Anyone Bored? Need help with an NPC


3.5/d20/OGL


Hiyas, so, I am one of those lazy DMS who HATES doing all the work to making monsters with levels, NPCs etc, but I know some of you out there actually LIKES doing that sort of thing (cant imagine why lol) anyhow… I was hoping some one with that kind of interest and some time on their hands might help whip me up an NPC. Here is what I am thinking: 3rd level Sorcerer Were-rat. Name Lucerne. Alignment NE. The stat block is my problem.

I am creating an evil party for my characters. (My party has 7 members and can really tear through the baddies...) These villains should have a CR of 5-6 I guess. There will be 4 members, a Yuan-ti wizard, a drow fighter and a drow priestess. The plan is for my party to face them now at 3rd level and be defeated and finally to slay them at around 5th level. If some one wanted to stat the other 3 as well, I can only bow down in eternal gratitude. Here's what I have, which isn’t that good honestly. These are NPCs I’ve taken from other sources and just changed some names, skills around. Some might even be recognizeable, but I am not satisfied with them…

Lucerne - 3rd level Were Rat Rogue 2/Bard 1
NE Medium human (shapechanger)
Init +3; Senses Darkvision 60', scent; Listen +10, Spot +10
AC 20
hp 40 (5 HD) ; DR 5/silver
SR 10
Resist Cold 5, Fire 5
Fort +7, Ref +13, Will +5
Speed 30 ft.
Melee Rapier +5 (1d6+2/18-20)
Full Atk Rapier +3 (1d6+2/18-20) and bite +1 (1d6 plus disease)
Base Atk +2; Grp +3
Atk Options Smite good 1/day (+5 damage)
Def Options Evasion, Trap sense
Special Actions Disease (Ex): Filth fever - bite, Fort DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con
Combat gear minor ring of sonic resistance
2 potions of cure light wounds

Abilities Str 13, Dex 22, Con 14, Int 10, Wis 11, Cha 8
SQ Curse of Lycanthropy
Feats Alertness, Lightning Reflexes, Weapon Finesse, Weapon focus (rapier)
Skills Climb +16, Escape Artist +10, Hide +10, Listen +10, Move Silently +10, Spot +10, Swim +12
Possessions

PUNKETAH - 3rd level Yuan-Ti Wizard

Hit Dice 3d4+3 (12 hit points)
Initiative +2 (Dex)
Speed 30 feet
AC 13 (+2 Dex, +1 Cloak)
Attacks Dagger +1 melee, Dart +3 ranged
Damage Dagger 1d4, Dart 1d4
Saves Fort +2, Ref +3, Will +3
Abilities Str 10, Dex 14, Con 12, Int 15, Wis 11, Cha 11
Skills Concentration +7, Knowledge (Arcana) +7, Scry +6, Spot +3, Spellcraft +8, Swim +2
Feats Scribe Scroll, Dodge
Spells memorized 0) Daze, Flare, Open/Close, Ray of Frost
1) Expeditious Retreat, Magic Missile, Sleep
2) Scare, Summon Monster II
Notes Punketah wears a Cloak of Protection +1 and is armed with a dagger and six darts. He carries a Wand of Detect Magic (37 charges, 3rd level equivalent), the command word (which he has memorised) is written in the back of his spell book. His belt pouch contains 2 gp, 5 sp and two gems (200 gp and 75 gp)

‘FOUL’ FRITHOFF, 3rd level Drow fighter

Hit Dice 3d10+3 (22 hit points)
Initiative +3 (Dex)
Speed 30 feet
AC 18 (+5 Chainmail, +3 Dex)
Attacks Scimitar +4 melee, Iron hook +4 melee
Damage Scimitar 1d6+2, Iron hook 1d4+2
Saves Fort +4, Ref +4, Will +1
Abilities Str 13, Dex 17, Con 13, Int 13, Wis 10, Cha 7
Skills Climb -1, Jump +4, Hide +6, Intimidate +2, Profession (sailor) +3, Spot +2,
Swim +6
Feats Ambidexterity, Two-weapon fighting, Expertise, Improved Disarm
Notes Frithoff is armed with a normal scimitar. His left hand is missing and has been replaced with an iron hook. He wears a gold earring in his left earlobe (10 gp); his belt pouch contains 3 gp, 5 sp, 7 cp
.
SANDALA - 4th level Drow female wizard (illusionist)

Hit Dice 4d4+4 (15 hit points)
Initiative +3 (Dex)
Speed 30 feet
AC 13 (+3 Dex)
Attacks Dagger +2 melee
Damage Dagger 1d4
Saves Fort +2, Ref +4, Will +4
Abilities Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 14
Skills Concentration +9, Hide +5, Knowledge (Arcana) +10, Move Silently +5, Scry +7,
Search +5, Spot +2, Spellcraft +10
Feats Scribe Scroll, Spell Focus (Illusion), Toughness
Spells memorized 0) Dancing Lights, Daze, Ghost Sound, Resistance
1) Colour Spray, Hypnotism, Shield, Silent Image
2) Ghoul Touch, Invisibility, Mirror Image
Notes Sanbalet wears an old, faded robe. An old leather belt round his waist carries two daggers (the one he normally uses is in a sheath strapped to his left forearm, concealed by the sleeve of his robe) and a belt pouch containing 7 gp, 5 sp, 3 ep, the key to his chest, a set of 'loaded' dice and 3 gems each worth 25


Otto R. Ringus wrote:
The plan is for my party to face them now at 3rd level and be defeated and finally to slay them at around 5th level.

Wait... You plan your PCs to be defeated ?

Be careful with that kind of plans. This shouldn't be written so lightly.
You can make strong NPCs, give them strong chances of survival, victory or escape, but you shouldn't decide that they will win over the PCs.
They could, but it doesn't mean they have to.
There are rules, probabilities, hazards, chance, dice rolls.
PCs and NPCs should be treated the same way, they can succeed or fail in their actions according to the odds, decisions and rolls.


Thanks Seldriss, you are very correct, and more times than not the players surprise me, usually to their benefit. Sometimes not though :)

I like to keep it challenging, and it will be up to them to realize they are out-matched. The encounter is set up so that a new PC can join the party, who is currently a slave of this evil group. It should be a fun battle however it goes down, but yes, I do harbor secret hopes that the evil group escapes alive and without doing TOO MUCH damage to the party. I want them to want VENGEANCE!

How about it, 3rd level Sorcerer were-rat, up to the challenge?


EDIT: Oops I just saw your comment "How about it, 3rd level Sorcerer were-rat, up to the challenge?" I'll have to start over for that. Though I would suggest that lycanthropes don't make good spellcasters. They can't cast spells with verbal components while in hybrid and animal forms and they don't get the DR and the animal physical ability stats in their humanoid form.

Lucerne (human form),

Spoiler:
Were rat rogue 2/bard 1 CR 5
LE medium humanoid (human, shapechanger)
Init +3; Senses low-light, scent; Listen +6, Spot +6
Languages Common
-------------
AC 16 (+3 natural, +3 Dex), Touch 13, FF 13
hp 22 (2d6+1d6+3+1d8+2)
Fort +5, Ref +12, Will +6
-------------
Speed 30 ft
BA +1; Grapple +2
Melee Rapier +5 (1d6+1)
Sneak attack +1d6 damage when target loses dex or flanked
Bard Spells (CL 1)
0 level (2/day) – Detect Magic, Flare (DC 12), Read Magic, Resistance
-------------
Abilities Str 13, Dex 16, Con 12, Int 10, Wis 10, Cha 14
Feats Weapon Focus (Rapier), Lightning Reflexes, Great Fortitude, Iron Will, Alterness, Weapon Finesse
Skills Climb +17, Escape Artist +9, Hide +10, Listen +6, Move Silently +10,
Perform +7, Spot +6, Swim +17, Tumble +9
Equipment +1 Rapier, Amulet of Natural Armor +1
Class abilities: Trap finding, Evasion, Bardic Music, Bardic Knowledge, countersong, fascinate, inspire courage +1

Lucerne (hybrid form),

Spoiler:
Were rat rogue 2/bard 1 CR 5
LE medium humanoid (human, shapechanger)
Init +6; Senses low-light, scent; Listen +6, Spot +6
Languages Common
-------------
AC 20 (+4 natural, +6 Dex), Touch 16, FF 14
hp 22 (2d6+1d6+3+1d8+2)
Fort +6, Ref +15, Will +6
DR 10/silver
-------------
Speed 30 ft
BA +1; Grapple +2
Melee 2 claws +7 (1d4+1) and bite +2 (1d6)
Melee Rapier +8 (1d6+1) and 1 claw +2 (1d4) and bite +2 (1d6)
Sneak attack +1d6 damage when target loses dex or flanked
-------------
Abilities Str 13, Dex 22, Con 14, Int 10, Wis 10, Cha 14
Feats Weapon Focus (Rapier), Lightning Reflexes, Great Fortitude, Iron Will, Alterness, Weapon Finesse
Skills Climb +20, Escape Artist +12, Hide +13, Listen +6,Move Silently+13,
Perform +7, Spot +6, Swim +20, Tumble +12
Equipment +1 Rapier, Amulet of Natural Armor +1
Class abilities: Trap finding, Evasion, Bardic Music, Bardic Knowledge, countersong, fascinate, inspire courage +1,
Special Attacks Lycanthropy
Special Qualities rat empathy

Lucerne (dire rat form),

Spoiler:
Were rat rogue 2/bard 1 CR 5
LE small humanoid (human, shapechanger)
Init +6; Senses low-light, scent; Listen +6, Spot +6
Languages Common
-------------
AC 21 (+4 natural, +1 size, +6 Dex), Touch 17, FF 15
hp 22 (2d6+1d6+3+1d8+2)
Fort +6, Ref +15, Will +6
DR 10/silver
-------------
Speed 40 ft, climb 20 ft
BA +1; Grapple -2
Melee bite +8 (1d4+1)
Sneak attack +1d6 damage when target loses dex or flanked
-------------
Abilities Str 13, Dex 22, Con 14, Int 10, Wis 10, Cha 14
Feats Weapon Focus (Rapier), Lightning Reflexes, Great Fortitude, Iron Will, Alterness, Weapon Finesse
Skills Climb +20, Escape Artist +12, Hide +17, Listen +6, Move Silently +13, Perform +7, Spot +6, Swim +20, Tumble +12
Equipment +1 Rapier, Amulet of Natural Armor +1
Class abilities: Trap finding, Evasion, Bardic Music, Bardic Knowledge, countersong, fascinate, inspire courage +1,
Special attacks lycanthropy, disease
Special qualities rat empathy


pres man wrote:
They can't cast spells with verbal components while in hybrid and animal forms and they don't get the DR and the animal physical ability stats in their humanoid form.

Why can't they cast with verbal in hybird form? They can talk in hybird form. Why not cast?


Relic of Malice wrote:
pres man wrote:
They can't cast spells with verbal components while in hybrid and animal forms and they don't get the DR and the animal physical ability stats in their humanoid form.
Why can't they cast with verbal in hybird form? They can talk in hybird form. Why not cast?

To be honest, I have no idea. I wasn't even aware of the limitation until I started messing around with making a character and found this line in the SRD:

SRD wrote:
A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.

Scarab Sages

Well, if you are still up for debate for the other NPCs, I'm working on the Yuan-ti right now. Should have it up soon.

EDIT: Okay, here he is.

Spoiler:

Punketah CR 6
hp 32 (4d8+3d4+7)
Male yuan-ti pureblood conjurer 3
CE Medium monstrous humanoid
Init +3; Senses: Darkvision 60ft.; Listen +10, Spot +10
Languages: Yuan-ti, Common, Abyssal, Draconic
AC 18, touch 13, flat-footed 15 (+3 Dex, +4 armor, +1 natural)
SR 17
Fort +4, Ref +9, Will +9
Speed: 30 ft.
Melee: dagger +4 (1d4-1/19-20)
Ranged: dart +8 (1d4-1) or dagger +8 (1d4-1/19-20)
Space: 5 ft.; Reach: 5 ft.
Base Atk +5; Grapple +4;
Combat Gear: none
Abilities: Str 8, Dex 16, Con 12, Int 18, Wis 13, Cha 12
SQ alternate form, detect poison, summon familiar (tiny viper)
Feats: Alertness, Augmented Summoning, Blind-Fight, Scribe Scroll, Spell Focus (conjuration)
Skills: Bluff +4, Concentration +11, Diguise +8 (+13 if impersonating a human), Knowledge (arcana) +11, Knowledge (planes) +10, Listen +10, Spot +10, Spellcraft +9
Items: cloak of protection +1, dagger, 6 darts, wand of detect magic (3rd level, 37 charges), spellbook, 2gp, 5sp, polished amber (75gp), cracked aquamarine (200gp)
Alternate Form (Sp): Tiny to Large viper, as polymorph (caster level 19th), does not regain lost hit points with change.
Detect Poison (Sp): As the spell, caster level 6th.
Hook: Punketah prefers to let lesser beings do his work for him. He is a master of summoning magic. When combat begins, he casts invisibility on himself, and then begins summoning creatures. Remember to augment his summoned creatures with +4 Str and +4 Con.
Wizard Spells Prepared (CL 3rd): Spells per day: 4/3+1/2+1
2nd - summon monster II (2), invisibility
1st - mage armor*, magic missile, sleep, summon monster I
(spellbook: feather fall, grease, identify, mount, unseen servant)
0th - detect magic, ray of frost, read magic, resistance (spellbook: all)
* Already cast
Spell-like Abilities (CL 4th):
2nd - animal trance (DC 13), darkness
1st - cause fear (DC 12), charm person (DC 12), entangle (DC 12)

And his familiar:

Spoiler:

Snake, Tiny Viper
Tiny Animal
hp 16 (7 HD
Initiative: +7
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +5/-6
Attack: Bite +11 melee (1 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison
Special Qualities: Scent, share spells, empathic link, deliver touch spells
Saves: Fort +2, Ref +8, Will +8; Improved Evasion
Abilities: Str 4, Dex 17, Con 11, Int 7, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5
Feats: Improved Initiative, Weapon Finesse


Prez man that is awesome! Those things are a real chore to me (the main draw for 4E lol) but they are also so useful. During my 1E youth I had folders of stat-block encounters made up for and/or from just about every occaision. No more do I have that much time to devote! Now I hack and slash apart photocopies from MMs, pdf-printouts and web pages to get my encounter statistics. If I had the time I would lovingly craft them as before.

I wonder if there are any web-apps that help to create this type of thing? I have found and use DM Tools which is pretty useful, but static, rather than dynamic. Or at least one that includes more types of were-rats! (lol)

(edit)I am still considering all the options, and am hoping to garner more interest (hint!) but here is where I think I will go:

I am going to make an attempt at creating a 5th lvl Wizard Yuan-ti (as though Yuan-ti were 1hd creature, like a PC) I will post my results, for the Yuan-ti Wizard, CR 5.

Then I need 2 drow, male bodyguard, fem cleric/emissary, also each CR 5, or maybe 6 for the priestess. Yes I have high hopes for this encounter, they will be shocked, shocked!

Scarab Sages

Otto R. Ringus wrote:


I am going to make an attempt at creating a 5th lvl Wizard Yuan-ti (as though Yuan-ti were 1hd creature, like a PC) I will post my results, for the Yuan-ti Wizard, CR 5.

Then I need 2 drow, male bodyguard, fem cleric/emissary, also each CR 5, or maybe 6 for the priestess. Yes I have high hopes for this encounter, they will be shocked, shocked!

Okay, sorry. I worked up the Yuan-ti, but he is CR 6, 3rd-level wizard. I will attempt the Drow Priestess now.

Scarab Sages

Here is Sandala at CR 6:

Sandala CR 6
hp 26 (5d8+0)
CE female drow cleric 5 [Lolth]
Init +0; Senses: Darkvision 60ft.; Listen +5, Spot +4
Languages: Common, Elven, Undercommon, Abyssal, Drow Sign.
Speed: 20ft. (in chainmail); base speed 30ft.
AC 17, touch 9, flatfooted 17 (+6 armor, +2 shield, -1 Dex)
Base Attack +3; Grapple +3;
Attack: +1 rapier +3 (1d6+1/18-20) or hand crossbow +2 (1d4/19-20)
Space/Reach: 5ft. / 5ft.
Special Attacks: rebuke undead 6/day (d20+5, 2d6+8), spontaneous inflict
Special Qualities: drow proficiencies, light blindness*, SR 16
Saves: Fort +4, Ref +1, Will +7; +2 versus spells and spell-like abilities, +2 vs. enchantments, immune to sleep
Combat Gear: potion of cure moderate wounds, scroll of summon monster IV (Large fiendish monstrous spider, caster level check of 8 required to use)
Abilities: Str 10, Dex 10, Con 11, Int 14, Wis 16, Cha 16
Skills: Bluff +8, +Diplomacy +7, Intimidate +12, Knowledge (nobility) +7, Knowledge (religion) +8, Sense Motive +6
Feats: Combat Casting, Skill Focus (Intimidate)
Equipment: combat gear plus +1 rapier, +1 chainmail, +1 light steel shield, holy symbol, hand crossbow (20 bolts).
Cleric Spells Prepared (CL 5th) (5/4+1/3+1/2+1)
3rd - cure serious wounds, dispel magic, magic circle versus law (D)
2nd - shatter (DC 15), cure moderate wounds (2), sound burst (DC 15), invisibility (D)
1st - bless, sanctuary (DC 14), doom (DC 14), cause fear (DC 14), shield of faith (+2), protection from law (D)
0th - create water, detect magic, detect poison, purify food and drink, read magic
D - Domain Spell
Chaos - cast chaos spells at +1 caster level
Trickery - Bluff, Disguise, Hide are class skills
Spell-Like Abilities (CL 5th)
2nd (1/day) - darkness
1st (1/day) - faerie fire
0th (1/day) - dancing lights

Hook: Sandala begins combat by turning invisible and then attempting to use her scroll of summon monster. Once the creature appears in the next round, she casts a spontaneous inflict serious wounds (giving up her dispel magic) and targets an adversary that appears to be a fighter. She has a touch of +5 (if still invisible) and the DC for half damage is 16. Once visible again, she falls behind her bodyguard while casting spells to aid her companions. She does not aid any companion who acts foolishly, screaming that Lolth only rewards the strong.

Scarab Sages

I couldn't resist, here is Frithoff at CR 5:

Frithoff CR 5
hp 30 (4d10+4)
CE male drow fighter 4
Init +4; Senses: Darkvision 60ft.; Listen +3, Spot +2
Languages: Common, Elven, Undercommon, Drow Sign.
Speed: 30ft.
AC 19, touch 14, flatfooted 15 (+5 armor, +4 Dex)
Base Attack +4; Grapple +5;
Attack: +1 hand crossbow +9 (1d4+3/19-20) or mwk rapier +5 (1d6+1/18-20)
Space/Reach: 5ft. / 5ft.
Special Qualities: drow proficiencies, light blindness*, SR 15
Saves: Fort +5, Ref +5, Will +2; +2 versus spells and spell-like abilities, +2 vs. enchantments, immune to sleep effects
Combat Gear: potion of cure moderate wounds
Abilities: Str 12, Dex 18, Con 12, Int 12, Wis 13, Cha 10
Skills: Climb +7, Jump +7, Swim +6.
Feats: Point Blank Shot, Precise Shot, Rapid Reload, Weapon Focus (Hand Crossbow), Weapon Specialization (Hand Crossbow)
Equipment: combat gear plus +1 hand crossbow, +1 chain shirt, mwk rapier, 40 bolts, gold earring (10gp), 3gp, 5sp, 7cp.
Spell-Like Abilities (CL 4th)
2nd (1/day) - darkness
1st (1/day) - faerie fire
0th (1/day) - dancing lights

* light blindness already factored into stat block, adjust if attacking/spotting at night

Hook: Frithoff implicitly obeys the instructions of his mistress. He knows if he fails he will be tortured and killed. He prefers to target lightly armoured characters first, assuming they are rogues or spellcasters. Because of his ranged feats, he is not concerned with firing into melee. He does not stray from the side of his mistress, and if things turn grim he draws his rapier and attempts aid another actions to give Sandala a +2 to hit with her inflict spells. Frithoff's hook still permits him to reload his crossbow, although his Rapid Reload merely changes this difficult task (ordinarily a full round action for him) into a move action, as is normal for the hand crossbow.


Jal I changed my mine, yuan-ti should be treated as the base creature +levels, I would love to see your take on it!

Scarab Sages

Otto R. Ringus wrote:
Jal I changed my mine, yuan-ti should be treated as the base creature +levels, I would love to see your take on it!

I have posted a CR 6 version, 3rd level conjurer. Did you want a different CR/level?

EDIT: Made a few mistakes in the drow stats. Forgot to include basic elf traits. Changed Frithoff's skills/description, and added coins.


OK, new problem: this group will TOTALLY wipe the floor with my party! Heh, those invisibility strikes are going to create some havoc. Thanks for these. I will go ahead and use the were-rat as rogue/bard (nod to pres) and use the yuan-ti and drow of yours, Jal.

I am going to need some type of 'intervention' to allow them to survive this encounter, heh. Maybe I will hold back the drow tomorrow and have them meet up with just Lucerne and Punketah.

Here is the sitch for those interested in back story:

Spoiler:
The party (and world) is caught in the middle of a battle for possession of the prime material plane between Orcus Lord of Death (undead) and Demogorgon, Prince of Darkness (drow/yuan-ti). The city is underseige of it's own dead while the denizens of the dark, magically sealed in the underdark, seek with the aid of Yuan-ti to invade the daylight world.

The party meet this advance group who will harrass them whilst they explore the Barrow of the Forgoten King. (I am using elements of this module, but its pretty much re-writen, even the maps I redrew to my tastes)

I want them to have some contact with this group, and eventually track them down to the barrow, and have a dungeon delve where they are running from undead hordes behind them and this group is ahead. Hah! All through an ancient dungeon.

Scarab Sages

If you need some intervention, might I suggest a roof collapse? In itself a neat challenge/barrier to overcome, but especially so if it injures both parties and cuts them off from each-other. I think it would really create some verisimilitude if your PCs knew the villains were also facing the challenges of the dungeon.

You said your party has 7 PCs, right? What level/classes are they?

I could envision a group of 7 level 3 or 4 characters managing this encounter with some effort. Depends on what classes you have in what numbers.

If your party level is level 1 or 2, then you have a guaranteed victory. 3-5, and you have the dice deciding.

Also, I've run Barrow before, twice. Make sure you figure out how they open the Beholder door (if you are still using it), as it is sealed with magic.


The party has just attained 3rd level, due to extreme circumstances (surviving an ambush and managing to kill juvenile black dragon, they went from 1,001 experience points to 3,001 experience. I might add, that was only 5 PC's, one was lost. And a new one will begin as a slave to this group we created, I will call them the 'sisterhood' for now. Or Lucerne's Gang maybe. This episode will take place in a tavern where the campaign began, 5-20 days previous (depending on their actions). The tavern can be read about in my campaign journal on this messageboard, 'The Skeleton's Key' (plug lol)

Anyhow, there is a locked tower, of a mage, and the tavern is built at its base. The old wizard has been gone for some time, but recently his son has taken up residence, with a shadowy crew who remain un-seen. Oh, and it should be mentioned that the tavern is a safe-haven, at the very gates of the great city the undead legions have beseiged. Skeletal patrols and other frightening things make the tiny village a place of dread, where few remain alive.

So, the party cuts theire way through to the tavern, or arrive in the midst of a human cavalry troop arrives, and they think they have 'come home' then they are in for a rude surprise, when Lucerne comes walking out of the tower door and into the tavern. A raging battle, who know what will happen, maybe a wall collapses. I think Lucerne's gang will run, heading for the tomb of the forgotten king. The PCs will take off in pursuit (after resting 8 hours lol) and they will be followed by undead legions. Oh ya, what could go wrong!?! They are dooooooomed.....

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