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Rival Adventurers

Below are tables for making quick, simplified NPC adventurers. Each combat, a rival adventurer may use their class abilities (from their level or lower) a number of times as indicated in the relevant column (choose one ability to use each time). Attack bonus is equal to HD, like any monster. Naturally the GM is free to tweak details or create NPC adventurers more consistent with the PC creation rules (note: NPC Luck usually relates to HD; see p.184 for guidance).

CLASS & STATS LEVEL AC HP LUCK CLASS ABILITIES (USES) WEAPON & ARMOUR
CLASS & STATS LEVEL AC HP LUCK CLASS ABILITIES (USES) WEAPON & ARMOUR
ARTIFICER

Int 15
Dex 13
Other 10
1,2,3144, 8, 124, 5, 6Hellfire Glass
Flash Rig (2)
Spear 1d6+1
Chain shirt
4,5,61416, 20, 247, 8, 8Fume Flask
Mutagen (3)
Hammer 1d8+1
Scale shirt
7,8,91428, 32, 369, 9, 10Corroding Spray
Thunder Gauntlet (4)
Black powder
weapon 4d4
Breastplate
10,11,121437, 38, 3910, 11, 12Ironward
Xray Goggles (5)
Chaintooth 2d4+1
Chain shirt
BARBARIAN

Con 15
Str 15
Other 10
1,2,3149, 18, 274, 5, 6Ferocious Rage (2)Battle axe 1d8+2
Heavy hide, Shield
4,5,61336, 45, 547, 8, 8Ferocious Rage (3)Greataxe 1d12+2
Monstrous chitin
7,8,91463, 72, 819, 9, 10Ferocious Rage
Second Attack (4)
Spear 1d6+3
Chain shirt, Shield
10,11,121384, 87, 9010, 11, 12Ferocious Rage
Second Attack (5)
Flail 1d6+3
Breastplate
BARD

Cha 15
Str 13
Other 10
1,2,3115, 10, 154, 5, 6Inspire Greatness (2)Spear 1d6+2
Leather
4,5,61320, 25, 307, 8, 8Inspire Greatness (3)Longsword 1d8+1
Chain shirt
7,8,91435, 40, 459, 9, 10Inspire Greatness
Rallying Shout (4)
Long bow 1d8
Scale shirt, Shield
10,11,121347, 49, 5110, 11, 12Inspire Greatness
Rallying Shout (5)
Greatsword 1d12+1
Chain shirt
CULTIST

Will 15
Str 13
Other 10
1,2,3145, 10, 154, 5, 6Lay On Hands
Turning (2)
Mace 1d8+1
Leather, Shield
4,5,61420, 25, 307, 8, 8Mend Injury
Holy Smite (3)
Flail 1d6+2
Chain shirt, Shield
7,8,91335, 40, 459, 9, 10Purge Affliction
Blessed Weapon (4)
Greathammer
1d12+1
Scale shirt
10,11,121347, 49, 5110, 11, 12Watched Over
Dispel Magic (5)
Staff 1d6+1
Breastplate
FIGHTER

Str 15
Con 13
Other 10
1,2,3157, 14, 214, 5, 6Deadly Strikes
Charger
Two Hander (2)
Greathammer
1d12+2
Chainmail
4,5,61628, 35, 427, 8, 8Single Weapon Style
Ranged (3)
Bastard sword 1d8+2
Splint, Shield
7,8,91649, 56, 639, 9, 10Protector
Opportunist
Second Attack (4)
Heavy mace 1d8+2
Ringmail, Shield
10,11,121566, 69, 724, 5, 6Dual Weapons
Rearguard (5)
Sword & axe 1d8+2
Platemail
MAGIC USER

Int 15
Dex 13
Other 10
1,2,3124, 8, 124, 5, 6Shield, Disguise Self, Hold Person (3)Spear 1d6+1
Leather
4,5,61216, 20, 247, 8, 8Lightning Bolt, Ritual Magic, Suggestion (4)Longsword 1d8
Leather
7,8,91228, 32, 369, 9, 10Slow, Cone of Cold, Geas (5)Shortsword 1d6
Studded leather
10,11,121137, 38, 3910, 11, 12Conjure Elemental, Animate Object, True Seeing (6)Dagger
No armour
MONK

Will 15
Dex 15
Str 13
Other 10
1,2,3125, 10, 154, 5, 6Acrobatics
Mind over Matter (2)
2 x Unarmed 1d6+1
No armour
4,5,61220, 25, 307, 8, 8Moment of Clarity
Redirect Attack (3)
2 x Unarmed 1d6+1
No armour
7,8,91235, 40, 459, 9, 10Deflect Projectile
Stunning Fist (4)
2 x Unarmed 1d6+1
No armour
10,11,121247, 49, 5110, 11, 12Perfection Of Will
Channel Spirit (5)
2 x Unarmed 1d6+1
No armour
RANGER

Perc 15
Dex 13
Str 13
Other 10
1,2,3126, 12, 184, 5, 6Seasoned Explorer
Nature's Venom (2)
Throwing axe 1d6+1
Hide
4,5,61424, 30, 367, 8, 8Sharpshooter
Veteran Scout (3)
Short bow 1d6+1
Reinforced leather
7,8,91442, 48, 549, 9, 10Ranger's Ointment
Cover Fire (4)
Long bow 1d8+1
Chain shirt
10,11,121456, 58, 6010, 11, 12Off Hand Adept
Slip Away (5)
2 x Axes 1d8+1
Chain shirt
ROGUE

Dex 15
Str 13
Other 10
1,2,3135, 10, 154, 5, 6Backstab, Finisher
Quick Reflexes
Hidden Blade (2)
2 x Daggers 1d4+1
Leather
4,5,61320, 25, 307, 8, 8Cat's Grace
Unseen Whip (3)
Short bow 1d6+2
Leather
7,8,91335, 40, 459, 9, 10Rapid Dose
Smoke Bomb (4)
Rapier 1d8+1 &
Dagger 1d4+1
Studded leather
10,11,121347, 49, 5110, 11, 12Blind Sense
Glue Pot (5)
2 x Shortwords
1d6+1
Studded leather

Special Abilities

At the GM's option, an NPC adventurer might exhibit one or more of the following special abilities (GM's choice or roll 1d20):

  1. Scrapper: Suffers half damage while Staggered.
  2. Bloodletter: Rolls double the normal number of melee damage dice (eg 2d8 for longsword).

    1. Warlord: Advantage on Cha and Will related checks, including Luck saves. Allies within 60 ft gain advantage on morale checks.
    1. Eldritch Blood: Advantage on all tests to resist magic, and/or the character's spells impose disadvantage on targets' saves.
    1. Ruinous Corruption: Roll on the Dark & Dangerous Magic table, entry 99 or 100 (even chance).
    1. True Prodigy: Contrary to the usual rules, this NPC may attempt one Major Exploit per combat. A targeted PC may make an appropriate Luck save to resist.
    1. Triple Threat: May use any weapon or armour. Also annoyingly good looking.
    1. Shield Master: May use a shield, and can negate up to two attacks before the shield requires repair.
    1. Void Conduit: May cast one spell per combat (as Scroll, but only 1 spell).
    1. Warden: Contrary to the usual rules, this NPC may attempt one Rescue per combat.
  3. Infamous: Beheads or otherwise ensures defeated foes are definitely dead. If a PC is reduced to zero hp, the body must be recovered in one round or the adventurer dies.

  4. Mercurial: Never grants enemies a free attack due to movement, and may turn an opponent's hit into a miss once per combat.

  5. Auspicious: Once per combat, after the character attempts an action, may reroll any single die (eg attack or damage roll, save, Str check to grapple, etc).

  6. Back in Black: If reduced to zero hp, unless the party ensures the NPC is definitely dead (eg beheading), she miraculously survives to fight another day.

  7. Treacherous Dog: Advantage when attempting sneaky tactics or Minor Exploits such as tripping, throwing sand in eyes, using poison, etc.

  8. Lightning Reflexes: The GM chooses when the NPC takes their turn (instead of the usual initiative rules).

  9. Monstrous Ally: The NPC has a loyal dire wolf, giant eagle, giant serpent or other monstrous ally that serves and protects them.

  10. Arcana Equipped: The NPC has a random magical item (60% one shot, 40% permanent).

  11. Call for Backup: When Staggered, 2d6 allies break from nearby cover to assist the NPC (Mercenaries p.204).

  12. Doom Pact: When reduced to zero hp, a horrifying monstrosity bursts forth from the corpse! (Entry 11 on the Dark & Dangerous Magic table).