Sometimes you just need generic NPCs, but there aren't enough stat blocks to go around - or you have some, but they are all CR 1/4 or CR 1/2 because apparently very few people in the world are actually skilled at anything. This week is focused on adding in a few more NPCs that can be tossed into your games, though all of these are focused on knights. In the future, I'll be adding in other Codices that might be geared towards bureaucrats, doctors, priests, and more.
I tried, with these NPCs and future ones, to not rely on magic to increase an NPC's damage. It can be difficult to figure out how a CR 11 warrior deals 69 - 74 damage in a round without just making it so that they attack 8 times each round, which makes for a boring stat block and a boring fight. Each of these NPCs are focused on being martial warriors, but they all have their own way of fighting, like swearing an oath on an enemy or moving from one stance to the next. Their unique styles allow some of their personality to shine through beyond just "I hit them with a sword".
Cavalier (CR 6) The first NPC is for the cavalier, those warriors who ride on horses, drakes, dragons, griffons, battle corgis, wolves, and more. They are meant to go into battle while mounted and, while mounts typically have pretty abysmal hit points when compared to monsters or adventurers, cavaliers can help to try and keep them alive longer.
Fallen Knights (CR 7) The only NPC in this that relies on outside help to boost their damage, a fallen knight is anyone that has made a holy vow but then abandoned it for greater power, often from devils, demons, and even powerful undead.
General (CR 15) This NPC is the leader of armies, a powerful force of personality and experience who can be found on the front lines of a battle. They also have access to lair actions, which is kind of strange if they are on the battlefield that changes from week to week or month to month. Their lair requires 24 hours for them to set up as they must study where they are planning for where a battle will soon take place, which allows them to use their strategic mind to the best of their ability. They are focused on tactics and giving inspiration to their soldiers, and act more as support than powerful damage dealers.
Oath Bound Knight (CR 4) Despite most knights and warriors being non-magical, there is still magic in the world, even if they aren't aware of it working within them. Oath Bound Knights are often on holy quests given to them by kings or churches and can use the power of their oath to help them take down their enemies, either through sword or word.
Squire (CR 1/2) Every knight begins their journey as a squire, required to help a knight by maintaining armor and equipment, helping the knight don armor, and providing assistance during battles. If a squire can survive for 7 years, and prove their bravery, they may be dubbed a knight and get their own squires to use as meat shields.
Sword Master (CR 11) I pry played too much Fire Emblem when I was younger, but I will go on record to say that the myrmidons weren't really my favorite class, but that doesn't mean I didn't think they were cool. Sword Masters have dedicated their life to studying the blade and honing their skills. They can move in and out of stances, changing how they interact in a fight to best overcome their opponents and are vicious fighters. Of course, if swords aren't really your thing, I also provide stances that an Axe Master or a Spear Master would know, so then you can switch around the stat block easily while still maintaining the balance of it.
Gary S
2021-02-25 17:54:57 +0000 UTC