother, which she still 1 Carrying 6sp; 38gp in uncut
ANGA FLINTWIELDER remembers remembers (and is prone to gemstones; a hand drawn map of
when these hills were packed with dramatically reciting): this region.
dwarvenkin. That time has long
passed, but she’s chosen to stay, in part
because she doesn’t know anything

WARLYN STONE “Outta the way, hump!”

A bronze-skinned human with has trouble keeping work, even in should fortune favor him with one
close-cropped hair and a tidy this area where manpower is at again, he’d more than welcome it.
beard wearing a leather jerkin a premium. Whether his temper
over his beige top and a bright makes it hard to find work, or a 1 Secret or Obstacle Warlyn’s wife,
green cap on his head. An orange lack of work makes him angry is a son and daughter died tragically
ponderous question, but most in the during a river crossing a few years
parrot sits on his shoulder. area agree it’s likely a combination back, an incalculable loss he’s not
of both. The parrot is a recent truly processed. He’s too busy
For the Insightful acquisition and one of Warlyn’s few trying to ignore the voice of his wife
friends. Warlyn spends most of his calling to him each time he goes
Clearly in a rush, Warlyn days mired in his grievances, trying near the river.
also seems to be upset about to block out the voices from the
something, though he’s trying past, and avoiding the riverbed in as 1 Carrying 37sp; a serrated knife;
(poorly) to hide it. many ways as he can. 30 ft. of rope; a leather haversack;
THE WILDS ARE a difficult place 1 Wants & Needs Warlyn is a loner, four days of rations and water;
to live, and men with scowls like but not by choice and not by fault. a bright orange parrot named
Warlyn Stone’s make it even less There’s nothing he’d like more than Phineas, whose voice is eerily
welcoming. If he had a lawn, he’d a family. He had one once, and similar to Warlyn’s wife’s.
be yelling at kids to get off it. He

GUNNY PITTS “I’m small. But I’m twitchy.”

A young, sandy-haired halfling A FISHERMAN BY trade, Gunny 1 Secret or Obstacle Pitts will have
dressed in fisherman’s garb, Pitts often takes work on land when a tough time getting his own boat
who smells of the sea and the season ends. He’s high-spirited if he’s squashed like a bug into the
walks with a swagger, holding a and friendly, but also a bit of a dirt by an angry troll. Perhaps the
thick coil of rope over his right carouser with a weakness for wine, slurred and forgotten blood oath to
shoulder and a bag over his women and more wine. He’s never a watery patron he made during a
left. He has a thin scar running keen to start a fight, but he’s never late night bender a few months past
from his temple to his jaw. once run away from one—which will come into play in memory-
is why he’s gotta head down into jogging fashion.
For the Perceptive the wetlands and settle up with the 1 Carrying 24cp, 30sp; a stone
troll who called him “runt.” key; a length of 25 ft. of rope; a
It’s clear from the way Pitts 1 Wants & Needs Pitts would love bag of hardtack; cheese and salted
moves that he’s carrying a nothing more than to own his meat; and Pitts’s “lucky” knife, a +1
weapon of some sort secreted own fishing boat and captain his dagger of giant slaying.
inside his jacket, though it’s own crew.
unclear exactly what it might be.

WILHELMINA PLEASANT “As my late husband used to say…”

A lovely, dark-skinned young to hide from her husband Unger. 1 Carrying 17sp, 5gp; a scroll
woman who is at once radiant When Unger Pleasant discovered of sending; a small vial of
this simple act of individuality, he “emergency” red flower poison in a
yet distant, her hair pulled drank her entire cup of tea in one small pouch inside her waistcoat—
back and tied with a leather spiteful swig, wiped his mouth then enough for three uses.
thong and dressed in finer dropped stone dead. Wilhelmina
than expected clothes, given told the elders he must have been RePd oFisloonwer
her distance from any city or allergic. They chose to believe
her. Wilhelmina soon discovered wondrous item, rare
large town. the truth: The flower itself is
poisonous, and she’s since started rbotooseaooPuTftrndnxetclasheeeircalunpapeeeoofDsaaoeflriafetvondieCnusrterdohrtrts51hfeneefpto85dleehiorrrmdC(oerefwu1leiapcboo0repdlerinwrmdlbertsfis1eteoalp’t0tyorsstish7,tuw)macusatrpeadthttteoarnioiaegorniwiylynerbnscesiooeettamd.sdwnuhveasurietavadnneessdiattenemt2lempasyhg4lurealeattcd-dthgohsctheeyoxiarene.oflsuienerttTwrdoeossmh.m, Ief
For the Perceptive growing it for some of the realm’s
more slippery assassins.
Wilhelmina’s hands show the wear 1 Wants & Needs Wilhelmina
of hard labor, which belies the wishes to keep her flowers safe as
quality of her dress and bearing. they are the main source of her
WILHELMINA PLEASANT was, income.
for the first few years of her adult 1 Secret or Obstacle Unger
life, a farmer’s wife, trapped in Pleasant’s family never really
an unhappy existence of daily, bought the idea that he was “allergic
backbreaking labor and abuse, to red flowers.” They’ve hired
receiving no true affection or an investigator, Constable Don
respect in return for her efforts. Manchego, with less scruples than
That all changed when a red flower Unger to look into his demise.
started to bloom on the Pleasant
fields. It felt hot to the touch, but
smelled divine and Wilhelmina
took care to dry it and steep it
for tea—an indulgence she tried

The Game Master’s Book of Non-Player Characters 165

Outskirts & Outposts

CARLA “THE SLEIGHT” FEINT “Watch closely, love.”

A middle-aged kobold whatever she’s doing in order to her associates quite a bit of coin.
woman in a plain frock and accommodate. She’s got big time But the legion who accompany the
good shoes. She appears to talent but can’t seem to gain the shipment have papers she’s not yet
be fit and trim, with short red respect of actual criminals—and been able to forge.
hair that frames her face and as such has yet to strike it rich as 1 Carrying 21sp, 22gp; leather
accents her startling light a con. She settles for the tips she shoes crafted for a quick getaway;
blue eyes. She carries a deck receives as a backroom dealer once a deck of cards; contact info for a
of cards in a clawed hand. a week at a spot called The Shed. man who can fence hot gemstones.
1 Wants & Needs Holding a regular Carla’s Three Card Monte.
For the Perceptive day job (though she’ll do it when Played like the standard game,
she has to) is simply no fun. Carla is but almost impossible to win.
Carla absentmindedly juggles looking for her first big score—she Carla is so proficient at the game
and cuts the deck with one hand just needs a little muscle to back a Dexterity (Sleight of Hand)
without looking at it, suggesting her up. check is unnecessary. In order
a high degree of proficiency with 1 Secret or Obstacle Carla was born to win against Carla, a creature
cards. lucky, and while her confidence is must succeed on a DC 25 Wisdom
CARLA FEINT is a wanderer, inspiring, she’s never truly been (Perception) check. If Carla
recently run out of the last tested. Her scheme to impersonate suspects her opponent will succeed,
sizable town she lived in. She is the escorts for a shipment of she will unconsciously expend a
a card sharp and con artist. Her dwarven cast offs—the broken Luck point to try and change the
specialty is three-card monte. bits chipped off large gems in the outcome of their original Wisdom
She’s happy to take on anyone refining process—could net her and (Perception) check.
at any time, and will put down

ARTIMUS “CHUBBS” NARGANTH “I’ll see you when you die.”

An exceptionally gaunt man fully from areas where ghosts are “Taffy”
whose face is stretched thin known to roam and a dense, chewy
concoction of his own design, AcfmfroedrA1estrtaoar0uWhahtntuuomph-tcHceerysgunemcirerroisrrPaneeeiecwywndaiemneaargnheoldedteloyaouagom,uaTpeadnrntoacourastlevatieuaenhbstsrdrfeatnhna,rcefemsnrradyevhteeaapotlotairusDeilymanrboynnwusuptglagCitllghoouslesenoyooaseretcndss1uoheinsninmkie5trttcngreieestieTlo1chofnhCldo(aomeetrtwHagai.louhemecnafnl.AndtfuTe,nPcTyOeayfssoildoarnbtntaufonnoefidnaitrftddftlfcnrfaoeiyruafieyiaeeltermnuvett)..ymffriDphs.giaAeosilcteTueirn’nCtahlhrsecshegphetnesrsdd1eriiaiceTc5argsivaskmeyhaamitstnfuvew.fageryixe,ll
over his skull and whose which he calls “Taffy.” It smells like
sunken eyes suggest someone tar, but does help keep his vision on
this plane and keeps “Chubbs” thin.
very near the end of life.
1 Wants & Needs Chubbs is hoping
For the Perceptive to get farther out of the realm of
the living, but has very little chance
The one called “Chubbs” watches of surviving on his own—and the
everything that passes before swamp he’ll need to pass through
his eyes as if he can see into the was once the site of a wide scale
ethereal plane. Maybe he can? military invasion that claimed
BORN WITH the gift (and possibly thousands of innocent lives.
curse) of true sight, Artimus
Narganth had a childhood filled 1 Secret or Obstacle Taffy—Chubb’s
with visions of incessant death and proprietary blend of tree sap,
ghastly cruelty at every turn. The spider venom, snake oil and vanilla
ability to see all manner of ghosts, extract—is slowly killing him.
specters and haunts terrified
Artimus and he spent much of 1 Carrying 7sp; a small bag with a
his adolescence searching for a lump he could cut into 17 pieces of
cure. Thus far the only things that Taffy; a small knife; a tiny balance.
seem to work are excising himself

Nobles & Leaders

T hough these lands are relatively untamed, they still feature the power
dynamics at play in more populous locales. Those with sway here lead
through example, intimidation or the leverage of wealth.

LADY KAYLA WHISPERLAKE “So brave. So daring. So—historic.”

An elf with bronze skin and passion for chronicling the best of death occur for them. She’s happy
long black hair, in intricate humanity (a relative phrase as far to paint you if you’re willing to
robes and unsensible shoes, as she’s concerned), she never stays sit for an hour or so. There’s a
carrying what looks like a small in one place for too long. Acting as crystalline cavern with exquisite
easel across her svelte back. a traveling “historian of the short- lighting nearby—the perfect spot
lived races,” she returns to her for a portrait.
For the Perceptive hidden home in the east every few 1 Secret or Obstacle Kayla’s
months, taking back her artistic obsession is less with non-elves and
Kayla has a set of frequently “records” for proper exhibition and more with particularly unnatural
used, yet exceptionally clean, archiving, before heading back out death, occasionally prompting her
paintbrushes and quill pens tied into the unknowable wilds of what to lead her muses into dangerous
to her girdle with a leather thong. you likely consider civilization. situations (like a cave inhabited by
A HIGH SUN elf noble who a behir) in order to get the details
expects to be addressed as such, 1 Wants & Needs Kayla is fascinated of their gruesome ends just right.
Lady Kayla Whisperlake’s haughty by non-elves and has devoted her 1 Carrying 38gp, 12pp; an artist’s
instincts are occasionally offset by life to documenting their brief brush and paint set; nine quills.
her artistic pursuits. Driven by a lifespans and the speed with which
things like birth, marriage and

FINESTRA LONGDRAUGHT “It’s tradin’ time!”

A heavyset halfling who is a bit FINESTRA Longdraught’s 1 Wants & Needs Finestra loves a
shorter than her peers but also thriving trading post—the only good deal and always fights to get
seems stronger, with long grey one in these parts—is the premier the best bargain she can. She loves
hair wound up in a chunky bun spot within the region to acquire a good fight in general.
furs, beads, skins, carvings, seeds 1 Secret or Obstacle Finestra’s
on her head, wearing rough and other necessities (including trading post is, as one might expect,
worker’s clothes and a dingy specialized services) without a hub of news and rumor, meaning
growing, gathering or skinning she’s likely to have information
lavender apron. them yourself. A vital institution, about all the goings on in the area.
Longdraught’s Short Shack is But were someone to ask about the
For the Perceptive or an important one in these parts, underground fighting ring she hosts
Martially Trained helping maintain connections in the caverns beneath her shop,
between the settlers in this region well, no—she’s not heard of that.
Her knuckles appear to be and allowing budding villages to 1 Carrying 38sp, 33gp; a ledger
somewhat bruised and battered, thrive. As the trading post’s sole detailing her sales through the
but her face is free of marks— operator and proprietor, Finestra month; two fine pens; a flask of
telltale signs of a person who carries a significant amount of whiskey for when business is slow.
throws, but does not receive, weight around here—a fact she has
bareknuckle punches. a habit of repeating.

The Game Master’s Book of Non-Player Characters 167

Outskirts & Outposts

COMMANDER HARVASH TAANWAL
with Skaarsbael

Riding atop a massive, armored white wolf is a Commander Harvash Taanwal
gnome with a steely look in her eye—singular,
because the other is sewn shut due to a deep scar Small gnome, lawful good
that runs diagonally across her face, as if an axe A gnomish tactician who packs an arcane punch.
had almost caved it in at some point. A walking
miracle, she appears around 40 years old (by human Armor Class 16 (armored robes) WIS CHA
standards) and is wearing a set of armored robes Hit Points 72 (11d6 + 33) 13 20
Speed 25 ft. (+1) (+5)
and electric-blue leather gloves.
STR DEX CON INT
For the Martially Trained 9 18 16 20
(-1) (+4) (+3) (+5)
If the giant, armored white wolf didn’t give it away,
Commander Taanwal seems to know her way around Saving Throws Cha +9, Con +7, Int +9
the battlefield and has a powerful presence. But she is Skills Arcana +9, Persuasion +9, Perception +5
not carrying any visible weapons. Damage Resistances lightning, thunder
Senses darkvision 60 ft., passive Perception 15
C ommander Harvash Taanwal has seen more Languages Common, Gnomish, Elvish, Dwarvish
death than most can imagine, a not insignificant Challenge 13 (10,000 XP)
amount of it occurring from her direct orders or
intervention. During wartime, she commands armies Magical Resistance. Commander Taanwal has advantage on
and is a tactical mastermind, riding her white wolf, saving throws to resist magic.
Skaarsbael, like a lightning strike across the battlefield in
order to coordinate troops. During peacetime, Taanwal Spellcasting. Commander Taanwal is an 11th-level
has command of tenuous border territories and roams the spellcaster. Her spellcasting ability is Intelligence (spell save
wilderness with a squadron of her best soldiers, keeping DC 17, +9 to hit with spell attacks). Taanwal has the following
the monsters that threaten the realm at bay. Wizard spells prepared:
1 Wants & Needs Fiercely loyal to her Liege Lord,
Maester Grandwall Packer, Commander Taanwal will Cantrips (at will): fire bolt, message, shocking grasp
protect her territory from whatever threatens it with her 1st level (4 slots): chaos bolt, thunderwave
squad of warriors. Today? That means rounding up the 2nd level (3 slots): dragon’s breath, gentle repose, suggestion
yeti duo locals are calling the Twin Blizzard. 3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): dimension door, storm sphere
5th level (2 slots): cone of cold
6th level (1 slot): chain lightning

Actions
Shocking Grasp. Melee Spell Attack. +9 to hit (advantage
if the target is wearing metal armor), reach 5 ft., one target.
Hit: 19 (3d8 + 1d10) lightning damage and the creature can’t
take reactions until the start of its next turn.

1 Secret or Obstacle Commander Taanwal is intensely Skaarsbael
distrustful of outsiders and it will often take more than
words to get her on your side. She’s been tracking the Large monstrosity, unaligned
Twin Blizzard for nearly a week. She’s not aware that
they’re tracking her. Armor Class 18 (plate armor) INT WIS CHA
1 Carrying 21sp, 32gp, 76pp; Conduit Gloves; +2 Hit Points 95 (10d10 + 40) 7 16 8
armored robes; rations. Speed 50 ft. (+3) (-1)
(-2)
Conduit GlovesThwdlahiaegremanhsreaetinnsgtsgieont,athgtshehtdeyefsauselmeergyaagltgloohoevfev.erte(shwsrgceelaoaosdqstvndtouesdrsaiamrrnaesol.passuAdoeasldnhltiyiettttihltuoepiamnnmtsaepedl,meet1rlhadlaelec1srna0clesrtitge)eahrtstunrieng STR DEX CON
18 16 18
168 The Game Master’s Book of Non-Player Characters (+4) (+3) (+4)

Skills Perception +5, Stealth +5
Senses passive Perception 15
Languages Common, Giant, Gnomish (but cannot speak)
Challenge 4 (1,100 XP)

Keen Hearing and Smell. Skaarsbael has advantage on
Wisdom (Perception) checks that rely on hearing or smell.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage. If the target is a
creature, it must succeed on a DC 14 Strength saving throw
or be knocked prone.
Lightning Breath (Recharge 5-6). Skaarsbael exhales a bolt
of lightning in a 30 ft. line that is 5 ft. wide. Each creature in
that area must make a DC 14 Dexterity saving throw, taking
28 (6d8) lightning damage on a failed save, or half as much
damage on a successful one.

*spits
disignust*

Outskirts & Outposts

LADY SHADALA DUSK “I sense you are unhappy. Good.”

A battle-hardened high elven woman dressed in Lady Shadala Dusk
leather armor that she wears with the grace of a
ballroom gown. Shadows seem to cling to her dusky Medium elf, neutral
This elven maiden from the fell shadows of the underworld
skin and close-cropped hair. has risen to power on the prime material plane.

For the Arcane Armor Class 16 (studded leather) WIS CHA
Hit Points 91 (14d8 + 28) 14 18
Lady Shadala sports a whip at her waist that glows with Speed 30 ft. (+2) (+4)
an aura of divination magic.
STR DEX CON INT
AFTER HUNDREDS of years stalking the outer and 9 18 14 15
under planes on behalf of her deity, Shadala Dusk (-1) (+4) (+2) (+2)
received a portent that led her into the material plane.
She wandered searching for a sign of how to best serve Saving Throws Dex +8, Int +6, Cha +8
her queen and came upon a trading outpost circled Skills Acrobatics +8, Perception +6, Stealth +8
by an unkindness of ravens, and it is here she has Damage Resistances necrotic
remained for more than a century. Appointing herself Condition Immunities charmed, exhaustion, frightened
Lady Shadala Dusk and rising as the leader of this area Senses darkvision 60 ft., passive Perception 16
through both guile and force, she began to levy taxes, Languages Common, Elvish
and impose arbitrary restrictions on things like worship Challenge 11 (7,200 XP)
and child birth in order to further impose her will.
While life is hard under Lady Shadala, she protects the Fey Ancestry. Lady Shadala has advantage on saving throws
outpost from more deadly threats and acts as de facto against being Charmed and magic can’t put Lady Shadala to
judge, jury and executioner. Her judgements often sleep.
appear fair, but typically leave both parties a little worse Burden of Time. All creatures other than elves from the
off than they were before they sought her advice. fell shadow have disadvantage on saving throws while within
1 Wants & Needs Lady Shadala seeks tragedy for all who 10 ft. of Lady Shadala.
cross her path, a sort of twisted tribute to her god. She
endeavors to keep those under her care alive for as long as Innate Spellcasting. Lady Shadala’s innate spellcasting
possible, while ensuring their lives are mired in a general ability is Charisma (spell save DC 16, +8 to hit with spell
malaise at best, and profound horror more often than not. attacks). She can innately cast the following spells, requiring
1 Secret or Obstacle A bard named Lucious the Plucky no material components.
has recently arrived at the trading post spreading cheer
with their music. Music is all but banned. Perhaps this At will: eldritch blast, suggestion
harbinger of happiness—the one Lady Shadala saw in 1/day: chain lightning, finger of death,
her dreams—will be the reason it is outlawed for good.
1 Carrying 4sp, 45gp, 1pp; a small ledger featuring several hypnotic pattern, phantasmal killer, seeming
locals’ names and an encrypted points system associated
with each of them; a raven’s skull; the Migraine Whip. Actions
Multiattack. Lady Shadala casts Eldritch Blast or makes
Migraine WhipcowowbrocrTnheeinrDeaciewhtpltaoaheeduemtcexDerudaatererraCenpeebmirrssoueie1ittasnn5ssryngteaoherSe,icftianlitthhdvtoirenseweienedcceinfigrrekrdttgeyhoaa.ft(rrmcoWhttrgrtarhieaeoraohetstgrrhnti.sMeleriuDAetstac’oi(ieswrcgtnrxeamecrheestrsahdtiegasqiprorf.nkeauuiiiteetcislnyieraWrdaee)see.dDsa1httsOdveriCicin6apannti.1ttgnitaW5htthetusiomdShsuhuntrucwbegroecsnyheawtemntytasssghsoutse,tehrcphntceehetlel)ed three attacks with her Migraine Whip.
Eldritch Blast. Lady Shadala fires 3 beams of Eldritch
energy at her foes. Ranged Spell Attack: +8 to hit, 120 ft., one
target per blast. Hit: 10 (1d10 + 4) force damage.
Migraine Whip. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 8 (1d6 + 4) slashing damage and the
target must succeed on a DC 15 Dexterity saving throw or
suffer one additional effect of Lady Shadala’s choice:

• The target is grappled (DC 15) if it is a medium or smaller
creature. Until the grapple ends the target is restrained and
Lady Shadala cannot grapple another target.
• Lady Shadala can detect the target’s thoughts, as in the
detect thoughts spell.
• The target takes 20 (4d10) necrotic damage.

Reactions
Misty Escape (1/Short or Long Rest). When Lady Shadala
takes damage, she can turn invisible and teleport up to 60
ft. to an unoccupied space she can see. She remains invisible
until the start of her next turn.

FINCH CLOAK and the CHEERFUL ASSOCIATES “Could be worse.”

A charming halfling man with sun-baked skin, Finch Cloak
freckles and bright red hair with a finely-made short
Small halfling, neutral good
bow held loosely in his hands. A capitalist’s worst nightmare, Finch Cloak and his band of
Cheerful Associates are optimists first, socialists second.
For the Perceptive
Armor Class 16 (leather armor) WIS CHA
Hidden well, but not far away, are Finch’s Associates: Hit Points 65 (10d10 + 10) 18 15
a thief, scout and a veteran. Speed 30 ft. (+4) (+2)
FINCH CLOAK AND his band of Cheerful Associates
are wanted all over the countryside. Surely you’ve seen STR DEX CON INT
their posters. No? No matter. They do what they can 12 20 12 11
to protect the commoners from all manner of beasts— (+1) (+5) (+1) (+0)
particularly the area’s greedier, seedier nobles. They’re
quite good. Come and see! Saving Throws Str +5, Dex +9
1 Wants & Needs Finch wants to create a more equitable Skills Deception +6, Perception +8, Stealth +9
society, even if that means redistributing a little wealth. Senses passive Perception 18
For example, Lord Belch of Bilderborough, has plenty Languages Common, Dwarvish, Halfling
of coin—and Finch has designs on turning the trickle- Challenge 7 (2,900 XP)
down theory into more of a waterfall.
1 Secret or Obstacle Finch Cloak and the Cheerful Cunning Action. On each of his turns, Finch can use a
Associates have a 2,000gp bounty on their heads—a bonus action to take the Dash, Disengage or Hide action.
life-changing amount of coin for even their closest allies. Evasion. If Finch is subjected to an effect that allows him to
1 Carrying 14cp, 9sp, 58gp; a +2 shortbow; 20 pieces of make a Dexterity saving throw to take only half damage, he
+1 ammunition; a wanted poster of himself. instead takes no damage if he succeeds on the saving throw
and only half damage if he fails.
Sneak Attack (1/Turn). Finch deals an extra 18 (5d6)
damage when he hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within
5 ft. of an ally and isn’t incapacitated and he doesn’t have
disadvantage on the attack roll.

Actions
Multiattack. Finch makes two attacks with his shortbow.
Shortbow. Ranged Weapon Attack: +12 to hit, range
80/320 ft., one target. Hit: 10 (1d6 + 8) piercing damage.

DEVIN THRISBY “Trust me.”

A middle-aged human man backrooms of clubs and courts 1 Wants & Needs Rivers redirected
with a horseshoe of hair and where the gears of government are by a regional logging concern have
a thin handlebar moustache, properly greased. Undeterred by led to an overall drought, a major
wearing fine clothes and using his financial shortcomings, at the concern for Devin’s farm-focused
a gilded pitchfork as if it were a age of 17 he relocated to a part of constituents.
the realm where houses are small, 1 Secret or Obstacle Politicians
walking stick. skies are big and the voting districts make a few compromises on their
are massive—and started building march toward higher office and in
For the Insightful a network of potential voters to Devin’s case, the Grim Reachers
leverage against the big city tycoons. (a group of bugbear mercenaries)
The pitchfork looks as if it hasn’t Three decades later he has the ear of were paid a tidy sum to go away.
touched dirt in its life and has the the commoners who dwell this far But now they’re back, and they
finest polished handle you’ve ever beyond the seats of power and he want more money: or else.
seen, suggesting it is ceremonial considers it a privilege to voice their 1 Carrying 8sp, 16 gp; a fine
or symbolic in nature. opinions in the hallowed halls of the pitchfork with gold inlays; a
DEVIN THRISBY WAS born realm as their advocate. In a world threatening note from a group
to be a politician. Unfortunately where what those at the top fear calling themselves “The Grim
he was also born dirt poor and most is an organized underclass, Reachers.”
therefore disconnected from the the man who commands 10,000
pitchforks is king.

The Game Master’s Book of Non-Player Characters 171

Outskirts & Outposts

CARNATH PELICANT

A human man in his mid-50s with shaggy black hair, Carnath Pelicant
brown eyes and a wry look on his face. He wears a
long black cloak over traveler’s clothes and carries a Medium human, lawful good
wooden staff topped with the head of a dragon. On This washed up wizard is now a full-blown cleric of the storm.

his shoulder sits a rather large pelican. Armor Class 17 (+2 leather armor) WIS CHA
Hit Points 90 (1d6 + 13d8 + 28) 20 13
For the Perceptive or Devout Speed 30 ft. (+5) (+1)

Carnath has a tattoo on each forearm in a spiral STR DEX CON INT
pattern. They appear to represent blessings from a 14 16 14 13
well-known deity of the wind and waves. (+2) (+3) (+2) (+1)

Carnath began his adventuring career as a wizard Saving Throws Int +6, Wis +10
who primarily used his burgeoning abilities Skills Medicine +10, Persuasion +6, Religion +6, Perception +10
to seduce women and gain access to wine. But Senses passive Perception 20
after being abducted during a brothel visit, he found Languages Acquan, Common
himself in the cargo hold of a vessel heading for parts Challenge 11 (7,200 XP)
unknown. It was in this hour of crisis that he felt a
calm like a placid sea sweeping over him—followed Channel Divinity (2/Short or Long Rest). Carnath can
by the unrelenting crash of a raging ocean battering present his holy symbol to channel the power of his god for
the hold. His captors’ ship was scuttled and sent to the one of the following effects:
depths, but Carnath survived, floating on a bit of scrap
and visited only by a pelican he conjured with sheer Fury of the Storm. When Carnath rolls lightning or
willpower. Or so he thought. The pelican has stayed thunder damage he can use this feature to deliver maximum
with him ever since, a creature he now recognizes as damage instead of rolling.
an avatar of the sea itself—a conduit for the deity who Turn Undead. As an action, Carnath presents his holy
saved his life. Carnath repented his past sins, changed symbol and utters a prayer censuring the Undead. Each
his name to Carnath Pelicant, and has since dedicated Undead that can see or hear him within 30 ft. of him must
himself to the service of those who spend more time succeed on a DC 18 Wisdom saving throw. If the target fails
on the ocean than the docks. A penitent cleric of the its saving throw, it is turned for 1 minute or until it takes
wind and waves, he serves his deity as best he can, by any damage. Creatures of a CR of ½ or lower that fail this
shepherding and blessing those who know the foamy save are automatically destroyed.
taste of the sea. Thunderous Strikes. Carnath’s melee attacks channel the
1 Wants & Needs Carnath has grown increasingly unbridled fury of his god, dealing an additional 2d8 thunder
unsettled over the past few weeks as there are reports of damage and, if the target is Large or smaller, pushing the
sahuagin raiders and kraken worshippers gathering— target 10 ft. away from him.
and communing together—in the nearby Bay of Less.
1 Secret or Obstacle The kraken that will soon menace Spellcasting. Carnath is a 14th-level spellcaster. His
this seaside village is a pure expression of the aims spellcasting ability is Wisdom (spell save DC 18, +10 to hit
of Carnath’s god. The cleric may be forced to choose with spell attacks). It has the following Cleric spells prepared.
between defending his home and serving his savior.
1 Carrying 13cp, 44sp, 19gp, 48pp; inscribed silver ring Cantrips (at will): guidance, gust, message, minor illusion,
worth 10gp; pipe and tobacco; pen and inkwell; 50 shocking grasp, thaumaturgy
sheets of parchment; +2 leather armor; +3 flail; staff
of fire; cloak of the manta ray; holy symbol. 1st level (4 slots): absorb elements, create or destroy water,
find familiar, fog cloud, purify food and drink,
thunderwave, shield, unseen servant

2nd level (3 slots): gust of wind, spiritual weapon
3rd level (3 slots): call lightning, create food and water,

sleet storm, spirit guardians, revivify, water walk
4th level (3 slots): banishment, control water, ice storm,

mass cure wounds
5th level (2 slots): destructive wave, greater restoration
6th level (1 slot): heal
7th level (1 slot): resurrection

Actions
Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 5) bludgeoning damage and an additional +9
(2d8) thunder damage. If the target is a Large or smaller
creature, they’re pushed up to 10 ft. directly away from Carnath.

Reactions
Thunderous Rebuke (5/Long Rest). When a creature hits
Carnath with a melee weapon attack, he can force the creature
to make a DC 18 Dexterity saving throw, taking 9 (2d8)
thunder damage on a failed save, or half as much damage on a
successful one.

172 The Game Master’s Book of Non-Player Characters

“All one
needs is prayer

and a good
ship.”

Outskirts & Outposts

IVY GOLDFANG “Ugh. As if.”

A 7-foot tall gnoll wearing a ripped silk gown with a Ivy Goldfang
machete tucked into her belt. Her mane is braided
with ribbons, her eyeliner is in a killer wing style, but Medium gnoll, chaotic neutral
A disdainful gnoll on a quest to do gnoll stuff before she enters
she doesn’t seem pleased about either. into a marriage of convenience.
Armor Class 11
For the Perceptive Hit Points 45 (6d10 + 12)
Speed 30 ft.
Ivy has a ring featuring a massive ruby on her finger.
IVY GOLDFANG just wanted to be a normal gnoll: STR DEX CON INT WIS CHA
attack a village here, rough up some travellers there. You 16 12 15 8 10 7
know, gnoll with the punches. Instead she was “sold off ” (+3) (+1) (+2) (-1) (+0) (-2)
to the local noble’s son as part of a treaty agreement.
With nuptials imminent, Ivy yearns for a taste of the Skills Perception +4
gnoll life she’ll be missing before she ties the gnot. Senses darkvision 60 ft., passive Perception 14
1 Wants & Needs Ivy wants to act like a real gnoll for one Languages Common, Dwarvish, Gnoll
last time, and is primed to loot some travelers. Challenge 2 (450 XP)
1 Secret or Obstacle Ivy had been seeing the noble’s Rampage. When Ivy reduces a creature to 0 hit points with a
son off and on for months, but as the alpha in the melee attack on her turn, she can take a bonus action to move
relationship, she wanted to be the one to propose. up to half her speed and make a bite attack.
1 Carrying 12cp, 3gp; a ruby engagement ring worth Actions
680gp; ruined petticoats; a machete. Multiattack. Ivy can make one bite attack and one machete
attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 3) piercing damage.
Machete. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 3) slashing damage.

STEPHAN O’CHARNY “That sounds like a you problem.”

A youthful man of middle age considerable ill-gotten gains. The about the security of his buried
(you know the type), who plan worked to perfection for the treasure. He’s also a bit restless
first few years, but as he’s gotten in general, as the landowner’s life
carries himself with an air of older he’s gotten more cautious, is not quite as exciting as he’d
earned, if occasionally suspect, more concerned, more—bored? anticipated.
superiority in tailored leather Surely some member of his crew 1 Secret or Obstacle Earning
slacks, a turquoise vest and a spilled the tea about his exploits. Stephan’s trust will take time, but
white blouse, with a rapier of Certainly a magistrate will attempt he’s wily enough to know he can’t
exquisite design serving as an to send bounty hunters after him, check in on his treasure alone. He’ll
given his reputation. Undoubtedly, need to form a new crew if he wants
extension of his arm. he’ll be forced to forgo the day-to- to see his hoard in person. He can
day trappings of a landowner and always jettison them after it’s buried
For the Martially Trained run a would-be assassin through again like he did the last time.
with his steel. Yes, he’s retired, but 1 Carrying 34cp, 12sp, 95gp;
While this man’s sword appears can he reasonably expect to be the 20pp in dubloons; a small bag of
to be of a fine make, he’s holding first of his peers to have died of old chewable gum; a coded map.
it with a reverse grip—as if he age? If anyone knew of his location, Rakish Panache. Stephan makes
suspects the only attack he’ll need they’d absolutely try to brace him every attack with advantage and
to stave off will be from behind. for intel about the whereabouts can leave a creature’s space without
A SWASHBUCKLER in his earlier of his buried hoard. Unless...they provoking opportunity attacks.
days, Stephan O’Charny left the already know where it is?
sea life behind and settled down 1 Wants & Needs Stephan is
in this remote part of the realm growing increasingly concerned
with eyes toward starting a family
and living off the interest of his

LOTHERIAN, THE UNBRIDLED FURY *rustles angrily*

A 15-foot scorched birch tree that unfolds into a Lotherian, the Unbridled Fury
spindly dryad, her head crowned with a halo of
broken twigs. She moves with a limp, her bark Medium fey, chaotic neutral
Lotherian will not be able to see the forest for the trees, as all
blackened and burnt along her left side. her trees have been destroyed.
Armor Class 11 (16 with barkskin)
For the Druidic Hit Points 83 (11d8 + 33)
Speed 30 ft.
There is no reasoning with an angry dryad.
Best to help her or get out of her way. STR DEX CON INT WIS CHA
HAVING GROWN within this grove and flourished as 10 15 16 12 18 19
the forest itself expanded, Lotherian now seeks justice (+0) (+2) (+3) (+1) (+4) (+4)
for the trees that were her family. This ancient forest
was recently set ablaze and while she has no proof, Skills Perception +6, Stealth +4
Lotherian believes the flames were arcane in nature. Damage Resistances fire
As the sole survivor and without hope of a chance to Senses darkvision 60 ft. passive Perception 16
rebuild her life, Lotherian has no care for her own Languages Common, Elvish, Sylvan
wellbeing and will do whatever it takes to destroy Challenge 3 (700 XP)
anyone responsible for the death of her forest home. Magic Resistance. Lotherian has advantage on saving
1 Wants & Needs Revenge is best served hot, and throws against spells and other magical effects.
Lotherian will find whomever was responsible for Speak with Beasts and Plants. Lotherian can communicate
burning her forest and make them pay. with beasts and plants as if they shared a language.
1 Secret or Obstacle A miller’s boy named Trickle Ignite (1/Long Rest). Lotherian can ignite her form and
Dorne recently discovered his arcane spark while wreath herself in fire for one minute. A creature that touches
playing in the woods near his father’s lumber mill. With Lotherian or hits her with a melee attack while within 5 ft. of
a flick of his wrist he sent a gout of fire at a stump. The her takes 11 (3d6) fire damage. Any melee attacks she makes
unnatural flame erupted and carried across nearly 300 deal an additional 11 (3d6) fire damage on a hit.
acres. He’s been hiding from his father ever since. Tree Stride. Once on her turn, Lotherian can use 10 ft. of her
1 Carrying Grief. movement to step magically into one living tree within her
reach and emerge from a second living tree within 60 ft. of
the first tree, appearing in an unoccupied space within 5 ft. of
the second tree. Both trees must be large or bigger.
Innate Spellcasting. Lotherian’s innate spellcasting ability is
Charisma (spell save DC 14, +6 to hit with spell attacks). She
can innately cast the following spells, requiring no material
components:

At will: druidcraft, thorn whip
3/day each: absorb elements, earth tremor
1/day each: barkskin, daylight, fireball
Actions
Multiattack. Lotherian can make two swipe attacks.
Swipe. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d4) slashing damage plus 11 (3d6) fire
damage if she uses Ignite.
Fey Charm. Lotherian targets one humanoid or beast that
she can see within 30 ft. of her. If the target can see her,
it must succeed on a DC 14 Wisdom saving throw or be
magically charmed. The charmed creature regards Lotherian
as a trusted friend to be heeded and protected. Although the
target isn’t under Lotherian’s control, it takes her requests or
actions in the most favorable way it can.
Each time Lotherian or her allies do anything harmful to
the target, it can repeat the saving throw, ending the effect
on itself on a success. Otherwise, the effect lasts 24 hours
or until Lotherian dies, is on a different plane of existence
from the target or ends the effect as a bonus action. If a
target’s saving throw is successful, the target is immune to
Lotherian’s Fey Charm for the next 24 hours.
Lotherian can have no more than one humanoid and up to
three beasts charmed at a time.

The Game Master’s Book of Non-Player Characters 175

Outskirts & Outposts

LINCOLN DUDLEY, Human Tamer Extraordinaire

A broad-chested humanoid lion whose mane flows Lincoln Dudley,
in the breeze and whose maw seems curled in a
human tamer extraordinaire
menacing smile. He’s wearing audacious burgundy
and navy blue robes that scream luxury, and Medium lion-born, lawful evil
wielding a glaive that says “stay back.” A charming big cat with a powerful roar, who’s never met a
human he couldn’t coerce into servitude.
For the Charismatic
Saving Throws Str +8, Con +6 WIS CHA
While you hate to admit it, there’s something dashing— Armor Class 18 (unarmored defense) 14 16
maybe even endearing—about this slaver. If his Hit Points 161 (14d12 + 70) (+2) (+3)
profession weren’t so abhorrent, you might get along. Speed 35 ft.

Aproud lion-born of the beastlands, Lincoln Dudley STR DEX CON INT
didn’t know what to make of himself when he 18 16 20 11
was shunned from his pride and left to die in the (+4) (+3) (+5) (+0)
prime material plane. He quickly mustered his courage,
however, and found that his commanding presence, Skills Athletics +9, Intimidation, +8, Perception +7
natural charm and deafening roar served him well Senses passive Perception 17
in altercations with most creatures in this part of the Languages Common, Lion-born
realm—but was particularly effective on humans. He Challenge 12 (8,400 XP)
took to imposing his will on them before he fully came
of age, and soon had them eating out of the palm of his Devastating Roar (1/Short or Long Rest). As a bonus
paw (or pulling wagons or loading stores or skinning action, Lincoln can let out an especially menacing roar.
kills—whatever the customer wants, really). Today he is Creatures of Lincoln’s choice within 60 ft. of him that can
one of the realm’s most notorious slavers and if his charm hear him must succeed on a DC 16 Wisdom saving throw or
doesn’t persuade you, well, there’s always the rod. become frightened of Lincoln until the end of his next turn.
1 Wants & Needs Lincoln is always on the prowl for Pride King’s Rage (5/Long Rest). As a bonus action,
fresh flesh to mold into an impressive labor force. Lincoln can enter a focused, primal rage. For one minute he
He’s currently a few bodies shy of his quota for Saskia has resistance to all damage except for psychic, advantage
Cordish, the Baroness of the Outer Glade. on Strength checks and Strength saving throws and has +3
1 Secret or Obstacle He’s done his best to keep it to damage rolls for Strength-based attacks.
a secret, but as it turns out, Lincoln is particularly Overwhelming Charm (3/Long Rest). As an action,
terrified of mice. Lincoln can impose his will on any humanoid creature of
1 Carrying 31cp, 9sp, 66gp, 21pp; the glaive of his choice within 30 ft. The target must succeed on a DC
submission; an elegant hairbrush; a bag of holding 16 Wisdom saving throw or be charmed by Lincoln for 24
crafted from gnoll skin; an iron brand (LD) formed to hours or until the effect is broken by dispel magic or greater
create the shape of a crudely drawn lion. restoration. Humans make this save at disadvantage.
Legendary Resistance (3/Long Rest). If Lincoln fails a
saving throw he can choose to succeed instead.

Multiattack. Lincoln makes three attacks, two with his
Glaive of Submission and one with his Sharpened Claw.
Glaive of Submission. Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit: 11 (1d10 + 5) bludgeoning
damage plus 5 (1d8) lightning damage. On a hit, the target
must succeed on a DC 16 Constitution saving throw or be
stunned until the end of its next turn.
Sharpened Claw. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.

Glaive of SubmissiontaboalfDrugaTdCelghti1egii6soshn+stCtni1unoignngnlngswaateinsivd(totduerrunite1iknisdodeqti8n.imrulOlostbiiahngruuveheeaisntdesnhngiwiiatdntte,ithgtottmhrhfduoteiaw,tnhmst.evaenOarsemeggtnxrueetnye,tatansnfuunriartnfdainf)lgeerm.rdpesuos1sawdtv1eme0r,atkhee

176 The Game Master’s Book of Non-Player Characters

“Back,
scoundrel.”

Outskirts & Outposts

EDGAR von HINKELBERG III, “THE FIEND” “Very interesting.”

A tall, pimply, half-elven youth wrapped in a long cloak E“TdhgearFiveonnd”Hinkelberg III,
of fine make, with dark eyeliner accenting his shifty gaze.
Medium half-elf, neutral
For the Insightful A cultivator and aficionado of rare materials available within
the region and an utter momma’s boy.
This man’s confidence comes not from experience, Armor Class 10
but from wealth—without his noble titles, he’d very Hit Points 13 (2d8 + 4)
likely have amounted to nothing. Speed 30 ft.
THE DRAWBACK of living this far from the main
commerce centers of the realm is it’s next to impossible STR DEX CON INT WIS CHA
to get your hands on items most would consider 10 10 14 12 15 16
common place. The inverse is also true, however, (+0) (+0) (+2) (+1) (+2) (+3)
as the rare and obscure beast bits, plant pieces and
mineral matter prized in larger cities often have their Saving Throws Con +4
origins in hard to access areas such as the one Edgar Skills Deception +5, Persuasion +5
von Hinkelberg III calls home. Using his mother’s Damage Resistances poison
connections and his considerable free time, “The Fiend” Senses darkvision 60 ft., passive Perception 12
has developed a particularly robust black market Languages Common, Dwarvish, Elvish
for organic spell components and other oft-sought Challenge 1/8 (25 XP)
obscurities. His reach is considerable, as is the depth of Actions
his coin purse, and despite his young age he commands Dagger. Meelee Weapon Attack. +2 to hit, reach 5 ft. one
a significant amount of respect—at least among those target. Hit: 3 (1d4) piercing damage.
who value their lives. After all, The Fiend may be a
mama’s boy. But his mother is the Queen of Knives. 1 Secret or Obstacle The parcel in question contains a
1 Wants & Needs The Fiend is looking for some steely- set of basilisk eyes, which still maintain the ability to
eyed travellers who would be willing to carry a parcel to turn any who gaze into them to stone.
the city’s smaller apothecary.
1 Carrying 2cp, 34sp, 140gp, 12pp; jewelery worth
140gp; a packet of herbal cigars; a small parcel marked
for delivery to Martini’s Manse of Magical Macguffins.

DANCIER “TINY” DESPVAL “Rhythm is life, and life is rhythm.”

Silver haired and draped in DANCIER “TINY” DESPVAL and 1 Wants & Needs Though Dancier
flowing silver vestments, this his family are exiles from their dark desperately wants to be reunited
elven community, having fled from with his family he knows gathering
diminutive dark elf evokes the underworld and its backstab- together might lead to their
dappling moonlight. Short centric society to find the fabled execution. If he could find the grove
even by dark elven standards, moonlit grove described in the detailed in his collection of ancient
he could be confused for founding documents of their faith. poems, he is confident his god will
While they escaped unscathed, shepherd his family there.
a sickly halfling at first Matron Mother Funnelweaver often 1 Secret or Obstacle Apart from
glance, but moves with an seeks to make examples of those who the fact that each day his would-be
dare depart. Dancier’s family sent captors from the world below draw
otherworldly grace. their seven children to every corner closer to his location? Well, Dancier
of the realm—which is how Dancier hasn’t had a proper dance partner
For the Devout found himself here, maintaining a in a dwarf ’s age.
small shrine that shimmers when the 1 Carrying 8cp, 5sp, 9gp; a magical
Dancier wears a necklace bearing moon is full. He may never see his stone that plays recorded music.
a depiction of a female dark elf family again, or live to see another
dancing before a full moon—a full moon. That’s why he dances like
widely denounced deity as far as this day might be his last.
dark elven society goes.

178 The Game Master’s Book of Non-Player Characters

Lawkeepers & Lawbreakers

T he wilds and outlands of the realm are cruel and unpredictable. While
there are those who choose to add to that cruelty by stalking others with
impunity far from the reach of the crown or council, some take it upon
themselves to ensure these incursions are as mitigated as their mounts will allow.

WISEWOMAN GREENBERRY “This be my judgement.”

A granite statue of a human-sized considered a great arbiter of 1 Wants & Needs Greenberry is
woman, finely wrought, with disputes. She was so revered for desperate to get out of her current
her perspicacity that the people predicament and is open to
details of clothing, hair and skin of the area made her the de suggestions.
that are astonishing to behold, facto judge for all conflicts and 1 Secret or Obstacle Though
and exhibiting a level of artistry her reputation only grew, as did Greenberry is technically still alive,
and realism that’s surprising her name. Unfortunately, when her condition has done a wonder
given its location this far from the Wisewoman Greenberry was at the on her mind, robbing her of the
height of her regard, she stumbled
civilized world.

For the Perceptive into the path of a basilisk. A party insight that made her such a reliable
of woodsmen were able to kill the arbiter. Her pronouncements have
beast before it ate her, but not
This statue seems to whisper as before it rendered her to stone. become increasingly skewed in favor
of one or neither party involved,
you approach. The sound is so The locals here have yet to find but due to her reputation no one
low and soft that you second
guess yourself about whether it’s a way to cure Greenberry of her dares question them, no matter how
miserable condition, but were
just the wind. able to find a traveling druid lopsided, obscene or inscrutable
they are.
who was at least able to give her
WISEWOMAN Greenberry was a voice of sorts, enabling her to
a real woman once. The wisest 1 Carrying Nothing.
render judgement even still. It’s a
woman, by all accounts, and less than ideal situation.

BRIX BUTTERFIELD “Here alone? Be wary, friend.”

A portly fellow with a thick wanderers who won’t be missed 1 Wants & Needs Brix loves working
mop of black hair atop his if they happen to vanish. Brix for Dr. Fielding and the Battery
round, clean-shaven face, makes a note of an appropriate Shepherds, but what he really
wearing simple peasant target’s appearance, resistance wants is a construct powered by
clothing and a worn leather capabilities and where they’re one of the batts he’s turned in.
belt into which has been staying, even following them as 1 Secret or Obstacle If Brix comes
shoved a short wooden club. necessary to get the information across a tremendous specimen,
he needs. He passes this intel to he’s been known to drug them into
For the Perceptive the Battery Shepherds, a group submission by slipping a sleeping
of highly specialized acquirers of potion into their drink or adding it
This unassuming individual is humanoid species employed by Dr. to their food.
subtly sizing up the largest and Shallow Fielding. At an opportune 1 Carrying 20sp, 4gp; a bag of green
strongest members of your party. time, when the would-be battery figs; a wineskin; a small yet heavy
THOUGH HE appears harmless is alone, drunk or otherwise at club; three doses of sleep potion (DC
enough, Brix Butterfield is risk, the Battery Shepherds swoop 20 Constitution check, or the target
what’s known as a “batt-scout,” in and collect Dr. Fielding’s new falls unconscious for four hours).
paid to look for healthy, hearty power source.

The Game Master’s Book of Non-Player Characters 179

Outskirts & Outposts

MIGUEL THE MAGNIFICENT
Master of the Marauding Marquee

A flamboyant, charismatic green kobold who wears 1 Carrying A handy haversack including: 888cp, 455sp,
a finely made costume reminiscent of a circus 2,349gp, 27pp; precious stones and gems worth 700gp
(all of which once belonged to the accompanying elves);
ringmaster and carrying a beautifully carved cane, Staff of the Elf-Charmer.
accompanied by a troupe of performers, acrobats,
Miguel the Magnificent
bards and other circus folk, who follow his lead.
Small kobold, chaotic evil
For the Charismatic A charismatic kobold who is a staunch supporter of the arts,
as well as the dragon for whom he spends his days acquiring
Miguel seems less ringmaster, more cult leader. dinner and entertainment.
You’d be wary, or perhaps even jealous, if you weren’t Armor Class 14
so entertained. Hit Points 18 (4d8)
Speed 25 ft.
For the Elven
STR DEX CON INT WIS CHA
Every member of the Marauding Marquee is elven, 9 18 10 10 13 20
save Miguel. You also feel compelled to join them. (-1) (+4) (+0) (+0) (+1) (+5)

T he Marauding Marquee, led by Miguel the Saving Throws Cha +7
Magnificent, is the premier travelling circus and Skills Sleight of Hand +6, Survival +3, Stealth +6
occasional sneak thief troupe in the realm (just Damage Resistances poison
ask them), and they’re bringing joy and revelry wherever Senses darkvision 120 ft., passive Perception 11
they go! They’re always recruiting more performers. Languages Common, Elvish, Draconic
Why not join them? Can you juggle or breathe fire or Challenge 2 (450 XP)
perhaps swallow a glaive? Why then you’re wasting your Staff of the Elf-Charmer (1/Long Rest). Miguel can use
life if you don’t share those skills with the wider realm! an action to attempt to magically charm all elves within
Especially if you’re an elf! Come! Come! To the cave in 60 ft. that can see and hear him (DC 18 Charisma saving
the mountains for our next big show! throw, which elves make at disadvantage), into following his
commands. On a failure, the elf is charmed until freed by the
1 Wants & Needs Miguel the Magnificent is always greater restoration spell or by Miguel ending the effect early.
looking for more members to join the Marauding Sunlight Sensitivity. While in sunlight, Miguel has
Marquee. He also has quick fingers and a proclivity for disadvantage on attack rolls, as well as on Wisdom
gold and precious objects. (Perception) checks that rely on sight.
Pack Tactics. Miguel has advantage on an attack roll against
1 Secret or Obstacle Miguel works for an ancient green a creature if at least one of his allies is within 5 ft. of the
dragon named Tarrowing and is on his way back to her creature and the ally isn’t incapacitated.
lair with her favorite treasure (artistic entertainment) Actions
and her favorite food (elves). Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d4 + 4) piercing damage.
PLUNK
“PLUNK !”

A simple-minded cyclops in a PLUNK IS pretty docile as cyclopes while shouting his own name. He
hardly useful loincloth whose go (which is to say violent, but not also enjoys hurling them at anyone
extremely so). A bit of a local legend who doesn’t bring him gifts.
gigantic eye has a branch and old wives’ tale meant to keep 1 Wants & Needs Plunk has “a
sticking out of it. children from wandering off (“lest splinter” in his eye. FIX IT.
you be stomped by the one-eyed 1 Secret or Obstacle The land bridge
For the Medically giant!”), Plunk has been a fixture Plunk loves leads the abandoned
Trained of the region for decades now Temple of Tallistrel, a long forgotten
even if he isn’t aware of the stories ruin from another age.
You could probably remove the he inspires. His favorite hobby is 1 Carrying Two boulders.
branch if Plunk were willing to be tossing large boulders off the side of
still for a moment. the arch that crosses the river and
watching them splash at the bottom

180 The Game Master’s Book of Non-Player Characters

“Prepare
to be

amazified!”

Outskirts & Outposts

DAMON “LICH HEAD” LAMORE “Friend of the lich king is a friend of mine.”

A tall and slack-shouldered individual with Damon “Lich Head” Lamore
colorful but sun-bleached robes. His head and face
Medium half-elf, chaotic neutral
are covered in long, matted hair and a scraggly A lifelong fan of the Lich King Jerri, this necromancer isn’t
beard. He appears to be lost. afraid of trouble ahead or trouble behind.

For the Perceptive Armor Class 12 (15 with mage armor) WIS CHA
Hit Points 66 (11d8 + 11) 12 14
Damon’s eyes have a red and glassy tint, as if he hasn’t Speed 30 ft. (+1) (+2)
slept in weeks.
STR DEX CON INT
For the Naturalists 8 15 12 18
(-1) (+2) (+1) (+4)
There’s a tang in the air like burnt barnyard moss
with just a hint of necrotic flesh—the telltale scent of Saving Throws Int +8, Wis +5
hazebush, a plant used in necromancy and portal magic. Skills Arcana +8, Performance +6, Religion +8
DAMON LAMORE IS ONE of many self-proclaimed Damage Resistances necrotic
Lich Heads who worship a notorious bardic Lich King Senses darkvision 120 ft., passive Perception 11
named Jerri. Unfortunately for Damon, Jerri was Languages Common, Deep Speech, Draconic, Elvish
destroyed by a band of adventures long before Damon Challenge 8 (3,900 XP)
was born. But Jerri’s music lives on, and so in a way,
the Lich King does too. Damon tends to prosthelytize Dark Star (1/Turn). When Damon kills a creature with a
when it comes to sharing Jerri’s tunes with the world, spell of 1st level or higher, he regains hit points equal to twice
and he’s spent quite a bit of his spare time perfecting the spell’s level, or three times the level if it is a necromancy
the art of necromancy in an effort to connect himself spell. This ability does not work on constructs or undead.
to his idol’s past. An easy going guy without much of a Workingman’s Dead (2/Long Rest). When Damon uses
plan, Damon’s only desire is to bring Jerri back however the animate dead spell he can target an additional corpse
he can, listen to some chill tunes and destroy anyone or pile of bones, creating another zombie or skeleton as
who would speak ungratefully of the undead Lich appropriate. Whenever Damon creates an undead, its hit
King. Yeah, OK, he stole some bones from the temple’s point maximum is increased by 9 and it adds +3 to its
cemetery. Chill out, man. It was just a couple femurs weapon and damage rolls.
and some ribs. Sure, he collected some hearts from the Dismiss Taste (2/Short or Long Rest). Damon can use a
taxidermist by the lakeside but c’mon man, he was just bonus action on his turn to target one creature within 30 ft.
going to throw them to his dogs. Phylactery? Yeah, he’s of him and question their taste in music. If the target can
trying to build one. Is that a crime now? Thinking of hear Damon, the target must succeed on a DC 16 Charisma
building something? saving throw or have disadvantage on ability checks, attack
1 Wants & Needs Damon seeks the Stone of Recording, a rolls and saving throws until the start of Damon’s next turn
magical artifact said to contain Jerri’s last performance when he stops belittling for them enjoying music other than
for a literal captive audience. He is also looking for a the Lich King’s.
captive audience of his own.
1 Secret or Obstacle Damon has been in contact with Spellcasting. Damon is an 11th-level spellcaster. His spellcasting
other Lich Heads who are attempting to raise Jerri back ability is Intelligence (spell save DC 16, +8 to hit with spell
to his undead form. They’re all planning to rally for attacks). Damon has the following Wizard spells prepared:
something they call Lichapalooza on an open stretch of
farmland not far from here. Cantrips (at will): chill touch, dancing lights, mending ,
1 Carrying 1cp, 4sp, 3gp; an ossuary containing 2 vicious mockery
skeletons; incense for ritual use; a bag of hazeshrub; a 1st level (4 slots): false life, hideous laughter, mage armor,
beaten up lute; a lute pick made from a toe bone, his ray of sickness
arcane focus. 2nd level (3 slots): blindness/deafness, hypnotic pattern,
ray of enfeeblement, web
3rd level (3 slots): animate dead, bestow curse*,
vampiric touch*
4th level (3 slots): blight*, compulsion, dimension door
5th level (2 slots): arcane hand, cloudkill, dominate person
* = Necromancy spell of 1st level or higher

Actions
Low Five. Unarmed Melee Attack: +7 to hit, reach 5 ft., one
target. Hit: 5 (2d4) necrotic damage.

ANGELINA SERRANO “You causing trouble?”

A golden-haired woman in her late Angelina Serrano
40s wearing the remnants of a military uniform and
Medium half-elf, lawful good
armor. She carries a beautiful greatsword and A deserter of the royal army who now keeps her own peace
a grim expression upon her face. instead of making war.
Armor Class 17 (half plate)
For the Martially Trained Hit Points 114 (12d10 + 48)
Speed 30 ft.
Angelina appears to have done her best to remove
any signifiers of who or what she fought for, but the STR DEX CON INT WIS CHA
make of her uniform and armor place her as a higher- 18 16 18 12 14 13
ranking officer—albeit perhaps a former one. (+4) (+3) (+4) (+1) (+2) (+1)
THERE ARE those who follow flags and others who follow
ideals. When one is in conflict with the other, many stick Saving Throws Str +8, Con +8
by the flag, believing loyalty to the crown and true honor to Skills Athletics +8, Stealth +7
be one and the same. Angelina Serrano felt differently and, Senses darkvision 60 ft., passive Perception 12
despite being the king’s most accomplished commander, Languages Common, Halfling
has become one of his most determined antagonists. After Challenge 10 (5,900 XP)
deserting, she took to the trees and has been on the run Great Weapon Fighting. When Angelina rolls a 1 or 2 on
ever since. She will occasionally step in to help those in a damage die for an attack she makes with a melee weapon
need, brandishing her blind luck blade with which she wielded with two hands, she can reroll the die and must use
once led thousands of the king’s fighters, but she knows the new roll, even if the new roll is a 1 or a 2.
every time word of her reappearance reaches the king she’ll Second Wind (1/Short or Long Rest). As a bonus action,
need to flee to bury her identity once more. Angelina can regain 1d10 + 12 hit points.
1 Wants & Needs Angelina heard that royal bannermen Action Surge (1/Short or Long Rest). Angelina can take one
are currently throwing settlers off their land to make additional action on top of her regular action and a possible
room for a baroness’s summer home. She won’t abide it. bonus action.
1 Secret or Obstacle The king has grown tired of chasing Indomitable (1/Short or Long Rest). Angelina can reroll
Angelina and has decided to make her come to him by one failed saving throw. She must use the new roll.
capturing and torturing her wife and three children. Blind Luck Blade. Angelina’s greatsword functions as a
common luck blade (ha!) with one exception: any time
Angelina uses its wish feature, she has no power over what
spell or wish will be cast—all she can do is hope for the best.
Actions
Multiattack. Angelina makes three attacks with her Blind
Luck Blade.
Blind Luck Blade. Melee Weapon Attack: Two-handed. +9 to
hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage.

1 Carrying A sketch of her family; the blind luck blade.

RED LAN-FIN “Don’t be scallywag gin’ me!”

A ruddy half-elf in a red striped take the pirate out of the sea, but 1 Wants & Needs Red would love a
top and clamdigger slacks. His you can’t take the sea-set tattoos job, revenge on his shipmates and a
long, bright red hair is tied back off a pirate” as the saying goes. He’s chance to pursue the Gilded Isle—a
a better cook than he is a fighter, dragon turtle said to contain a
in a ponytail. and truth be told, he’s a terrible proper hoard of treasure on its shell.
cook, which is why his shipmates 1 Secret or Obstacle The Dirty
For the Perceptive left him here a few weeks ago. Byrd is now a ghost ship. Crewed by
He’d love a chance to get on with ghosts. The evil kind.
Red carries a small dagger and another captain, especially if they’re 1 Carrying 26sp, 1gp; a stolen cap
a metal belaying pin in his belt, seeking to give chase to his former of water breathing; two of his own
perhaps for protection. shipmates aboard the Dirty Byrd. teeth (he’s sentimental); a belaying
LOOK. RED LAN-FIN will level For now though he’s looking for pin; a dagger; a detailed log of the
with you. He’s a pirate. Always has work, or maybe a few pockets to movements of the Gilded Isle.
been, likely always will be. “You can pick. Whichever comes first, or
pays better.

The Game Master’s Book of Non-Player Characters 183

Outskirts & Outposts

FANDLE “ROCKHOUND” PENLOCK

A young gnome with long black hair and light blue Fandle “Rockhound” Penlock
eyes in slate-colored leather armor and bearing a
Small gnome, neutral good
backpack with a sling belted at his side. Tough, self-proclaimed “Guardian of the Fey,” this clever
gnome is ready for a fight with whomever has bad intentions
For the Druidic or Fey Touched toward his magical friends and their environs.

Fandle seems remarkably connected to the earth, Armor Class 17 (studded leather, shield) WIS CHA
possibly even the fey wild. Hit Points 54 (9d8 + 18) 18 14
Speed 25 ft. (+4) (+2)
As a young boy raised near these forests, Fandle
“Rockhound” Penlock’s family interacted with the STR DEX CON INT
fey on a regular basis, befriending a number of 11 17 14 15
sprites and fey elves, ultimately becoming welcome in
their inner circle. While attending a large fey wedding, (+0) (+3) (+2) (+2)
Fandle watched helplessly as a band of orcs and goblin
worg riders ran down the entire bridal party, including Skills Animal Handling +7, Medicine +7, Nature +5, Survival +7
his parents and fey godmother. Pursued into the forest Senses passive Perception 14
by brutish forces, Fandle summoned his courage and Languages Common, Druidic, Elvish, Gnomish, Sylvan
all his might, splitting the earth beneath the remaining Challenge 8 (3,900 XP)
armies and sending them careening headlong into
a freshly carved ravine. The remaining fey creatures Elemental Shift (2/Long Rest). Rockhound can use his
rallied around him and gifted them with their blessing, druidic wildshape to shift into an earth elemental.
as well as a new nickname, and he’s been an ally to the Stone Camouflage. Rockhound has advantage on Dexterity
feywild ever since. (Stealth) checks to hide in rocky terrain.

He regards most humanoids with suspicion and his Spellcasting. Rockhound is a 9th-level spellcaster. His
hatred of orcs and goblinkind has led him to pursue spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
them aggressively, often striking first before they spell attacks). He has the following Druid spells prepared:
can gain a foothold near his domain. Rockhound
understands protecting the wilderness is a job only Cantrips (at will): druidcraft, magic stone, thorn whip
those with hearts of stone can fully stomach, and he’s 1st level (4 slots): entangle, goodberry,
long past negotiating with any who don’t see the value of speak with animals, thunderwave
maintaining the purity of this place. 2nd level (3 slots): heat metal, pass without trace, reduce/
1 Wants & Needs Rockhound believes the only good orc enlarge, spike growth
is a dead orc, and he’s found a number of soon-to-be 3rd level (3 slots): call lightning, conjure animals,
dead orcs in a cavern fortress up river. He is willing to meld into stone
take them out alone, but knows he’d have better luck 4th level (3 slots): polymorph, stone shape
with some backup. 5th level (1 slot): wall of stone
1 Secret or Obstacle The orc encampment up river is a
sanctuary for outcast pacifist orcs, who wish to leave the Actions
warring ways of their people behind. Sling. Ranged Weapon Attack: +6 to hit, range 60/120 ft., one
1 Carrying 22sp, 17gp; a wooden shield; studded target. Hit: 8 (1d8 + 3) bludgeoning damage.
leather armor; cartographer’s tools; component pouch;
herbalism kit; a vial of calming earth scent (for when
he’s away from home); sling and river rock ammo (20).

184 The Game Master’s Book of Non-Player Characters

“Hard
pass.”

Outskirts & Outposts

GARRETT DuBOIS “Sounds bad.”

A gruff, stoic bruiser of a man in rusty and dented Garrett DuBois
heavy plate, whose long gray hair waves in the breeze,
carrying a spear in one hand and a shield in his other. Medium human, lawful good
A disgraced veteran of the last war, Garrett DuBois plans to
For the Scholarly spend his final days tracking the monster-riding villains who
decimated his company.
You’ve heard of Garrett DuBois—his loss at Colder
Downs was among the most significant of the last war. Armor Class 20 (heavy plate, shield) WIS CHA
A celebrated warrior, his entire company was brutally Hit Points 119 (14d10 + 42) 16 12
defeated and it was assumed he died alongside his men. Speed 30 ft. (+3) (+1)
AT NIGHT, Garrett DuBois can still hear their screams.
The shouts to retreat, the panic in their faces—men who STR DEX CON INT
had stood by his side through the worst he encountered 18 15 16 10
were frozen in fear as they stared across the battlefield. (+4) (+2) (+3) (+0)
Garrett had prepared his company to hold the line, for
the likelihood of death among their ranks. He hadn’t told Saving Throws Str +7, Dex +5, Con +6
them the enemy would be riding wyverns. Or hydra. Or Skills Athletics +10, Intimidation +4
dragons. He hadn’t known—not that it would have made Senses passive Perception 13
a difference. Once these monstrosities hit the battlefield Languages Common
he knew the day’s fight would be his last. But it wasn’t. Challenge 5 (1,800 XP)
He emerged from the bloodsoaked wreckage of defeat,
covered in the gore of men who trusted him, and knew Resolve (1/Long Rest). When Garrett is reduced to 0 hit
he’d be cursed to endure his remaining days—gifted by point, he instead drops to 1 hit point.
the gods, he assumes—tracking each and every creature Vengeful Surge (1/Short or Long Rest). Garrett can summon
involved in the destruction of his company. It is this sole his own gritty determination to get the job done, granting
purpose that has brought him this deep into unoccupied himself two additional Actions on his turn in addition to his
territory, as he tracks Boorgon Griff—the hydra master. Action and Bonus Action. At least one of these additional
1 Wants & Needs Garrett plans to seek and destroy the Actions must be used to attack.
hydra master and his mount, a seven-headed terror
named Sliss. Actions
1 Secret or Obstacle Garrett suffers from crippling Multiattack. Garrett makes three melee attacks, two with
post-traumatic stress disorder and despite his brave his spear and one with his shield.
face must attempt a DC15 Wisdom saving throw against Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5
being frightened at the start of any encounter. If Garrett ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
fails this saving throw, he rerolls the save at the end of damage, or 13 (2d8 + 4) piercing damage if used with two
his subsequent turns, ending the condition on a success. hands to make a melee attack.
1 Carrying 22cp, 9sp, 10gp; heavy plate; spear and Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
shield; net; a hit list of other creatures and their riders target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is
involved in the Battle of Colder Downs. a Medium or smaller creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.

Reactions
Parry. Garrett adds 3 to his AC against one melee attack
that would hit him. To do so, he must see the attacker and be
wielding a melee weapon.
Shield Specialist. If Garrett is subjected to an effect that allows
him to make a Dexterity saving throw to take only half damage,
he can use his reaction to take no damage if he succeeds on the
saving throw or half damage on a failure, interposing his shield
between himself and the source of the effect.

WARRYN KNACKLE OF THE TIMBERS, Future Fighter

“I was expecting this.”

A sly-faced gnomish man in need of a haircut in Warryn Knackle of the Timbers
overlong robes and twirling a set of dice that float
Small gnome, lawful neutral
above his open palm. This ambitious gnome is prepared to protect the future from
danger, no matter how dangerous that makes his present.
For the Insightful
Armor Class 12 (15 with mage armor) WIS CHA
When this individual speaks, you get the sense that Hit Points 67 (15d6 + 7) 12 10
he’d rather be doing anything but talking to you. Speed 30 ft. (+1) (+0)
THE CURSE OF being a prodigy is you almost
immediately outshine your peers, and their fragile STR DEX CON INT
egos tend to respond to true greatness by finding ways 9 14 10 22
to cut it down. Even among the prodigious youths at (-1) (+2) (0) (+6)
the Strygianus Arcane Academy, Warryn Knackle was
a standout, which made him a target for schoolyard Saving Throws Int +11, Wis +6
bullying and relentless ire. Despite his skill he had few Skills Arcana +11, History +11
friends and fewer prospects upon graduation (no one Languages Common, Gnomish, Elvish, Halfling
likes a know-it-all, not even professors of the arcane Challenge 11 (7,200 XP)
arts) but Warryn knew he was destined for greatness.
He saw his bright future clear as day. (He was, after all, a Spellcasting. Warryn is a 15th-level spellcaster. His
divination wizard.) As he continued to pursue his craft, spellcasting ability is Intelligence (spell save DC 19, +11 to
he encountered visions of his former classmates engaging hit with spell attacks). He has the following Wizard spells
in horrific applications of their knowledge—pursuing prepared:
lichdom, enslaving entire towns, using minor illusion
to tip—and knew the only one capable of stopping these Cantrips (at will): fire bolt, light, mage hand, message, true
events from transpiring was someone who’d already seen strike
them come to pass. But he couldn’t see far enough, deep 1st level (4 slots): detect magic*, feather fall, mage armor
enough or long enough into the years to come to make a 2nd level (3 slots): detect thoughts*, locate object*,
significant difference. So he retreated to the distraction- scorching ray
free wilderness of the Timbers to construct a device—The 3rd level (4 slots): clairvoyance*, fireball, fly
Spire of the Foreordained—he’s certain is the key to 4th level (3 slots): arcane eye*, dimension door, divination
stopping danger before it can transpire. 5th level (2 slots): scrying*, telepathic bond*
1 Wants & Needs In order to complete The Spire of 6th level (1 slot): mass suggestion, true seeing*
the Foreordained, Warryn needs a number of arcane 7th level (1 slot): delayed blast fireball, teleport
supplies that aren’t available in this part of the realm as 8th level (1 slot): maze
well as several mechanical components that will need to * = Divination spell of 1st level or higher
be custommade. And he’s worn out his welcome at the Portent (Recharges after Warryn Casts a Divination
blacksmith’s. Yes, he should have known he would need Spell of 1st Level or Higher). When Warryn, or a creature he
these items before fleeing to the wilderness. Bringing it can see, makes an attack roll, saving throw or ability check,
up isn’t going to change the past. Warryn can roll a d20 and choose to use this roll in place of
1 Secret or Obstacle Like all gifted practitioners in a the attack roll, saving throw or ability check.
particular field, Warryn is prone to blindspots when
it comes to his own skills. For example, the plans he’s Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 3 (1d6-1) bludgeoning damage, or 4 (1d8-1)
bludgeoning damage if used with two hands.

drawn up for The Spire of the Foreordained—the ones
he claims to have seen himself building in one of his
visions—were actually created by a malevolent demon,
who is using Warryn’s passion for saving the realm as a
means for opening a dark portal into it.
1 Carrying 15gp, 2pp; a pearl of power; plans for The
Spire of the Foreordained: his lucky dice, which serve as
his spell focus.

The Game Master’s Book of Non-Player Characters 187

Outskirts & Outposts

WINTER MOON

A slender female cat-person with orange tabby fur in Winter Moon
dark purple leather armor, wearing a belt of daggers,
a fetching hat and a pair of tortoiseshell glasses with Medium cat-person, neutral evil
A smooth-talking, wise-cracking dealer of death, this
green lenses, which strike you as particularly hip. assassin for hire fakes her way through nearly everything
and still comes out on top.
For the Charismatic
Armor Class 19 (+2 studded leather) WIS CHA
You know the difference between confidence and con Hit Points 72 (11d8 + 22) 12 20
artistry, and you’re watching a master of both at work. Speed 40 ft., climbing 40 ft. (+1) (+5)

Survival of the fittest is occasionally a matter of luck STR DEX CON INT
rather than skill, and those who persist through the 11 20 14 10
wild’s various trials without much error often live
long enough to become experts in the field. Winter Moon, (+0) (+5) (+2) (+0)
one of the realm’s foremost assassins-for-hire, is certainly
a “fake it ’til you make it” type, and her persistent ability Saving throws Dex +9, Int +4
to stay alive no matter the odds is both a testament to the Skills Acrobatics +13, Deception +9, Sleight of Hand +13,
long rumored multiplicity of the lives of her species as Stealth +13, Thieves Tools +13
well as her general “don’t tell me the odds” aesthetic. She’s Senses passive Perception 11
never met a subject she couldn’t bluff her way through, Languages Common, Thieves’ Cant
and her BSing often works as well as or better than actual Challenge 11 (7,200 XP)
knowledge (much to her more academic colleagues’
chagrin). Light on her feet and heavy on sarcasm, she Assassinate. During her first turn, Winter has advantage
exudes the type of effortless cool that some spend their on attack rolls against any creature that hasn’t taken a turn.
entire lives hoping to cultivate, and though she’s prone to Any hit against a surprised creature is a critical hit.
exaggeration and a bit of malarkey in the name of a good Evasion. If Winter is subjected to an effect that allows her
yarn, there is one area in which her hyperbolic statements to make a Dexterity saving throw to take only half damage,
are stunningly accurate: She is positively deadly with a she instead takes no damage if she succeeds on the saving
dagger and you will never see her coming. throw, and only half damage if she fails.
1 Wants & Needs Winter was hired by the party’s most Sneak Attack (1/Turn). Winter deals an extra 24 (6d6)
monied antagonist to put an end to their current quest. damage when she hits a target with a weapon attack and
She has been tracking them for a few weeks and is has advantage on the attack roll, or when the target is
waiting for the most opportune moment (or mood) to within 5 ft. of an ally of Winter’s that isn’t incapacitated and
strike. she doesn’t have disadvantage on the attack roll.
1 Secret or Obstacle Though she’s a killer for hire,
Winter has a heart and is one of the few assassins you Action
can reason with (or pay off ) in your final moments. She Dagger. Melee or Ranged Weapon Attack: +10 to hit,
is also particularly fond of musicians and has a hard reach 5 ft. or 30/60 ft., one target. Hit: 7 (1d4 + 6) piercing
time killing anyone who carries an instrument. damage. The target must make a DC 19 Constitution saving
1 Carrying 32gp, 19pp; +2 studded leather armor; throw, taking 42 (12d6) poison damage on a failed save, or
Shades of the Wayfarer; 5 vials of purple worm half as much damage on a successful one.
poison; four +1 daggers.
Reaction
188 The Game Master’s Book of Non-Player Characters Uncanny Dodge. When an attacker that Winter can see
hits her with an Attack, she can use her Reaction to halve
the attack’s damage.

Shades of the WayfarersaAmweAfrytcared+eiaiaofrAoeranldrscl2mulcpntkaaiaeuphotlrmtfecnaqiariaoikcdoaddnaceuiecennrCeeegswaayctnaoolusahhabiflaicfttmlsooaleomrheleygdrrcoonte,iaaikryiakwtasassIenkh,omtlsacnseelsduauetdmhynavh(mnarraviee-reearsn(yaCclsHoMeerrfneuwtkituhoaqinnpntsigelarntrasasafudaehewaxmtrgoedrorletiaigdietry2isearrrlttiom,meirhat0ytelakrnaiol,ona)toeanselssorRotcyqtnaydtifitarkhnunooieeoreawcntsexilnsdiiteirsitgrdtciaudrgteeetuagkhyilcdohssiasnlisuotnhbmeplvdygibomnuameee.etocalwl,lscn.eWoosumourlilotntovmrnucttsarsohhigulheeeIn,aNenesaynnftetconnri,hgixtewaoftsiebdli.petu)nesatlcuuTnelshacs.oftirirdsrheegWnhoeieeeaeaegoeltsvrotn,rnih,yruemrtitcbctesnhrofgheuemneoeiret.sweaasneitth

“Very
cool.”

Outskirts & Outposts

TSUME VALO with Tyke “I won’t forget.”

A stocky dwarven man with a wild, untamed wiry before terrified but armed townsfolk make such a
mane and unbrushed beard that obscures most of his consideration an impossibility. Tsume wants his tribe
facial features. He wears simple, threadbare clothes to be safe and happy, but most nobles don’t want
“dangerous were-folk” settling in their back yards.
and carries a babbling toddler in a sling. 1 Wants & Needs If it were possible, Tsume would love
a proper and permanent Furbidden refuge to be built
For the Perceptive or Tiefling within the wilds. This would take some doing.
1 Secret or Obstacle Tsume is a werebear and the child
The young child is a tiefling whose horns haven’t yet he carries, Tyke, was born to were-lephant parents.
grown in. Tsume is very protective of her. She hasn’t yet learned to control her shifting, and has
TSUME VALO IS the leader of the Furbidden, a tribe already destroyed four cribs.
of were-people doing their best to live simple, fulfilling 1 Carrying 43cp, 18sp, 2gp; a sharp handaxe; a small
lives on the outskirts of civilization. When rumors of a child named Tyke who can transform into a terrifying
werewolf, wereboar or other were-afflicted emerge, elephant/tiefling hybrid.
Tsume follows them in the hopes that he can intervene
and suggest they join his nomadic lycanthrope colony

Tsume Valo Tyke the Tiefling Were-lephant

Medium dwarf (shapechanger), neutral good Tiny/huge tiefling (shapechanger), chaotic good
A gruff, hairy dwarf doing his best to make a life for himself This bundle of joy becomes a rampaging elephant hybrid at
and his people in the wilderness. the least (though sometimes most) opportune times.
Armor Class 11 (12 in bear or hybrid form)
Hit Points 135 (18d8 + 54) Armor Class 12 (natural armor) WIS CHA
Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) Hit Points 84 (8d12 + 32) 11 6
Speed 40 ft.
STR DEX CON INT WIS CHA (+0) (-2)
19 12 16 11 13 14 STR DEX CON INT
(+4) (+1) (+3) (+0) (+1) (+2) 22 9 18 3
(+6) (-1) (+4) (-4)
Saving Throws Str +8
Skills Perception +5, Stealth +5, Deception +6 Damage Resistances fire, bludgeoning, piercing and slashing
Damage Resistances poison, bludgeoning, piercing and slashing from nonmagical attacks not made with silvered weapons.
from nonmagical attacks not made with silvered weapons. Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60ft., passive Perception 15 Languages Understands Common and Infernal but cannot speak
Languages Common, Dwarvish (can’t speak in hybrid form) Challenge 4 (1,100 XP)
Challenge 5 (1,800 XP)
Shapechanger. Tsume can use his action to polymorph Trampling Charge. If Tyke moves at least 20 ft. straight
into a large bear-humanoid hybrid or into a large bear toward a creature and then hits it with a Horned Gore attack
or back into his true form, which is humanoid (dwarf ). on the same turn, that target must succeed on a DC 12 Strength
His statistics, other than size and AC, are the same in saving throw or be knocked prone. If the target is prone, Tyke
each form. Any equipment he is wearing or carrying isn’t can make one Stomp attack against it as a bonus action.
transformed. He reverts to his true form if he dies.
Keen Smell. Tsume has advantage on Perception checks Actions
that rely on smell. Horned Gore. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Actions one target. Hit: 29 (5d8 + 6) piercing damage.
Multiattack. In bear form, Tsume makes one bite and Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one
two claw attacks. In dwarven form, he makes two handaxe prone creature. Hit: 23 (3d10 + 6) bludgeoning damage.
attacks. In hybrid form, he can attack like a bear or a
humanoid. Reactions
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: Hellish Rebuke (1/Long Rest). If Tyke takes damage from a
+8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing creature within 60 ft. of her she can use her reaction to cast
damage. If the target is a humanoid, it must succeed hellish rebuke at 2nd level, surrounding her assailant in hellish
on a DC 14 Constitution saving throw or be cursed with flames. The creature must make a DC 14 Dexterity saving
werebear lycanthropy throw. It takes 17 (3d10) fire damage on a failed save, or half
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +8 as much damage on a successful one.
to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Handaxe (Humanoid or Hybrid Form Only). Melee GM Note
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6
+ 4) slashing damage. If threatened or attacked, Tyke will transform into
an elephant with massive tiefling horns, utilizing the
statistics as outlined above. Otherwise, she is a toddler
still learning and growing, and her attributes other
than Charisma (10) are 4 (at GM discretion).

“GABRIEL #46” MALAIKA DAWNBORNE “Serenity awaits! Join us!”

A small-boned human woman 1 Wants & Needs The blood of 17 for the majority of the Gabriels,
with the left side of her head children in 17 vials representing the Original Gabriels are just a
the 17 seasons of the Once Was. couple of cons who got in over
(including her eyebrow) If that sounds like too much to their heads and started making
completely shaved, wearing ask, perhaps you should consider increasingly outlandish requests of
a rich blue tunic and an eager whether the lives of a few forgotten their commune assuming the group
smile and holding a knife as children would be too high a cost to would eventually peter out. It has
pay for eternal bliss, hmm? not. They’ve all come too far.
long as her forearm. 1 Secret or Obstacle Children 1 Carrying 1cp, 1sp, 1gp, 1pp;
hate meetings more than they her allotment from the Original
For the Perceptive hate being stabbed, so it’s been an Gabriels; 17 vials, 2 filled with blood.
uphill climb. And unfortunately
There’s something unnatural
about Gabriel’s smile, as if she’s
not in control of it.
NO ONE WAKES up and says
“I’d like to join a cult.” It typically
happens over time. A town meeting
here, a self-help intensive there
and suddenly—one thousand cuts
later—you’ve made a commitment
to offer up your firstborn to the
Returned Majesty. In Gabriel #46’s
case, back when she was Malaika
Dawnborne, she knew she was
destined for something bigger than
the shack of her birth. Now that
she and the other Gabriels—her
brothers and sisters!—have located
the gate, the Returned Majesty
can finally help her ascend. They
just need the gatekey! And you can
help! Do you have any children you
no longer care for?

The Game Master’s Book of Non-Player Characters 191

Outskirts & Outposts

Oddballs & Outsiders

T his part of the realm attracts a certain sort to be sure, but that doesn’t
mean all who answer the call of the wild belong in it. Some residents
stand out among the already outlandish.

BOOBOO CRAWFORD “Sensational!”

A foppish man of middle age This was the advice of Booboo’s anything you think he ought to put
with an overwhelmingly large physician as he shared the sad news on his “To See Before I Croak” list.
about the man’s impending demise. 1 Secret or Obstacle Booboo’s
explorer’s pack strapped to His body overrun with a terminal doctor didn’t mention it, but part of
his back, a few pots and pans disease, Booboo chose to get out his reasoning for sending the man
into the wild and experience the out into the wilderness is that he is
hanging from straps at his unknown. After all—what’s the extremely contagious.
chest, holding a guide book worst that could happen? Death? 1 Carrying 21cp, 3sp, 19gp; a
Hahahaha. But seriously, do you foldable cot; a lantern; a portable
like a mask. think it’s dangerous? cooking set; explorer’s pack; a
gaming set; a set of fancy clothes;
For the Insightful or 1 Wants & Needs Booboo is hoping a rain slicker; flint and steel; a
Survival-focused to see as much of the wilderness double-thick guidebook to the
as he can get his eyes on. He’d love region; a stained hankie with a bit
While it’s true that not all who directions (or better yet, an escort or of wet blood and sputum in it.
wander are lost, Booboo is three) to any notable vistas, scenic
currently very turned around. buttes or beautiful bodies of water—
“SEE THE COUNTRYSIDE,” he
said. “Explore the wilderness.”

ZIA TAXAS “Chaka latnahah! Ya?”

A young and shoeless dark red and has had some passing term hire, but her inability to speak
tiefling girl in a dirty tunic, with acquaintance with other tieflings, Common makes it difficult for her to
allowing her to have picked up pursue what she’s most interested in:
leaf-strewn maroon hair and enough of their language to speak a the truth about her heritage.
tightly wound horns whose tail broken form of Infernal. Zia cannot 1 Secret or Obstacle Zia is the long-
speak Common, however, which lost daughter of the Boorgatos,
is long and crooked. has reinforced her role as an outcast a wealthy tiefling family. Her
in non-tiefling outposts. She has a parents were assassinated and their
For the Insightful vague recollection of being called property and riches claimed by the
“Zia” by people she presumes were state. Zia remains a “loose end”
This child has the confidence of her mother and father but has no from the job. Were her true identity
someone twice her age but does memory of what happened to them discovered she’d be eligible for
seem to be carrying herself or why she was abandoned. At some land and titles—part of the reason
with a bit of caution—she may point, she took on the forest’s name she’s still sought by the men who
bolt if approached too quickly as a surname, in essence identifying murdered her parents.
or without care. herself “Zia of the Taxas.” 1 Carrying A doll crafted from
ZIA IS A literal “wild child,” a 1 Wants & Needs Her willingness leaves and straw; a knife made of
feral creature of the Taxas forest, to tackle any task for a bit of food or stone and bone.
abandoned by her parents and left supplies make Zia an excellent short-
to survive on her own. She’s fared
quite well given the circumstances

JANUS THE HALF-HANDED “Butterfingers!” (directed at self)

A slim, woolly-bearded JANUS IS A well-meaning sort, 1 Wants & Needs Janus is keen to
human man with wild, deep- aspiring to be the kind of courageous bring others to the entry of the Cavern
set eyes wearing mismatched adventurer he admired as a boy, of the Sacred Shadow, a location he
a fact he won’t shut up about. visited in his dreams but has since
adventuring gear—a bit of Unfortunately, he has neither the convinced himself is accessible
plate here, a skirt of chain strength of will nor body to pursue through the lake fed by a nearby river.
there, a splintered shield and such a life. He’s terribly clumsy, a fact 1 Secret or Obstacle Janus is, in fact,
what appears to be a broken responsible for numerous accidents a legendary adventurer and many of
rapier. He has three fingers on involving both himself and others the tales he tells are true. In his last
and is mostly shunned by those who adventure, the discovery of the Cavern
his left hand. dwell here, as they grow tired of of the Sacred Shadow, he disrupted
his rambling about adventures he a portal door and was cursed by
For the Martially couldn’t have undertaken. But they’d a necromancer to experience a
Trained be wise to listen when he speaks of withering of both body and mind.
the Cavern of the Sacred Shadow—he 1 Carrying 7cp, 11sp; a map to the
Even a passing understanding of found the entrance by happenstance. Cavern of the Sacred Shadow.
armor and weaponry tells you this He may have inadvertently started a
man has no idea how to wear or planar incursion.
wield the items he carries.

PEEKO THE LOST “Peeko no like.”

A scrawny kobold dressed in PEEKO IS A kobold who got lost 1 Wants & Needs To be reunited
rags, carrying a slaughtered from his clan during a raid. He with his fellow kobolds at the entry
knows he’s frail and weak and has to Shockfang’s lair. Help-p-please!
rabbit in one hand and a embraced the role of scavenger. He’s Will tell Shockfang to reward you!
broken knife in the other. got no money, power or magic and
since he has no clue how to get back 1 Secret or Obstacle To date Peeko
For the Perceptive to the lair of his favored master, hasn’t convinced Shockfang to do
an ancient blue dragon named anything other than eat intruders.
This creature looks incredibly Shockfang, Peeko is purely looking
skittish. He’s hiding from for someone to please. And maybe 1 Carrying 3gp, property of
everyone, even as he seems to be grovel before. And possibly sleep in Shockfang; a small broken knife; a
searching for someone/thing. the shade of. slaughtered rabbit; a small wad of
paper featuring a crude drawing of
Peeko’s mother, Parkot.

EMMA POWERS “He is coming.”

A beggar woman in well worn SENT WITH A singular message 1 Wants & Needs For others to
rags with a porcelain face and from her deity, a chaotic god— listen, to hear, to understand: He is
expressive eyes, whose cracked calamity manifest—who is prepared coming. He. Is. Coming.
lips seem desperate for water to sully the status quo in favor of the 1 Secret or Obstacle Emma
and whose outstretched hands less fortunate, Emma Powers has doesn’t know the being she is
wandered this region for months heralding is an ancient aberrant
are bloody and scarred. with a singular phrase on her lips: creature whose only desire is to
“He is coming.” Run out of most of devour. Starting with its most
For the Devout the communes and collectives and faithful subjects.
very close to losing access to the 1 Carrying 2sp.
There’s something alluring about nearby village, it seems most want
this woman—she may be more nothing to do with her. But her
than she appears. memory is long. And he is coming.

The Game Master’s Book of Non-Player Characters 193

Outskirts & Outposts

HENRICK STEEDCASTLE

A sturdy and battle-hardened centaur who stands Henrick Steedcastle
proudly on three legs, his hind right haunch scarred
from a wound that cost him his fourth. His athletic Large monstrosity, neutral good
form suggests a youthful vigor, but gray in his beard
Armor Class 15 (+1 leather armor; +1 shield) CHA
and at his temples belie his age. Hit Points 115 (10d10 + 60) 12
Speed 40 ft. (+1)
For the Martially Trained
STR DEX CON INT WIS
Henrick could definitely handle himself in a hand- 20 10 22 16 14
to-hand fight, assuming he doesn’t trample his (+5) (+0) (+6) (+3) (+2)
opponent first.
Saving Throws Str +9, Con +10
An absolute unit on the frontline and divine Skills Athletics +9, Perception +6, Survival +6
strategist behind the scenes, Henrick Steedcastle Senses passive Perception 16
persevered through the second fey rebellion, Languages Elvish, Sylvan
helped topple the Margaster empire, freed the Dogmen Challenge 5 (1,800 XP)
of Direhall Isle and is among the most accomplished field
generals of his clan. Though his gallop has suffered a bit Trampling Charge. If Henrick moves at least 30 ft. straight
due to his injury, he maintains pace with other centaurs toward a target and then hits it with a claymoor attack on
half his age through sheer pride. Yes, he only has three the same turn, the target takes an extra 10 (3d6) piercing
legs. Yes, he could still kick your teeth in. No, you cannot damage and must make a DC 16 Strength saving throw or be
ride on his back. knocked prone.
1 Wants & Needs Henrick seeks admittance to the plane
of Ysgard, where he would spend eternity killing and Actions
dying and waking anew on the endless battlefields that Multiattack. Henrick makes three attacks: two with his
mark that realm of existence. claymoor and one with his hooves.
1 Secret or Obstacle Henrick’s desire to ascend to the Claymoor. Melee Weapon Attack: +9 to hit, reach 10 ft., one
plane of Ysgard has made him reckless, which may get target. Hit: 11 (1d10 + 5) slashing damage if wielding with
himself or his company killed in their next battle. one hand, 12 (1d12 + 4) slashing damage if wielding with two.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage.

1 Carrying 164gp; a claymore he can wield with one
hand like a lance; a +1 leather shield; +1 leather barding
and armor; compiled notes on mounted military
strategy from several different cultures in a small book.

THUD THE BARBARIAN “Is water wet?”

A smooth-scaled, turquoise- ground for the byproducts of 1 Wants & Needs Thud wants a
colored merfolk with bright Anderton’s Alchemical Artificiery new home and for the polluters
pink fins accenting their head for nearly a decade. The folks at Triple-A to taste Thud’s fury as
and boulder-like shoulders that at Triple-A didn’t want to harm well as his axe.
lead to equally muscular arms, citizens of the realm, but should 1 Secret or Obstacle Due to Thud’s
wearing a loincloth of kelp and have surmised humanoids dwell exposure to arcane radiation, when
seaweed and carrying a large beneath the waves as well. The Thud gets angry his body emits
rusty axe covered in coral. waters of Thud’s homeland became a chaotic surge of wild magic,
poisoned by arcane energy and represented by a roll on the wild
For the Arcane those of Thud’s kin who didn’t die magic table (at GM discretion).
evolved, growing stronger, faster 1 Carrying Seaweed loincloth;
Thud seems to be dripping with and in many cases, angrier. Some rusty greataxe.
magical residue and emits a even grew legs. They also started
strong aura of wild magic. emitting arcane energy, not unlike GM Note
THIS AQUARIAN barbarian hails their electric eel brethren—an
from Portnoy Bay, an isolated body ability Thud can’t control. Thud Thud has the statistics of
of water that has been a dumping wants the world to know what a berserker, can breathe
happened at Portnoy Bay. But first? underwater and must roll on a
Revenge on Triple-A. wild magic table following every
attack roll, whether or not it hits.
194 The Game Master’s Book of Non-Player Characters

“Three
legs are
still better

than
two.”

Outskirts & Outposts

THE TINKER

A humble traveller dressed in dusty white robes, with The Tinker
elegant long black hair in a rope-like braid, a large
Medium celestial, neutral good
straw hat upon her head. Her elven features and easy- A humble traveller collecting scraps and peddling her wares
going smile make her age difficult to determine. on the long road.

For the Martially Trained Armor Class 12 (17 with shield) WIS CHA
Hit Points 388 (25d20 + 125) 26 16
While it looks as if you could cleave this being in Speed 30 ft. (+8) (+3)
two, something about her presence suggests you’d
regret trying. STR DEX CON INT
11 15 20 22
Atraveller, scrap collector and talisman seller, The
Tinker has wandered the realm for centuries, (+0) (+2) (+5) (+6)
picking up odds and ends and sharing meals,
stories and the occasional trinket with the travelers she Saving Throws Wis +14, Con +11, Int +12
encounters. Recently a group of very tricksy kenku made Skills Religion +12, Insight +14, Medicine +12, Perception +14
off with her “Bag of Questionable Items.” It’ll turn up Damage Immunities radiant
eventually—things have a way of returning to her, but Senses darkvision 120 ft., passive Perception 24,
she’d rather not have to wait on the universe to dictate Languages All (though The Tinker mostly keeps this fact to
when that will occur. The Tinker might even be willing to herself ), telepathy 120 ft.
offer a trinket from within it as a reward. Challenge 21 (33,000 XP)

1 Wants & Needs The Tinker desires stories attached Shapechange. As an action The Tinker can take the form
to the objects and items she collects. If a member of of a solar, an avatar of her deific nature, or shift back to her
the party gives The Tinker an item with a story that humanoid form.
impresses her, she will offer them a chance to select Celestial Revenge. If The Tinker dies, the Celestial Plane
something from her Bag of Questionable Items. If she will swear revenge on the creature that dealt the final blow by
ever gets it back. Which she will. You’ll see. In time. sending a solar to destroy that creature.
What goes around comes around. Legendary Resistance (3/Long Rest). If The Tinker fails a
1 Secret or Obstacle The Tinker is a travelling deity saving throw she can choose to succeed instead.
thousands of years old and one who long gave up ruling
in the celestial plane in order to revel in the ways the Innate Spellcasting. The Tinker is a 25th-level spellcaster.
unpredictability of humanity collides with the fated Her spellcasting ability is Wisdom (DC 24, +14 on spell
moments of the cosmos. attacks). She can cast the following spells without the need
1 Carrying 13cp, 1sp; an herbalist’s kit; vegetarian for components.
cooking ingredients; a pot and rare spices; an ox cart
of junk; strange items and various other objects (both 5/Long Rest. fly, greater invisibility, shield
mundane and magical). 3/Long Rest. greater restoration, true polymorph
2/Long Rest. wish

Actions
Curse. The Tinker is a pacifist, but if her life is threatened
and persuasion is no longer an option, she will attempt to
curse a creature she can see up to a range of 120 ft. The
target must succeed on a DC 24 Wisdom saving throw or be
cursed with one of the following effects (The Tinker’s choice).
These curses may only be removed by the wish spell, or by
The Tinker.
Curse of the War God. The target has disadvantage on all
attack rolls.
Curse of the Ghost King. The target has disadvantage on all
saving throws.
Curse of Neverending Pain. The target loses 10 hit points
from their max hit points total after each long rest. If the target’s
hit points total drops below 1 as a result of this curse, it dies.

GM Note

The Tinker would prefer to trade for items
but will take fair prices in gold.

196 The Game Master’s Book of Non-Player Characters

The Bag of Questionable Items

Each talisman within this bag, presented on scraps of quality magical paper, represents a small blessing or minor
curse. They cannot be invoked unless in the presence of The Tinker. Once a speaker invokes the word on the paper, the
paper burns up, bestowing both the talisman’s blessing and curse on the speaker for 1d100 days. To determine which
effect is active each day, roll 1d6 following each long rest. On an even number, its blessing is triggered until the next
long rest. On an odd number, its curse takes effect until the next long rest. The effects of a talisman cannot be removed
unless by remove curse.

1d20 Talisman of... Blessing Curse
1 ...the Traveler You have advantage on all Wisdom You never know (or care) where you are,
2 ...Swiftness (Survival) checks. and are prone to wandering off
3 ...Insight Your movement speed increases by 15 ft. Your movement speed is reduced by 15 ft.
4 ...Death You have advantage on Wisdom You have disadvantage on Wisdom
5 ...Protection (Insight) checks. (Insight) checks.
6 ...the Beasts Once per long rest, when you drop to The first time you fail a death saving throw
0 HP you can drop to 1 HP instead. it counts as two failures.
7 ...Reflexes Your AC increases by +2. Your AC decreases by -2.
8 ...Resilience At least one animal per day will approach
9 ...Water You are under the effect of the you to discuss its problems. You will not
10 ...Strength speak with animals spell. understand it.
You have a +2 to all Strength and You have -2 to all Strength and Dexterity
11 ...Stone Dexterity saving throws. saving throws.
You have advantage on all checks to You have disadvantage on all checks to
12 ...Courage maintain concentration. maintain concentration.
13 ...Tongues You can breathe underwater. You are frightened of water.
14 ...the Blade Your Strength score increases by +2, Your Strength score decreases by -2.
15 ...Focus to a maximum of 24.
16 ...Constitution You are resistant to bludgeoning, You are vulnerable to all bludgeoning,
17 ...Riches piercing and slashing damage from piercing and slashing damage.
non-magical weapons. You make Wisdom saving throws to avoid the
18 ...the Dragon Heart You are immune to the frightened frightened condition at disadvantage.
condition. You lose the ability to speak.
19 ...the Winged Warrior You are under the effect of Each of your weapons is dull and
20 ...Luck the tongues spell. only deals half its total damage.
Each of your melee attacks deal an You make Wisdom saving throws
additional 1d6 slashing damage. to avoid being charmed at disadvantage.
You are immune to the You make Constitution saving throws to avoid
charmed condition. being poisoned at disadvantage.
You are immune to the You lose 100gp, or its material equivalent
poisoned condition. (at GM discretion).
You gain a boon of 100gp. This boon A chromatic or metallic dragon within
stacks and does not fade after a long rest. 500 miles of you knows your precise location
You have the respect and favor of and wants nothing more than to destroy you
both chromatic and metallic dragons, (at GM discretion).
and can speak draconic. You are deathly afraid of heights.
You have disadvantage on all attack rolls and
You gain a fly speed of 30 ft. attacks made against you have advantage.
You have advantage on one attack
roll per turn, and attacks against
you have disadvantage.

Outskirts & Outposts

ZUG’PRAXIS

An 8-foot-tall ettin wearing a strange mix of Zug’Praxis
tailored clothes with cobbled together armor—one
head features a neat braided mustache and glasses Large giant, neutral
An ettin of two minds about their current quest as well as
upon its nose, the other has no eyebrows, a scar what to eat for dinner.
across its lips and long, loose hair that looks like it
Armor Class 16 (chainmail) INT WIS CHA
hasn’t been washed in years. Hit Points 114 (12d10 + 48) (Praxis) (Praxis) 10
Speed 40 ft. (+0)
For the Perceptive 17 12
STR DEX CON (+3) (+1)
This creature has two heads but only one of them 20 10 18
appears to be alert. (+5) (+0) (+4)

T hough two heads are often better than one, in the (Zug) (Zug)
strange case of the ettin known as Zug’Praxis, it’s 7 6
pretty clear the heads would be better off apart.
Praxis is a well-read, rather debonnaire gent. Zug thinks (-2) (-3)
books aren’t as good as rocks but can still smash things
so they are OK. Praxis has cultivated a rich knowledge Saving Throws Str +7, Con +6
of classical history and the lore of the realm. Zug once Skills (Praxis) Nature +6, (Zug) Athletics +7
ate an entire winter wolf because it looked Zug directly Senses darkvision 60 ft., passive Perception 15
in the eye. Praxis is hoping to apply to a far flung bard Languages Common, Giant, Orc
college once he scrapes together enough coin selling furs. Challenge 5 (1,800 XP)
Zug recently learned how to knock over trees with his
hindquarters. The amount of blood required to operate Wakeful. When one of Zug’Praxis’s heads is asleep, the other
their gigantic body prevents both brains from operating head is awake. Whichever head is awake will determine
at the same time—which means the only times Zug and which attacks and mental stats Zug or Praxis can use.
Praxis have to speak with each other are in the fading
moments before or after a big sleep. Spellcasting. Praxis is a 3rd-level spellcaster. Praxis’s spellcasting
ability is Intelligence (spell save DC 15, +6 to hit with spell
1 Wants & Needs Praxis has heard rumors of a attacks). Praxis has the following Wizard spells prepared.
remorhaz in the area and needs some help in order to
try and catch it for research. Zug has also heard rumors Cantrips: mold earth, thunderclap
of a remorhaz in the area and wants to kill it. Because 1st level (4 slots): beast sense, animal friendship,
it’s probably delicious.
1 Secret or Obstacle While Praxis would likely welcome thunderwave
the assistance of some adventuring types, there’s a 50/50 2nd level (3 slots): animal messenger, hold person
chance Zug attempts to put one of them in his mouth.
1 Carrying 85cp, 17sp, 49gp; a dense roll of pelts of Actions
various size; several tomes on the subject of magical (Praxis) Thunderclap. Ranged Spell Attack: 5 ft. Each
zoology; two massive morningstars; remorhaz bait. creature within range, other than Praxis, must succeed on a
Constitution saving throw or take 4 (1d6) thunder damage.
Multiattack. Zug makes 2 attacks with Zug’s morningstars.
(Zug) Morningstars. Melee Weapon Attack: +7 to hit. Hit:
14 (2d8 + 5) bludgeoning damage.

GM Note

When one of this creature’s heads is asleep, its
other head is awake. They cannot both be awake at
the same time.

198 The Game Master’s Book of Non-Player Characters

“I’m
tired.”


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