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# Sword Coast Adventurer's Guide
##### NPC Statblocks
\pagebreakNum ## 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. \columnbreak ## Credits ### Developed and Written by gq69 (/u/gaylordqueen69) ### With Help by If you find a mistake, I'll add your reddit username here.
### Legal Stuff DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. \pagebreak # 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) \columnbreak ### 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) \pagebreak ___ > ## 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. \columnbreak ___ > ## 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. \pagebreak ___ > ## 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. \columnbreak ___ > ## 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. \pagebreak ___ > ## 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. \columnbreak ___ > ## 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. \pagebreak ___ > ## 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. \columnbreak ___ > ## 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.