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Sword Coast Adventurer's Guide

NPC Statblocks

Usage Guidelines

Some general guidelines for incorporating new NPCs (and anything else, really) in your adventures:

  1. The biggest numbers don't make the greatest stories.
  2. There are lies, damned lies, and statistics.
  3. Those who fight alone, die alone.
 

Credits

Developed and Written by

gq69 (/u/gaylordqueen69)

With Help by

If you find a mistake, I'll add your reddit username here.


Indices

By Class

Barbarians

  • Kuldjargh (page 3)
  • Elk Totem Barbarian (page 3)
  • Tiger Totem Barbarian (page 3)

Clerics

  • Arcana Cleric (page 4)

Fighters

  • Banneret (page 4)

Monks

  • Long Death Researcher (page 5)

Paladins

  • Sovereign Knight (page 5)

Warlocks

  • The Undying (page 6)

Wizards

  • Red Tiger Bladesinger (page 6)
 

By Challenge Rating

CR 2

  • Arcana Cleric (page 4)

CR 3

  • Long Death Researcher (page 5)

CR 4

  • Kuldjargh (page 3)

CR 5

  • Elk Totem Barbarian (page 3)
  • Red Tiger Bladesinger (page 6)
  • Tiger Totem Barbarian (page 3)

CR 6

  • The Undying (page 6)

CR 7

  • Banneret (page 4)

CR 12

  • Sovereign Knight (page 5)

Kuldjargh

Medium humanoid (dwarf), any alignment


  • Armor Class 16 (spiked armor)
  • Hit Points 102 (12d8 + 48)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 7 (-2) 8 (-1) 8 (-1)

  • Skills Athletics +6
  • Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Dwarvish plus any one language
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the kuldjargh can move up to its speed towards a hostile creature that it can see.

Dwarven Resilience. The kuldjargh has advantage on saving throws to resist being poisoned.

Spiked Armor. A creature within 5 feet of the kuldjargh that hits it with a melee weapon attack takes 2 (1d4) piercing damage. Additionally, a creature grappling or grappled by the kuldjargh takes 2 (1d4) piercing damage at the start of the kuldjargh's turn.

Actions

Multiattack. The kuldjargh makes three melee weapon attacks: two with its handaxes and one with its spiked armor.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Spiked Armor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

 

Elk Totem Barbarian

Medium humanoid (any race), any alignment


  • Armor Class 13 (hide armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 55 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)

  • Skills Athletics +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses passive Perception 12
  • Languages Any one language
  • Challenge 5 (1,800 XP)

Innate Spellcasting. The barbarian's spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells innately, but only as a ritual:

At will: beast sense, speak with animals

Actions

Multiattack. The barbarian makes four attacks with its scimitars.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Variant: Tiger Totem

  • Speed 40 ft.
  • Skills Athletics +7, Stealth +4, Survival +5
  • Totem of the Tiger. The barbarian's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Arcana Cleric

Medium humanoid (any race), any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 17 (+3) 17 (+3) 10 (+0)

  • Skills Arcana +5, Religion +5
  • Senses passive Perception 12
  • Languages Common
  • Challenge 2 (450 XP)

Spell Breaker. When the cleric restores hit points to an ally with a spell of 1st level or higher, it can also end one spell affecting that creature. The level of the spell ended must b equal to or lower than the level of the spell slot expended to heal the ally.

Spellcasting. The cleric is a 6th-level spellcaster. It spellcasting ability is Wisdom (spell save DC 13, +6 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): prestidigitation, mending, chill touch, thaumaturgy
1st Level (4 slots): cure wounds, detect magic, inflict wounds, magic missile
2nd Level (3 slots): lesser restoration, magic weapon, Nystul's magic aura
3rd Level (3 slots): mass healing word, dispel magic, magic circle

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Abjure the Supernatural (Recharges After a Short or Long Rest). One celestial, elemental, fey, or fiend the cleric can see within 30 feet of it that can see and hear the cleric must succeed on a DC 13 Wisdom saving throw or become frightened by the cleric. While it is frightened, it cannot take actions or reactions and must use its movement to move as far away from the cleric as it can. The target can repeat the save at the end of its turn if the cleric isn't in line of sight, ending the effect on a success.

 

Banneret

Medium humanoid (any race), any alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2)

  • Skills Animal Handling +4, Athletics +8, History +4, Persuasion +8
  • Senses passive Perception 11
  • Languages Any three languages
  • Challenge 7 (2,900 XP)

Inspiring Surge (Recharges After a Short or Long Rest). After taking an action on its turn, the banneret can take one additional action. When it does so, it can also choose up to two friendly creatures within 60 feet of it that can see and hear the banneret. A target can immediately use its reaction to make one melee or ranged weapon attack.

Actions

Multiattack. The banneret makes two melee weapon attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands to make a melee attack.

Rallying Cry (Recharge 5-6). The banneret and up to three creatures within 60 feet of it that can hear it gain 10 temporary hit points.


Gods of the Arcana Clerics

Azuth

Followers find their homes piling up with books of arcane knowledge they have no recollection of acquiring.

Mystra

Opposing magic always seems to just barely miss followers. They're just outside of the blast of a fireball, or the eldritch blast strikes their ally instead, or a paladin decides to use his words rather than a zone of truth.

Oghma

Followers are occasionally struck by facts they would have had no way of figuring out on their own.


Long Death Researcher

Medium humanoid (any race), any alignment


  • Armor Class 15
  • Hit Points 38 (7d8 + 7)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)

  • Senses passive Perception 12
  • Languages Any two languages
  • Challenge 3 (700 XP)

Mastery of Death (3/Day). When the researcher is reduced to 0 hit points and not killed outright, it can choose to drop to 1 hit point instead.

Unarmored Defense. While the researcher isn't wearing armor, its armor class includes its Wisdom modifier

Actions

Multiattack. The researcher makes two attacks with its Death Strike.

Death Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, plus 11 (2d10) necrotic damage. If the damage from this attack reduces a creature to 0 hit points, the researcher gains 13 (2d10 + 2) temporary hit points.

Empty Face (Recharge 5-6). Each creature within 30 feet of the researcher that can see it must succeed on a DC 12 Wisdom saving throw or become frightened by it until the end of the researcher's next turn.

 

Sovereign Knight

Medium humanoid (any race), any alignment


  • Armor Class 18 (plate)
  • Hit Points 157 (21d8 + 63)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 13 (+1) 15 (+2) 17 (+3)

  • Saving Throws Wis +6, Cha +7
  • Skills Athletics +9, History +4, Persuasion +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities paralyzed, stunned
  • Senses passive Perception 12
  • Languages Any four languages
  • Challenge 12 (8,400 XP)

Aura of the Exalted. The knight and friendly creatures within 30 feet of the knight have advantage on Wisdom saving throws and death saving throws.

Innate Spellcasting. The knight's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately without expending somatic or material components.

At will: command, compelled duel
3/day each: warding bond, zone of truth
1/day each: banishment

Sacred Weapons. The knight's weapon attacks are magical. When the knight hits with its halberd, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Actions

Multiattack. The knight makes three attacks with its halberd.

Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 18 (4d8) radiant damage.

Divine Sense (3/Day). Until the end of the knight's next turn, it knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type of creature but not its identity.


The Undying

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 114 (12d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 20 (+5) 17 (+3) 17 (+3) 18 (+4)

  • Skills Religion +6
  • Condition Immunities exhaustion
  • Senses passive Perception 13
  • Languages Celestial plus any two languages
  • Challenge 6 (2,300 XP)

Death Defier (3/Day). When the undying succeeds on a death saving throw or stabilises a creature with spare the dying, it regains 11 (2d8 + 2) hit points.

Spellcasting. The undying is a 9th level spellcaster. Its spellcasting ability is Charisma (+7 to hit with spell attacks, spell save DC 15). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, spare the dying
1st-5th level (3 slots): aura of life, blindness/deafness, contagion, deafness, death ward, false life, feign death, legend lore, ray of sickness, silence, speak with dead

Undying Nature. The undying can hold its breath indefinitely, and it doesn't require food, water, or sleep. Additionally, undead have disadvantage on attack rolls against the undying, and the undying has advantage on saving throws against spells and other magical effects created by undead.

Actions

Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

 

Red Tiger Bladesinger

Medium humanoid (elf), any alignment


  • Armor Class 21 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 15 (+2) 18 (+4) 13 (+1) 15 (+2)

  • Skills Acrobatics +8, Perception +4, Performance +8
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Elvish
  • Challenge 5 (1,800 XP)

Bladesong. While the bladesinger isn't wearing Medium or Heavy armor or using a shield, its AC includes its Intelligence modifier, and it has advantage on Constitution saving throws made to maintain concentration on a spell.

Fey Ancestry. The bladesinger has advantage on saving throws against being charmed, and magic can't put it to sleep.

Spellcasting. The bladesinger is a 5th-level spellcaster. It spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): gust, mending, prestidigitation, ray of frost
1st Level (4 slots): color spray, expditious retreat, false life, find familiar, shield
2nd Level (3 slots): cloud of daggers, hold person, mirror image, misty step, see invisibility, spider climb
3rd Level (2 slots): counterspell, fly, haste

Victorious Blades. The bladesinger's melee weapon attacks are magical, and it adds its Intelligence modifier to the weapon's damage (included in the attack).

Actions

Multiattack. The bladesinger makes two attacks with its scimitar.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 9) slashing damage.