In the shady streets, people grow up quick and often take to violence. Adventurers might run across these folk during their journeys, either as antagonists or accompaniment. Here are a few levelled NPCs that can be used in your games as members of a crime gang, amateur assassins, or friends in a fight.
Alleyrats are usually young or very inexperienced, but make effective thieves. While they might try to hold their own in a scrap, they're easily overwhelmed by the presence of weapons, and will likely flee. ALLEYRAT Medium humanoid (any race), any alignment Armour Class 12 Hit Points 4 (1d8) Speed 30ft. Str 9 (-1); Dex 14 (+2); Con 10 (+0); Int 11 (+0); Wis 8 (-1); Cha 10 (+0) Proficiency bonus +2 Skills Acrobatics +4, Perception +1, Sleight of Hand +4 Senses passive Perception 11 Languages Common, foul language Challenge 1/8 (25 XP) ACTIONS Unarmed strike. Melee weapon attack: +1 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. Light Fingers. The alleyrat can make a Sleight of hand check against a target within 5 feet, opposed by the target's passive Perception. If successful, the alleyrat takes one item of jewellery or a coinpurse containing up to 20 coins, and then takes a Disengage action. A cutthroat is someone up-and-coming in a criminal enterprise, someone with a bit of skill in fighting and some training in sneak attacks. Any crime-boss is likely to have a few nearby, even while in an inn or CUTTHROAT Medium humanoid (any race), any alignment Armour Class 13 (leather armour) Hit Points 18 (4d8) Speed 30ft. Str 12 (+1); Dex 15 (+2); Con 11 (+0); Int 11 (+0); Wis 10 (+0); Cha 10 (+0) Proficiency bonus +2 Skills Perception +2, Stealth +4 Senses passive Perception 12 Languages Common, Thieves' Cant Challenge 2 (450 XP) Sneak Attack. Once per turn, the cutthroat deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or the when the target is within 5 feet of an ally of the cutthroat and the cutthroat doesn't have disadvantage on the roll. ACTIONS Multiattack. The cutthroat makes two dagger attacks. Dagger. Melee weapon attack or ranged weapon attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4 + 2) piercing damage. A knife fighter is someone who has specialised in fighting with daggers. Some are duellists, while others are bravos who fancy themselves swashbucklers. They are fast, jumpy, and eager to get in a fight, but wear no armour and are fragile. KNIFE FIGHTER Medium humanoid (any race), any alignment Armour Class 14 Hit Points 28 (8d8 - 8) Speed 30ft. Str 12 (+1); Dex 18 (+4); Con 9 (-1); Int 12 (+1); Wis 9 (-1); Cha 8 (-1) Skills Acrobatics +6, Deception +1, Intuition +1, Stealth +6 Senses passive Perception 9 Languages Common, Thieves' Cant Challenge 3 (700 XP) Sneak Attack. Once per turn, the knife fighter deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or the when the target is within 5 feet of an ally of the knife fighter and the knife fighter doesn't have disadvantage on the roll. ACTIONS Multiattack. The knife fighter makes three dagger attacks. Dagger. Melee weapon attack or ranged weapon attack: +6 to hit, reach 5ft. or range 20/60ft., one target; Hit: 6 (1d4 + 4) piercing damage. Dirty Trick. The knife fighter makes a Dexterity (Deception) check at +6 against a target within 5ft., opposed by the target's Wisdom (Intuition) roll. If successful, the knife fighter makes one dagger attack against the target immediately, with advantage. Also posted on Game Masters Stash on 3 December 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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