Thursday 7 December 2017

NPC Text format

I have been asked a few times for 'my' format for an NPC. My answer is always that my format is not mine at all - it is the format employed by the Monster Manual and other official documents. It is also the format that Par5e followed. I took the liberty of creating an NPC just to show the format required; note that nothing about this is meant to be game ready, sensible, or even part of 5E. I just typed some whimsical stuff for spell names, for instance.

I have highlighted required wording in red in the first version. Although I use the phrase 'required wording', be aware that some sections can be missed out entirely - this is just the required wording if you include it.

The second version has the sections that are optional highlighted in green.

Please note all punctuation carefully - an errant colon or stray comma can wreck a parse! Don't miss anything out, and don't add anything.

There are a lot of little twists beyond this. I will update this document regularly.

Maasq


Npcname
Medium undead (human), lawful neutral
Armor Class 12 (Natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., fly 35 ft. (hover)
STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 9 (-1) 10 (+0) 10 (+0) 2 (-4)
Saving Throws Str +2, Dex +3
Skills Deception +4, Medicine +1
Damage Vulnerabilities fire; slashing
Damage Resistances cold, poison; piercing from nonmagical weapons
Damage Immunities thunder; bludgeoning from nonmagical weapons that aren't adamantine
Condition Immunities blinded, exhaustion, petrified
Senses darkvision 25 ft., passive Perception 10
Languages The languages it knew in life
Challenge 18 (20,000 XP)
False Appearance. While the npcname remains motionless, it is indistinguishable from a mundane, inanimate object.
Magic Resistance. The npcname has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The npcname's innate spellcasting ability is Dexterity (spell save DC 5, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Blast, Haste
4/day each: Grow Beard, Improved Fireball
Spellcasting. The npcname is a 4th-level spellcaster. Its spellcasting ability is Constitution (spell save DC 7, +3 to hit with spell attacks). The npcname has the following Paladin spells prepared:
Cantrips (At will): Hide, Seek, Find
1st level (3 slots): Sparks, Will, Fly
ACTIONS
Multiattack. The NPCname makes 2 attacks with its Cuinnsear.
Cuinnsear. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 0) piercing damage. Or Ranged Weapon Attack: +0 to hit, range 20/60 ft., one target. Hit: 2 (1d4 + 0) piercing damage.


Npcname
Medium undead (human), lawful neutral
Armor Class 12 (Natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., fly 35 ft. (hover)
STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 9 (-1) 10 (+0) 10 (+0) 2 (-4)
Saving Throws Str +2, Dex +3
Skills Deception +4, Medicine +1
Damage Vulnerabilities fire; slashing
Damage Resistances cold, poison; piercing from nonmagical weapons
Damage Immunities thunder; bludgeoning from nonmagical weapons that aren't adamantine
Condition Immunities blinded, exhaustion, petrified
Senses darkvision 25 ft., passive Perception 10
Languages The languages it knew in life
Challenge 18 (20,000 XP)
False Appearance. While the npcname remains motionless, it is indistinguishable from a mundane, inanimate object.
Magic Resistance. The npcname has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The npcname's innate spellcasting ability is Dexterity (spell save DC 5, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Blast, Haste
4/day each: Grow Beard, Improved Fireball
Spellcasting. The npcname is a 4th-level spellcaster. Its spellcasting ability is Constitution (spell save DC 7, +3 to hit with spell attacks). The npcname has the following Paladin spells prepared:
Cantrips (At will): Hide, Seek, Find
1st level (3 slots): Sparks, Will, Fly
ACTIONS
Multiattack. The NPCname makes 2 attacks with its Cuinnsear.
Cuinnsear. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 0) piercing damage. Or Ranged Weapon Attack: +0 to hit, range 20/60 ft., one target. Hit: 2 (1d4 + 0) piercing damage.


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