Вы находитесь на странице: 1из 7

NPCs:

Half Elf: half elf half human creatures that dont really have any redeeming
qualities 10 AC

Halfling: Has 2HP (not really hobbits) short not dwarf level of short creatures 5
Xp, 2 AC

Centaur: half horse half human creatures with pointy ears like elves who roam the
plains have 19HP 12 AC

Faun: half goat half human gentle creatures who live in the woodland 25 Hp 7 AC

Satyr: half goat half human creatures who love wine and partying not to be confused
with fauns 25 Hp 7 AC

Mer-folk: half fish half human creatures who live among the waves and swim the
reefs they have started an advanced civilization underwater not to be confused with
sirens 18HP 14 AC under water 4 AC above water

Fairy: small magical beings who live in the trees and are usually known for being
very cute and rare they come in a large variety which i will explain in the
variants section although their magical technically speaking you can clap your
hands and they will die also 19 AC unless their in a bad situation if you save them
they will give you 1HP fairies are really complicated by the way so i dont have
much more to say

Avians: bird humanoids who fly above the clouds and live in the mountains they are
an extremely proud race not to be confused with sirens 17HP 16 AC

Cat people: Cat humanoids who live in the deep jungle 165 Hp 13 AC

Neutral NPCs:

Townsperson has 2HP armed with pitchfork or torch or broom roll 1d3 to see which
one , drops whatever their race usually drops. (Lawful Neutral) 5 Xp, 2 AC

Merchant has 3HP armed with dagger (True Neutral) 5 Xp, 3 AC

Enemies::
Animals: have 35 HP( roll 1d12 to determine the amount of animals, this goes
without saying but, animals cannot be magicians,,drops three teeth and one piece
of raw meat. (Chaotic Neutral) 25 Xp, 13 AC

Wyrmlings: small weaker versions of dragons have 16 HP( roll 1d11 to determine
amount of wyrmlings, cannot be magicians) , drops two wings. (Neutral Evil)
(immune to fire) 120 Xp, 16 AC

Orcs: elfs twisted by evil to turn them into large strong green savage creatures
have 15 HP have great club Drops three orc teeth and one slab of orc meat .
(Chaotic Neutral) 100 Xp,13 AC

Goblins: small green gold obsessed creatures have 7 HP have blow gun (roll 1d10 to
determine the size of enemy party) drops three goblin teeth and one slab of goblin
meat. (Chaotic Evil) 50 Xp, 15 AC

Kobold: small reptilian goblin like creatures with a love for traps have 25 Hp
armed with sling roll 1d10 to determine size of party drops 3 kobold teeth (Chaotic
Evil) 25 Xp 16 AC
Starvelings: (skeletons) normal humans made of nothing but bones and will kill
anything they see have 13 HP have greatswords ( roll 1d7 to determine the size of
enemy party) , drop three bones. (Chaotic Evil) (immune to poison) 50 Xp, 13 AC

Guards have 11 HP Have scimitar, drops Whatever their race usually drops. (Neutral
Good) 25 Xp, 16 AC

Ogres: super huge things with weird ears and will eat any meat except their own
(use shrek as reference except flesh coloured) have 59 HP have light hammers( roll
1d5 to determine the size of the enemy party) drops two ogre fangs. (Neutral
Evil) 450 Xp, 11 AC

Evoker (evil mages) 7 HP (randomly generated spellbook,(always use evoker))(any


enemy party that has three members or more must have a magician)has staff , drops
randomly generated spellbook and whatever their race usually drops. (whatever
alignment their race is (side note if a magician is an orc for example they do not
have the same rules as the orc )) 100 Xp, 12 AC

Trolls: extremely huge green lumpy messed up creatures who like breaking things
have 84 HP unarmed but are large so 1d12 to find damage( roll 1d5 to determine
the amount of trolls,cannot be magicians) , drops three troll teeth. (Chaotic
Neutral) 900 Xp, 15 AC

Bugbear: large furry beasts with pointy ears and are major allies with the goblins
have 27 HP has morningstar drops 2 furry ears and 2 bugbear fangs (Chaotic Evil)
230 Xp 12 AC

Town leaders(and nobles and kings have 9 HP ( roll 1d10 to see how many guards
they have) Has whatever weapon their class has, cannot be knocked out, drops what
their race usually drops. (Neutral Evil) [not usually an enemy but I can't figure
out how to cut] 20 Xp, 15 AC

Werewolves: super strong wolf humanoids who like eating people and hate silver have
58 HP, Have Maul , , drop two claws and two fangs. ( Neutral Evil) 350 Xp, 12 AC

Majin: evil pink incorporeal creatures from the jigokan realm have 30 HP have
rapier ( roll 1d4 to determine amount of Majin) drops one unit of majin blood
cannot be knocked out. (Chaotic Evil) 400 Xp, 17 AC

Minotaur: super strong bull humanoids who don't like non monster beings have 76
HP, have warhammer, drops two minotaur horns and two hooves. (Chaotic Neutral) 700
Xp, 14 AC

Minoboar: Boar humanoids who are feral yet sentient and usually hang out together
in camps and dont like non monster beings have 95 HP have club in camps some will
spawn with shield if on archer tower have bow and arrows drops two minoboar tusks
and two hooves (Chaotic Evil) 20 Xp

Basilisk: Giant half rooster half snakes have 90HP, 2d10 to find damage, 750 Xp
17 AC

Giants: gargantuan beings who range from 15-60 feet have 105 HP unarmed but large
so 3d10 to find Dmg, get giants bag after defeat,cannot be knocked out (True
Neutral) 1800 Xp, 13 AC,

Dragons: large reptilian creatures with wings and fire glands who guard treasures
have 300 HP unarmed but are dragons so 7d6 (Fire Breath)4d10 (melee attack)
drops fire gland and 2 dragon fangs(which when thrown spawns 4 starvlings each with
a scimitar) (Neutral Evil) 18,000 Xp, 19 AC

Griffin: A lion with the head and wings of an eagle who are known to be the king of
all animals have 725 Hp unarmed but are griffins so 4d10 to find damage also has
the ability to control animals so any animals in the area will attack you drops 2
griffin claws and one griffin beak (Chaotic Neutral) 570 Xp 15 AC

Manticore: dangerous creatures with the body of a lion, wings and poisonous tail
spikes legend says they have the head of a man but frick you have 725 Hp 4d10 to
find damage also has poisonous tail spikes which shoot at you no damage but has
poison effect drops 4 manticore feathers and one manticore tail with two poisonous
tail spikes on it (Chaotic Neutral) 555 Xp 15 AC

Chimera: this thing is crazy it has the bottom torso and legs of a lion the top
torso of a goat with a goats head coming out of the back for some reason the head
of a lion and a snake for the tail have 105HP 35HP for each animal part when
fighting you must choose which part you want to attack on its turn the part you
chose will attack the next player 1d6 x 10 for goat attack 1d8 x 10 for lion
attack and poison effect for snake attack drops blob of chimera DNA (Chaotic
Neutral) 625 Xp 12 AC

Phoenix: birds of prey who have the ability to set themselves on fire have 35HP 1d4
x 10 to find damage but everything they touch they can set on fire! Has fire damage
plus fire wall spell from spell sheet if you attack it unarmed you will receive
fire damage drops fire gland and phoenix chicken which temporarily gives fire
resistance (Chaotic Lawful sometimes) 715 Xp 16 AC

Vampires: savage creatures who kill things full time have 144 HP (10% chance of
regaining 10% HP from successful attacks do 1d10 to find out, have flail( roll 1d3
to determine amount of Vampires , cannot be magicians) drop two fangs (Chaotic
Neutral) 10,000 Xp, 16 AC

Majin king: most powerful majin therefor king of all the majins has 450 HP, has all
PC abilities, comes from the Jigokan Realm drops five units of majin blood and
legendary trident cannot be knocked out (Chaotic Evil) 12,500 Xp, 18 AC

Kraken: colossal squid has 472 HP, attacks are 1d10. 25,000 Xp, 17 AC

Dracula: most powerful sophisticated vampire therefore king of all the vampires has
5000 HP, same rules as vampires can turn teeth into swords which do 3 times as
much damage as flails, turn into bat for every 3 turns which results in a higher
chance of you missing your hit, only found in dracula�s mansion drops wings which
every 3rd day allow you to fly to anywhere in the over world cannot be knocked out
(Chaotic Evil) 9,000 Xp, 15 AC

demi-god: half god half mortal creatures see realms and bosses has 350 HP (True
Neutral) 20,000 Xp

(if an enemy is not listed then check the monster list.)

Giant variants:

Hill giant: Normal giant

Stone giant: Does +5 damage


Frost giant: Does freeze effect (immune to cold)

Flame giant: Does fire effect (only counts for one battle at a time) (immune to
fire)
Cloud giant: Has +2 AC

Storm giant: Same as cloud giant but has lightning powers +2 AC roll 1d4 if 3 you
get hit by lightning (immune to lightning and thunder) (resistant to cold

Cyclops; Giant with one large on its forehead eye I guess it could be used as an
item to retrieve during a quest they are the children of the original cyclopses who
were children of uranus and gaia if a cyclops it is hit in the eye then on its next
turn its attack roll has to get 17 or higher to land hit

Ettin: due to the fact that the original giants were creatures of sin these
decendants of evil giants are more beastly and have 6 arms and 2 heads thay throw
boulders at you

Majin variants:

Majin controlled (not possessed) : Objects or beings controlled by majins, if


object then damage will be decided by GM if being then get information from NPC
list. When and or if controlled thing is defeated majin appears and engages you in
combat

Outsider: Majins who have been exiled from the rest of the majins for unorthodox
war method fighting an outsider will result in loss of 1 charisma

Messa majin: elite majins who have the ability to see in the dark and have
smokescreen
have +1 damage

Strong majin: Majins who are probably on steroids have greatclubs instead of
rapiers

Boss majin: Majins who are in very high rank and sometimes have control over entire
army�s have fireball spell

Majin king: Read hostile NPCs

Spaghetti majin: DON�T BE UPSETTI HAVE SOME SPAGHETTI!!!

Goblin variants:

Normal goblin: See NPC list

Hobgoblin: 12 HP, Has a Longsword (1d10 Slashing) 100 Xp, 11 AC

Goblin Caster: 5 HP, Has a Staff (1d4 Bludgeoning) Has the spells Burning Hands,
Healing Word, and Witch Bolt It can cast 5 spells before needing a long rest 100
Xp, 13 AC

Dragon variants:

Wyrmling: See NPC list

Black dragon/Wyvern: Dragons with black scales breathe fire are chaotic evil and
always have hordes

Pantheon:
The God of above all gods, doesINFINITY Ft. (Lawful Good) Holy Symbol is a golden
cross
Christianity
At 1st level Clerics get +3 on Attack rolls against Majin and Undead.
At 3rd level get the �Animal Friendship� and �Divine Favor� spells.
At 7th level get the ability to cast cleric spells that don�t harm or hinder
enemies and that don�t heal or protect allies without expending a spell slot
At 13th level whenever a Majin or Undead fail an Attack roll against you get a
bonus action
At 15th level get +3 WIS

Geril god of war, martial honor, and murder (martial honour and murder two things
that go great together) (Chaotic Neutral) symbol is any weapon with which you have
killed at least one person

At 1st level Clerics get proficiency with martial weapons


At 3rd level When you use the Attack action, you can make one weapon attack as a
bonus action. You can use this feature a number of times equal to your Wisdom
modifier (a minimum of once). You regain all expended uses when you finish a long
rest.
At 7th level when you dip you blade in the blood of a monster you get +2 on attack
rolls against all monsters of that race. This Only lasts until you fight a monster
of a different race
At 13th level get the �Arcane Sword� spell
At 15th level get advantage on attack rolls versus spellcasters

Thanatos god of death 2d10 (True Neutral) symbol is a scythe with a handle and
blade made of bone

At 1st level get the �Chill Touch� spell


At 3rd level When a creature within 30 feet of you is hit by a weapon attack, you
can use your channel divinity as a reaction to deal extra damage equal to your
Wisdom modifier + twice your cleric level. You may use this power after you hear if
the creature survived the attack.
At 7th level get the �Blight� spell
At 13th level you may add your Wisdom modifier to the damage of cantrips and 1st
level spells.
At 15th level, you may use your action to control starvelings CR 13 or under. You
may use this ability 1/8 of your cleric level rounded up before needing a short or
long rest)

Coduga goddess of magic, intelligence, wisdom, and knowledge (True Neutral) symbol
is an infinite book containing all knowledge
Arcanism
At 1st level get access to all class spells not just cleric spells
At 3rd level get +3 WIS
At 7th level get the ability to cast spells at one spell slot lower than they are
At 13th level, you add your Wisdom modifier to the damage you deal with any
cantrip, 1st, 2nd, or 3rd level spell
At 15th level get the ability to instantly succeed any INT checks

Tozok god of the forge and Jigokan realm (Lawful Neutral) symbol is a small
malleable blob of pink goo
At 1st level get the �Rebuke� spell
At 3rd level you can use your Channel Divinity to call upon energies to imbue you
with power. As a bonus action, you present your holy symbol, and you are encased in
fire of a colour of your choice. You gain a +3 bonus to AC for 10 turns, and all
light within 20 feet of you changes to dim light
At 7th level you gain the ability to breathe fire once per short rest. As an action
you can breathe fire in a 15ft cone in front of you. Creatures within the cone must
make a dexterity saving throw equal to 10 + your proficiency bonus + your
constitution modifier. On a fail, they take 4d10 fire damage
At 13th level You summon a vial of special Jigokan fire. As a bonus action, a
creature can drink the contents or as an action, administer it to another creature.
When consumed, the vial disappears and it restores 1d8 hit points per spell level
expended.
At 15th level when you cast a spell that involves a spell attack to deal fire
damage, it may consume a spell slot 1 level lower than the level at which it was
cast. You must have a remaining spell slot of the level being consumed, and this
does not allow you to cast it at a higher level than you are able, only what slot
level is consumed by casting it.

Draca goddess of dragons (neutral good) symbol is a small flame made of silver
At 1st level, you are granted the breath of a dragon which type of dragon you
choose will determine the damage type and size of your breath weapon. Your breath
weapon does 1d6 damage per every cleric level you have.
Black Acid 30 ft. line (Dex. save)
Blue Lightning 30 ft. line (Dex. save)
Brass Fire 30 ft. line (Dex. save)
Bronze Lightning 30 ft. line (Dex. save)
Copper Acid 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Str. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Str. save)
White Cold 15 ft. cone (Str. save)
At 3rd level when you make a Deception, Intimidation, or Persuasion check, you can
use your Channel Divinity to gain +10 to the roll.
At 5th level your hit point maximum increases by 20 and increases by 20 again
whenever you gain a level in this class. Additionally, parts of your skin are
covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your
AC equals 13 + your Dexterity modifier.
At 7th level as a bonus action when you have less than half of your hit points
remaining, you can regain a number of hit points equal to half your hit point
maximum. Once you use this feature, you can't use it again until you finish a long
rest.
At 13th level you gain a flying speed equal to your current walking speed whenever
you are not underground or indoors.
At 15th level you gain the ability to transform into any of these dragons
CR. Dragon Form
1/4 Pseudodragon
1 Brass Dragon Wyrmling
1 Copper Dragon Wyrmling
1 Young Faerie Dragon
2 Black Dragon Wyrmling
2 Green Dragon Wyrmling
2 White Dragon Wyrmling
2 Bronze Dragon Wyrmling
2 Silver Dragon Wyrmling
2 Adult Faerie Dragon
3 Blue Dragon Wyrmling
3 Gold Dragon Wyrmling
4 Red Dragon Wyrmling
6 Young red shadow dragon
6 Young White Dragon
6 Young Brass Dragon
6 Wyvern
10 Dragon turtle
Natura and Gemili the twin gods of nature plants animals wood creatures and ki
(Lawful Neutral) symbol is a great tree surrounded by a yellow aura

Вам также может понравиться