26 Vibrant NPC’s to Give Your Campaign a Boost
Start Here if you’re confused.
D: Dobert Grimefury the Darkest
- Major Motivation: He wants to summon a big ol’ demon to seek vengeance.
- Supporting Motivation: The first element to summoning is learning the demon’s name.
- Quirk- He’s a moody boi.
- Flaw- Wears an aggressive amount of eyeliner. Like– -2 to Perception checks amount.
- Like/Dislike – Dislikes wide open spaces
You’re having trouble with a nasty trap in a dungeon, and the only person in town that can help is the local scholar. You ask the innkeeper, and Smervin Glitterbeard answers with a single finger, pointing to the tavern’s cellar door. “Dobert will know,” he states.
Gulping, you open it and descend into the darkness.
At the bottom of the musty stairwell, encircled by a single candle’s pool of light, sits a dwarf. He wears a black robe, but the robe has been washed too many times so it’s really an off-black or like a dark grey. He turns his ghostly pale face to you, lips trembling beneath his black beard.
He’s wearing a ton of makeup.
“You shouldn’t have come here,” he whispers. “I’ve been calling dark magics since the light left the sky. You’ll be cursed! You know not what you’re trifling with.”
“…right. Hey, uh, Dobert,” you start. “I just need a rune translated for the dungeon nearby. It’s the one with the blue runic puzzle.”
He moves close to you. So close, in fact, you can now smell that he replaces bathing in water with a naggingly pungent scent. You cough.
“Translation?! You bother me with paltry tasks when my work is tantamount to world destruction,” he shakes his fist at the ceiling where the innkeeper, his father, can be heard walking. “You hear that father? Destruction!”
“I can pay you. I’ve got like–two silver and a copper piece left from buying healing potions.”
Dobert sighs. “Where’s the rune?”
From the amazing RPG Tinker.
Dobert Grimefury the Darkest
Armor Class: 14 (with mage armor)
Hit Points: 65 (10d8 +20)
Speed: 25ft (7,5m / 5 sqr)
STR 12 (+1) DEX 12 (+1) CON 15 (+2) INT 12 (+1) WIS 11 (+0) CHA 14 (+2)
Quarterstaff. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 4 (1d6 +1 ) bludgeoning damage.
Properties: Versatile (1d8),
Spellcasting. the Evoker is an 10th-level sorcerer. Its spellcasting ability is Charisma (spell save DC 14, to hit with spell attacks +6)
Cantrips (at will): Fire Bolt, Acid Splash, Mending, Shocking Grasp, Message,
1st level (4 slots): Shield, Disguise Self, Ray of Sickness, Expeditious Retreat, Mage Armor,
2nd level (3 slots): Crown of Madness, Darkvision, Misty Step, Enlarge/Reduce,
3rd level (3 slots): Sleet Storm, Fly,
4th level (3 slots): Greater Invisibility, Dominate Beast,
5th level (2 slots): Animate Objects, Cone of Cold,
Elemental Bending: When casting a area spell that deals fire, ice, lighting or thunder damage the evoker can exclude a number of targets from its area equal to its spellcasting modifier. The target dont receive any damage or effect from that spell.
Ability Modifiers: +2 Str, +2 Con
Dwarven Resilience: advantage on saving throws agains poison and resistance against poison damage.
Stonecunning: proficiency on History checks related on stoneworks and add double proficiency on it.
Tools Proficiency: smith’s tools, brewer’s supplies or mason’s tools
Dwarven Combat Training: proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. (not considered for template)
Dwarven Armor Training: proficiency with light and medium armor (not considered for template)
Darkvision: 60ft (18m / 12sqr)
Languages: speaks Common and Dwarvish