26 Vibrant NPC’s to Give Your Campaign a Boost
Start Here if you’re confused.
This week is going to be more serious as last week as more light-hearted.
- Major Motivation: To watch the world burn
- Supporting Motivation: Fool others into thinking that he’s not an Acolyte of Madness
- Quirk- Has random fits of lucidity
- Flaw- Doesn’t quite fit in as well as he thinks he does
- Like/Dislike – Dislikes objects and people at random
You come to the outskirts of Staedus town, and a fiery smell hits your nostrils. Several homes are on fire, but you see no villagers running about. Thinking quickly, you run to the doorway of the nearest cottage. Flames lick up the wooden sides, and their thatched rooves burn right through.
You open the door and are greeted by an inferno. The wind whips the blast of heat away from your face, but it was so fierce, sweat runs freely down your neck and back. A snap and crumbling sound were the only warnings you got before the entire place caved in. You jump backward.
In a rush, the house collapses, soot flying everywhere. You cough in fits, pulling your shirt over your nose. Once the soot settles, you see the form of a Dragonborn laying in the remains of the chimney. Stepping over, you brush the bricks off his form. You can’t quite tell what color his scales are because of the heavy layer of soot. Suddenly, he comes awake, grasping your arms in his claws.
“Are you alright? Was this your house?” You ask.
A tongue flicks out and licks the soot of the red, draconic lips. “You ask this of Innexterian, but you don’t ask about the fire.” His yellow, cat-like eyes dart down to your belt. “I hate your belt. You must have terrible taste to wear such a thing.”
You grimace and try to pull away from the rude creature, but he holds you fast. “Don’t you want to hear what happened? Innexterian will tell you.”
You swallow hard. The heat coming from the other houses are intense, and trees nearby are catching fire from the burning ash in the air.
“Innexterian set the blaze, you see. Fire is so beautiful. Fire was the first god, the one that all forgot. Fire was here before and fire will come after. You will be filled with fire…”
He leans forward, arching his serpentine neck toward you. “People burn well. It means they are closer to the fire than others. Trees are the closest. You like fire? Innexterian can tell.” Closer and closer, Innexterian’s face draws to yours. You struggle, but his iron grip on your arm only draws blood from his claws in your flesh.
“I like you too. The fire likes you. You want to get married before we both fall to the flame?” He licks your cheek in one sooty, greasy pass of his tongue before his eye comes so close, you can see the spindles in it and the veins bulging in his lid.
From the amazing RPG Tinker
Male Red Dragonborn, any alignment
Armor Class: 18 (Half plate, Shield)
Hit Points: 85 (10d8 +40)
Speed: 30ft (9m / 6 sqr)
STR 19 (+4) DEX 13 (+1) CON 18 (+4) INT 11 (+0) WIS 18 (+4) CHA 15 (+2)
Mace. Melee Weapon Attack +8 to hit, reach 5 ft, one target. Hit: 7 (1d6 +4 ) bludgeoning damage.
Spellcasting. the Acolyte is a 10th-level cleric. Its spellcasting ability is Wisdom (spell save DC 16, to hit with spell attacks +8)
Cantrips (at will): Sacred Flame, Shillelagh, Thorn Whip, Guidance, Poison Spray,
1st level (4 slots): Detect Poison and Disease, Speak with Animals, Inflict Wounds, Cure Wounds,
2nd level (3 slots): Spike Growth, Protection from Poison, Lesser Restoration, Suggestion, Gust of Wind,
3rd level (3 slots): Bestow Curse, Meld into Stone, Speak with Dead,
4th level (3 slots): Ice Storm,
5th level (2 slots): Dispel Evil and Good, Destructive Wave,
Potion of Healing: The healer carries a potion of healing (2d4+2 healing as an action) and a Healer’s Kit.
Chosen of Gods: Once per week, as an act of incredible courage, the acolyte can sacrifice himself to protect others. The DM can roll a d20 and add acolyte CR to this roll. If the check gets 20 or more the acolyte can receive one of the random bonuses: Regain one spell slot of his greater slot available; Maximize the healing of a spell, grant one target resistance/advantage against the next damage/saving throw.
Ability Modifiers: +2 Cha, +1 Int
Draconic Ancestry: Your dragon ancestry is a Red Dragon. (random chosen)
Damage Resistance: You have resistance to Fire damage
Breath Weapon: You exhale a breath of 15ft cone (Dex. Save) that deals Fire damage. DC is 8+Con+Prof. The Creatures takes 2d6 on a failed save, half on a successful one. If the CR is 6 the damage is 3d6, CR 11 – 4d6, CR 16 – 5d6 Fire damage.
Languages: speaks Common and Draconic