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NPC Generator

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Advanced [show]


Flask Grass, Male Tabaxi [Permalink]

Personal [hide]

Description: An older man who is well dressed, constantly wearing a brown suit, tan shirt, and white tie, he is not a threatening figure. His lavender fur is matted, messy, and big. His hazel eyes dart around the room hyper actively observing anyone and anything.

Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. He cannot resist a sob story and will often dote over anyone who has one.

History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. Cursed with a spirit at a very young age, Flask has worked very hard to control his curse. He used his abilities to travel the world and help people.

Motivation: To get a good night's sleep.

Ideals: Optimist, Philantrophist. Flaws: Ugly, Disease, Insomniac. Occupation: Engraver

Voice: Middle-eastern accent

Attributes [hide]

Flask Grass, Male Tabaxi Expert 1
Medium (5'0") Tabaxi, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 5 (1d6)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)13 (+1) 8 (-1)7 (-2) 5 (-3)16 (+3)
Skills Deception +5, Perception -1
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1

Possessions: 1000 cp. White pearl (60 gp).


Social Check DCs


Bathin Trust, Male Tiefling [Permalink]

Personal [hide]

Description: He wears tight fitting clothing which further accentuates his frame, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'6" when asserting himself. He wears a colorful flower in his chestnut hair. His fair skin shows little sign of his aristocratic breeding.

Personality: Eccentric and domineering, Bathin will drive conversation. He has a minor phobia of water and hates getting wet.

History: Bathin hails from a village terrorized by gnolls. Bathin was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Bathin decided he wanted neither the life of his mother nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. Days after completing his studies, news broke out that his hometown was attacked by gnolls. Bathin was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the gnolls.

Motivation: He is unsatisfied with his job; and he is terrified, and will act out of fear

Ideals: Extrovert. Flaws: Fearful. Bonds: Attractive, Enemies, Criminal record, Job. Occupation: Sailor

Voice: Speaks with lips pursed

Attributes [hide]

Bathin Trust, Male Tiefling Barbarian 1
Medium (5'6") Tiefling, Neutral Evil (CR 1)
Armor Class 12
Hit Points 12 (1d12)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)15 (+2) 10 (+0)13 (+1) 8 (-1)14 (+2)
Skills Animal Handling +1, Athletics +3
Senses Passive Perception 9
Languages Common, Infernal
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +3

Possessions: 30 pp. Azurite (14 gp).


Social Check DCs


Balam Ennui, Male Tiefling [Permalink]

Personal [hide]

Description: A middle-aged man, he is wearing a long, black cloak, and is pretty ugly. His hair is blue and curly. His black eyes have a joyful gleam in them most of the time.

Personality: He never swears and excessively uses polite adverbs when speaking. He works hard and plays hard.

History: He was born a particularly ugly child, much to the horror of his parents. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He moves from town to town, unable to find a place to settle.

Motivation: His spouse's relatives view him with great suspicion; and his relatives are trying to arrange a marriage

Ideals: Optimist. Flaws: Ugly, Hedonist. Bonds: Religious, Immigrant, Family. Occupation: Priest

Voice: Uses sign language

Attributes [hide]

Balam Ennui, Male Tiefling Rogue 3
Medium (6'9") Tiefling, Neutral Good (CR 3)
Armor Class 11
Hit Points 7 (3d6)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)12 (+1) 5 (-3)18 (+4) 6 (-2)10 (+0)
Skills Medicine +0, Nature +6
Senses Passive Perception 8
Languages Common, Undercommon, Elven, Goblin, Celestial
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1

Possessions: 100 gp.


Social Check DCs


Erevan Selevarun, Male Elf [Permalink]

Personal [hide]

Description: With white face paint in a stripe pattern across his face, he has a large tan mantle and cape that has been intricately interwoven into his black robe. He has styled his brown hair well, parting it to the left. He has a dull look in his blue eyes.

Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.

History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. As a very small child his family refused to pay dues to a local crime lord, who ordered them killed. His father, a somewhat powerful mage sought to protect him and cast a teleportation spell that whisked him away. He was granted necromantic powers by his dying brother.

Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he has comitted a past crime that haunts him to this day

Ideals: Gifted. Flaws: Antagonistic. Bonds: Criminal record, Family. Occupation: Locksmith

Voice: German accent

Attributes [hide]

Erevan Selevarun, Male Elf Druid 1
Medium (4'7") Elf, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 7 (1d8)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)14 (+2) 8 (-1)7 (-2) 7 (-2)10 (+0)
Skills Athletics +2, Stealth +4
Senses Passive Perception 8
Languages Common, Elven
Attacks Melee +2 / 1d4+0, Ranged +4 / 1d4+2, Grapple +4
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day8

Possessions: 140 gp. Silver-plated steel longsword with jet jewel in hilt (200 gp).


Social Check DCs

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