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 was more light-hearted.
K: Keibryn Kalakar
- Major Motivation: Gather a hoard worthy of a dragon
- Supporting Motivation: Find a place to keep such a hoard safe
- Quirk- Hops from one foot to another absentmindedly
- Flaw- Is insufferably greedy, but tries to hide it
- Like/Dislike – Dislikes dwarves and gnomes
You make it to Staedus, the village street’s cobblestones bite into your boots. People mill around, already grabbing pitchforks, shovels, any kind of makeshift weapon. You don’t see the half-orc nearby. Jaherna, was that her name? She must have warned the villagers and left already.
A soft drumbeat picks up. The cadence is insistent, and it imparts a feeling of self-pride. You feel like you could face anything.
When the crowd clears, you see the source of the thrumming music. A kobold is beating his drum, rocking back and forth on its tiny feet claws. Thrum. Thrum. Thrumthrumthrum.
You’re fascinated. The creature looks so out of place amongst the prevailing humans in the area, but they don’t seem to mind. In fact, some place coppers and silvers in a hat next to the creature as it plays. Is this a performance? At a time like this?
“Beware!” The kobold’s sonorous voice rings out, and it points its drumstick right at you.
You duck as a flaming arrow buries itself in the cottage wall next to you. It would have been your head. The kobold approaches you.
“Welcome to Staedus, friend,” he bows. “I’m the bard of the streets here, Keibryn Kalakar the Cacophonous!” He holds out a tiny claw.
It takes you a moment, but you realize what Keibryn is waiting for and you place a gold piece in his grasp. A fierce grin lights up his face.
“Thanks, new comrade!” He pushes you out of the way as another arrow buries itself in the cottage. Flames now climb the wood.
“Innexterian,” he whispers, anger lacing his tone. “So he’s finally gone off the cliff to the dark. We’ve been waiting for this. You with us in this fight, stranger?”
From the amazing RPG Tinker
Male Kobold, any alignment
Armor Class: 15 (Scale mail)
Hit Points: 16 (3d8 +3)
Speed: 30ft (9m / 6 sqr)
STR 8 (-1) DEX 13 (+1) CON 13 (+1) INT 8 (-1) WIS 7 (-2) CHA 18 (+4)
Club and Drum. Melee Weapon Attack +1 to hit, reach 5 ft, one target. Hit: 1 (1d4 -1 ) bludgeoning damage.
Properties: Light, The warchanter holds a drum in one hand and a drumstick (club) on the other.,
Aura of courage: Whenever an allied creature within 10 feet of the warchanter must make a saving throw, the creature gains a bonus to the saving throw equal to half of warchanter Charisma modifier (with a minimum bonus of +1). The warchanter must be conscious to grant this bonus.
Warcries: The warchanter abilities use a pool of points called Warcries. The warchanter got a number of points equal to it’s Charisma modifier (with a minimum bonus of 1 point). He regains them after a long rest.
Inspire Toughness: As a bonus action and by spending one of it warcries the warchanter can grant an allied creature a total of temporary hit points equals 1d6 + CHA. They last for one minute.
Fervor: As a bonus action and by spending one of it warcries the warchanter can grant an allied creature one of two bonuses. The allied should spend its reaction and do a melee weapon attack or he can move its speed immediately.
Beware!: As a reaction and by spending one of its warcries the warchanter can grant an allied creature a bonus to its AC equal to warchanter Charisma modifier, this can be done when the creature receives an attack.
Ability Modifiers: -4 Str, +2 Dex
Small Size: small creatures should use d6 for hit dices
Pack Tactics: The creature has advantage on attack rolls against a creature if at least one of the creature’s allies is within 5ft. of the target and the ally isn’t incapacitated.
Darkvision: 60ft (18m / 12sqr)
Sunlight Sensitivity: Disvantage on attack rolls and wisdom perception (sight) when your target is on direct sunlight
Languages: speaks Common and Draconic and YipYak