One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Sunday, March 5, 2017

Elmo – Special Agent of the Viscounty

So I took a second shot at making a fifth edition D&D NPC mostly from scratch. I used the stats and equipment in the Temple of Elemental Evil campaign book and the new Ranger from the Unearthed Arcana download. I'm not convinced that this is the best way to make NPC's. If I was running this for real I would definitely go a lot more bare bones. Also, unless I'm mistaken, I accidentally discovered that there are no more plain +X weapons in the 5e DMG anymore. Now it appears that you can only get that bonus on a weapon that does something else in addition to granting the bonus. If thats the case I'm really happy. I think it's a positive change for the game. Magic items should totally be cool. 

I will find you, and I will kill you.
Elmo – Special Agent of the Viscounty
Medium Humanoid (Human), chaotic good
Armor Class 20
Hit Points 46
Speed: 30 ft.
Saving Throws: Str +6, Dex +5
Skills: Investigation +4, Perception +5, Nature +5
Senses: passive Perception +12
Languages: Common, Orc, Elvish



Str 18 (+4), Dex 16 (+3), Con 17 (+3), Int 15 (+2), Wis 16 (+3), Cha 11 (+0)


Special Equipment+1 Chain Shirt, +2 Shield, +1 Battle Axe, +2 Dagger, Longbow (20 regular arrows and 20 silver tipped arrows), 100 sp, 50 gp, 10 pp, 2 pearls worth 100gp each.

Spell Casting. 4-level Caster (Wisdom); Spell Saves (DC 13); Spell Attack Rolls (+5)
Level 1 – (3 Known & 3 Slots): animal friendship,cure wounds, detect poison & disease

Natural Explorer. Elmo has advantage on initiative rolls, and on his first turn during combat has Advantage on attack rolls vs. creatures that have not acted yet. He ignores difficult terrain.

Fighting Style (Dueling). +2 damage when wielding a melee weapon in one hand and no other weapons.

Favored Enemy (humanoids). +2 damage and advantage on Wisdom (survival) checks when tracking

Hunter’s Prey (Colossus Slayer). Once per round, deal an additional 1d8 damage to a creature below it’s hit point maximum.


Actions


+1 Battle Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 5 (1d8+6) slashing damage. (+2 damage vs humanoids)

+2 Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 5 (1d4+6) piercing damage. (+2 damage vs humanoids)

Longbow. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d8+4) piercing damage. (+2 damage vs humanoids)



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