0% found this document useful (0 votes)
825 views6 pages

Hommlet NPCs

This document provides stat blocks for various NPCs in the Temple of Elemental Evil adventure including farmers, innkeepers, guards, priests, wizards, and assassins. Their stats include hit points, armor class, attacks, skills, spells, and possessions. They range in level from 1st to 10th and challenge ratings from 1 to 10.

Uploaded by

Aaron Tudyk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
825 views6 pages

Hommlet NPCs

This document provides stat blocks for various NPCs in the Temple of Elemental Evil adventure including farmers, innkeepers, guards, priests, wizards, and assassins. Their stats include hit points, armor class, attacks, skills, spells, and possessions. They range in level from 1st to 10th and challenge ratings from 1 to 10.

Uploaded by

Aaron Tudyk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
You are on page 1/ 6

Temple of Elemental Evil NPCs

Elmo’s Father (farmer)


Male Human Fighter 4 CR 4
Hp 20 At +6 (1d8 +2) AC (scale mail + large shield) 17
S 15 I 12 W 16 D 12 Co 16 Ch 11

Elmo
Male Human Ranger 4, CR 4, Medium-sized humanoid (elite)
Hp 40; Init +3; Spd 30 ft; AC 21 (touch 12, flat-footed 19, chainmail +1 and large
wooden shield +1) SA Favored enemy (goblinoids + 1), fight with 2 weapons, AL NG
SV Fort +7 Ref +4 Will +4
Atk +10 melee (1d8+5/x3, +1 battleaxe)
Str 19 I 15 W 16 D 16 Co 17 Ch 11
Feats: Power Attack, Weapon Focus (battleaxe), Point Blank shot
(Bonus) Track, Two Weapon Fighting, Ambidexterity
Skills: Animal Empathy +5 Concentration +5 Handle Animal +5 Hide +3 Intuit Direction
+5 Knowledge (nature) +6 Listen +6 Move Silently +2 Ride (horse) +9 Search +4 Swim
+9 Use Rope +7 Wilderness Lore +7
Spells: delay poison
Possessions: Battleaxe +1, Chainmail +1, Large Wooden Shield +1

Ostler the Innkeeper


Human Male Fighter 2 CR 2
Hp 17 AC 14 (scalemail) At +5 (1d8 + 3)
S 16 I 10 W 13 D 10 Co 18 Ch 17

Smith
Human Male Druid 3 CR 3
AC 12 (leather armor)
Hp 19 At +5 (1d6 + 3 staff)
S 17 I 9 W 13 D 10 Co 15 Ch 15
Spells:4 3 2
0: Detect Magic, Guidance, Mending, Cure Minor Wounds
1: Detect Animal or Plants, Cure Light Wounds, Calm Animals
2: Chill Metal, Heat Metal

Rannos Davl
Male Human Rogue 10, CR 10
Hp 48, Spd 30 AC 18 At +7/+2 (1d4 +1) +13/+8(1d6 + 1, shortsword)
S 8 I 14 W 9 D 18 Co 15 C 7
Special: Sneak attack +5d6, Evasion, Uncanny dodge (dex & cannot be flanked),
crippling strike
Saves: Fort +6 Reflex +12 Will: +3
Feats: Ambidexterity, Two Weapon Fighting, Weapon Focus (shortsword), Improved
Initiative, Run, Weapon Finesse (shortsword)
Skills: Hide +14 Move Silently +14 Profession (trader) +9 Bluff +8 Sense Motive +9
Read Lips +12 Pick Pocket +14 Use Magic Device +8 Knowledge (local) +12 Open Lock
+14 Listen +9 Spot +9 Perform (act) +8 Search +12 Innuendo +5
Possessions: leather armor +1, ring of protection +1, amulet of proof against detection
and location, dagger +1, shortsword +1

Gremag
Male Human Rogue 5 Assassin 2 CR 7
Hp 39 At +5 AC 20
Special abilities: +4d6 sneak attack, death attack (dc 13), poison use, +1 save against
poison, uncanny dodge (cannot be flanked, never loses dex bonus to ac), evasion
Saves: Fort: +3 Reflex: +11 Will: -1
Spells: change self, obscuring mist
Skills: Move Silently +14 (+10) Hide +14 (+10) Disguise +8 Spot +4 Listen +4 Bluff +8
Innuendo +9 Open Lock +14 Escape Artist +9 Read Lips +6 Tumble +12 (+8)
S 15 I 12 W 7 D 18 Co 15 Ch 7
Possessions: chainmail +3 (under 3 pinches of dust of disappearance), dagger of venom
(dc 14)

Guard (at Money Changes)


Male Human Fighter 3 CR 3
Hp 17, AC 16 At +4 (1d8 + 1) Scalemail

Melubb
Male Human Rogue 3 CR 3
Hp 12
At +3 (long sword) (1d8 –1) or +4 (dagger) (d4-1)
Saves: Fort +0 Ref: +5 Will: +2
Skills: Appraise +10 Sense Motive +6 Knowledge (local) +8 Profession (moneychanger)
+7 Innuendo +6 Decipher Script +8 Open Lock +7 Search +8 Use Magic Device +5 Spot
+6 Listen +6 Forgery +8 Disguise +5 Gather Information +5 Disable Device +4 Craft
(Traps) +4
S 9 I 16 W 13 D 15 Co 9 Ch 10
Feats: Weapon Focus (longsword +1), Weapon Finesse (dagger), Skill Focus(appraise)
Posessions: longsword + 1

Calmert
Male Human Cleric 3 of St. Cuthbert (Law, Protection)
Hp 14 AC: 19 (chainmail + large wooden shield)
At: +3 (mace + 1) (1d8)
Feats: Weapon Focus (mace), Extra Turning, Skill Focus(heal)
S 8 I 10 W 16 D 15 Co 9 Ch 11
Spells
0: Cure Minor Wounds, Mending, Light, Virtue
1: bless, command, detect evil, sanctuary
2: chant, know alignment, calm emotions
Terjon
Male Human Cleric 6 CR 6
Hp 41
S 11 I 10 W 16 D 12 Co 16 Ch 8
Spells:
1: bless, command, cure light wounds, detect magic, sanctuary
2: hold person (2), know alignment, slow poison, calm emotions
3: cure disease, dispel magic, restoration, protection from elements

Jaroo Ashstaff
Male Human Druid 7 CR 7
HP 44 AT +6 AC 12 Init -1
S 11 I 11 W 18 D 9 Co 15 Ch 15
Saves Fort +9 Ref +3 Will +11
SA Nature sense, animal companion, Woodland stride, Trackless step, Resist nature’s
lure, Wildshape 3/day
Possessions: cloak of protection +2, ring of invisibility, staff of the serpent (python),
scimitar +1
Spells
0: Cure Minor Wounds, detect magic, detect poison, flare, mending, read magic
1: entangle, faerie fire, invisibility to animals, pass without trace, cure light wounds
2: barkskin, charm person or mammal, warp wood, speak with animals
3: remove disease, neutralize poison, summon nature’s ally iii
4: cure serious wound, dispel magic

Animal Companion, Black Bear CR 2


Init +1 MV 40 Hp 25
Ats: 2 claws +6 (1d4+4), byte +1 (1d6+2)
Saves:
Fort +5 Ref +4 Will +2

Burne
Male human Wiz 8 CR 8
Hp 30 Init +4 Spd 30’
AC 12
Al LG
SV Fort +6 Ref +4 Will +8
S 15 D 10 Co 15 In 21 Wis 11 Ch 12
Skills: Concentration +12, Knowledge(history)+9, Knowledge (local) +8, Knowledge
(planes) +8, knowledge (religion) +11, Listen +3, Move Silently +2, Scry +12, Search +8
Sense Motive +2, Spellcraft +18, Spot +2
Feats: Combat Casting, Improved Initiative, Lighhtning Reflexes, Maximize Spell, Scribe
Scroll , Spell Mastery (bull’s strength, dispel magic, fly, lightning bolt, sleep)
Spells:
0: detect magic (2), mage hand, read magic
1: charm person, magic missle (3), shield, sleep
2: bull’s strength, cat’s grace, Melf’s acid arrow, protection from arrows
3: displacement, fireball, fly, lightning bolt
4: improved invisibility, polymorph other, polymorph self
Possesions: Ring of proetection +2, dagger +1, chime of opening (51 charges), wand of
magic missles (7th level, 49 charges)

Rufus
Male Human Fighter 6 CR 6
Hp 32 At +10/+5 (1d8 +5) AC 20
S 15 I 10 W 10 D 12 Co 12 Ch 14
Saves Fort +6 Ref +3 Will +2
Skills: Bluff +3 Climb +4 Gather Information +3 Handle Animal +8 Intimidate +4 Jump
+5 Listen +2 Ride (horse) +9 Sense Motive +2 Spot +2 Swim +9
Feats: Blind-Fight, Cleave, Dodge, Mobility, Power Attack, Spring Attack, Weapon
focus(battleaxe), Weapon Specialization (battleaxe)
Possessions: +1 chainmail, +1 large steel shield, +1 battleaxe, dust of disappearance (12
pinches), periapt of proof against poison

Agent
Male Human Fighter 2 CR 2
Hp 14 AC 11 Atk +5 (1d4 +4)
Saves Fort +6 Ref +1 Will -2
S 17 I 12 W 7 D 12 Co 16 Ch 11
Feats: Run, Improved Initiative, Dodge, Combat Reflexes
Skills: Hide +2 Handle Animal +4 Jump +7 Climb +7
Possessions: dagger + 1

Zert
Male Human Figher 2 CR 2
AL CE Hp 12 AC 18 At +5 (1d8 + 3)
S 16 I 13 W 9 D 15 Co 11 Ch 10
Weapon Focus (longsword), power attack, cleave, dodge

Spugnoir
Male Human Wiz 2 Wizard CR 2
Hp 4 AC 12
S 11 I 15 W 11 D 15 Co 14 Ch 7
Spells
0: detect magic, read magic, prestidigitation, light
1: sleep (3)

Furnok
Male Human Rogue 4
AL N AC 16
Hp 18 At +7 (1d6-1 or 1d4)
Skills: Profession (gambler) +11 Hide +11 Move Silently +11 Open Locks +11 Pick
Pockets +11 Spot +7 Listen +7 Search +9 Use Magic Item +8 Bluff +5 Climb +3
SA: Sneak Attack +2d6, Evasion, Uncanny dodge (DEX bonus to AC)
Feats: Weapon Finesse (short sword), Run, Improved Initiative
S 8 I 14 W 10 D 18 Co 15 Ch 13
Possessions: +1 dagger in boot, scroll of protection from magic, ring of invisibility,
loaded dice

Kobort
Male Human Figher 2 CR 2
Init +7 At +7 (1d8+4)
Hp 20 AL N AC 19 (banded mail & large wooden shield) 20 against dodge
Saves Fort +5 Reflex +3 Will -1
S 19 I 6 W 8 D 17 Co 16 Ch 11
Skills: Hide +2 Jump +1
Feats: Weapon Focus (long sword), Improved Initiative, Blind-fight, Dodge

Turuko
Male Human Monk 3 CR 3
Hp 11 Move 40 ft
AC 14 At +4 (1d6+2 open hand)
Saves Fort +3 Ref +5 Will +5
S 15 I 9 W 15 D 15 Co 11 Ch 5
SA: unarmed strike, stunning attack (3), evasion, deflect arrows, still mind (+2 against
charm, etc)
Feats: Skill Focus (Move Silently), Dodge
Skills: Move Silently +8 Hide +6 Spot +6 Listen +6 Tumble +4

Lareth the Beautiful


Male Human Cleric 5 CR 5 Medium-sized humanoid
Hp 49 Init +7 Spd 30 At +10 (1d6/1d6 +6/x2)
AC: 19
Str 18 I 9 W 18 D 17 Co 16 Ch 18
Saves: Fort +7 Ref: +4 Will: +8
Possessions: Full Plate +1, QuarterStaff +2
Feats: Combat Casting, Improved Initiative Combat Casting Weapon Focus (Quarter
Staff)
Spells:
0: detect magic, guidance, inflict minor wounds, light, read magic, resistance
1: bane, cause fear, divine favor, doom, protection from good, sanctuary, shield of faith
2: bull’s strength, death knell, endurance, silence
3: dispel magic, invisibility purge, searing light
Skills:
Spellcraft +7, Scry +7
Azlen 10th level female assassin
Arrives in Hommlet 17 days after Lareth gets killed

(Out for Vengeance) CR 10


S 12 I 10 W 8 Co 10 D 17 Ch 11
Hp 47 AC: 21 (22 with a dodge)
Atks: +13/+8 (Assassin’s dagger 1d4+3), +12/+7 (Dagger of venom, 1d4 + 2 + poison),
Ranged +13/+8 (Light crossbow +2, d8+2) (remember point blank shot, -2 to all for two
weapon fighting)
Saves Fort +5 Ref +11 Will +3
Female Human Rogue 4 Fighter 2 Assassin 4
Skill points: 36 + 27 + 6 + 20
Alignment Neutral Evil
Skills: Move Silently/10 +13, Hide/9 +12, Disguise/8 +8, Tumble/5 +10, Jump/5 +8,
Spot/9 +8, Listen/9 +8, Open Lock/6 +9, Bluff/8 +8, Pick Pocket/4 +9, Climb 5/+6,
Innuendo/5 +6
Sneak attack +4d6, Death Attack, Poison Use, +2 save against poison
Uncanny Dodge (Dex bonus to AC), Uncanny Dodge (cannot be flanked)
Feats: Ambidexterity, Two Weapon Fighting, Dodge, Weapon Finesse (dagger), Mobility,
Point Blank Shot, Iron Will
Possessions: Elven Chain +1, Assasin’s dagger+2 (+1 DC death attack), dagger of venom
+1 (poison DC 14), Light Crossbow +2, potion of haste (x2), potion of cure moderate
wounds (x2), potion of invisibility(x2), Ring of protection +2, Ring of Counterspells
(Invisibility Purge)

You might also like