Keep on the Borderlands - Table of Contents
NPC Stats
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Soldier
Medium humanoid (any race), any alignment
Armor Class: 14, [16] (Chain Shirt, Shield[+2 ac when equipped])
Hit Points: 11 (2d8+2)
Speed 30 ft.
STR 13 (+1) DEX 12 (+1) CON 12 (+1)
INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages Any One Language (Usually Common)
Challenge 1/8 (25 XP)
Actions:
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage. two handed
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
Spear. Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.)
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, reach 100/400 ft., one target. Hit: (1d10) piercing damage.

Guard
Medium humanoid (any race), any alignment
Armor Class 16 (Chain Shirt, Shield)
Hit Points 11 (2d8+2)
Speed 30 ft.
STR 13 (+1) DEX 12 (+1) CON 12 (+1)
INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Perception +2
Senses passive Perception 12
Languages Any One Language (Usually Common)
Challenge 1/8 (25 XP)
Actions
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
Spear. Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.

Scribe
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR 10 (+0) DEX 10 (+0) CON 10 (+0)
INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages Any One Language (Usually Common)
Challenge 1/4 (50 XP)
Spellcasting.
The scribe is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
The Scribe has following cleric spells prepared:
• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.

Scout
Medium humanoid (any race), any alignment
Armor Class 13 (Leather Armor)
Hit Points 16 (3d8+3)
Speed 30 ft.
STR 11 (+0) DEX 14 (+2) CON 12 (+1)
INT 11 (+0) WIS 13 (+1) CHA 11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages Any One Language (Usually Common)
Challenge 1/2 (100 XP)
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.

Corporal
Medium humanoid (Human), any alignment
Armor Class 18 (Plate Male)
Hit Points 58 (9d8+18)
Speed 30 ft.
STR 16 (+3) DEX 13 (+1) CON 14 (+2)
INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills: Athletics +5, Perception +2
Senses: passive Perception 12
Languages: Any One Language (Usually Common)
Challenge 3 (900 XP)
Actions:
Multiattack. The veteran makes two (magical) longsword attacks.
Longsword +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) slashing damage. two handed
Longsword +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage. one handed
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: (1d10 + 1) piercing damage.

Lizardfolk
Medium humanoid (lizardfolk), neutral
Armor Class 15 (Natural Armor, Shield)
Hit Points 22 (4d8+4)
Speed 30 ft., swim 30 ft.
STR 15 (+2) DEX 10 (+0) CON 13 (+1)
INT 7 (-2) WIS 12 (+1) CHA 7 (-2)
Skills: Perception +3, Stealth +4, Survival +5
Senses: passive Perception 13
Languages: Draconic
Challenge 1/2 (100 XP)
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Actions:
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage.
Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Javelin. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.

Commoner
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR 10 (+0) DEX 10 (+0) CON 10 (+0)
INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
Senses passive Perception 10
Languages Any One Language (Usually Common)
Challenge 0 (10 XP)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
Pitch fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. two handed

Blacksmith
Name: Eideard MacGille
Race: Human
Gender: Male
Height: 6ft 3′ / 1.90m
Age: 49
Class: Fighter (Master Blacksmith)
Level: 4
AC 17 (Chain mail), Hp 37 (4d10 Hit Die), Proficiency +2, Speed 30ft,
Alignment: Chaotic Good
languages: Common, Dwarven, Elvish,
Ability Scores:
Str 20 (+5) Dex 9 (-1) Con 15 (+2)
Int 16 (+3) Wis 13 (+1) Cha 11 (+0)
Attacks: Warhammer (+8 to hit, 1d10+6 bludgeoning damage)
Spellcasting: 4th level Eldritch Knight, spellcasting ability is Intelligence (spell save DC 13, to hit with spell attacks +5)
Spells:
Cantrips (at will): Control Flames, True Strike,
1st level (3 slots): Shield, Grease, Tenser's Floating Disk, Chromatic Orb,
Skills: Arcane, Athletics, History, Perception,
Equipment: Chain mail +1, Warhammer +1, Blacksmiths tools, Dungeoneer's Pack,
Class Features: Fighting Style (Great Weapon Fighting), Second Wind, Action Surge (one use), Martial Archetype (Eldritch Knight)
PERSONALITY:
Eideard MacGille is a towering man who's as strong as the steal he forges. He takes a no nonsense approach to most people and situations.
Ideal: My craft is more important to me than anything else.
Bond: I'm getting on in my years and have yet to complete my Magnum opus, I must travel to far off lands and hire talents Flaw: I have many customers and people who hold my craft in high regard but few friends i can turn to in times of need.

Druid
Medium humanoid (any race), any alignment
Armor Class 11 (16 With Barkskin)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR 10 (+0) DEX 12 (+1) CON 13 (+1)
INT 12 (+1) WIS 15 (+2) CHA 11 (+0)
Skills: Medicine +4, Nature +3, Perception +4
Senses: Passive Perception 14
Languages: Druidic plus any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Spellcasting: The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin
Actions:
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

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ADDITIONAL NON-PLAYER CHARACTERS Use this sheet to list persons in the KEEP or in the CAVES OF CHAOS. Profession could be Fighter, Innkeeper, and so forth. Special refers to spells, valuables, and other details you may wish to include. Location should be noted by building or cave number.

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