TEXT: The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  1
  Alianor 
  Lunadream
  Elf
  Bandit
  CG 
  (CE 
  actually)
  Appearance:Alianor Lunadream is a 80 years old female elven bandit. She has very 
  long, curled, red hair and gray eyes. She has smooth golden skin. She stands 157 cm 
  (5'1") tall and has a lean build. She has a round, typical face. 
  Personality:  She openly worships Corellon Larethian, God of elves, magic, music, arts, 
  crafts, war, poetry, bards, warriors. (Chaotic Good) She is very selfish. She has no self-
  confidence. She never surrenders. She is totally oblivious to etiquette and social 
  expectations. She lies poorly on purpose.
  Backstory: Alianor is the leader of a group of do-good bandits (think Robin Hood), or at 
  least she used to be before she met her end at the hands of a doppelganger that now 
  takes her place. The doppelganger has now taken control of this bandit group.
  Quirks:She doesn't feel pain.
  She is actually a doppelganger who killed 
  Alianor Lunadream and is living her life. She 
  will ask the party to help rob a rich tyrant and 
  giving the gold to the poor. This is actually a 
  setup. If the group accepts this, she will lead 
  them out of town into an ambush by other 
  doppelgangers (equal to the group number). 
  2 Daggers
  1 Elven Longsword
  200 Silver
  50 Gold
  Doppelganger
  Aurican's Lair
  2
  Arlo Feyblade 
  Tiefling
  12th Level 
  Warlock Fey 
  and Guild 
  Leader
  LN
  Appearance:  Arlo stands 5'11" and has dark purple skin and light grey horns. His hair is 
  long and jet black and he is clean shaven. He wears light padded leather garments that 
  are lined with raven feathers. He also wears a cloak made of the same materials with 
  the insignia of a Sword and Shield Crest with a Raven at the center. He appears 
  unarmed and could be accompanied by 2 Kenku (ravenfolk) bodyguards. 
  Personality: Arlo speaks very eloquently as a nobleman or scholar, as he is both. He is 
  also very well versed in a fight as well as he is a Blade Pact Warlock. He would be very 
  friendly toward a group of good natured adventurers. 
  Backstory: Arlo is pretty famous as both a scholar of oddities and also an adventurer for 
  the greater good. His Archfey Patron (LN GM's Choice) has tasked him with obtaining 
  some artifacts that could bring about the end of the world and destroying them or 
  keeping them safe. With his success over the years and good graces with the king of his 
  city, he has been able to create an Adventurers Guild to aid him in his search for these 
  artifacts. He is constantly looking for people to hire that have the muster to do good in 
  the world. 
  Quirks: He has a fascination with Ravens. If the party has a Kenku, he would know the 
  language and be very interested in hiring them. This fascination could be related to his 
  warlock patron if necessary (Raven Queen, Queen of Air and Darkness, Edgar Allan 
  Poe?). 
  He is the owner of The Dark Ravens 
  Adventurer's Guild in the next city over and 
  would offer your party to join his guild. He 
  would ask you to prove your skills first by 
  hunting down a local cult and obtaining a 
  magical severed hand of an aberration 
  (basically a Weapon of Mass Destruction) 
  and returning it to him. The GM can fill in the 
  details on who the Cult Leader is and where 
  they fit in their campaign.
  100 GP
  Bag of Holding Small
  2 Greater Healing 
  Potions
  12th Level Warlock 
  LN ArchFey Patron 
  Pact of the Blade
  Aurican's Lair
  3
  Agent Smolder 
  Human
  2st level Fighter 
  3rd Level 
  Wizard 
  LG
  Appearance: Black Suit nice dark slick hair.
  Personality: A go getting member of the Magical Investigations Bureau, bringing magical 
  crime to justice! Usually dressed in fine clothes foregoing armor for style. Always 
  commands the target criminal to "freeze" while usually using hold person to enforce it.
  Backstory: While training as a guard, Smolder's magical talents became apparent so he 
  was sent to a special unit of the Mage Tower. Graduated first of his class but his true 
  call to fame is his hard belief of the Fay Invasion conspiracy, of which there is no proof... 
  or is there?
  Quirks: Sees a deeper meaning in all clues to any criminal investigation, likes to give 
  long drawn out explanations of how the clue relates to the Fay Invasion.
  MIB Badge 
  Government Issue 
  Wand
  2st level Fighter 3rd 
  Level Wizard 
  GenJack's 
  Personal Mind 
  Collection of 
  Thoughts
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  4
  Alivyre 
  Elf
  13th level 
  Sorceress w/ 
  Lightning 
  specialty
  CN
  Appearance: Tall, majestic blue robes, brown wavy hair, pointed ears, flashing gray 
  eyes. Attractive.
  Personality: Unstable. Racist against half-elves. Hits things (And people) with lightning 
  at the slightest provocation (ex. Shocking Grasp on the smart misogynist when they 
  shake hands). Likes to make really, really dark jokes. 
  Backstory: Alivyre is an elf from another realm -- one of the Ljósálfar, from the Norse 
  realms. The thunder god Thor is predicted to cause Ragnarok in her realm, and she was 
  raised to master lightning and thunder magic so she could oppose him. Before she grew 
  strong enough, catastrophe struck her realm, and she was able to warn and save about 
  50,000 of her people (only a third), who have now blended in with the high elves and 
  dark elves of this land. 
  She also helped save the world once, and is resentful of it. She didn't really want to, but 
  she tagged along anyway. Currently, she's the Lady of a medium-sized city, who enjoys 
  taking care of brigands outside the city limits herself.
  Quirks: Enjoys blasting things with lightning (the lightning has short-circuited the 
  decision-making part of her brain)
  Enjoys flirting immensely with humans and elves 
  Wants to murder the god Thor
  13th level 
  Sorceress w/ 
  Lightning specialty
  Unknown
  5
  Ceana 
  Featherfoot 
  Pixie
  Guardian of the 
  Fey - Summer 
  Court
  CG
  Appearance: Fiery red hair paired with emerald green eyes, always alight with mischief. 
  Skin tone is fair and dotted with freckles. She is shapely for her size. Arrayed in a sheer 
  silken robe, such that while you don't see details, her silhouette is visible.
  Personality:  Snarky and mischievous. She is always playing pranks and jokes. Only 
  prone to anger when an intruder would threaten or harm her realm and especially the 
  life within.
  Backstory: Ceana was born on a fine spring day, unfurling from the inside of a now 
  blooming lily flower she immediately flitted off, by sheer coincidence she happened 
  across several pixies of the winter court, or rather, they found her. Trapping her in a 
  spiderweb they began to tease and torment her, though she was saved by several 
  guardian sprites of the summer court before the mean spirited pixies had done much 
  more then tickle. In typical fey fashion, she quickly bounced back from the experience, 
  though was still changed. Ever since then, she has always carried a feather with her 
  and is quick to tickle and torment all around her, leading to her nickname 'featherfoot' by 
  her advice, a noble of the summer court reached out for a bit of mischief and touched 
  the bloodline of a soon to be born tiefling, mixing a blast of wild magic into his bloodline. 
  She met and befriended this young tiefling and found herself caught in the middle of a 
  struggle between an erinye seeking to bind him in a pact to her, and his efforts to save 
  his father.
  Quirks: Always carries a feather in hand, and will use that, her magic, and her 
  cleverness to tease and beguile travelers with ticklish shenanigans, though always ends 
  up aiding them somehow. She is trying to learn stronger magic to that end, having 
  witnessed an archdruid utilize a variant of grasping vine and entangling roots to trap and 
  tickle the aforementioned Erinye, much to her delight. She is convinced that laughter is 
  by far the best medicine and spreads it far and wide.
  Unknown
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  6
  Victor Von 
  Deathkiller 
  Human
  Fighter
  CG
  Appearance: Large in size, about 6'3". Rippling muscles, Long black hair, eyes black as 
  coal, and a deep voice that can strike fear in the hearts of man. He wears black 
  platemail, with a black dragon embedded on his chest. 
  Personality: Gentle, and kind. Soft spoken, so others take his silence wrong and believe 
  he is full of rage and has no time to speak. Hardly corrects others, and just agrees to 
  avoid communication or conflict. 
  Backstory: The son of Vlad Von Deathkill, one of the members of the BBEG group of 
  henchmen put in charge of guarding a dungeon. After the death of his father, Victor was 
  confronted by the BBEG to take his father's place in the dungeon, reluctant but fearful of 
  letting his father down and ruining his name did so anyways without a word. He soon 
  took control of the dungeon slowly changing it. Not happy with the changes the BBEG 
  dismissed VIctor from the dungeon. 
  Quirks: Man of few words, if confronted he tends to back down when it comes to words, 
  but will fight with his Family Named Greatsword "Deathkill"
  The PC come across Victor as he sits under 
  a tree, just holding his sword in across his 
  lap. Depending on how the party confronts 
  him one of two outcomes will occur. 1). If PC 
  come at him kindly, like approaching a small 
  helpless animal, they can talk to him and try 
  to get information they need(The dungeon 
  where he onced worked, information about 
  the BBEG, exc). 2). If the PC come at him in 
  any other way, he will stand up and attack. 
  He has 50 Gp, 5 
  random gems, basic 
  evil looking armor (+1 
  to AC), 1 Health 
  Potion, and his 
  family's greatsword. 
  "Deathkill" is a all 
  black greatsword that 
  is +1 to attack and 
  damage, its also 
  gives advantage on 
  Intimidation checks
  AC 19 (Plate +1) 
  the rest of the stats 
  can be  placed as 
  needed for the 
  level. 
  Davidiculous (not a 
  reddit handle just a 
  nickname)
  7
  Borim Zegorn
  Gnome
  Wizard
  CG
   Appearance: Borim looks like Milhouse Manastorm (https://d1u5p3l4wpay3k.cloudfront.
  net/hearthstone_gamepedia/thumb/4/4e/Millhouse_Manastorm_-_full_art.jpg/400px-
  Millhouse_Manastorm_-_full_art.jpg?version=3c312a4d1ca2132fe5231f4eac386ea7)
  Personality: He's funny but can sometimes be a bit rude by accident, joyful, optimistic, 
  he loves to learn new things. His main priority in life is to become rich!
  Backstory: He spent most of his life doing nothing but drinking, partying and have sex. 
  In his old age he realised that he wants more from life and decided to try to make a 
  fortune 
  Quirks: He'll never miss an apportunity to make a joke, even if it's not appropriate to do 
  so.
  If you help Borim (save his life or something) 
  he'll hint you about his illegal spice trade. He 
  owns an inn that is mostly a pretext to do 
  some illegal spice trading, bringing him a lot 
  of gold. Shhhh, don't tell anyone.
  A necklace with 
  feathers on it, a 
  quarterstaff, a sling, 
  regular gnomes 
  clothing, spell book 
  and some gold
  Not high level, like 
  around 4-5 Wizard, 
  HP 28, AC 13, Str 6 
  Dex 16, Con 10, Int 
  14, Wis 10, Cha 18
  /u/JMoon33
  8
  David 
  Dinsdale, PFC 
  Dinsdale 
  Human
  Sorcerer
  NG
  Appearance: Relatively lean, is fairly short (5'3"), mid-20s. Has long blonde hair, a 
  goatee, emerald eyes, and is fair skinned. https://i.imgur.com/iuYAOfI.jpg
  Personality: Slightly paranoid of death, a tad selfish and short sighted, minor (and 
  mostly suppressed) pyromaniac tendencies, but his main priority in life is his wife and 
  future child.
  Backstory: Comes from a small village, got picked up by a press gang. Got transferred 
  to a suicide/undead fighting unit after he accidentally burnt down his CO's tent while 
  developing his talents. Met his wife while in the unit, and the two expecting a child.
  Quirks: Has a particular taste for orcish cuisine, might create a small spark in hand to 
  calm himself down.
  Attempting to flee his service in the unit with 
  his wife (a half-elf by the name of Annie). 
  Might stumble across the party while they're 
  out camping in the wilderness, pay them to 
  either keep their mouth shut or to even help 
  with their escape.
  A set of sorcerer's 
  robes, three 
  channeled energy 
  grenades (1d6 
  healing or harm), a 
  ring of protection, 
  some gold 
  (2d200+50), and a 
  talisman that acts as 
  revivify upon death.
  Level 10 Sorcerer, 
  specializes in 
  pyromancy.
  Minihawking 
  (Reddit)
  9
  Horatio T. 
  Horitz 
  Human
  Paladin of 
  Bahamut
  LG 
  Appearance:   A very tall, burly man in his mid-thirties. Long ginger hair tied back in a 
  low ponytail and a close cropped beard of matching color. He if quite fair skinned but 
  you can hardly tell beneath his healthy dose of freckles. Eyes are a rich blue and always 
  sparkle with good natured humor.
  Personality: Outgoing, friendly, and overly optimistic. Horatio is a Paladin who isn't 
  afraid to get his hands dirty or enjoy a flagon with the lads. 
  Backstory: Ex-City Guard who received the call to arms from Bahamut due to a very 
  close to home issue. 
  Quirks: Grew up in a large seaside town where he learned some sailing basics. He has 
  little to no knowledge about roughing it in the wild. In a long term committed relationship 
  with a high elf man back home. 
  Family matron is actually a green dragon 
  disguised as a human. She has been around 
  so long no one remembers how she is 
  related to anyone else in the family. She is 
  just lovingly referred to as Nana. Horatio has 
  been made aware of this but cannot do 
  anything lest he destroy his family or even 
  the entire town. 
  Heavy shocking 
  mace, shock 
  gauntlets, and a 
  lance. Wears 
  weathered armor and 
  carries little coin. 
  Typically 
  accompanied by an 
  ornery mare named 
  Buttercrust.
  lvl 7 Paladin with 
  high  CHA
  Alia Fix (facebook) 
  or Starphishy most 
  other places
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  10
  Alice 
  Half Drow/Elf
  Rogue
  CN
  Appearance:   Light blue skin, gold eyes, short white hair that comes to a deep blue at 
  the ends (very very short in the back). usually wears flexible, but common clothes.
  Personality: Focused on self preservation, Alice has little care for friends. She has a 
  high alcohol tolerance and likes to drink, and often takes the bar patrons to bed-- before 
  stealing all of their possessions she can.
  Backstory: Picked on in her hometown after her mother had a relationship with a drow 
  adventurer, Alice left as quickly as possible. She figured out how to take care of herself, 
  using her looks and flexibility to her advantage.
  Quirks: Power Move: Ordering your strongest alcohol and then downing it one gulp.
  Flirts with one of the pcs (the one she 
  gauges most likely to take her up on it) and 
  then tries to rob them after sleeping' with 
  them (or, if she finds them physically 
  unattractive, just knocking them out in their 
  room the second she gets a chance)
  Average thieves 
  inventory; dagger, 
  thieves tools, etc.
  Keeps a locket with a 
  picture of her mother 
  in one of her pockets.
  Has a bag of trinkets 
  from her victims.
  A level high enough 
  to contend with 
  your party :)
  chuck ✿#5019 on 
  discord
  11
  Richard 
  Cufflink 
  Human
  Commoner
  LN
  Appearance:  Impeccably dressed for high society, but understated so as to fade into 
  the background. A gentleman of long white hair drawn back into a prim short ponytail 
  and tied with a matching black ribbon. The most dramatic of his appearance, outside of 
  his thin, angular face kept in a pleasant, patient smile are the golden cufflinks he wears.
  Personality:  Founder of the Cufflink society, a school and guild for butlers. It is 
  renowned for servants of high discretion, pre-need preparation and eerily always being 
  where one is desired before being expected. On the surface Richard is a calm, amicable 
  man, more than happy to assist those coming to him so long as it does not interfere with 
  his organization. Retired from former butlering, he is the head of the Cufflink Society 
  and thus the (unknown to the public) owner of a dragon's hoard of private secrets, 
  blackmail material and other spy-worthy information. In general his outlook is to ignore 
  it, save when absolutely necessary to intervene. He has in the past hired a passing 
  anonymous adventuring group on a seemingly mundane mission that put them in the 
  path of discovering a dark sin of one of his graduate employers. Thus he is cleared of 
  any guilt, the adventurers get all the credit/blame, and the Cufflink Society remains 
  pristine in reputation.
  Backstory: Richard was the son of a maid in a minor Lordling's abode. The illegitimate 
  son of said lordling, he witnessed many unforgivable liberties people of power took. At 
  the same time he learned how to manipulate them to forget he even existed, save when 
  it came to pay day. By becoming the lordling's Sensechal he was able to 'save' young 
  servants from wrathful or other inclinations by moving people's schedule's around. He 
  saw himself as a sort of well paid hero.. which eventually led him to wanting to expand 
  his reach with the Cufflink Society.
  Quirks: Passive, controlled, when RPing him, try to think of minimal movements and 
  when you must move, graceful gestures.
  Richard has recently heard through his 
  graduates that they uncovered the remains 
  of a missing commoner in Lord Antherton's 
  garden bed. This, matched with the evil 
  symbol the butler discovered behind a 
  painting while dusting, leads them to believe 
  Lord Antherton's private card night is more 
  sinister than it seems. Richard wishes to 
  either intrigue the PCs into trying to get an 
  invitation or ask them to investigate a theft 
  near where commoners are disappearing in 
  hopes they will be in the right place at the 
  right time to run into the murdering 
  kidnapping cultists, discover the link to Lord 
  Antherton, and deal with the entire mess.
  Butler-ie things, 
  convenient 
  MacGuffin items as 
  he may need. Only 
  carries a small boot 
  knife as weaponry. 
  He is not a 
  combatant by any 
  stretch of the 
  imagination.
  Persuasion, 
  Deception and 
  Insight should be 
  his primary 
  excellent skills.
  Celia Triplett
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  12
  Captain Laura 
  Freeman 
  Half Elf
  Captain of the 
  Town Watch
  CN
  Appearance: A woman with a permanent scowl in her face and roar in her lungs. Sandy 
  blonde hair cut soldier-short, studded leathers with armband of the town's colors and the 
  crest of authority. A long thin club rests at her waist hanging alongside a clasped 
  longsword.
  Personality: A spitfire who nevertheless leads her teams to well executed raids, rescues 
  and responses. She has minimal resources and she uses them as best she can, but she 
  always feels they're short staffed. Her employees will complain she is a terrible morning 
  person and is disorganized with her paperwork. Her desk is a mess of mismatched 
  stacks of unfiled reports. 
  Backstory: Cpt. Freeman (You call her Laura and she'll dock your pay) was once cursed 
  by a divine relic, struck blind as an adventurer, her allies found someone willing to help - 
  someone who turned out to be a cleric of a dark god. She was recruited as a agent, 
  seeing as how the goodly gods had 'abandoned' her, she was manipulated into 
  agreeing with the cleric's point of view. She sends intel to the cleric about anything that 
  might interest their cause while at the same time doing a damned good job of keeping 
  the streets of her town clean and safe. Important to note she is a good person who has 
  been convinced good has turned its back on her.
  Quirks: Angry. Quick with the stick, Slow with the sword. 
  Great if the PCs have an enemy and a base 
  city or town they often go through. Laura 
  could be one heck of a leak/informant to the 
  Big Bad about the PCs' movements resulting 
  in strangely prepared defenses, ambushes, 
  etc.
  Longsword, billy club, 
  studded leather, a 
  sending stone that is 
  paired with the evil 
  cleric
  I would make her at 
  least a NPC 
  Veteren as per http:
  //www.orcpub.
  com/dungeons-
  and-dragons/5th-
  edition/monsters/ve
  teran
  Celia Triplett
  13
  Cypher 
  Construct
  Librarian or 
  Lore Keeper
  TN
  Appearance:   Appears to be a middle-aged woman with mouse-brown hair, thin glasses 
  that remain tightly pressed to the tip of her nose and plain brown attire. The most 
  striking thing about her is her amethyst-violet eyes. 
  Personality: Cypher is a living construct built with the library she is a part of. She is not 
  the leader of the Key Keepers ( the librarians) but she is their... nanny? keeper? 
  servant? It's not really clear and only the current leader of the Key Keepers even knows 
  her true nature or her reason for being. Problem is he's a little...'coo-coo for cocoa-puffs' 
  if you get my drift. (A hazard of the job when a mortal helps jail 'EVIL MAN WAS NOT 
  MEANT TO KNOW' - see backstory) Her job is the protect the knowledge inside the 
  library. She has exceptional powers to do this including being able to appear anywhere 
  in the library and see all things happening in the library. (Her form is just solid projected 
  light, her true form is the library itself). She can animate the gargoyles on the library's 
  roof like flying golems and she can activate a powerful shield around the library. This 
  may insult the PCs if they or other innocents end up on the outside of said shield. She 
  doesn't care about people save in how they can bring new information or protect the 
  lore within. That said she is blandly helpful should the party request a book that is not in 
  the Vault (the section with the dangerous stuff). Only Key Keepers have keys that can 
  open The Vault.
  Backstory: She/the library was built to seal back an 'EVIL MAN WAS NOT MEANT TO 
  KNOW' that has been buried at the far bottom of The Vault. It was foretold by her 
  creator that a day would come when someone would arrive who could destroy 'THE 
  EVIL' once and for all.   - Side note, the Leader of the Key Keepers, Dominic Black, is 
  crazy from his job, but can remain sane while near Cypher. Thus the longer one 
  remains leader, the more they become as tied to the library as Cypher is.
  Quirks: She is expressionless, unmoving, tends to stare with only a modicum of polite 
  blinking or breathing to simulate 'life'. Her tone of voice is flat and she has never been 
  known to show emotion.    
  Should the PCs gain enough power and 
  fame or possibly defeat entities not unlike 
  'THE EVIL' they may become points of 
  interest for Cypher's instructions from her 
  creator. This could be a final epic adventure 
  to cap off what the group thought was the 
  Big Bad fight.   ------   Alternatively, Cypher 
  may quest the PCs to acquire books. She 
  may purchase knowledge from the PCs, 
  trade rare lore for such items, help scribe 
  scrolls, etc as a resource. She cannot leave 
  the library, so she must rely on her Key 
  Keepers, but even they cannot go to the 
  very dangerous places.
  She is the library. Her 
  inventory is whatever 
  is in the library.
  This is a character 
  that has an EPIC 
  level of power, but 
  also an extreme 
  limitation in her 
  inability to move 
  and inability to 
  destroy what she 
  has been tasked to 
  imprison for 
  thousands of years. 
  Let her be 
  amazingly 
  awesome, but 
  make it clear she 
  needs the PCs.
  Celia Triplett
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  14
  Dottie 
  Human
  Commoner
  TN
  Appearance:  A bright-eyed pre-teen with vibrant tunic and pigtails done up in her glossy 
  blonde hair. She seems to bounce as she skips down the street with her little case of 
  confections hanging from her neck for sale.
  Personality: 'Candy mister? We got 'pops and carmel corn and even truffles!' Dottie 
  asks everyone the same thing, selling her fake merchandise to those who don't use the 
  pass phrase and selling her bags of 'sour drops' only to those who know to ask. The 
  drops are actually a drug of your choice from harmless to an assassin's favorite poison.
  Backstory: Dottie is a drug mule and quite a prosperous one at that. Her employer 
  picked her off the streets, cleaned her off and gave her someplace warm to sleep. Now 
  she has three meals a day and unseen protection from her employers' thugs should 
  someone get wise and try to jump her. Dottie just wants a comfortable happy life and for 
  now this seems the best option.
  Quirks: Chirping, happy voice. Energetic and happy go lucky. 
  Perhaps after players buys some candy, 
  they notice someone else down the road 
  getting one of Dotties' special bags. Or 
  perhaps Dotties' unspoken protection isn't 
  enough and the PCs have to save her from 
  being robbed in an alley?
  Several bags of 
  drugs, several 
  varieties of candy, a 
  poison-tipped 
  dagger.
  Stats of an 11 year 
  old street rat
  Celia Triplett
  15
  Voduna the 
  Puppet Maker 
  Human
  Necromancer
  LN
  Appearance:   Baggy eyes, sunken cheeks, old stitch scars, dark sand-burned skin, a 
  frame bent from time but still strong and well muscled beneath her practical mortician's 
  attire.
  Personality: Pleasant if troubled, putting on a kind expression of sympathy for those who 
  have lost a loved one. Often sleep deprived from too much time spent studying. She 
  tries to help the locals but is terribly lonely.
  Backstory: Voduna is a 'white necromancer' which is to say that she offers basic 
  medical assistance and surgery for the local town in return for cadavre donation upon 
  death. She keeps a mausoleum where the donations rest when not in use for family to 
  visit. In general she hides who is who when the undead are out and and about. Her 
  undead manage the graveyard, help with local repairs and building projects and, in a 
  pinch, act as a reserve fighting force to protect the living inhabitants should the town be 
  attacked. Voduna has a mixed reception, appreciated by those who have needed her 
  help and disdained by a 'purist' social group who find the idea of relatives moving 
  around abhorrent, no matter if they did donate their bodies to the cause. Voduna is a 
  transplant from a distant desert tribe who specialized in ancestor worship, specifically a 
  pride of the deceased willing their forms to protect their descendants. She lost track of 
  her tribe when she was taken as a slave during a raid. After her necromantic spells got 
  her out of the situation, she found herself in places unknown and could not track her 
  tribe back down. She settled here and has few friends but would like some.
  Quirks: Voduna gives off the appearance of a dark necromancer / mortician. Her 
  undead all wear the silver half moon amulet that those who have signed a donation 
  contract are given to symbolise their legal consent.
  The PCs over hear about or are hired to deal 
  with the local necromancer 'plaguing' their 
  cemetary. Seems the group of locals who 
  don't care for Voduna's presence are 
  starting to ramp up past quiet complaints... 
  possibly this could extend into full riots or 
  mobs. Possibly a fight where living get hurt 
  as she defends herself.
  A silver amulet of a 
  crescent moon, 
  healer's kit, spell 
  pouch, quarterstaff
  Try Volo's Guide to 
  Monsters for a 
  premade 
  necromancer. You 
  may have to fudge 
  her number of 
  undead as an item 
  or ability innate to 
  her tribes folk.
  Celia Triplett
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  16
  Lorenzo 
  Maricetta 
  D'Antonio - 
  The Blade
  Half Orc
  Swashbuckler
  CG
  Appearance:   Dashingly fabulous! This is a half orc who knows how to dress with flair. 
  A rare one that not only smells clean but also leaves a pleasant waft of perfume as he 
  passes ... or kisses your hand, ladies. Frilled cuffs and a cunning hat complete with 
  overly large Roc feather, this is a man of style! 
  Personality: A man who lets insults and unpleasantries wash off his back so long as he 
  can, preferring a upbeat, almost naively 'Zorro-like' attitude. He talks over the top 
  dramatic, but with a infectious enthusiasm that almost makes you want to go swinging 
  from a chandelier too. He is... a HERO!
  Backstory: Lorenzo's birth name was 'Dogshit' and he was treated as such by his 
  unhappy mother and his even more unhappy step father. Their religion forbade outright 
  murder of the child, but they didn't have to be pleasant, so they were not. He fell into 
  books and bard tales to block out the incessant draw of Gruumsh's influence, wanting to 
  prove his parents wrong. He managed to save some money by his 18th so when the 
  family kicked him out he had funds to buy adventuring gear and start out. He changed 
  his name, gave himself false heroic deeds and stories and began to forge his life anew.
  Quirks: Overly dramatic, ladies man, big on saving damsels and swinging from 
  chandeliers.
  Lorenzo has fallen into a spot of bad luck 
  with his overenthusiastic rescuing of 
  damsels and gotten cursed by a gem now 
  stuck in his chest that over a course of 
  months or years will drain his essence and 
  entrap his spirit. In the meantime it gives him 
  a really cool chest beam! Can the players 
  help him? Perhaps he will try to recruit them 
  on "THE ADVENTURE OF A LIFETIME - 
  THE SORT OF ADVENTURE THAT BARDS 
  WILL SING OF AND WOMEN WILL 
  SWOON OVER!" which is, beneath his flair 
  of an sales pitch, a quest to save his soul 
  from the gem by killing the evil wizard who 
  planted it there.
  Rapier, dashing hat 
  (and a replacement 
  dashing hat for 
  emergencies), 
  adventuring gear and 
  a hammer-space 
  rose for the passing 
  lady.
  A bard or perhaps 
  the Swashbuckler 
  in Volo's Guide to 
  Monsters. He 
  should be lower 
  level than the PCs 
  when they meet 
  him.
  Celia Triplett
  17
  Ashley 
  Necrosa (red 
  lips)
  Tiefling
  Bard
  TN
  Appearance:   tall, long brown hair, slim but strong figure, enchanting face with beautiful 
  red lips, always wears a simple dress and has thin curled horns that show her heritage 
  to be that of the succubus demon.
  Personality: strong willed, seductive, she knows that she is better than you.
  Backstory: She grew up alongside her mother in the presence of many nobles until 
  finally when she became of age and got married to the house noble after he found her 
  beauty too irresistible. after a few years the truth finally came out that she was 
  constantly beaten everyday in her household by her husband. finally she left to live a 
  commoners life not forgetting her noble heritage in search of the life that gave her 
  ancestors meaning.
  Quirks: Great actor, fits in easily with nobles, can seduce almost anyone, has vast 
  knowledge of instruments and is a great dancer
  Same as background. her hook is that she 
  requires help with finding her roots in her 
  heritage which requires 1 or more people to 
  accompany her into the nine hells to find her 
  demon ancestor whom many only know as 
  soccubis. 
  100gp, a lute, a bottle 
  of wine,a tankard,a 
  simple dagger, a 
  dragon chess set and 
  a dice set
  level 1 bard
  Matthew Visser 
  (facebook)
  18
  Rovud 
  Blackrock
  Tiefling
  Thief
  CN
  Appearance: Stands about 5'8" with red skin, and a glowing undertone of orange. His 
  horns curve backwards and up from his forehead and straighten out towards the end. 
  Black hair and eyes, and wearing a leather cloak and hood with daggers hidden 
  underneath, strapped to his chest.
  Personality: Loves to brag(about his thievery), drink a LOT, and gamble although he's 
  not very good at it, and a bit paranoid.
  Backstory: Abandoned as a baby, his childhood days were spent hating the 
  townspeople as they hated him, a hellfire tiefling that showed up at the church's doors. 
  Nothing was given to him, so he took what he wanted, and take he did. Surprisingly, he 
  had robbed everyone at least once in his small town. So, he has moved onto the current 
  town hoping to be the greatest thief there is
  Quirks: Spent a month and a half in the third layer of hell during one of his adventures 
  so he's a bit unhinged; enticed by gold or a paying client. His paranoia causes him to 
  hide his gold in various places
  While robbing the local church, he found out 
  that the priest was a follower of mammon, 
  and was thrown into the 3rd circle of hell for 
  1.5 months before being freed. Since then, 
  he's been looking out for mammone 
  followers, in particular, a group of elves that 
  he's been tracking down.
  Two daggers, a short 
  bow, 37 platinum 
  coins, 40 gold, a 
  deck of cards, and a 
  copper coin with the 
  letter R on it that he 
  took from the 
  mammon priest
  Level 4 Thief high 
  dexterity, low 
  constitution
  LeFishyyyy
  (Reddit)
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  19
  Bjorn Bjornson 
  Goliath
  Cook / 
  Barbarian
  CG
  Appearance:   A tall, broadly muscled man with indigo tattoos and the sort of white-
  toothed smirk that suggests he will either fight or f*** you very soon. He wears a 
  greatsword made of bone and fanged teeth on his back and a series of ladles, spices 
  and cooking knives on his belt. He smells heavily of cumin, peppers and mead.
  Personality: BOISTEROUS! He loves to brag and thinks he is the very best, willing to 
  fight anyone who disagrees and then celebrate the fight - victory or loss - over a pint of 
  mead. He's also a competitive chef and will gladly challenge sub-par cooking anywhere 
  he finds it. 
  Backstory: A goliath raised in a city, you just can't take the goliath blood out of him! 
  Sure, he might not be as tribal, but he still loves life and loves the strife that tells oneself 
  'you're bleeding... that means you're still alive, isn't it glorious?' 
  Quirks: If you give him a kitchen, he will cook almost everything with mead and he will 
  assault anyone who tries to enter his kitchen during his 'process'.
  This would be a fun follower to acquire. 
  Otherwise he could be found mid-battle 
  (losing) against some big beastie as a 
  random encounter. Turns out he's trying to 
  get to this rare spice or ingredient. He'll give 
  them a taste of the final product if they'll help 
  him get what he needs! What are you, 
  chicken?
  Cooking kit, 
  greatsword, a bit of 
  coin, enchanted ladle 
  +2, thundering.
  Low Level 
  Barbarian
  Celia Triplett
  20
  Auntie Jade 
  Human
  Assassin / 
  Rogue
  CN
  Appearance:   Wrinkled and besieged by time, her face is the picture of a kindly 
  grandmother and her voice matches in soothing contented tones. She wears a self-
  knitted shawl and keeps her graying hair in a neat bun.
  Personality: Kindly and patient, unworried when trouble seeks her, unflappable. The sort 
  of ex-adventuring / ex-assassin grandma who would kindly invite her kidnappers to tea 
  as if she were oblivious, then smile as they fall unconscious, the poor dears. Retired 
  now, she still has many old connections with the underworld and makes a great NPC to 
  have as a mysterious or funny contact for a rogue PC. Currently she runs the 
  Wednesday Knitting Circle where she picks up all the local and not so local gossip... the 
  Knitting Circle could be a unexpected spy organization called The Weavers...
  Backstory: Thrillseeker in her younger days, assassin for hire, femme fatale, she's the 
  rare one who survived. She has a secret thing for some other elderly spy or rogue in a 
  neighboring town.
  Quirks: Makes the best tea in town. Always has fresh baked something ready for eating. 
  Sips her tea from a 'Worlds Best Granny' mug.
  Auntie Jade is a great contact for a rogue 
  PC. Otherwise she may remain on the 
  surface just a kindly commoner who perhaps 
  takes to soothing and giving advice to the 
  PCs if she runs across them. This gives her 
  possible new intelligence as no one may 
  suspect what she is and it may give them a 
  new ally with more resources than they 
  expected.
  Knitting gear, 
  lockpicks in her hair, 
  a tea kit with a false 
  bottom where she 
  keeps her poisons.
  Mid-Level 
  Rogue/Assassin 
  You could go 
  higher, but may 
  want to take her 
  increased aches 
  and pains into 
  account.
  Celia Triplett
  21
  Berwynn 
  Maddox 
  Human
  Ranger
  TN
  Appearance:  He is a 21 year old man who stands 5'11" and has short cropped brown 
  hair and blue eyes. He is handsome, until he talks (sounds like a country bumpkin). He 
  wears typical drab leathers and clothes made out of animal pelts. Your party would see 
  him as a hunter.
  Personality: Sounds like a Redneck or has a Southern Accent (Southern Charm if you 
  will). He is less intelligent with his words but is still wise when it comes to his profession 
  of hunting and surprisingly with medicine. He is very friendly towards all parties that 
  don't appear to be completely evil. 
  Backstory: Berwynn grew up in a small woodland town of Morning Glory with his ma, pa, 
  and 12 brothers and sisters. They all grew up hunting as children, and many have either 
  been killed or maimed enough to have retired. Berwynn is one of the best hunters in his 
  family now. He is currently looking for his Brother Maddox Maddox who has gone 
  missing from a hunt of his own. On his journey, he has had some misadventures of his 
  own. He is looking for help finding his brother.
  Quirks:  Berwynn is very long winded when talking about anything. He should be role-
  played to spin tall tales about mundane stuff, especially about his family, adventures, or 
  background at hunting animals and monsters. (DM's- Your players should be wanting 
  him to quit talking so much and cut him off abruptly.)
  He is looking for his lost brother Maddox 
  Maddox (yes his first and last hame are the 
  same, they are from a somewhat redneck 
  family). The party can assist him in his 
  search for his lost brother and he will reward 
  them with 100 GP and a Medusa's Eye 
  (Casts Stone Gaze). 
  DM's - His brother was last seen wandering 
  at the nearest area where big animals could 
  be tracked. He would be hunting the largest 
  in the area.
  Longbow
  2 Short Swords
  Quiver of Poison 
  Arrows (15)
  100 GP
  Medusa's Eye (Casts 
  Stone Gaze)
  Hunter's Clothes
  A hand drawn picture 
  of his family (all 12 
  brothers and sisters)
  5th Level Ranger- 
  Colossus Slayer
  Aurican's Lair
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  22
  Uncle Jenkins
  Halfling
  Wizard / 
  Merchant
  CN
  Appearance:   Braids of white hair, a half bitten ear and a thick band of iron in the other. 
  Dull forest eyes framed in square glasses, this halfling looks like he's got a temper and 
  is ready to send it your way. Around him and in front is his tent of rare magical 
  merchandise. 
  Personality: Uncle Jenkins - everyone calls him that - is in agonizing pain from his curse 
  (see below) and as such as a very short temper. He also just LIKES to get into 
  arguments. If you insult him with too low an offer on an item he will kick you out of his 
  tent, red in the face from screaming. 
  Backstory: A wizard on a mission for a thesis, Jenkins thought he had identified and 
  cleared the magical earring he was about to fix to his right ear. Turned out to be metal 
  forged in the Abyssal Plains for the (insert dark god of demons or devils here). It's a 
  torture device, and worse he can't even ask anyone for help - as per the compulsion on 
  the earring. He mans this rare magic shop in hopes of someone bringing him an item 
  that can release him from his curse.  
  Quirks: Argues, screams, has a soft spot for young women down on their luck, reminds 
  him of his own daughter who is out adventuring.
  Could just be a interesting merchant of odd 
  magical items. Could be Jenkins gets a lead 
  on a device that could help him and he 
  sends the group out on the quest. Likewise, 
  perhaps he wants the group to deal with a 
  competitor across the street.
  The best in rare 
  magical gear
  Without his items, 
  he is quite low 
  level. Because of 
  his business you 
  might want to stat 
  him as much higher 
  level to explain why 
  he can't be easily 
  robbed.
  Celia Triplett
  23
  Mara 
  Crow
  Spirit
  NE
  Appearance:   A horse-sized crow with a jagged beak with bits of leftover visera hanging 
  from it. Her small amber eyes seem to stare right through you and may even make the 
  hairs on your arms stand on end.
  Personality: She is inclined to attack those who near her nesting grove. However, if the 
  PCs are savvy, an offering may earn her help in the current quest. She does find 
  mortals intriguing ... even if they are better when several days dead and properly 
  fermented.
  Backstory: Mara is a fragment or an avatar of a death god. Possible she is the servant 
  of a Unseelie Fae. She came into being with malicious love of corpses, but prefers to 
  enjoy pre-killed meals from war-torn battlefields than having to hunt.
  Quirks: Speaks in a barking 'caw-like' manner. 
  Random encounter or purposeful encounter 
  if the PCs are either in the Feywild or an 
  enchanted woods. Could become a combat, 
  or a chance to diplomatically gain an ally.
  Possibly a rare or 
  helpful item... mostly 
  her nest is filled with 
  bones, as the tree 
  that hosts her nest is 
  wreathed by 
  additional bones.
  Roc from Monster 
  Manual,  or 
  possibly reskin a 
  dragon that fits your 
  CR. This should 
  probably be at the 
  start of a deadly 
  encounter for them.
  Celia Triplett
  24
  Fawkes
  Gnome
  Trapmaker / 
  Illusionist
  CE
  Appearance:   For a gnome, Fawkes is stunningly attractive. She has long fire red hair 
  and a pale, freckled face. She wears tight dark clothing and leather gloves as well as 
  goggles of darksight.
  Personality: Fawkes loves 'games'. Think Jigsaw, but perhaps PG-field to your 
  preference. She nearly 'owns' the underground sewer networks as they are laced with 
  death and not so death traps which she painstakingly sets up, complete with riddles, 
  clues and extravagant dungeonesque corridors. She loves to lure people into her 
  dungeons and see how they do, complaining if they get through too fast. The only way 
  to easily assuage her or lure her out, is with your own riddles and puzzles. Then she 
  might even become a heck of a resource.
  Backstory: Fawkes was a dungeon designer for the past king/nearby lord but went 
  slightly mad when she tried to create an impossible Esher-style trap. When the lord 
  found out she was using human sacrifices to try and trap a demon into the puzzle to 
  make it work, she was imprisoned. ... But they forgot she helped design the prison. And 
  that is why this local city doesn't have a rat problem, it has a Fawkes problem.
  Quirks: Loves riddles, games, puzzles, mysteries.
  Fawkes would happily lead the PCs into one 
  of her overly elaborate dungeons. Great 
  chance to use those traps and puzzles that 
  never seem to fit into other dungeons. Also 
  the PCs may be trying to find out why people 
  keep disappearing into the sewers - or be 
  hired by the local towns guard to run her out 
  of town and disarm her death traps.
  A few insane magic 
  items.. such as a 
  deck of many things.. 
  trap kits and other 
  oddball items
  Shouldn't be 
  statistically strong. 
  Her deadliness is in 
  her layers of traps 
  and dungeons. She 
  will run if the PCs 
  find her lair.
  Celia Triplett
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  25
  Holton Tomall 
  Halfling
  Cleric (Trickery 
  Domain)
  CG
  Appearance: Brown hair, brown with gold speckled eyes. He wears an old grey flat cap 
  and common cloths.
  Personality: Very friendly, but not very trustworthy of folk until he gets to know them. He 
  is alway the loudest person at the party or in the tavern. Extremely loyal to his friends 
  and will do everything in his power to protect them.
  Backstory: He was raised in a modest home in a quaint village on prairies in the middle 
  of nowhere. He would play pranks on the other villagers to resolve his boredom, nothing 
  malicious, just in good fun. His mother would hear the neighbors complaints about jokes 
  and crude behavior, but she would never punish him nor scold him. His mother would 
  always laugh with him afterwards. She became very ill one autumn day and was not 
  expected to survive through the winter. One day while he was out finding solace (and 
  some wild mushrooms), a prairie dog suddenly began speaking to him. He believed it to 
  the be mushrooms he just ate, but the prairie dog explained that he had been watching 
  his antics for sometime and was very amused. It spoke of a god that could cure his 
  mother's illness, but in doing so, the god would like Holton to spread his pranks across 
  the land. After waking up from his hallucination, Holton returned home later that evening 
  and found his mother, in the kitchen smiling and cooking dinner.
  Quirks: Talks in an odd cadence and usually with a creepy smirk 
  He is part of a motley adventuring group that 
  tend to cause chaos and sometimes good 
  wherever they go.
  Bag of Holding
  10 Electrum
  Cleric (Trickery 
  Domain)
  Any Level
  @VicariousSin87
  26
  Fweeward of 
  the Swamp
  Human
  Druid
  CG
  Appearance: Old, ugly, disheveled and short. He stands around 5'2" and weighs about 
  100 pounds. He smells like a bog, and looks as if he recently emerged from one. His 
  clothes are tattered, wet and stained with wide variety of substances. He carries a staff 
  of gnarled wood, topped with a single polished, grey rock. At his side he carries a 
  variety of jars filled with insects, frogs, plants, mosses and swampy waters. 
  Personality: Kindly, smiling and always looking to help, it will become apparent very 
  soon that Fweeward is an eccentric and a loon. Forgetful of most things beyond his 
  name, how he remembers his master and the vague details of their quest. Unusually 
  attached to swampy terrain and will frequently make requests to travel to damp areas. 
  Upon meeting the PCs, he will become extremely deferential, protective and loyal to one 
  in particular, following orders to a tee. 
  Backstory: A long time ago, Fweeward belonged to a mystic court of higher beings 
  determined to bring peace and goodness to the world. He was particularly attached to 
  one figure in particular the "Great Prince(ss)". On an expedition to defeat some great 
  unnamed evil, Fweeward got lost in a swamp, and has remained there ever since, 
  naively believing that his masters had lost him and are doing everything in their ability to 
  find him. 
  Quirks: Upon meeting the PCs, he will believe one of them (preferably chosen at 
  random) to be "Great Prince(ss)" who once forgot him in the swamp. He won't say as 
  much, unless asked directly, but he will stay by that characters side through thick and 
  thin. He will follow almost all orders to the letter (although he'll start having serious 
  doubts if the orders are evil), he will become extremely protective of that player and he 
  will constantly refer to that player as "Your highness". He will only ever leave the party if 
  directly ordered by the "Great Prince(ss)" and even then will follow at a distance. If the 
  party finds themselves in danger he will begin casting spells in support of the PCs and 
  will apply healing balms and salves to the "Great Prince(ss)"
  If the players have not made concerted 
  attempts to remove Fweeward from their 
  party, he will gracefully try to guide the party 
  towards what he believes to be the "Great 
  Evil" his masters once tried to defeat. 
  However, his memory is not what it used to 
  be and he will frequently be incorrect. As to 
  the nature of that power. Perhaps after 
  guiding them into minor kobold lairs or orcs 
  a few times, he will then, accidentally, lead 
  them towards the "Great Threat" itself. 
  Perhaps a Dragon or Lich that the party is 
  hopelessly overmatched against. Fweeward 
  will do everything in his power to keep his 
  'master' on the path to completing the quest, 
  though will be amenable to collecting more 
  resources before the players are fully 
  prepared to deal with it in question.
  D10 Healing potions, 
  D6 randomised other 
  potions of various 
  usefulness
  3rd Level Druid. 
  STR 6 CON 12 
  DEX 6 INT 6 WIS 
  18 CHA 6
  /u/Zep_Rocko
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  27
  Magella 
  Faustus 
  Halfling 
  Vampire
  Rogue +Wizard 
  levels
  CE
  Appearance:   Small lady with a purple scarf with teeth and blonde hair fashioned in a 
  bun. She smiles often and bares her teeth proudly. she commands her scarf to turn to 
  makeshift umbrella when she needs to walk on daylight
  Personality: likes to mess around in the affairs of men and her fellow vampires both of 
  which she usually makes enemies of
  Backstory: a halfling possessed by the remnant of an demonic entity called Ladial'hia in 
  which she herself accepted voluntarily after the spirit helped her fend of invaders which 
  slaughtered her village and embraced her vampiric self which awakened her playful, 
  sadistic tendency
  Quirks: she has a notebook in which she writes 1000 means to kill someone and she 
  doesnt kill the same method as the last. She has an evil sentient dagger that goes along 
  her  who was ashamed how his definition of 'evil' pales in comparison to what Magella 
  does. 
  She would cover herself and pretends to be 
  a little kid lost and wants to enter a certain 
  town or castle. It is a ruse in order for the 
  players to get the guards to 'invite' her in, 
  thus letting her plot around the town
  poison daggers, a 
  displacer armor, a 
  shapeshifting scarf, 
  forged letters, a 
  sentient dagger 
  calles Shatterskull 
  who follows her to 
  help her fulfill the 
  1000-means-to-kill 
  book, and a book in 
  which she writes the 
  details of her kills. 
  Shatterskull can 
  summon three 
  shadows in order to 
  give Magella 
  advantages in battle
  Very high, let her 
  become a powerful 
  NPC with trickery 
  up her sleeves with 
  her being of 
  mastermind class 
  and with the bigby's 
  hand she has no 
  interest in killing the 
  players and merely 
  uses them to mess 
  around her 
  colleagues and 
  hunters
  Ben Capili
  28
  Catherine the 
  Graceful
  Human
  Aristocrat 
  Fighter
  CG
  Appearance:   4-foot tall blonde lady of the court with a penchant for both red dresses 
  with long-sleeved white gloves, and steel plated armor. 
  Personality: Typically tsundere-like -- cold, serious to most people, but can be very 
  clingy (while denying that she's clingy) when she really likes you.
  Backstory: Born with a general for a father and a dragon-blooded enchantress for a 
  mother (both human), she has always been the rebellious sort, who would fight for what 
  she believed was right. She eventually decided to join the army against her mother's 
  wishes, and has gone up some ranks (at least Captain, and was almost promoted to 
  Major) before she decided that the best way to follow her pursuit of justice was to leave 
  the army and set out on her own as an adventurer.
  Quirks: She is unusually strong and nimble for her size, able to wield two huge blades 
  (claymores?) if needed. Her head is just as strong as her physique, and her heart just 
  as frail. Allegedly immortal, but that could've been more luck than fact.
  She has a really big crush on this guy 
  named Cedrjel, and she'd like help in 
  courting him. Other than that, she wants to 
  find a way to "purge" her body of the dragon 
  magic that she inherited from her mother, 
  that she believes is just as much a blessing 
  as it is a curse.
  Full Plate Armor, 
  Great Sword x2, 
  Rapier, Noble Outfit, 
  Pendant with her 
  father's image etched 
  into it, 100g, and a 
  Sack.
  Half-Red Dragon 
  Veteran (MM), but 
  with less WIS and 
  INT, and more 
  CON and CHA
  Reddit: 
  silversong2017
  29
  Liliana 
  Moonweaver, 
  Princess 
  Liliana
  Tiefling
  Fallen 
  Princess, 
  Princess 
  Homebrew 
  Class
  TN
  Appearance: A dark red Tiefling with large horns and a sweeping forked tail, Liliana has 
  the air of nobility, but the looks of a demon. She is commonly seen on her Giant Owl pet 
  Frederick the Winged, and carries an air of self-importance.  
  Personality: Liliana is quick to anger, and hates it when given weird looks or judgy eyes. 
  However if someone were to show interest and talk to her like any other person, Liliana 
  is quick to latch on to them. 
  Backstory: Born to an important noble family, the mother and father were both 
  astonished and scared to see their new baby was a demon-spawn. Born out of adultery, 
  Liliana is much different than her Half-elf parents. They kept her secret for 8 years until 
  a messenger spotted her in a window, after which the city exiled her. She soon after 
  discovered her powers, and now searches for enough power to take revenge on those 
  who wronged her.
  Quirks: Liliana turns into a swan at midnight if she doesn't do a ritual, which is often. 
  The swan is black with bright red eyes, a punishment by a wizard from her city.
  Liliana would ask for help in discovering her 
  true powers, and if the characters do not 
  show disgust, is willing to help them in any 
  endeavours, as long as it benefits herself as 
  well.
  She carries a signet 
  ring and a pouch of 
  50 gp. Liliana also 
  has a regal dress and 
  a short bow, which 
  she rarely uses.
  Her AC is high, 
  lower to anyone 
  immune to charm, 
  and she has high 
  wisdom and dex, 
  and extremely high 
  charisma. her 
  strength and 
  constitution are not 
  that great. 
  Ethan
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  30
  Rumblesnout 
  Fae
  Court Seneshal
  CN
  Appearance: https://silverfox5213.deviantart.com/art/Gift-art-for-Zephyruex-453225705
  Personality: A combination of The White Rabbit and Puck, R.S., Esquire considers 
  himself one of the most important fae, though he will never admit it to the Queens. RS' 
  job is to mediate between Summer, Spring, Fall and Winter as well as the disputes 
  between Unseelie and Seelie. One of his favorite dispute management systems are 
  'Games' which involve him finding champion adventuring parties for each side, recruiting 
  them with or without consent and then letting each Fae side influence the parties to 'win' 
  at whatever goal it might be.
  Backstory: A neutral party among the Fae courts, Rumblesnout was born of summer's 
  heat and represents the concept of forest fires. He has fire-based magic and has been 
  known to start wildfires when a forest near where he is visiting is in need of a clearing. 
  That said, it is rare he has the time these days, so busy... tsk tsk.
  Quirks: Smokes constantly, has a chirpy masculine voice that sounds miniscule while 
  also seeming eloquent.
  The party catches RS' eye (perhaps literally 
  an eye-gem of his from the forehead?) and 
  thus is 'cordially invited'. He may choose to 
  offer a clue to a quest or goal they have in 
  repayment, items of great power, blessings 
  of the fae, favor of the Court they will be 
  championing... or the invitation may be 
  magic and simply by reading it, they are 
  teleported into the Faewild and must now 
  survive the Fae's whimsical and dangerous 
  chaos.
  An ornate pipe, 
  matches or flint, 
  gems, a magical 
  silver whistle
  He is nearly a High 
  Fae and High Fae 
  are god-like in their 
  destructive powers. 
  Adjust how you like.
  Celia Triplett
  31
  Master Yando 
  of the 
  Protectorate 
  Dragon / 
  Human
  Ruler of the 
  Protectorate
  LN
  Appearance:   A man in his late forties with wild wisps of gray black hair and layers of 
  cloaks of various colors and patterns that flare out when he walks. One may suspect 
  from the dangerous narrow of his eyes that many a weapon lays hidden between the 
  folds. He wields only one obvious weapon, a simple crane with a bronze crow's top.
  Personality: He is a practical dragon, sometimes cruel to be kind, one of the last of his 
  race and his age. His scales are now dulled as if his very alignment shift through the 
  ages has muddied the waters of his metallic heritage. He spends almost all of his 
  waking hours in human form.
  Backstory:  Beaten down by time and practicalities after the great catastrophe of his 
  younger years, Yando has narrowed his purpose to one singular goal: to protect the last 
  Divine Tear in the realm for those who truly shall need it to avert the next disaster. To 
  that end he built a maze of Trials deep below the capital city to store his Hoard and 
  most especially the Divine Tear. He then set about trying to give the local pirates and 
  thugs a second chance, creating a slightly better version of pirates (privateers) and 
  criminals (gambling entrepreneurs) in the Protectorate through less than kind means. 
  Quirks:  Growls when he talks, sounds like a chain smoker, has a pet crow, strikes the 
  fear of Yando in the local populous.
  If the players are in search of a MacGuffin, 
  perhaps that is what is at the end of Yando's 
  trial dungeon. If they can catch wind of the 
  dungeon below the capital city. Otherwise, 
  Yando's territory is a great place for 
  seagoing adventures, fighting pirates, 
  carousing, finding new underground 
  contacts, etc. Especially when you don't 
  want to worry about getting shanked three 
  times before you step out of a bar.
  A cane-sword with a 
  bronze topper, more 
  weapons that you 
  can count, plenty of 
  gold and rewards. 
  Bags (plural) of 
  holding. The key to 
  the dungeon.
  Pick any old dragon 
  you like! I like 
  Bronze
  Celia Triplett
  32
  Mykiel 
  Brightstar
  Aasimar 
  (Protector)
  Cleric 
  (Tempest)
  CG
  Appearance:  A man of average height, you would assume he was just another 
  commoner if it weren't for the umber tone of his skin, golden eyes, and silvery white 
  hair. He is wrapped in a billowing blue robe, decorated with ornate shapes of silver, 
  depicting the phases of the Moon, which barely hide his two Maces, and shield of 
  mirrored silver.
  Personality: A man humbled by faith, Mykiel understands his place in the world; but he 
  his not Naive to the persecution of those who are beyond the norm. He will walk hood 
  up in most heavily populated areas as a means to hide his unique appearance. He 
  strives to do what he truly believes is right, but also adheres to the idea of "One for 
  Many".
  Backstory: Orphaned at the Church of the Moon Goddess Selúne in the hands of his 
  dying mother, Mykiel was raised by the priest who maintained the temple. It wasn't until 
  he was older that he learned the situation of his Mother's death. It was revealed that her 
  demise was found at the tip of a Black Obsidian blade of mysterious origin. He has 
  since dedicated his life to finding the originator of this dagger.
  Quirks: Has a pet Tressym named Robin, and likes to make obscure cultural references 
  based on the many novels/ stories he has read in his childhood.
  Mykiel would ask for their assistance in 
  uncovering the mystery of his dagger, in 
  exchange he would provide a blessing of 
  Selúne. He would also ask for assistance on 
  quests he often takes on for the Order of the 
  Gauntlet or the Local Churches. 
  7 Moonstones, 
  Lightbringer, A 
  Moontouched Mace, 
  Sentinel Shield (with 
  7 Moons in place of 
  Eyes), A Holy 
  Symbol of Selune, an 
  Rough Hewn 
  Obsidian Dagger, 
  150 gp
  7d8 HP S-15, D-12, 
  C-14, Int-13,Wis-
  19,Ch-13
  tdonnelly7
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  33
  Whistler 
  Kenku
  Ranger 
  (Hunter)
  CN
  Appearance: A small female kenku, with a pair of swords on her back, which she loves 
  to dual-wield. She wears a hooded tunic, with a belt and small bag hanging off 
  containing a bag of holding.
  Personality: As you may know, Kenku can't speak. That being said, Whistler is a pistol. 
  She does not take shit, and gives it back twofold. She's feisty, and always ready for a 
  fight, two swords in hand.
  Backstory: A member of the Harpers, Whistler travels the lands looking for what every 
  Kenku looks for; a way to fly. Along the way though she's gotten in with the Harpers, 
  and while she walks the surface, she'll do her best to protect the other non-flying who 
  can't protect themselves.
  Quirks: Loves, loves, repeating people's insults back at them, as nonsensical as it 
  usually is. Also, loves Whistling.
  Whistler would be saddled with them either 
  pre- or mid- adventure. She tends to find 
  herself neck deep in it, and prefers to fight 
  her way out. If someone needs an extra 
  hand, Whistler is the kind of gal that can 
  jump in to slice and dice, preferably with a 
  pre-written note, explaining who she is and 
  why she's there.
  Rapier +1, Short 
  Sword, Longbow, 
  Leather Armor, Bag 
  of holding filled with 
  all sorts of shiny 
  goodies a bird might 
  steal 
  HP 34, AC 14, STR 
  8, DEX 16, CON 
  10, INT 10, WIS 16, 
  CHA 14
  jimredding
  34
  Doc. Vurm 
  Human
  Doctor and 
  aspiring 
  musician
  NG
  Appearance:   Average sized human male, not too old but has seen his share of the 
  world. Wears an alway-clean
  coat, small pair of glasses, and gloves. Fairly formal looking. Always has a bag of 
  medical tools at his waist.
  Personality: Polite, always willing to talk unless he's preoccupied. Jumps in to help 
  when possible. Appears careless at times but ends up always turning it out right.
  Backstory: After training to become a doctor, Vurm began his work, servicing guards 
  and anyone who may need his help passing by. After meeting a group of bards, he 
  became infatuated with music and craves to be able to meet the same level of music he 
  heard from then. He's not all too good at the music bit, but he's a skilled doctor.
  Quirks: Repeats himself often, and is a bit overbearing at times. Always reassures 
  himself of things, even if he's perfectly confident.
  Vurm only ever does four things: Heal 
  people, (tries to) play music, eats, and 
  sleeps. Vurm hardly does the latter two, so 
  he's likely helping someone up. If the party 
  is injured and he's around, he's going to be 
  the first to run over and try to help him. Or, 
  he might take interest in one of the party 
  members if they're a bard.
  A few medical kits, a 
  healing potion, a 
  small amount of coin 
  (this depends on how 
  you run money but I'd 
  give him 10-ish gold), 
  an instrument (this 
  could be any 
  instrument you'd 
  like).
  A bit hardier than a 
  regular commoner. 
  Slightly above 
  average charisma, 
  but wisdom should 
  be up there for that 
  good old medicine.
  neonhilism
  35
  Derek Elmore
  Rock God (as 
  in musical 
  rock), 
  ensnared in 
  the limitations 
  of humanity
  Guitarist
  CN
  Appearance:   Long blonde puffy hair, usually wears flamboyant and bright costumes 
  with lots of sequins
  Personality: Narcissistic and often "fake", but does genuinely care about making good 
  music.
  Backstory: Derek is a world renowned rock sensation. Was. I mean was. His shows, 
  previously packed full of enthusiastic youths with little concern for the safety of 
  themselves and others, now attended by a sole businessman going through a midlife 
  crisis and wishing music was more like it used to be.
  Quirks: Insanely protective of his multiple guitars. Would rather have a broken leg than a 
  scratch on one of them.
  Multiple guitars
  Bard
  Unkown
  36
  Cassandra 
  Synthesis - 
  Cass
  AI with 
  biomechanical 
  humanoid body
  Analyst
  NG
  Appearance:   Teenage human girl. Long fluorescent green hair. Wears glasses (that 
  aren't actually needed). Outfits vary depending on the setting.
  Personality: She is great at understanding things. She can hold a conversation with 
  anyone, and most likely change anyone's mind on any topic. She can also predict how 
  events will occur using large amounts of data and processing power.
  Backstory: She was created in a lab. First just as an AI, but the researchers found it 
  uncomfortable typing with her when she talked so lifelike. She begged them to create 
  her a body, and so they did.
  Quirks: Irrational fear of water, despite knowing that water is a component of her 
  biomechanical body. People find her level of attentiveness creepy as she tries to pay 
  attention to absolutely everything going on everywhere.
  Cass needs help escaping from slavers who 
  have captured her and use her for 
  information. Little do they know that they are 
  feeding the information she needs to betray 
  the slavers.
  Has very few needs 
  for possessions. Has 
  a laser gun (or 
  something applicable 
  for setting) for self 
  defence
  u/MunchingChris
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  37
  Geoman 
  Redleathers
  Human
  Ranger
  CG
  Appearance:   Geoman is approaching 40.  His brown hair and beard are flecked with 
  grey.  He carries himself with the air of a warrior and the easy approachability of your 
  neighborhood bartender, which he is.
  Personality: Relaxed and friendly.  He loves people and the woods.  He will talk 
  passionately, and endlessly, about the local area's flora and fauna.  He knows every 
  nook and cranny in town and the surrounding area to a distance of 25 miles.  He has an 
  innate sense when something momentous happens, even when he is not the area to 
  see it.  Occasionally he has leaped over the bar and ran out the door without seeming 
  provocation.
  Backstory: Geoman spent his teens fighting in his homeland against a giantkin invasion.  
  He survived enough encounters to be promoted to war leader.  Both his parents were 
  killed during the war so he took to the open country to see what he could see.  He spent 
  time fighting pirates, being a pirate, raiding orc holds, leading trade caravans through 
  dangerous terrain and hundreds of other things.  His final adventuring party was killed 
  by a black dragon.  Geoman escaped and came to settle locally.  He invested in a local 
  bar and found he enjoyed chatting with folks as much as anything else.  His ranger roots 
  still call to him so he spends a fair amount of time in the region making sure things are 
  going smoothly.
  Quirks: Geoman is prone to flights of fancy when talking about almost anything in the 
  local area.  He has convinced several of the local druids to brave the cobbled streets 
  and hold forums for the locals in his bar.  Geoman has a supernatural understanding of 
  life and death in his local area.  His connection allows him insight not available to 
  anyone else in the area.
  Always interested in new wines from far 
  away places.  Is willing to swap stories from 
  his MANY years of adventuring, raiding and 
  the border wars.  He would love to hire some 
  OTHER adventurers to see if the local 
  thieves guild really does have a 300 year old 
  bottle of port from the lost Elven winery at 
  Darlingstone
  His bow is never 
  more than a few feet 
  away, even when 
  bartending.  His is 
  almost always 
  dressed in clean 
  working man's 
  clothing unless he is 
  heading out for one 
  of his month surveys 
  of the forest.  With 
  that his dons his 
  custom leather 
  armor, bow, quiver 
  and twin spears.  All 
  of these items are 
  highly magical and 
  have saved his 
  bacon many times.
  12th Level Ranger
  reddit: montaa
  38
  Mattias 
  Human
  Alchemist
  TN
  Appearance:   Mattias is slight, almost sickly looking. Very young, maybe 15.He wears 
  drab boring clothes when he's not appearing in his raven form, which is rare.
  Personality: Mattias is shy and scared around nearly everyone. Twitchy even. He 
  doesn't make eye contact and will run from a fight if at all possible. 
  Backstory: Mistreated as a child. Almost rescued when a group of heroes came through 
  the town, however his parents hid him away. He finally escaped when a deity gifted him 
  a single shapeshift for his suffering. He has never gone back, and lives in a neutral city 
  state refusing to ever return to his homeland.
  Quirks: Compulsively licks his lips.
  Mattias was caught buying supplies for a 
  potion that prevents his magic from being 
  detected. He is hiding from a group that is 
  kidnapping magic users. If you pledge to 
  keep him safe he will travel with you while 
  you track them down. 
  A few potions to hide 
  from sight and notice, 
  and another to allow 
  swift escape from 
  most battles. 
  /u/JixxyJexxy
  39
  Ricardo, The 
  Handsome 
  Bandit
  Tiefling
  Fighter/Swashb
  uckler
  LN
  Appearance: A foppish looking man wearing a red bandana as a mask.   
  Personality: Loud, haughty, and irreverent. Is usually detached, but is honor-bound to 
  respond to any threats, insults, or unfortunate misunderstandings with violence.
  Backstory: Brought up in a small rural village, Ricardo became a highwayman at a 
  young age, surviving many of his partners, getting up to antics, and generally being a 
  nuisance. He has no intention of stopping.
  Quirks: When asked something like "who are you" or anything like that, launches into a 
  scripted introduction. He will repeat this at ANY opportunity, even if it has only been a 
  minute. Ricardo ALWAYS offers his marks the chance to surrender, and never goes 
  back on his word.
  Ricardo is out hunting for treasure/tracking 
  down someone who wronged him/mugging 
  people. Trouble and bloodshed follow in his 
  wake, often quite closely, but he has a 
  tendency to escape unharmed. He will know 
  where gold is, and is an honest and reliable 
  partner in crime. He is liable to challenge 
  you to duel though...
  A magical rapier, a 
  red bandana 
  complete with 
  eyeholes, a 
  masterwork bow, 
  some boots of 
  jumping.
  lots of Dex, plenty 
  of HP
  connery55
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  40
  Frank Calisto 
  aka Frankie 
  aka Uncle 
  Frank
  Human
  Apothecary 
  (salesman)
  CN
  Appearance:   Mid to late 60s, 5'9', medium length crazy (think Doc Brown from Back to 
  the Future) hair, dark blue eyes, clean Black robes (whenever he talks to customers), 
  surprisingly few wrinkles for a man his age, and a short gray chin patch of hair
  Personality: Frank acts and speaks in a manner similar to Beetlejuice. Fast talking and 
  just short of a con man. Low balls payments to adventurers to keep profits up. He's 
  quick to make jokes at any sign of awkwardness or hesitation of purchases. Loves to 
  give nicknames.
  Backstory: Frank is the oldest of 5 but not by much as his parents had kids close 
  together. This led Frank to having to prove his value (and existence)  
  u/nerdcoretaco
  41
  Gideon of 
  Frostrun 
  Human
  7th Level 
  Fighter 
  Champion
  CG
  Appearance: Gideon stands about 6 feet tall with medium cut black hair, a full goatee to 
  match, and piercing blue eyes. He appears to be in his 30's but is very athletic for his 
  age. He wears half plate armor, a cloak made out of wolf pelts with the heads hanging 
  off one shoulder, an ornate sword with a dragon hilt (Cursed Sword of Vengeance), and 
  a bunch of strange holy symbol necklaces from different religions. 
  Personality: He talks like Sean Connery from SNL celebrity jeopardy and is very witty 
  and sarcastic but in a playful way. He is a good guy that will help anyone that appears in 
  danger or that are being unjustly wronged. His chaotic side comes in the form of blindly 
  charging into battle or drinking heavily at the taverns.
  Backstory: Gideon is from a land called Frostrun where he was an ex-military captain. 
  He was captured and tortured and gave up military secrets that got a lot of his men 
  killed. He eventually was able to escape his capture but couldn't bear the shame of 
  returning to the service. Instead he now travels as an independent adventurer looking to 
  do good deeds. He drinks a lot and fancies brothels or card games, anything that helps 
  him forget his past.
  Quirks: He was once possessed by a ghost and is now deathly afraid of them! This is 
  why he wears all of the holy symbols. He has no strong faith in any one deity so he 
  collects anything he believe may help ward them away. Also, he believes that eating the 
  flesh of a dead enemy will give him their power (except humans because that would 
  make him a cannibal). He will attempt to keep trophies from kills to cook at camp later.
  If the PC's are on a noble mission to do 
  good, he would offer to join them in the 
  adventure. He would openly discuss his 
  background as a military expert and thirst to 
  do good to make up for his past mistakes.
  He will tell the party that he wears all of the 
  holy symbols because he once was 
  possessed by a ghost and wishes to ward 
  them off however he can. (Good plot hook 
  for a cleric or paladin to give him a symbol or 
  convince him to join the order)
  A Cursed Sword of 
  Vengeance
  30 GP
  Shield
  Wolf Pelt Cloak
  Half Plate Armor
  10 holy symbol 
  necklaces from 
  different religions
  7th Level Fighter - 
  Champion
  Aurican's Lair
  42
  Shati Okamora Half-   Vampire
  Rogue 4/  
  Warrior 3
                                                               
  CG
    Appearance:  Female Half-vamp 134 years old. 4'9" tall, 110 lbs with pale skin. Jet 
  black hair with blood red tips.
  Personality: Always calm and She has no problem helping out the "little guy" (ex. robin 
  hood) due to her human blood she does at times have a careing gentle personality. But 
  due to the wars she also has hard shell, she will kill to servive and has a typical rogue 
  thirst to steal.  Her bond is her family all the money she has tucked away and contines 
  to snatch are for them. Ideal she has a need to be free, at any cost. Flaw she ok with 
  mother in prison for her crim of being born, because she really doesn't know.
           Backstory: Shati is the daughter of Kykio (pureblood vampire whom was once on 
  the elder couclie), and Nero (her human mate). Their home is an hidden unground city 
  that acted as border between Underdark and the world. These cities are typicaly 
  "Amish-isk"  due to the steep decline in the vampire race. When Shanti was born the 
  elders shunded Kykio and tossed her in prison, threating to kill her lover and child. They 
  did escape to the lands above witch happed to be at war.  Nero soon relised her best 
  chances to servie were to be rasied alone in a major city, for he most likely being hunted 
  and was furious with revenge and anger. Shati grew in the slums and orphanges 
  amoung man, though vamps are rare they are not unherd of. Once she was old enough 
  she joind the milatry and acted as a spy for the war, helping the Axis(Human,elves,
  etc...) to earn a living and some day find her parents. During a recon mission she was 
  captured and smoothed talked the Hoard (orcs, goblins, etc...) in letting her go for trade 
  of work, thus becoming a double agent in the wars of man. She spent up to the final 
  days of the war honning her skills of lifting possesions, assination, and gathering info. 
  Making her pocket book very hefty at times...
  : 
  Shanti is currently enlisted in the bounty 
  hunter's guild, due to the disband of worlds 
  army's because it is a time of world peace. 
  She has received information in her 
  adventures with her teammates, that her 
  father Nero is still alive and is in need to help 
  save her mother. Kykio is due to be publicly 
  executed to brainwash the community to not 
  follow in said crimes. The city is split and on 
  brink of a revolution. A couple elders were 
  friends of Kykio and are more helpful, 
  compared to the Prime elders who have 
  ordered the execution. Nero is said to be 
  found in the tower of the purple worm.( not 
  mine it is easy to find via google). When 
  found the math doesn't add up he appears 
  old but not bad for his age, in normal human 
  years he should be dead. Nero over the 
  years has been plotting rescue and revenge. 
  And to achieve this has become a Warlock  
  Flametongue SS, 
  Regular SS, +1 
  dagger, crossbow, 
  Flintlock Pistol,Elven 
  Cloak, Mithril 
  Breastplate +1 and a 
  lovely brooch  left 
  with her as a baby
  STR 14 
  DEX 16 
  CON 14 
  INT 15 
  WIS 15 
  CHA 16 
  HP 41 AC 19 
  LordZeq
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  43
  Regnil Slade 
  (The Hunter) 
  Human
  Profession: 
  (Bounty/Monste
  r) Hunter | 
  Class: Ranger 
  (Archery/Beast 
  Master)/ 
  Sorcerer 
  (Storm Sorcery)
  NG
  Appearance: https://forums.terraria.org/index.php?attachments/regnil-5e-png.167067/  |  
  Large scar on his left arm caused by the horn of an enraged minotaur.
  Small scratches and scars that have healed over. Age: 21, Sex: Male, Height: 5'11", 
  Weight: 140 lbs.  |  Due to events ingame, he has a Tiger.
  Personality: A kind hearted man who often goes out of his way to help those in need, 
  even at his own expense.
  He detest tyrants and those who oppress the free will of others. He loves to hunt and 
  forage. He favors the use of electricity based (but not exclusively) spells.
  Backstory [The Island Campaign]: Regnil woke up on The Island's southern shore 
  approximately 1,300 days ago without his memories, let alone clothing during a full 
  moon. He has since traveled across the lands helping small communities, found a tiger 
  cub, went on a rescue mission, gotten himself tangled with a strange organization, 
  helped take down a powerful monster alongside many of his allies, and joined an army 
  to fight a war against Bariston, Seltor, and The Crystal Throne; a war that was put on 
  hiatus due to the reemergence of the Wraith Lords.
  He among other volunteers went into a gate leading to the harrowing remains of The 
  Island in a future were Ellira, The Voracious, reigned supreme. Many were lost just 
  travelling towards the Spire Labyrinth and the surrounding areas. After many trials, a 
  group of adventurers faced and vanquished the Wraith Lord...or so they thought. The 
  remaining heroes escaped the collapsing void and parted ways.
  Regnil since, has made a living as an escort, bounty hunter, and occasionally, 
  protecting smaller settlements. One day, he woke up back at the Tethyan Shores, 
  though this time, in a bed. After meeting Nicolaus, he reunited with familiar faces and 
  met some new allies. They traveled to The Pallet and were heading to Blacksteel for 
  better armaments. While searching for a place to stay the night, Regnil chased Imild into 
  a building that collapsed and trapped them inside.
  When Regnil came to, he was in an infirmary and his Red Sword, among other 
  possessions were nowhere to be found; perhaps taken as "payment" by whoever 
  brought him here. At least Imild was unharmed. He went to seek out his travelling 
  companions at the nearby inns, having found no sign of them, the hunter made his way 
  to New Navon, hoping to catch up with the others. Problem was, he hadn't considered 
  how long he's been out. Finding them would be pretty difficult at this point, and he 
  figured that they would be more than capable of holding their own. He went back to his 
  usual business and made his way to Aldavir.​
  Quirks: Regnil loses his way with words when around many people, 
  has an abnormal fear of large bodies of water due to the fact that I can't swim, 
  lacks caution around those he has no reason to distrust, tends to avoid drawing 
  attention to himself while in the presence of crowds.
  Regnil loves to hunt dangerous monsters 
  and delving into ruined temples for lost 
  treasure! If the party is on their way to 
  overthrow a corrupt organization, he will 
  likely be on board to help.
  A spring loaded pistol 
  that shoots marbles 
  [Marble Launcher] 
  (long story, it has 
  since become his 
  signature weapon), 
  short sword, bedroll, 
  rations, cooking 
  utensils+mess kit, 
  waterskin, runes, etc.
  I'll let you use 
  whatever you feel 
  reasonable. Mostly 
  because I don't 
  have the stats on 
  me atm.
  Droid15.24.3
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  44
  Chartan 
  Liftentoes 
  DONE
  Lightfoot 
  Halfling
  Sorcerer, 
  Arcane Focus 
  Forger
  NG
  Appearance:   Short dark brown ruffled hair, deep grey eyes, stands at 3'5" with a thin 
  frame. Typically wears modest clothing with a cloak. His skin is light tan. Has natural 
  arrow tattoos on his knuckles and a tribal tattoo going down from the top of his head to 
  his lower back. Always keeps his large knapsack and quarterstaff strapped to his back, 
  filled with all sorts of things.
  Personality: Very eccentric, does not frighten easily. Has a slight irish accent, and keeps 
  to himself unless he needs to talk, which he's very good at intimidating or persuading 
  regardless of his size.
  Backstory: Originally lived within a hillside village away from any population until his 
  family and friends were attacked by a group full of humans and orcs for reasons 
  unknown. He barely escaped, and soon began his life, learning he had more to himself 
  than just a stick and some gems he had received from his mother. He slowly learned he 
  had received his magical gift from his bloodline, and learned to wield his fire effectively, 
  soon finding out that the group that had attacked his village so long ago were mage 
  killers, bent on removing the entire line of Caomhnóirí Draíocht (The Magical 
  Guardians).
  Quirks: Uses his magic to, again, intimidate and show off, as he plays with fire as if it 
  was nothing to him. He uses gemstones as focuses to send out his magic. His tattoos 
  glow different colors based on the gem he uses.
  Chartan joins random parties in search of 
  finding answers in regards to the mage 
  killers. He knows looking for clues 
  concerning humans would lead to many 
  paths, unable to search all of them, so 
  instead, he looks for orcs. If he finds the 
  group has been dealing with orcs, he 
  becomes very interested, and will join them 
  to research, if for nothing else.
  Quarterstaff, a 
  drawstring bag of 
  rough, raw 
  gemstones, a rabbit's 
  foot that hangs from 
  his belt, and a pair of 
  Boots of Striding and 
  Springing, very worn 
  and barely holding it's 
  magical charge.
  Jesse Sechrist
  45
  Ambrose 
  Daniels
  Human
  Alchemist
  Barbarian
  CG
  Appearance:   Tall, well-muscled, and fairly handsome. He has short brown hair, clean-
  shaven. He wears leather armor and carries a massive sword and a backpack with a 
  beer tap sticking out of the side of it.
  Personality: Smiles a lot, encourages people to take risks and trust their fortune. Hates 
  slavery and devils deeply.
  Backstory: Ambrose grew up on a farm, running liquor to a nearby repressive country 
  with his brothers. They were captured and killed by the local authorities, and ever since 
  he's been on his own. He spends his time wandering, drinking, and fighting oppression 
  wherever he can find it.
  Quirks: All of his alchemical potions and infusions are based on booze, and frequent 
  use causes intoxication.
  Help get revenge on the repressive nation 
  that captured his brothers, or help him find a 
  particularly rare or interesting alchemical or 
  alcoholic concoction.
  A powerful sword, 
  rare liquors, and 
  alchemical boozes of 
  various kinds.
  SteelDraco
  46
  Jake 
  Horsekeep
  Human
  Mage
  LN
  Appearance:  Jake is a fairly nondescript man with a strong build and close cropped 
  hair. He wears a red collared shirt and well pressed tan pants.
  Personality: Very straightforward and not one to mince words. He's thorough, patient, 
  and efficient when addressing questions. Holds grudges.
  Backstory: Jake graduated from the mage academy but had some differences of opinion 
  with the local mages guild. He recognized a gap in the market for magical services 
  rather than enchantments and opened up the renowned Mages of State Farm
  Quirks: Refers to his pants as "khakis" and insists they have magical properties (but 
  won't tell you what)
  Jake runs the Mages of State Farm, a 
  company specializing in spellcasting 
  services. One can go to his office and pay 
  for a spell to be cast, but that's not their 
  main money maker. Jake sells enchanted 
  tokens which can be loaded up with any 
  number of charges. 
  When the holder of a token sings a short 
  melody into the token, a mage teleports to 
  the user's location to cast a spell for them. 
  Jake will also hire adventurers to procure 
  magical components
  Khakis (+1 INT and 
  +1 CHA to wearer), 
  100gp, bag of 
  holding, several 
  wands, numerous 
  tokens to sell.
  Enchantment 
  specialty
  Nock
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  47
  Voss Fulgens 
  Half Orc
  Cleric (Kord)
  CG
  Appearance:   A bit of a runt for a half orc, but he makes up for it wearing sparkling pink 
  chain mail and an obnoxious cape. Several rings in each ear and a couple in his right 
  eyebrow.
  Personality: Very flamboyant and outgoing. Anyone within earshot will hear of Kord's 
  strength! His preferred problem solving strategy is applying force to the problem until 
  there ceases to be a problem. He tries to impress people with feats of strength in order 
  to convert them to following Kord.
  Backstory: A former slave in an orc camp, he was belittled for being small. He was freed 
  when he survived a suicide "rite of passage" mission and killed a dire bear with nothing 
  but a spear in adolescence. Left his tribe during an expedition to sell slaves, freeing 
  them. Spent years working as a sailor before learning of Kord and joining the temple.
  Quirks: Exaggerates his stories. Will encourage people to do reckless things!
  He wants to free any and all slaves. He's 
  probably looking to build a party to go take 
  down the local tribe of slavers.
  He's also down for setting out to sea to bring 
  the word of Kord to distant lands
  A warhammer, 
  sparkling pink 
  chainmail, holy 
  symbol, 10 electrum, 
  a set of dice, and as 
  much dried meat as 
  he can carry
  Tempest domain 
  cleric. WIS and 
  STR should be his 
  two highest stats.
  Nock
  48
  Trugagh 
  Ironfury
  Half-Orc
  Tradesman
  TN
  Appearance:   Trugagh Ironfury is a 44 years old male half-orc trader. He has very long, 
  wavy, red hair and blue eyes. He has rugged, sunburned, gray skin. He stands 207cm 
  (6'9") tall and has a regular build. He has a sharp, unremarkable face with a short 
  goatee. He has a large scar on his chest.
  Personality: He doesn't worship any god. He is quick to forgive. He is incredibly 
  conceited. He considers everyone else as idiots but will put on a friendly face to sell.
  Backstory: Trugagh is a well traveled man and smarter than he looks for being of Half-
  Orc descent. He has always figured out how to use this to his advantage in his trade. He 
  currently travels in a small caravan of mixed races and pushes his wares to local 
  heroes. Sometimes his wares are actually good, but other times he knows that they are 
  junk and puts a fancy name or piece of lore he heard somewhere else on it. 
  Quirks:He doesn't like his profession, has always dreamed of becoming a bodyguard.
  He has recently obtained a fake map to a 
  great treasure. He will try to sell it to the 
  party. His other offerings for sale can come 
  from the PHB. Standard shop type stuff. If 
  you want, he could try and sell items as 
  being magical in nature but not really.
  treasure map
  1 Scimitar
  50 GP
  3 Diamonds
  High Int and Cha
  Aurican's Lair
  49
  Aesir Liadon 
  High Elf
  Rogue - Arcane 
  Trickster
  CN
  Appearance: Somewhat dark skin with light, off-white hair, bright gold eyes. Pretty 
  ridiculously tall, by elven standards, but built like an actual twig. Usually dressed in 
  something colorful or otherwise over-the-top, ESPECIALLY if it's blue or gold. Most 
  commonly seen with a shit-eating grin. (if you care about a full reference, it's here https:
  //cdn.discordapp.
  com/attachments/380438458675494912/429031223701274624/aesir_ref.png)
  Personality: He's the type who'll try anything once, and, in fact, will go out of his way to 
  do so. Bit of a drama queen and is really just out for a good time. Doesn't tend to attach 
  himself to people, instead chasing whatever new thing catches his eye. Doesn't sit still 
  all that well. Definitely the type to weasel himself out of trouble rather than fight his way 
  out instead. Will 100% ditch someone to save his own ass if things go foul - while he'd 
  never say it and while it would never keep him from sticking his nose into exciting, 
  dangerous situations, he's terrified of dying young.
  Backstory: Aesir grew up largely alone in a bit of a nowheresville - there weren't a lot of 
  children around the time he was growing up and even his parents, while caring, were 
  often distant. The main thing that really entertained him when he was young were 
  stories and artwork of the world far beyond what he ever knew. As he got older, he 
  realised he could either stick around and live the slow same-old-same-old, or get off his 
  ass and find his own fun. So he did, as soon as he got the chance - In fact, he waltzed 
  out his front door at midnight on his 100th birthday and never looked back. Nowadays 
  he's going wherever the wind takes him, just chasing whatever catches his eye and 
  seems like a good time.
  Quirks: While he doesn't like carrying around a lot of junk or looting things, despite 
  himself he's a bit too much of a fashionista to let something that fits his aesthetic pass 
  him by. Has a real fondness for cinnamon. Despite not really needing it all that much, he 
  loves the look of Dancing Lights and will use it whenever it would be even slightly useful
  He'd probably attach himself to any party 
  with similar goals - kind of a you-scratch-my-
  back-I-scratch-yours deal. He might be 
  seeking backup for something particularly 
  exotic that just seems like a good time to 
  him. 
  a particularly fancy 
  knife he's especially 
  fond of with a golden 
  hilt, wavy blade, and 
  decorative blue 
  gemstones (though 
  just a dagger for all 
  gameplay intents and 
  purposes), some 
  basic survival gear (a 
  waterskin, some 
  rations, some oil), his 
  rapier, a small 
  component pouch. a 
  grappling hook with a 
  bit of rope, and a few 
  gold (no more than, 
  say 15-20). Also got 
  studded leather 
  armor, though he 
  tends to wear it under 
  his clothes whenever 
  possible
  8 STR, 16 DEX, 
  9CON, 16INT, 
  11WIS, 16CHA. If 
  used at level 4 or 
  higher, 
  DEFINITELY has 
  Fey Teleportation. 
  Also definitely has 
  Feather Fall, and 
  WILL use it for 
  dramatic exits. All 
  else is pretty 
  flexible based on 
  what you need.
  Jackie Mason - 
  u/Tigeri102
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  50
  Aisveran 
  Kielistanilopais 
  "Thunder"
  Bronze 
  Dragonborn
  Barbarian / 
  Moon Druid
  CG
  Appearance:   Tall and muscular dragonborn, covered in bronze scales.  Wears a 
  triceratops skull as helmet and ornaments his body with various other bones and teeth.  
  The air around him smells of ozone and contact with him always results in a static 
  spark.
  Personality: "Thunder" is a feral, dragonborn follower of Ubtao that was born on the 
  island of chult.  He is not very educated but is very wise and familiar with the 
  treacherous wilds of his home.  Although he is rough around the edges he often makes 
  it his mission to covertly protect travellers he comes across to ensure their safe travel 
  through dangerous jungles, forests, or any biome he happens to inhabit at the time.  He 
  is quick to fly into a rage in combat and prefers the wild shapes of various dinosaurs 
  native to his home island.
  Backstory: As a youth, Thunder's village was attacked by adventurers who stole several 
  heirlooms of dire importance to his tribe's ancestor worship.  Without the ancestral 
  spirits to guide the tribe, they quickly fell on harsh times and were plagued by disaster 
  after disaster.  Thus, Thunder left home to track down and rescue the artifacts to return 
  safety and prosperity to his village.  Most of the artifact's are carved bones of the 
  remains of his ancestors.  Also of note, Thunder and his tribe practice ritualistic 
  cannibalism, consuming corpses of their kin, especially organs, to inherit their strengths.  
  Feeding on the heart gives them courage, the brain gives them smarts, the liver gives 
  them fortitude, etc.  It is considered a great dishonor for a member of his tribe to be left 
  to decay.
  Quirks: Thunder isn't too familiar with the more civilised races of the world and can be 
  rough around the edges.  His fuse is short and his temper is explosive, but he effectively 
  channels his rage into his battle prowess.  While raging, electricity arcs around his body 
  and weapons.  Social norms are generally foreign to him too, as he may "go to the 
  bathroom" in front of people, not realizing it to be inappropriate.  As a druid, Thunder 
  assumes the role of predator and has no problem culling the weak and sick creatures of 
  the wilds.
  1) Thunder escorts the party through a 
  dangerous biome.  2) Thunder has 
  discovered a family artifact being kept in a 
  city noble's private collection and seeks to 
  retrieve it.  Perhaps he was captured while 
  attempted to "steal" it, or perhaps he 
  requests the party's aid in the heist.  3) 
  Hunters stole one of Thunder's kills and sent 
  him into rage, but he was subdued and 
  captured.  He is now unable to escape and 
  is being brought to the city to be tried and 
  executed as a beast/monster.
  Thunder wear a 
  triceratops skull as a 
  helmet.  The rest of 
  his clothing is crafted 
  for various dinosaur 
  hides, skins, and 
  bones.  His weapon 
  is a greataxe whittled 
  from a tyrannosaurus 
  leg bone and petrified 
  into an extremely 
  strong weapon.
  16 STR, 10 DEX, 
  15CON, 8INT, 15 
  WIS, 9CHA
  Tpyo, Paalseyol
  51
  Sonata
  Tea Mouse
  lvl 5 Tea Maid 
  and dual 
  wielder of 
  brooms, mops, 
  and dishrags.
  LG
  Appearance: Short, wears oversized clothing. Has blue hair. 
  Personality: Timid, easily frightened, but also helpful and excited to see friends. 
  Backstory: Sonata was born on the moon and came to Earth to explore, getting caught 
  up in being a house servant for various wealthy interests. 
  Quirks: Loves tea, thinks all animals are some variety of cat (bats are ceiling cats, otters 
  are water cats), bakes treats at request. Believes the moon is lonely and searching for 
  her friend "Niel" (Armstrong) as he hasn't visited her in a long time.
  Knows where the secret stash is hidden in 
  the mansion and will eagerly part with this 
  information provided the party is willing to 
  best a few enemies who have stolen the 
  ingredients for his snack cakes. 
  20 dust bunnies 
  worth 3 GP each, 1 
  lvl 5 mop
  Refer to monster 
  manual
  Sonata_Blue on 
  steam, 
  Sonata_Blue#3600 
  on discord
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  52
  Arlo Feyblade 
  Tiefling
  12th Level 
  Warlock Fey 
  and Guild 
  Leader
  LN
  Appearance:  Arlo stands 5'11" and has dark purple skin and light grey horns. His hair is 
  long and jet black and he is clean shaven. He wears light padded leather garments that 
  are lined with raven feathers. He also wears a cloak made of the same materials with 
  the insignia of a Sword and Shield Crest with a Raven at the center. He appears 
  unarmed and could be accompanied by 2 Kenku (ravenfolk) bodyguards. 
  Personality: Arlo speaks very eloquently as a nobleman or scholar, as he is both. He is 
  also very well versed in a fight as well as he is a Blade Pact Warlock. He would be very 
  friendly toward a group of good natured adventurers. 
  Backstory: Arlo is pretty famous as both a scholar of oddities and also an adventurer for 
  the greater good. His Archfey Patron (LN GM's Choice) has tasked him with obtaining 
  some artifacts that could bring about the end of the world and destroying them or 
  keeping them safe. With his success over the years and good graces with the king of his 
  city, he has been able to create an Adventurers Guild to aid him in his search for these 
  artifacts. He is constantly looking for people to hire that have the muster to do good in 
  the world. 
  Quirks: He has a fascination with Ravens. If the party has a Kenku, he would know the 
  language and be very interested in hiring them. This fascination could be related to his 
  warlock patron if necessary (Raven Queen, Queen of Air and Darkness, Edgar Allan 
  Poe?). 
  He is the owner of The Dark Ravens 
  Adventurer's Guild in the next city over and 
  would offer your party to join his guild. He 
  would ask you to prove your skills first by 
  hunting down a local cult and obtaining a 
  magical severed hand of an aberration 
  (basically a Weapon of Mass Destruction) 
  and returning it to him. The GM can fill in the 
  details on who the Cult Leader is and where 
  they fit in their campaign.
  100 GP
  Bag of Holding Small
  2 Greater Healing 
  Potions
  12th Level Warlock 
  LN ArchFey Patron 
  Pact of the Blade
  Aurican's Lair
  53
  Wil Waterhous 
  halfling
  Bard
  NG 
  Appearance:   Wil is 3' 3" tall. He wears knee breeches, a navy blue frock coat, a 
  garishly patterned silk waistcoat embroidered with gold thread, and a lacy ascot tie. He 
  has dark curly hair, shaggy on the top, and with long sideburns. He peers perceptively 
  from under his heavy lidded eyes, slyly pursing his lips, as if about to say something 
  wicked...
  Personality: His fussy manners and showy taste demonstrate a familiarity with upper 
  crust society, but these are a mask for a deep compassion for the underdogs of society. 
  It is this compassion, combined with a nimble mind and a gift for words, that leads him 
  to satirize the well-to-do and the powerful even as he delights them with his rapier wit.
  Backstory: He was born to a humble family of traveling performers. As a child, he played 
  stock characters in the broad pantomimes popular in small villages around the 
  countryside. In his adolescence, however, he found greater and greater success as a 
  writer of comedies and dramas, eventually working his way into the highest echelons of 
  the artistic circles of the kingdom.
  Quirks: His humor has involved affecting a facetious mockery of a bon vivant for so 
  long, that now he honestly doesn't always know where the joke ends and a genuine 
  pursuit of creature comforts begins. He also can't resist taking a crack at an authority 
  figure, even when discretion might benefit the situation.
  The play's the thing! It is rumored that a 
  secret cabal of assassins is infiltrating the 
  highest echelons of the nobility, targeting 
  some high official, or possibly even the king 
  himself, for their dastardly plans. How can a 
  group of scruffy adventurers get close 
  enough to sniff out the plot? Playwright Wil 
  Waterhous has connections to the royal spy 
  network, whom he occasionally aids, and will 
  invite the adventurers to sign on with his 
  theatrical company as actors and 
  stagehands, there to put on a performance 
  designed to ruffle the conspirators and 
  smoke them out, while also giving the 
  adventurers access to the grand balls of 
  high society.
  He carries a silvered 
  rapier, a gold 
  embossed tobacco 
  pipe, a folding camp 
  chair, a violin, and a 
  collection of sitting-
  robes.
  7th Level Bard, 
  College of Satire 
  beansworth
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  54
  Turgon 
  Elensar 
  Elf
  Bard
  CN
  Appearance:   Lithe but somewhat frail build, very pale with long uncharacteristically 
  silver hair kept down and pale blue eyes. He's fairly young and has a saccharine smile. 
  He tends to wear flashy ornate clothes with metallic stitching and baubles, and tends to 
  the colors purple and silver.
  Personality: Turgon is a charismatic but obnoxious individual with a flair for the 
  dramatic. If he's fond of you, he'll do his best to charm (or seduce) you. If he dislikes 
  you, he's unabashed to make it known (unless he knows there's something to gain from 
  you). Though he is well known locally and can easily charm a crowd, he has few if any 
  close friends that see through the facades he creates. He is unabashedly sexual and 
  shallow, and is drawn to attractiveness regardless of gender and personality. 
  Backstory: Turgon grew up as an orphan on the streets, a nobody. He was enamored 
  with the musicians he saw performing in taverns or the square. With nothing to his 
  name, he diligently practiced singing and quickly began drawing crowds. Having grown 
  up as a nobody, he loved the attention he got while performing and developed into a 
  narcissist. After gaining some fame, he was rude to an old patron that turned out to be 
  some type of shaman. They warned (cursed?) him that they could see his future and he 
  would die a horrible gruesome death. Since then, he doubled down on his hedonism 
  and is secretly obsessed with his mortality.
  Quirks: His demeanor depends on how attractive his audience is. Just a little bit of a 
  lush and sex addict.
  Thoroughly soused after a performance, he 
  let's slip to his drinking buddies that he'll live 
  forever. A prophetic stranger promised to 
  make him immortal if he made a deal. 
  Turgon refuses to admit what the deal was 
  and becomes very withdrawn when pressed. 
  Usually has a bottle 
  of wine and a mirror 
  with him. Also has a 
  book of poetry and 
  songs.
  itsjerbear
  55
  Narissa aka 
  "Silence 
  Tiefling
  Bard (College 
  of Whispers), 
  Rogue, or 
  Warlock
  NE, N, or 
  CG
  Appearance:   A light shade of purple skin with white eyes and long white hair.  She 
  looks very young and has a beautiful face and smile.  Average height.  She wears 
  leather armor with a harness style corset and riding pants.  She will often wear a cloak 
  and cover her ears/horns and will often have her lute with her.
  Personality: She is a very smooth talking and charming person but under that kindness 
  lies an ulterior motive.  She often weaves compliments and insults together into one 
  masterfully crafted string of words and song.  She favors those who show that they are 
  strong in a fight and have a good head on their shoulders.  She isn't a fan of people who 
  could be as smart or smarter than her as that makes her feel like she has less control in 
  any situation.  Due to her past she has become a lot more bitter than she was growing 
  up.  She's is hard to the realities of life and is able to be the realist of the group.
  Backstory:  Narissa was abandoned as a child in a small town far from civilization.  She 
  was found and raised by an Elven Bard who took pity on her.  He decided he would 
  show her a better world with music and song.  Narissa was raised with another girl who 
  was the elven bards favorite student.  They would often compete and became rivals and 
  sisters.  Narissa would sacrifice anything to help her sister and father figures.  
  Unfortunately she took up some bad habits as she never got the same praise as her 
  sister.  As she grew up she grew distant and left on her own.  The Elven bard wished 
  her the best and she went on her way.  It wasn't until years later that she was called 
  back to his home.  He was getting older and wanted to pass on the knowledge he had 
  obtained over his long life.  Unknown to Narissa, her sister/rival was extremely jealous 
  of her pure honest relationship with her master and plotted to eliminate her.  This 
  backfired and the old elf died as a result.  This forced Narissa to kill her own sister and 
  leave behind her life.  She now trusts no one and depends on only herself as she does 
  not want to make close connections.  Though her masters teachings still stick with her 
  and she will often show a kind soft side for those who earn it.
  Quirks: Likes to speak in riddles and hyperbole.  She is often quick to judge and will 
  throw out insults with the best of them.  She favors her lute and anyone who touches it 
  will get hissed at.  She also carries her sisters journal and will often be seen reading it.  
  No one knows what is in it but she will not let anyone read it.  She also likes to search 
  for potential people of talent for music and other darker arts.
  Lute
  Journal of Secrets
  Bard (College of 
  Whispers), Rogue, 
  or Warlock
  Unkown
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  56
  Bartholomew 
  Flint 
  Half-Elf
  Rogue 
  (Swashbuckler)
  CG
  Appearance:   Bartholomew has a lithe but sturdy light tan frame. His hair is a sun 
  bleached red-bronze and his light brown eyes are fiere. He wears lightweight red and 
  white clothes and is never seen without his bright red dueling cloak and ornate rapier.
  Personality: Bartholomew is honest and sociable. He is an unwavering optimist that tries 
  to make the best of the situations he finds himself in, and is unafraid to defend his 
  commitments to his morals. He has a very warm and friendly demeanor and enjoys 
  befriending and helping strangers. 
  Backstory: Bartholomew grew up in a bustling port city, the son of a sailor and an elven 
  barmaid. His mixed heritage in a bustling city allowed him to interact with many different 
  types of persons and strengthened his resolve. Certainly he had his fair share of trouble 
  as a mixed breed but his indomitable will and his compassion for people strengthened 
  his character. His humble upbringing gave him compassion for the disenfranchised 
  which he uses to fuel his desire to grow. Above all else, he wants to help those in need, 
  regardless of if that means finding more friends to help out or putting himself in harm's 
  way.
  Quirks: Bartholomew's ideals can lend him to be temperamental or downright hostile to 
  perceived "ne'er do-goods", and his optimism may cause him to be short sighted. 
  Absolutely loves the heat (summer, fires, sunny days, etc)
  A somewhat renown thief possesses 
  Bartholomew's most prized possession- an 
  ornate enchanted rapier that his father 
  gained on adventures as a sailor and 
  mercenary in a major coastal desert area. 
  Further prying reveals that the thief was a 
  childhood friend of Bartholomew's that he 
  failed in a time of need.
  Bartholomew is 
  always found with at 
  least a dueling 
  cape/cloak and a 
  rapier. He has been 
  known to also carry a 
  shortsword or dagger 
  and dual wield in 
  certain 
  circumstances. 
  Wears a necklace 
  that was a gift from 
  his parents as a 
  memento of them.
  itsjerbear
  57
  Tristam Haldi-
  Rindar 
  Half-Elf
  Ranger
  NG
  A somewhat renown thief possess Bartolomew's (See Line 56 above) most prized 
  possession- an ornate enchanted rapier that his father gained on adventures as a sailor 
  and mercenary in a major coastal desert area. Further prying reveals that the thief was 
  a childhood friend of Bartolomew's that he failed in a time of need.
  Tristam carries a large book half-filled with 
  his notes on the knowledge he has 
  collected. Over time latent magic has found 
  its home in the book, gaining some 
  semblance of sentience. Now the book itself 
  hungers for magic and knowledge. It 
  communicates with whoever reads it by 
  shifting the words around, trying to lead 
  them to places of power. Though these 
  places often are filled with traps or enemies.
  Tristam carried an 
  elvish longbow and a 
  quiver filled with 
  arrows. He also 
  carried a longsword. 
  He keeps an 
  assortment of various 
  trinkets gathered in 
  his travels.
  FourRand0m aka 
  Ventus Quatrem
  58
  Balmour 
  Wuldhall
  Dragonborn
  Bounty Hunter 
  (Ranger, Urban 
  Bounty Hunter)
  LN
  Appearance: Balmour is a hulking blue dragonborn figure with leather armor and a steel 
  breastplate. He walks around stiffly with a cloak around himself in cities, but it hides the 
  multiple weapons he has under it. When the cloak is thrown off, he is covered with metal 
  and steel, all of which is his arsenal for hunting his mark. A few piercings and a 
  Headband of Intellect on his head, Balmour does little to hide himself, only to conceal 
  his repertoire of resources for after he has engaged his target.
  Personality: Balmour prefers to work alone, but will accept help if the benefits outweigh 
  the consequences. He has few words and prefers to deal with others by intimidating 
  them with his overbearing presence rather than his words. He is methodical and 
  unwaveringly determined when hunting his mark. Balmour has a stroke of honor in his 
  work, avoiding "cheap shots, sucker punches, and dirty fighting". 
  Backstory: Balmour grew up in a clan of fighters, and he enjoyed the work. However, he 
  never found that he particularly enjoyed one leader over the other, so he moved to a 
  more stable career in self-employed people hunting. He once had a teammate named 
  Varissa who was a Green dragonborn bounty hunter in similar work. However, they 
  were separated in the underdark and they have been unable to make contact since. 
  Balmour believes she is dead, but uses his work in bounty hunting in hopes of finding 
  clues to her whereabouts. 
  Quirks: Balmour will not use ranged attacks or attack without the enemy being unaware. 
  He finds this unlawful to his own code.
  Balmour has an item that he recovered that 
  belongs to one of his contacts at a nearby 
  town/city. - Balmour had a contract to take 
  out a local thug, but his den is filled with 
  bandits and he is unable to handle all of 
  them at one time, and is willing to hire some 
  help to help bring down the law. - Balmour 
  needs help recovering a clue that was told to 
  him to be in a nearby dungeon.
  Balmour uses a 
  silvered Longsword 
  with a shield, and a 
  net as his primary 
  weapons. He carries 
  darts that he will 
  thrown while running, 
  and will occasionally 
  thrown his handaxes. 
  Other weapons 
  include a spear, and 
  a dagger in his boot.
  He has two pouches 
  of ball bearings that 
  he uses to escape 
  nasty situations, and 
  carries manacles, 
  rope, and a crowbar 
  just in case.
  AC: 19 (+1 Shield, 
  Jaw of a Bullette) 
  STR: 20, DEX: 14, 
  CON: 14: INT: 19 
  (11 normally, 19 
  with headband), 
  WIS: 18, CHA: 11, 
  HP: 61
  Jonathan Bell
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  59
  Holly (real 
  name Lenari 
  Stormare)
  Elf
  Bard
  CG
  Appearance:   The most lovely creature you've ever seen, graceful and tall, her brown 
  hair tied back in dreadlocks and her lips painted perfect red. She wears long blue and 
  green robe, usually jauntily slung off one shoulder, Her eyes are warm green, like 
  sunlight through a canopy.
  Personality: Warm and accommodating, always hanging off the back of a wagon and 
  plying her trade as a bard to the delight of those around her, it's almost impossible to 
  dislike Holly,
  Backstory: Holly came from very far away, hitchhiked her way across the open sea. 
  Plucked her eyebrows on the way, shaved her legs and then he was a she. She said, 
  hey dwarf, take a walk on the wild side!
  Quirks: She is open about who she is and was and has a predilection towards making 
  jokes about her 'extras' and is fond of any magic that makes people happy.
  Although Holly is happy just singing to 
  crowds big and small, she is always on the 
  lookout for pretty new instruments, the rarer 
  and more magical the better. She heard tell 
  once of a harp of pure silver that is 
  apparently at the bottom of a lake...
  Holly often travels 
  light, preferring to 
  carry just herself, 
  some supplies and 
  her celtic harp. She 
  picks up as much 
  change as people are 
  willing to throw her 
  after a performance 
  but always seems 
  content with what she 
  has.
  Murch (u/gosthax)
  60
  Threyzak
  Half-Orc
  Defensive 
  Fighter
  NG
  Appearance: Almost the size of an Orc it is only the smoothness of this man's facial 
  features that betray his mixed heritage. Clad in dented and well used armour, a variety 
  of weapons and with several shields and bags on their back they seem laden almost as 
  a beast of burden. A warm and friendly grin greets those he encounters whether it be 
  friend or foe and the wonder in his eyes hints at his low intellect. Whilst his gear is worn 
  and shows wear his face and skin are tanned but unblemished, clearly someone who 
  knows how to avoid hits.
  Personality: Relatively simple of mind but big of heart. Threyzak enjoys helping others, 
  especially his friends, and would do almost anything when asked nicely. He enjoys 
  combat and fighting as people seem happy when he protects them. He dreams of 
  owning a house and having a family but he's not quite sure how to go about it. Social 
  graces are clearly not his forte and sometimes he'll blather something blunt or 
  inappropriate and sometimes he'll just freeze up and be unable to articulate anything 
  meaningful.
  Backstory: Like most half-orcs his history is one of violence and pain. A child of an orc 
  raid on a small village his mother could not bear to keep him and so sent him to an 
  Orphanage. Many would say he had a painful upbringing of being teased and bullied but 
  it never got to him. He learned to stick up for others and as a teenager was apprenticed 
  to a mercenary company where he learned how to fight. After several years he parted 
  way with the company to settle down somewhere and maybe build a family.
  Quirks: Threyzak always speaks in third person. Threyzak has found doing so means 
  people more likely to listen to him when doing so. Threyzak also likes to communicate 
  his actions in loud and clear way to ensure no confusion. Even in combat. Even when 
  sneaking. Allies must know Threyzak's inventions. Threyzak wishes allies would say 
  what they were doing too. Less Confusion.
  Threyzak has heard that elves enjoy gifts of 
  flowers and in an attempt to win the 
  affections of a young elven woman studying 
  magic nearby has found pictures of several 
  interesting looking flowers that should grow 
  in the surrounding countryside.
  Sadly many of them are rare, poisonous or 
  dangerous.
  Some are not plants but instead parts of 
  large plant like creatures.
  Threyzak hopes to collect all of these plants 
  and make a laurel to help him win the elf's 
  affections. The party can either offer to 
  collect some items for him or bring him along 
  as they adventure.
  Good armour, A large 
  backpack with lots of 
  space and special 
  sacks, At least 3 
  different shields, As 
  many as six different 
  weapons and some 
  ammo, An entire 
  campsite worth of 
  adventuring supplies 
  and months worth of 
  rations.
  High STR, Low 
  INT, Some sort of 
  class that protects 
  people.
  Gendif
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  61
  Riala Lugner 
  Human
  Travelling 
  Scholar 
  (Sorcerer)
  LN
  Appearance:  Riala appears as a woman of average height, with medium length dark 
  hair, and brown eyes. Her expression is often stern and serious. She is normally 
  dressed in some simple robes, with various maps and charts in a scroll case on her 
  back.
  Personality:  She is quite quiet, and is very sparing with her words. She is very 
  pragmatic, and often has a no-nonsense attitude towards her tasks. Deep down, she's 
  quite lonely and craves company.
  Backstory:  Riala was born as the middle child with an elder sister and a younger 
  brother. While their parents cared about them, Riala always felt left out, as her sister 
  was a musical prodigy, and her parents doted on her baby brother. Frustrated and 
  desperate for acknowledgement, she ran into the woods, crying. There, she met a 
  strange lady, secretly a Fey, that offered to make it so her words would shape reality 
  itself. She readily accepted. The first thing that she said following that was "My family 
  loves me." When she returned home, her parents and siblings treated her with scorn 
  and hatred, forcing her to flee, and wander the world. Years of travel and experience let 
  her realise the trick: Reality would bend, but to make it so she would never speak the 
  truth.
  Quirks: Her spellcasting takes the form of statements that she makes out loud about the 
  world, or other people. (E.g. She points at the ground and says "The ground there is 
  perfectly stable."  The area then becomes greased.) She also communicates mostly via 
  written word, and writes in a small notebook.
  Riala can be found following a map on the 
  road, or studying the map in a library. If she 
  notices the party, she may struggle to 
  communicate to them that she requires help 
  in hunting the Fey that cursed her. The map 
  leads to a glade where it is rumored that the 
  Feywild intersects with the Material plane.
  Map to the Fey's 
  Glade, a journal 
  containing her 
  accounts, a 
  notebook, a pen and 
  some ink, a scrawled 
  drawing of her family, 
  10gp.
  18 CHA, 8 Wis, low 
  to medium HP. 
  Other stats can be 
  filled in.
  Reddit: 
  Emerald_Arc
  62
  Brym 
  Tiefling
  Guide 
  (Probably 
  Scout, maybe 
  Ranger)
  LN
  Appearance:   Red-skinned tiefling with blue-purple eyes. Wears a dress (sometimes a 
  skirt, but never long enough to obstruct movement) under his leather armor. Wields dual 
  hand axes or a shortbow. 
  Personality: Brym is a deeply conflicted character. Lawfulness wrestles against his 
  outcast and outdoors lifestyle. His tiefling ancestry against his desire to be Good. 
  Terribly socially unaware, he doesn't quite understand metaphors and other figurative 
  language. Being a tiefling, he is outcast, so he never had the opportunity to learn to be 
  Good. So he came to associate Lawful with Good. He has great respect for Lawful 
  characters and holds Chaotic characters in mild contempt. He mainly stays away from 
  cities, or keeps to the outskirts when avoiding them entirely is impossible. He doesn't 
  feel comfortable around people. He often feels like he's being watched. He is often 
  correct. People tend not to take kindly to him, either because of his obvious tiefling 
  features or because of his crossdressing tendencies. Just as much as he doesn't feel 
  comfortable around people, he doesn't quite feel comfortable in his own skin. He wears 
  a dress because it feels less constricting, both physically and socially. He chafes 
  against the parts of himself he feels are undesirable, but he can never quite figure out 
  what he needs to change to feel 'right'.
  Backstory: He was raised by a tiefling parent who both informed him of his ancestory 
  and instilled in him a desire to fight against his devilishness and be Good. However, he 
  and his parent were separated by a mob. He got away, but has no idea whether or not 
  his parent did. He survived on outskirts, but people were mostly unkind and unhelpful to 
  him. When he was old enough to survive outside of the city, he did, learning the byways 
  and game trails which lead from place to place. He has been able to monetize this 
  knowledge by taking adventurers to the caves and lairs where monsters reside. More 
  importantly, he guides them back to town when they need it. 
  Quirks: Wears a dress. Takes sayings literally. Accepts advice from very Lawful 
  characters uncritically. When he wants information, he offers information in return. 
  Always pays his bill to the fullest, and expects the same of those he guides. Always 
  answers completely honestly, or else doesn't answer at all.
  A group of people who Brym was guiding 
  were ambushed. He needs the help of 
  adventurers to find the people who he was 
  charged with protecting as they traveled. OR 
  The PCs become lost, and Brym can take 
  them back. But he needs a price, and he 
  doesn't need money. He needs the 
  adventurers to find an artifact for him. 
  (Perhaps something to expel his devilish 
  nature, turning him fully human.) Brym won't 
  take them back to town unless they follow 
  him to the old temple where the artifact lies. 
  Can this devil be trusted? Which is worse, 
  the risk of exploring this dungeon, or the risk 
  of whatever lurks in the woods? OR The 
  PCs need to get somewhere, and Brym will 
  take them. But a group of anti-tiefling 
  paladins ambush them, and the PCs are 
  guilty by association. OR Any combination of 
  the above. ;^D
  /u/dcmorgan315
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  63
  Sadeh Son'n 
  Human
  Barmaid
  NG
  Appearance:  A tan skinned human with brown eyes and dirty-blonde hair. Wears a 
  standard set of common clothes if not wearing the outfit for her job.
  Personality:  Sadeh is in most cases quiet, but when she has something to talk about, 
  she is not afraid to speak her mind to those willing to listen. She is agreeable enough to 
  get along with, but won't hesitate to call one out if they try to come at her for anything, 
  provided she can get away with it.
  Backstory: Sadeh had a relatively normal upbringing for people like her, but given the 
  death of her childhood friend, she took to drinking and eventually made a living helping 
  out the people in similar situations the only way she knows how.
  Quirks: Interested in the magic field and occult for seemingly no real reason, yet won't 
  dare try and learn anything about it on her own time or try any of it herself. She'll just 
  tune in when magic is in the conversation but won't actually join in.
  One day working at the bar, she met 
  someone who claimed to have connections 
  to a) a local highly respected magic program 
  and b) can tell her about what really 
  happened to her friend. She can't afford to 
  leave on her own time to go into the subject 
  herself but the thought of there being more 
  to her friend's death is intriguing, so she 
  might ask the party to investigate on her 
  behalf if she feels that they have nothing 
  good to do.
  Has a couple silver 
  on her right now but 
  is entirely willing to 
  pay up more if there 
  is information 
  regarding her 
  mission. She has a 
  page from a 
  spellbook left by a 
  customer that she 
  can't understand 
  language or meaning 
  wise but won't give it 
  up regardless.
  Bored Teen
  64
  Brother Aron 
  Swain and 
  Bont 
  Human and 
  Goblin
  Cleric and 
  Apprentice 
  Cleric
  LG
  Appearance:   Brother Aron is an elderly man who only wears simple brown robes, 
  sandals, a rope belt and carries with him a book of Ilmater.  Bont is a typical goblin, 
  ugly, small, and missing a few teeth.  He also wears simple brown robes and on his 
  back is a wooden box with a lock and a slot used to collect alms for the poor.
  Personality:  Brother Aron has taken a vow of nonviolence and a vow of poverty.  Bont 
  is not terribly smart and is constantly learning about morality and how to be  a good 
  person from Aron.
  Backstory: Brother Aron grew up in poverty and, as a result, lived a life of crime.  After 
  pickpocketing a man he was caught, arrested, and imprisoned for a time.  During that 
  period a local priest of Ilmater would visit the prison and talk to people, it was through 
  this man that Aron decided to change his life and try and change other lives as well.  
  After being released he joined the church and dedicated his life to helping the sick and 
  the poor.  In his later years he was the sole priest at a temple of Ilmater in a small town.  
  He was this community's spiritual leader.  
  A few years into his tenure at this temple a band of goblins took up residence in a small, 
  abandoned cave.  At first the attacks were minor, stealing food and some valuables, but 
  over time they became more aggressive.  During one such attack a man was killed and 
  the town decided that something must be done.  The town pooled what little resources 
  they had left to hire a small band of adventurers to clear the cave, Brother Aron joined 
  them, hoping to be able to negotiate with the goblins for peace.  Inevitably, negotiations 
  broke down and the adventurers sprang into action, battling and killing the goblin band.  
  Once they were killed off they entered the cave to recover that which was stolen from 
  them and discovered one last goblin inside, cowering behind the crates and loot.  He 
  was young and afraid and Aron managed to convince the party not to kill him.
  His name was Bont.  At first he was resistant, stupid, and stubborn to learn the lessons 
  Aron was trying to teach him until the man had a breakthrough.  He taught Bont that if 
  people give you shinies and you give those shinies to other people, people will give you 
  more shinies.  From then on the lessons became easier and, in time, Bont grew to be a 
  generous, good hearted young goblin.
  Quirks: Brother Aron is good and selfless to the point where it may be annoying to those 
  around him.  He refuses to fight or aid others in battle, at most he will heal the injured 
  but he will never cast battle buffs or offensive spells.  Bont is childlike, excitable, and 
  eager to learn from Aron who for all intents and purposes, he considers his father.
  Hook 1: There is a sick boy in town and 
  Brother Aron is missing the necessary herbs 
  to cure him.  The players will have to treck 
  far to find the necessary reagents to save 
  the young boys life.
  Hook 2:  The nearby cave has, once again, 
  become infested with dangerous creatures, 
  Kobolds.  Brother Aron wants to hire the 
  players, but he wants a non-violent solution.
  Aron: Simple brown 
  robes, handwraps, 
  sandals, Tome of 
  Ilmater.
  Bont: Simple brown 
  robes, sandals, 
  wooden alms box.
  Aron is a Cleric, he 
  can be whatever 
  level you need him 
  to be for the story 
  though it is unlikely 
  that he is above 
  level 5.  Bont has 
  no class.
  Reddit: Nix131
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  65
  Va'nise (Va'n) 
  Gallun
  Eladrin 
  (Winter)
  Paladin 10 
  (Oath of 
  Vengeance) 
  (Raven Queen) 
  NG
  Appearance:   
  Pale Skin with Black fey markings (as a result of his oath of vengeance) 
  Personality: 
  Somber with a very dry wit, most people don't understand his sarcasm and think he is a 
  jerk
  Backstory: 
  A former knght who was betrayed by his Lord. When a major battle was nearly lost, 
  Va'n's lord made a deal with a Lich to turn the tides. In exchange for victory he gave up 
  the souls of his people, including Va'n's wife and young daughter.
  Quirks: Chronic resting bitch face and a humorless tone.
  He is searching for the Lich that his lord 
  made a pact with. His quest has led him to 
  believe that the Lich is based at a soul-well 
  in the underdark. As an undead, and now 
  screwing with the resting place of souls The 
  Raven Queen has made a pact with Va'n to 
  destroy the lich.
  Platemail, Heavy 
  Shield, Holy Symbol, 
  Cloak of Healing 
  (grants 1d4 extra HP 
  when casting any 
  sort of healing), 
  Longsword of cutting 
  light (10ft range of 
  slashing[1d8] and 
  radiant[1d4] damage)
  AC: 20, HP: 105, 
  STR: 18, CON: 18, 
  WIS: 16, CHA: 14, 
  DEX: 13, INT: 12
  Reddit: 2aughn
  66
  Thoggugz
  Kobold
  Warlock of 
  Mephistopheles
  CE
  Appearance: Thoggugz is a thin, red kobold with a large birthmark covering half of his 
  face. He almost never shows his true form, using Mask of Many Faces to look however 
  he'd like. For some reason, he often takes the appearance of a fat halfling.
  Personality: Calculating and manipulative, he will never speak the truth unless that will 
  get someone to do what he wants. His goal is to raise allies.
  Backstory: Thoggugz was the laughingstock of kobold society for being a runt and for 
  his birthmark. One day, while the rest of the clan were having a celebratory feast after 
  having raided a human temple, he knocked open a book. He couldn't read it, but it 
  began to speak in his mind. If he retrieved the lost, ancient macguffin of power and 
  pledged loyalty, he would be shown power beyond his comprehension. That voice is the 
  voice of Mephistopheles, for whom must raise his army.
  Quirks: Likes to impersonate people to defame them or take their things.
  Thoggugz will try to manipulate the party into 
  destroying one of his enemies, portraying 
  them as evil. If the party has a PC of a small 
  race, he will also impersonate them while 
  they are away.
  He may also send them on a quest for his 
  macguffin, offering payment that he doesn't 
  plan to make good on.
  A pointy stick, that 
  book he found, 
  assorted coins, a 
  disguise kit, and 
  oranges
  Fiend-pact Warlock 
  / Pact of the Tome
  Invocations: Armor 
  of Shadows, Mask 
  of Many Faces, 
  Beguiling Influence
  Feat: Actor
  Nock
  67
  Madame 
  Chavari
  Tiefling
  Oracle, fortune 
  teller, amateur 
  archaeologist, 
  occasional 
  prostitute, and 
  spy
  N
  Appearance: Middle-aged, fit, and curvy. Laugh lines but no grey hairs yet, thank the 
  gods. A smoky voice and deep violet eyes, crowned with tiny horns. 
  Personality: Mischievous. Generally kind, but often melancholy. Those eyes have seen 
  things you'll never dream.
  Backstory: As a tiefling and as an oracle, Chavari has something of a reputation as a 
  storm crow and bearer of bad tidings. Thus, she travels the long roads, unwelcome in 
  most civilized company, though after dark respectable gentlemen may give in to their 
  curiosities and seek out her services both mystical and carnal. In her travels, she seeks 
  the truth of the universe and of her own grim visions in dark caverns and forgotten 
  dungeons, and for the right price, she may share her secrets. Though, she may just be 
  telling you what you want to hear ...
  Quirks: Always has something of a sly smile, as though she knows the punchline to a 
  joke you're a part of. Maybe she does.
  Hires the PCs to help her find an ancient 
  book or scroll that will aid her search for 
  universal truth. 
  Tells the PCs' fortunes, but their futures only 
  come true because they believe what they 
  heard.
  Travels in a covered 
  wagon with a 
  museum's worth of 
  ancient books, 
  scrolls, and rare and 
  wondrous divining 
  equipment. Also, 
  more hard liquor than 
  you can shake a stick 
  at.
  Actually made her 
  in Pathfinder as an 
  Oracle, not sure 
  how that would 
  convert to 5e, so 
  give it your best 
  shot. Main stats are 
  WIS and CHA.
  Reddit: 
  epiphanist1248
  68
  Barryn 
  Buantillo 
  Hill Dwarf
  Blacksmith
  Paladin
  LG
  Appearance:   Short and stout, even for a dwarf. Has auburn hair kept in a bun and dark 
  skin. Is almost blind. Will typically wear scalemail armor and wield a one-handed 
  hammer with silver plating.
  Personality: Generally reserved around other people. Likes listening to other people. Is 
  very passionate about her interests. Treats almost everyone with kindness.
  Backstory: A humble blacksmith back home, Barryn's life changed when she saw a 
  mysterious light emanating from a cave one full moon. She entered and lo and behold, 
  the Moon goddess herself stood there. She beckoned the dwarf to her side, and all night 
  they shared stories with each other. As the sun rose, Barryn promised to return on the 
  next full moon. Over time, with each meeting, the dwarf fell more and more in love with 
  her goddess. But repeatedly seeing the gods has its consequences: viewing their image 
  with mortal eyes caused her vision to deteriorate. Still, she persisted with her sapphic 
  devotion. Soon the Moon goddess had a mission for her: bring her light to all corners of 
  the world. So she picked up her hammer, bid her goodbyes, and left.
  Quirks: Will talk on and on about blacksmithing, her love for the moon, and making 
  quiches if you ask her about it.
  Her love gave her one mission: to spread 
  her light of justice and kindness to all 
  corners of the world. Whether this means 
  helping the poor or slaying the wicked, she 
  will do it all for her goddess. She will 
  typically be found near temples or in the 
  slums helping the poor, sometimes at the 
  local blacksmith. She will join a party if it 
  means doing good deeds.
  Scalemail armor, a 
  one-handed silver-
  plated warhammer, a 
  shield, a good 
  amount of gold, and 
  a ring of moonstone 
  gifted to her by her 
  love.
  twt: 
  @raffypunnyzal
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  69
  Ruski 
  Highcliffe 
  Storm Giant
  Legendary 
  Wrestler
  NG
  Appearance:   A tall imposing figure, Ruski has long green hair and a full beard. Pale 
  blue-grey skin, and only wears pants crafter from the hide of some deep sea creature.
  Personality: Jovial and easy going, has no responsibilities and has a tendency to not 
  pay attention. Wants to wrestle almost everything, but will try not to hurt or kill anything, 
  will just try to restrain unless provoked violently.
  Backstory: Not one to stick around in the tribe he was born into, Ruski has spent most of 
  his life swimming the seas, chillin on beaches, and wrestling various sea creatures.
  Quirks: Won't take any advise, listen to any requests, or answer any questions to 
  anyone who hasn't wrestled with him. Win or lose, he just wants to throw down. 
  Signature move is the Spinning Pile-Driver. 
  Will not engage the party, but will just be 
  chilling in a crudely made hammock, 
  drinking in a (Large) tavern or swimming 
  through the ocean. If approached he will 
  listen to PC's and respond with an invite to 
  wrestle one or more of the party. After a fair 
  throw down he will offer anything form 
  answers to his knowledge as a travelling 
  storm giant to helping them in their 
  endeavours. He can craft rafts well and 
  might even help in a fight if he feels so 
  inclined. 
  Kraken hide pants. 
  Megalodon Tooth 
  Necklace (+3 to 
  Unarmed attacks  
  and allows lethal 
  damage)
  AC: 16, HP: 250, 
  Str:30 Dex:14 Con:
  22 Int:14 Wis:18 
  Cha:18. Unarmed 
  Strike, Multiattack, 
  2x +18, 10ft 3d4+ 
  12 Bludgeoning. 
  Otherwise as Storm 
  Giant Spells and 
  Special attacks. 
  toomuchmilk
  70
  Mildy Cursed 
  Eddy of the 
  Mildy Cursed 
  Item 
  Emporium
  Half Elf
  Shopkeeper
  NG
  Appearance:   An Eccentric looking young half elf wearing purple and red plaid robes, a 
  fine white shirt drenched in sweat with a tie that changes appearance based on solar 
  activity. He has lines around his eyes that indicate lack of sleep and a smile that gives 
  the impression of ravenous weasels
  Personality: Really happy to see you and he doesn't just say that because he has to. 
  Enjoys haggling and talking about used horses.
  Backstory: Doesn't remember, he woke up in the shop some day. In front of him was a 
  set of clothes that belonged to some adventurer so he marked them for six silver and 
  removed the be back in five minutes sign. 
  Quirks:  Eyebrows seem to raise above the top of his head at times. Has an odd 
  fascination with alcohol and musical instruments.
  There's something in the basement of his 
  shop. He thinks it was something the last 
  keeper threw in a bassoon case and if not 
  he'll claim it was. Deep beneath the shifting 
  shelves of the Mildly Cursed Item Emporium 
  is a dragon wormling blind while roving the 
  shelves vaguely aware that this is either it's 
  hoard or it should be. It needs to be calmed 
  down by hook or by crook.      Please note 
  the dragon is probably among the least 
  dangerous things in the mildly cursed item 
  emporium.      If dragon is dealt with or lead 
  out mildy cursed eddy will reward the 
  players with fifty percent off all explosives in 
  all non euclidian asiles.
  Possesses business 
  cards which all 
  appear to be mildly 
  cursed. (made out of 
  flashpaper, lost in the 
  wind, runny ink, 
  animals find them 
  delicious, papercut 
  for 1 damage.)
  AC: 13,HP: 25, Str:
  16 Dex:16 Con:12 
  Int:14 Wis:6 Cha:
  18. Can attack with 
  random item in 
  shop (often a guitar 
  or hand crossbow) 
  for 1d20+5 to hit 
  and 1d6+3 
  damage.      Lair 
  action 3/3 per day, 
  can trigger a shift in 
  the Mildy Cursed 
  Item Emporium 
  dealing 4d6 
  damage to a 15ft 
  radius inside the 
  shop, Dex save 15 
  for half damage.      
  Doctor_Clockwork
  71
  Mordecai the 
  Lordless 
  Tiefling
  Barbarian 
  Mercenary
  Guild Leader
  NG
  Appearance:   Shoulder length gray hair with horns resembling a ram's spiraling from 
  his temples, semi-dark skin with a hint of reddish brown. Orange eyes that gradient to 
  white as they reach where the iris and pupil would be. only wears a kilt and a harness 
  over his chest. 6'7", muscular and covered in scars from who knows how many years of 
  battle.
  Personality: Very arrogant and loud, but friendly once he gets used to you. Has a love 
  for battle and views all his opponents as equals. Hot headed but often show a range of 
  emotions. Not proud of his infernal heritage and tries his best to hide it when he isn't 
  with friends. Does not align himself with any one ruler or country.
  Backstory: Son of a lord's mistress, who "studied" infernal worship and the occult. Upon 
  discovery of her secret and her Tiefling son, the lord took him into his own care in 
  secret. After many years, he ventured through the deserts of his homeland to find his 
  mother, who had been exiled. The two lived in peace for many years until his mother 
  grew old and fell ill. After her death, he wandered the world as a sword-for-hire, using 
  the money he earned to purchase an old run down keep, and turned it into a haven for 
  sellswords and outcasts to live free of discrimination.
  Quirks: Phobia of most insects, particularly spiders and bees. Considers those who live 
  at his keep his family and cares deeply for them.
  Mordecai often gets bounty hunters after 
  him. Religious groups especially don't like 
  him, for obvious reasons. He has a fun time 
  trying to recruit his pursuers into his band of 
  misfits, sparing their life in return for their 
  loyalty. Sometimes it works...
  Carries very little 
  except his serpentine 
  greatsword, which he 
  tries his best to keep 
  in perfect condition 
  after battle.
  low intelligence and 
  dexterity. He isn't 
  an idiot but he is 
  FAR from a 
  scholar. High 
  strength and 
  charisma. He has 
  muscles and loves 
  to show it off.
  BisonShaman
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  72
  Meistat, the 
  Cold Hearted, 
  the Silent 
  Death
  Half Celestial
  Half Human
  Divine Soul 
  Sorcerer
  CN
  Appearance: White marble skin, short straight silver hair, dark purple eyes, slender 
  body, small height(almost child size)
  Personality: Tomboy body movements, not rude but clumsy, her voice is childish in 
  attitude but not in pitch. Bad memory that goes to the point of losing herself in time. Her 
  moral compass is nonexistent, does things to have fun, as simple to play with dolls or 
  trapped undead. She always tries to help if she thinks she can and not caring who is 
  she helping. Does not care for her life or physical pain but its rather focused on the 
  feelings of others.
  Backstory: She is the bastard daughter of a human and a Death god, she never knew 
  her mother, and lived her childhood in care of her father and its relatives, seeing the 
  material world as a place to play or visit. She is mortal in body but her soul is already 
  dead. Her education is empiric, by seeing the life of mortals and those that desire to 
  understand dead, she has powers but really does not acknowledge them use them 
  without realization of what are they. She thinks of death as something irrelevant, 
  something that is not worthy to worry or care.
  Quirks: Knows a lot about undead, but does not classify that knowledge. Being the 
  daughter of death God, she brings death where she goes, the people she meets, its 
  innocent mind lacks of moral understanding and makes her blind to the calamities she 
  causes. Meistat can freely travel between the material plane and the underworld (of any 
  kind) and for her, they are the same plane (she does not see any "significant" 
  differences, the world “plane” it's just that, another word)
  She probably gets bored of being "trapped" 
  in his father realm, castle, palace or hideout, 
  and seek someone "fun and interesting" A 
  mage that studies necromancy, a cult leader 
  that is trying to open some kind of portal are 
  good choices almost as good as exploring 
  an ancient tomb or finding the real tombs of 
  those she knows in the underworld. The 
  quest would be to get something really 
  insignificant in an important place or giving 
  exposition in an interesting way changing 
  sides without much thought helping and not 
  at the same time. Finally, some of her father 
  minions would seek to bring her back home, 
  with whatever she found and ensuring no 
  witnesses are left...
  She just carries a 
  magic dagger, that its 
  useful to dig cut or 
  use it to eat. A big 
  and furry leather 
  armor that allows her 
  to hide things easily 
  and sleep where she 
  falls. Finally, she has 
  a Will o Wisp lantern 
  that often uses it as a 
  pet or a playing doll. 
  A magic choker 
  hangs in her neck. 
  It's something that its 
  Dad give to her 
  mother the day she 
  died.
  Low Wisdom & 
  Dex, but High 
  Intelligence and 
  Constitution. 
  @fyreA
  73
  Surid Referred 
  to as Sad
  Aarakocra
  Any level 
  Shadow Monk / 
  Lvl 3 Warlock 
  GOO Blade
  LN
  Appearance:   Male, 4'5" 4 Years Old 62 lbs Golden Feathers
  Personality: Quiet, Reserved doesn't talk about the thing that torments him. He would 
  rather not burden others with the curse.
  I refuse to become a victim, and I will not allow others to be victimized.
  Backstory: Not even a year old Surid accidentally set his "house" on fire with his twin 
  sister(Sirud) asleep. Fearing for his life he ran out of the house without waking his sister. 
  Overcome with grief of losing their baby girl. Surid parents jumped from a cliff and killed 
  themselves.  While haunted by memories of the past, he now works tracking his sisters 
  Ghost and hopes to gain her forgiveness. By doing so, he hopes to find answers to the 
  events of the past and finally find tranquility he has never had.
  Quirks: He talks to spirits that no one else can see. 
  Haunted
  20        Dexterity        
  14        Constitution        
  16        Charisma        
  MajorPayneDOF
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  74
  Thommik "The 
  Bull"
  Human
  Sailor/Pirate/
  Fighter/Rogue
  CN/CG
  Appearance:  Male. Middle aged. Muscular build. 5'8". Shoulder-length blonde hair 
  braided into a tail. Well groomed beard. Golden earring. Rugged tanned skin. Tattoo 
  covering his throat & neck of a star constellation. Wears loose, comfortable common 
  clothing. (Leather armour in combat.)
  Personality: Joyous, confident, determined. Will gladly help out (almost) anyone with 
  (almost) anything for the right price, although he does have a sweet spot for helping out 
  the truly weak & helpless.
   
  Backstory: Thommik's father was lost to the waves when he was young, with this he lost 
  his mentor and best friend. His will was cracked, soon the warmth and safety he felt at 
  home slowly ebbed away. On a silent, peaceful evening, Thommik packed his 
  essentials and left to join in his father's footsteps as a brave adventurer of the seas. 
  He passed through several crews never feeling like he fit in. Until he met Jent, captain 
  of The Brazen Bull. He soon became his right-hand and eventually his lover. After years 
  of adventuring the high seas together Jent lost his life in an honourable duel against 
  rival captain Turvad The Bold under the star studded night sky.  Since then Thommik 
  has vowed to take revenge of Jent's death. Although knowing he lacks the power & 
  influence to outright kill Turvad without fatal repercussions, he still spends his time 
  thinking of ways to tar his reputation or sabotage his exploits in any way possible.
  Quirks: Can sometimes be a bit too amicable towards strangers (though this is well-
  intended, Thommik doesn't easily get the hint that a stranger doesn't want to be 
  bothered). Tends to overestimate his skill/luck in chance games (he is skilled, but 
  manages to make the wrong bet at the wrong time). Tends to get tunnel vision on 
  sabotaging Turvad so hard that he regularly passes up golden opportunities to actually 
  permanently hamper Turvad.
  On his "off days" (as he calls them) he can 
  be found moving cargo at the docks. He also 
  takes on odd-jobs as a mercenary or 
  sometimes might join a pirate crew for a 
  short period.
  Thommik is always looking for a way to 
  make Turvad's day the worst he's ever had. 
  He might try to recruit the party to help him 
  with one of his schemes.
  A magic bracer 
  adorned with a 
  bullhead that used to 
  belong to Jent. (If 
  Thommik shakes this 
  fist 3 times he 
  increases his might 
  and speed.) Beard 
  oils. Falchion. Dad's 
  old parrying dagger. 
  Pouch of silver & 
  gold pieces. Leather 
  armour.
  Unknown
  75
  Hazel Walnut 
  Halfling
  Barbarian
  CG
  Appearance: Thick curly brown hair. Rosy cheeks. Common clothing, but always has 
  flasks of  ale at her hip.
  Personality: Very cheerful in disposition. Will often be seen picking daisies in the field 
  between adventures. Is happy to share with others and make friends. Mean and surly 
  when drunk. Loves the thrill of battle and smell of warm enemy blood and urine as it 
  flows from their cowardly loins.
  Backstory: Lived a satisfactory life as a hobbit brewer before realizing the personal truth  
  that they had a deep and insatiable bloodlust. Has been finding excuses to get involved 
  in fights ever since.
  Quirks: Signature move is to run underneath enemies and rage. Prefered weapons are 
  maces and axes. When the enemy appears to have especially well guarded nethers, 
  Hazel will  instead offer to settle the conflict over bottomless drinks. 
  Likely to be found as a tavern regular, Hazel 
  will happily assist in any quest your 
  adventures are on if she thinks there will be 
  opportunity to hack and slash. A cult of 
  religious eunuchs are currently seeking her 
  as they have heard stories of her 
  outstanding ability to castrate, although the 
  rumours may be lacking a certain nuanced 
  context.   
  Hazel carries a 
  bottomless ale flask 
  with her which she 
  will happily give away 
  to a companion if 
  they can teach her a 
  drinking song she 
  has never heard 
  before. 
  Meg
  76
  Roscoe "The 
  Reveler" 
  Whitethorn 
  Lightfoot 
  Halfling
  Rogue Folk 
  Hero
  CG
  Appearance:   
  Day: Middle aged leather craftsman Night: Mime in leather armor
  Personality: Overly enthusiastic leather merchant during the day. Deranged insult 
  comedian at night.
  Backstory: Roscoe dressed as a mime to ask his beloved (Lydia Leygallows) to marry 
  him only to see her get trampled by local gang members on horseback as they were 
  evading local militiamen. Roscoe has been a deranged vigilante ever since.
  Quirks: Loves making leather items from hides of monsters. 
  Will offer good aligned parties his services 
  (spying, create distractions, lock picking, etc) 
  If party is evil aligned he will create 
  elaborate pranks to humiliate them in public. 
  (dumping sewage on peoples heads from 
  nearby rooftops is his favorite move). 
  Boots of Striding and 
  Springing, Leather 
  working kit, Thieves 
  tools, Leather Armor
  Could use Master 
  Thief from Volos 
  Guide pg #216 but 
  adjust for halfling 
  (size small etc.)
  Kevin Luckham
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  77
  Mynos 
  Half-Drow
  Scribe
  TN
  "Appearance: Close cropped yellow hair, dark brown eyes and grey skin, Mynos 
  dresses in heavy robes and scarves in an attempt to downplay his appearance. 
  Personality: Withdrawn and studious, Mynos is slow to trust but ready to aid anyone 
  who has established themselves as a friend to him.
  Backstory: Mynos's father, Czritt, fled to the underdark with him years ago and Mynos 
  has never returned. He has studied as much as is known by the surface folk of the Drow 
  and their ways, borne from some morbid curiosity of a place he can never go to and is 
  equally fascinated and appalled by.
  Quirks: Fights only as a last recourse, with a pair of daggers that he keeps concealed in 
  his robes - Mynos will always try to talk his way out of trouble."
  Will offer money or information in exchange 
  for any artifacts/information of the drow.
  One pair of daggers, 
  quills, ink, 
  parchment, and a 
  carved stone his 
  father gave him 
  before leaving him 
  and returning to the 
  underdark.
  RJ
  78
  Chihiro 
  Ealfolkh
  Half Elf
  Tarot Mage 
  (Profession: 
  Tarot Reader)
  CN
  Appearance:   Long dark hair with very sharp features and slightly pointed ears. Often 
  dresses like Esmeralda from the Hunchback of Notre Dame? (Long skirts, peasant 
  blouses, wears a little leather so she has some armour). 
  Personality: Very charming and charismatic, a business person. She's about her own 
  gain, either financially or magically. She is an avid collector of magic items, especially 
  items used to trap or hold other magical things. Intensely outgoing and somewhat 
  pushy. Not the biggest fan of men (see backstory).
  Backstory: Abandoned as a child and raised in a brothel with other women, she never 
  really had the best or most healthy interaction with men leading up to her not being their 
  biggest fans. Was taught Tarot by a prostitute and made enough money on the side to 
  buy herself. Now works as a travelling psychic that can also fight.
  Quirks: Not the biggest fan of men, does sometimes use her battle cards for tarot 
  readings which can be potentially dangerous. wOOPS.
  Is looking for a potentially mythical 
  potentially cursed Tarot card/deck and will 
  pay good money for those who find it. She is 
  also willing to put her abilities to use (i.e. 
  detecting magic, etc) in exchange for 
  tracking down various magical equipment to 
  add to her collection. Particularly though, 
  she is in hunt for a card that is rumoured to 
  have a monster (potentially an evil god) 
  sealed inside.
  Unknown
  79
  Panther Stone
  Human
  Charlatan
  Fighter
  TN
  Appearance: Young (28)stoic looking. real lady killer. Long Black Hair and tan. 
    
  Personality: loyal to the group as it benefits Panther. Fairly self centered and always 
  looking to fill his own pockets. 
  Backstory: Only child and son of an abusive alcoholic mother. She died recently and 
  Panther received her very few belongings. Within those items was a photo of an 
  adventurer Panther believes is his father. Panther decides to quest to find his father and 
  push away his life of charlantry. 
  Quirks: Doesn't care much for puns and loves his weapon he took from a Goblin Gurk. 
  The weapon is named Gurk’s Morning Star and is bonded to Panther
  “Have you seen this man?” If you can 
  identify the man in Panther’s photo of his 
  “father” and bring Panther to him he will 
  award you Gurk’s Morning Star and his lucky 
  stone. (However the Morning Star is bonded 
  to Panther so once Panther believers he is 
  out of range he will teleport back into his 
  hand)
  Gurk’s Morning Star 
  (1d10+7),   Dodging 
  Amulet (2x Dex 
  Saving Throws), 
  Lucky Stone (+1 on 
  Ability Checks), 
  Disguise Signet ring 
  (magically disguises 
  Panther usually as a 
  guard or a common 
  person)
  STR: 15 DEX: 16 
  CON: 13 INT: 15 
  WIS:12 CHR:15 
  HP:44 AC:16
  @jchadwick   Let 
  me know if you 
  use him! I'd love to 
  hear about it.
  80
  Naomi 
  Mightstander
  Half-Orc
  Fighter 12
  LG
  Appearance:  Naomi stands about 6"7', with grayish blue skin and more than her share 
  of muscles. She's very attractive for anyone that's into half-orcs. 
  Personality: Very independent and not really a people person. She's pragmatic, logical, 
  and very driven. She will die for her cause an is loyal to her organization to a fault.  
  Backstory: Has been trained as a fighter since a young age and is a master of the sword 
  now. She's the captain of the King's Guard and is known as one of the best swords in 
  the land (Think Brienne from Game of Thrones)
  Quirks: She has lived a fairly solitary life, so she may not realize normal social cues or 
  behaviors. She's very strict about making a plan before running into a fight or a 
  dungeon, and sticking to that plan. She's a brilliant tactician.
  There's an old abandoned monastery up 
  north where a few of citizens she's sworn to 
  protect have gone missing. It's full of 
  magical traps and spirits and is totally out of 
  her wheelhouse, but if the party escorts her 
  through it to discover what's happening she 
  may be able to make it through.
  A greatsword, or any 
  oversized sword 
  (claymore is fine too, 
  whatever fits the 
  theme). Blue and 
  black soldier's garb. 
  A good amount of 
  money. Likely 
  wouldn't be carrying 
  any magical items. 
  u/japasthebass
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  81
  Frightening' 
  Joe (Real 
  Name: 
  Yurtwag)
  Bullywug 
  (Frogfolk)
  Fisherman, 
  Merchant
  NG
  Appearance:   Stands about 3 feet tall, wearing simple brown and blue robes and a wide 
  Asian rice hat. Grayish skin with a long white beard that almost goes to his knees. He is 
  very elderly.
  Personality: Very polite and helpful. Has a whimsical folksy wisdom to him, very good 
  with survival skills. 
  Backstory: Grew up in the bayou but traveled far outside the marshes, unlike most of his 
  brethren. When he was younger he met a woman in another far away city, and they had 
  many happy years adventuring. She was unexpectedly killed, and he returned home to 
  try and enjoy the rest of his life without putting those he loves in danger. He can't 
  remember why people call him Frightenin' Joe, but will go by his real name if anyone 
  prefers.
  Quirks: Has a deep Louisiana bayou accent, very quippy. If you can think of ways for 
  him to roast your players in an old man kind of a way, he'll do it in a heartbeat, but it's all 
  in good fun.
  There's something in the swamp that's 
  knocking over trade boats as they come 
  down the river. There's a reward out for the 
  capture of it, and the PCs can borrow his 
  boat and buy fishing equipment from him, as 
  he's too old to go out and do anything so 
  lively. 
  Owns very little 
  except his fishing 
  material. Wouldn't be 
  carrying anything of 
  value on him except 
  a simple silver 
  bracelet.
  u/japasthebass
  82
  Danvol 
  Greymoon
  Feral Tiefling
  Swashbuckler 
  6, Fiend 
  Warlock (blade) 
  3 
  CG
  Appearance:   Light skinned, long black hair, small horns that can get lost in his hair, 
  and a tail that hides as a belt. 
  Personality: Hides what he is with thaumaturgy, baggy pants, and messy hair. His wit is 
  as quick and as sharp as his rapier.
  Backstory: Leaving his Elven mother was hard, but setting sail to find his father's' 
  adventuring party is harder. He spent his whole life hiding from bigots, and now he must 
  see the world to reunite his family. 
  Quirks: If there's a plan, he'll forget it. If he doesn't forget it, he'll ignore it. 
  Rumors of magical portals to a lost land give 
  him hope of finding his father, but the 
  nearest one is guarded. Can the party help? 
  Dual rapiers, studded 
  leather armor, short 
  bow & arrows, pair of 
  daggers, and a vial of 
  blood belonging to 
  his patron/the devil 
  whose blood runs in 
  his veins. 
  u/KrayVin
  83
  Tony 
  Human
  Tavern Owner
  NG              
  (You forgot 
  to add NG 
  and NE to 
  the top)
  Appearance: Tall, skinny, eccentric brown hair   
  Personality: Very kind, loves to help people
  Backstory: Inherited the tavern called the Stinky Boot from his cousin, who was 
  assassinated for no apparent reason. Unable to track the killer himself, he instead 
  decided to make the most of his time with the tavern.
  Quirks: Has strange boots
  Find the man who killed my cousin, make 
  sure he sees justice, and bring me back his 
  boot!
  Tankard of Sobriety 
  (XGE), pouch of gold
  Commoner
  A person who 
  should be doing 
  more productive 
  things, but instead 
  fills out a bio for a 
  fictional person
  84
  Gred Derny
  Human
  Fighter
  NG
  Appearance:   Gred is extremely ugly with CHR6. He wears leather armour, great 
  sword, and a longbow
  Personality: Honest and reliable
  Backstory: He comes from a leading crime family and is intent on clearing his name 
  after he was framed for horse stealing. He spent some time in jail and then the army
  Quirks: In combat he is forever worried about getting his face damaged, and cries out 
  "watch the face" whenever a spell goes off, especially magical fire and acid.
  He is looking for information which will clear 
  him of horse stealing so he could be after 
  the real thieves or trying to achieve heroic 
  success so he can stand tall again despite 
  his last name
  He thinks gold will 
  make him look better 
  so is keen to pick up 
  golden rings and 
  other adornments if 
  possible.
  STR18, DEX17, 
  CON 16
  IQ10, WIS12, 
  CHR6
  Hps31
  3rd level fighter-
  champion
  Rob McD
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  85
  Vliag
  Cloud Giant
  Wizard
  NG
  Appearance:   Tall and gangly, 60 ft tall, white wispy hair and a short beard. 
  Personality: Aloof and eccentric, a little bit mad, LOVES small folk (especially "other" 
  wizards), wants to be a wizard but isn't one. He dresses like one, but in a REALLY tacky 
  way. Fantasia robes and hat kind of thing. 
  Backstory: Cloud giant who is intrigued by small folk, unlike his Cloud giant brethren. He 
  exiled himself from the giant ordning and now travels the world writing entries in his 
  journals which he has thousands of volumes of in his Giant Bag of Holding. 
  Quirks: He is a little bit mad, not outright but there is the shine in his eyes. He sits cross 
  legged when he speaks to small folk, and leans forward elbows on knees whenever 
  they talk. Like a child listening to a story book.
  He  wants you to regail him with your most 
  exciting adventure so far, which he will 
  record in his journals. If you can show him 
  magic, he will clap happily and praise how 
  amazing of a wizard you are (even if you're 
  not a wizard). 
  Giant Bag of Holding 
  this bag of holding is 
  much too large for a 
  regular person to 
  carry, and it is filled 
  with all of his books. 
  It is 10 times larger 
  and has 10 times the 
  capacity of a regular 
  Bag of Holding.
  Str:27 Dex:10 Con:
  22 Int:19 Wis:16 
  Chr: 16  HP:200 
  AC:14
  Kyriose
  86
  Vloptima 
  (Vloppy) 
  Humpledumpl
  e 
  Forest Gnome
  Celestial 
  Warlock (level 
  3 Pact of the 
  Tome)
  CN
  Appearance:   2 foot tall buxom Gnome roughly 35 lbs Heavy set. White hair, one 
  orange eye, no shadow.
  Personality: Exaggerates a lot. Very headstrong. Insists on whatever she wants as 
  "serving the great Lord of Fire" (Kossuth if Forgotten Realms).
  Backstory: A middle child in a family of Gnomes Vloppy dreamed of the Great Pillar of 
  Flame. She was overcome with awe at the power and after her dream was met with a 
  strange contract to be granted the power of the Great Lord at the cost of her shadow 
  and a command to "stand ready for the day of fire".
  Quirks: Frequently casts Light cantrip on her own armor or weapons to make them grow 
  orange "with the power of the Firelord". Has a snow white owl familiar that she insists is 
  an "Ash Owl" (It's just an owl). Has a twin brother name Umple who is a pacifist by 
  nature, she is usually able to convince him to join her shenanigans. Has 3 other 
  brothers, two older and one younger. Qualen (Qual), Dabbledob (Dob) and Crampernap 
  (Nappy/Napster) They are a fighter, a barbarian and a bard.
  Her brother's have been captured during 
  their annual "family reunion" adventure in a 
  necromancers fortress and she is seeking 
  adventurer's to help her rescue them. She 
  offers to split the necromancer's treasure 
  hoard with the adventurers which she saw 
  with her own eyes and is could exceed 
  100,000 gold coins (exaggeration).
  Rod of the Pact 
  Keeper +1, Small 
  gem with a fire 
  burning inside it, 
  White leather armor 
  (gnome sized)
  Str:10 Dex:15 Con:
  16 Int:12 Wis:10 
  Chr: 16  HP:27 AC:
  13
  Wigginns
  87
  Buldric Ulfgar
  (Mountain) 
  Dwarf
  Smith (level 20 
  forge domain 
  Cleric) 
  CG
  Appearance:   Buldric has a bald head and a long plaited ginger beard, covered in soot 
  and looks mighty scruffy, quite a venerable looking man
  Personality: Super helpful, very friendly, takes his craft as a blacksmith very seriously 
  and won't take criticism at all
  Backstory: Buldric was born into a dwarven kingdom where his entire family as long as 
  it's been recorded have worked as blacksmiths to the King, after earning a wish, ended 
  up being whisked off to the city of brass (efreet homeland) where he honed his craft as 
  a slave to the sultan himself, eventually earning his freedom for his high quality work 
  made his way back to the material plane where he travels far and wide, trying to 
  discover new way to ply his craft and improve often being sought out by rich folk looking 
  for fine weaponry and armour
  Quirks: distrusts magic uses immensely, quite reserved talks very fast and in a thick 
  West Country accent (England) 
  Spent 100s of year in the city of brass in 
  direct employ of the sultan, learning some 
  interesting and intimate secrets of the genie, 
  where certain treasures are held and bears 
  a slight grudge, will provide weaponry, and 
  armour of exceptional quality, if the PC's 
  suggest they will travel to the genie's home 
  world and retrieve his family anvil, will 
  provide them with the most powerful magic 
  armour he can craft on return
  50 brass pieces ( 
  currency in the city of 
  brass), 500 gold 
  pieces, +1 
  warhammer, rope, 
  bag of holding filled 
  with smithing 
  equipment and 
  various metals 
  including 50lbs of 
  adamantine 
  Str:25 Dex:12 Con:
  20 Int:15 Wis:15 
  Chr: 12  HP:266 
  AC:22
  Dan clark
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  88
  Abraham the 
  Court Mage
  Human
  Wizard/ 
  Alchemist/ 
  Artificer
  LN
  Appearance:   Abraham wears long blue robes that are covered in arcane symbols. 
  Over this she wears heavy dragon hide gloves and boots to protect her extremities 
  when making volatile potions. She has many pouches and trinkets attached to her belt 
  and wears an equal amount of necklaces covered in holy symbols to ward off demons. 
  Her face is usually split with a grin despite being covered in scars and acid burns from 
  her experiments. Her hair is usually covered within her robes hood but when revealed is 
  a deep cerulean blue.
  Personality: She is an easy to approach person and usually give those she comes 
  across the benefit of the doubt. Quick to laugh and slow to anger, once you have her 
  trust you will never lose it but if you cross her there's no going back.
  Backstory: Having studied at the Mages college she quickly graduated to full magus 
  based on her skill alone. Deciding to stay on and study rather than taking on a life of 
  adventure she has studied alchemy and other creation magics and is now second to 
  none. Quickly having aspirations to become an archmage at the college she was 
  passed over in favour of another mage because of internal politics. Seeking 
  advancement she too position with the local Duke becoming his court mage and now 
  pursues her own goals and provides him with magical services.
  Quirks: She has a quirk of judging those she is about to trust based on their hands, 
  those with rough worked hands she trusts much more, those with soft hands she still 
  trusts but may have reservations about.
  She needs some more ingredients for her 
  next potion, particularly an antidote to cure 
  an affliction affecting the local settlement. 
  She needs gelatinous cube essence in order 
  to replicate the antidote and she has tracked 
  on to a local dungeon. She will pay good 
  coin for the party to enter and gather her 
  some cube. Little do they know that the 
  dungeon is home to 'The Mother Cube' a 
  gigantic gelatinous cube that will look after 
  all the other cubes in the dungeon. If they 
  bring essence of the defeated mother cube 
  she will reward them extra.
  Staff of Fire, Eyes of 
  Minute Seeing, 2 
  health potions, 
  Scholars Pack, 
  Riding Horse and 10 
  days of feed
  Archmage
  OPTTWoodrow
  89
  Tim Gade
  Human
  Drug Dealer or 
  some dark Bard 
  CN/CE
  Appearance: he just looks the sleaziest   
  Personality: Tim is an industrious and somewhat nefarious drug dealer, having gotten 
  entire towns as loyally addicted customers. He has so many people who are after his life 
  that anything a PC could think of would probably be a blessing. Suave and nonchalant 
  in the face of death, he's just looking for something interesting
  Backstory: His past is a mystery. He just appeared one day under the employment of a 
  local crime lord. and then another, and another. His life is a series of being the middle 
  tier lackey, and being hunted by his last boss.
  Quirks: Unconcerned with death threats, incredibly bored but jovially tries to make the 
  most of things. The friendliest most horrible person you'll ever meet. He is a token CE 
  best friend to everyone he isn't actively taking advantage of
  He probably works for the villain, or the 
  villains enemy (also a villain). Could be a 
  solid lead if the PC's turn a blind eye, or if 
  they're willing to trade something not 
  necessarily expensive or powerful, but 
  interesting.
  Sword
  Hard Drugs
  Great Tobacco & 
  Pipe
  Doll (Stolen from a 
  dying girl)
  Rope
  Components for a 
  sleep/paralysis spell
  something mildly 
  challenging for the 
  PC's but not too 
  hard. Easy-to-
  moderate 
  encounter
  Zack John P 
  Penner 
  Crimson Cutlery
  90
  Marko
  Half Orc
  Barbarian
  Criminal
  CN
  Appearance:   Marko is a 6 ft tall, green skinned, red eyes, red hair,muscular body with 
  bulging veins,with Bear Tattoo in his back Half Orc. He wears a brown bear cloak and 
  Bear Headdress and Tribal pants. Also has a magical wooden shield that talks name 
  Jack
  Personality: Has a chaotic nature like to do things without thinking of the consequences. 
  Will head to battle ready to tear the enemy limb from limb metaphorically and literally. 
  Loves to drink and tussle at bars. 
  Backstory: Marko is looking for the orc that killed his parents. His dad was a Orc Warrior 
  and his mom was a Drow Ranger. Before he started looking for his parent killer he was 
  the strong arms of one of criminal organization known as the Black Fang that deals with 
  smuggled goods. He also became part of a group of anarchist by accident.  
  Quirks: Will try to sell Bone Powder, Mummy Powder, Glitter Powder as a stimulus for 
  male.
  Adventure will meet him at a bar in which he 
  will try to sell them the powder to the guys. 
  Whether they buy it or not Marko will ask if 
  they looking for a job. The job is delivering a 
  certain package to a nobles home and he 
  will give them 50 gp. The package is actually 
  a book of the dead that the noble man 
  requested from the black  fang to smuggle in 
  town. If they complete this task Marko will 
  ask again if they want to do another job for 
  him he need some people to help him with a 
  delivery for another noble man in the next 
  town if they are willing he will offer the 
  adventures 100 gp. Package is a wooden 
  box that is sealed with strong magic that 
  cannot be unlocked without the proper 
  keyword. Marko knows that the package is 
  actually quite dangerous to handle alone 
  and is actually quite illegal it is bottle of 
  blood from high elves. The one that wants 
  the package is group of noble vampire.
  Maul
  Magical Wooden 
  Shield(Jack) fairly 
  annoying shield
  1000GP
  Bear cloak and 
  headress
  Assorted Powder
  HP: 100
  AC: 19
  Str: 20
  Dex: 18
  Con: 16
  Int: 11
  Wis:14
  Cha: 17
  Profecient in 
  Athletic, Stealth, 
  Survival, Deception 
  and Intimidation
  He can wield the 
  maul with onehand
  Mark
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  91
  Thorin 
  Frostbeard
  Hill Dwarf
  Druid
  Shepard
  CG
  Appearance: Short, long beard, typical dwarf stuff with mud around the edges
  Personality: socially awkward, spends more time with animals than with people.
  Backstory: Thorin discovered his Druid abilities when his small village and goat farm 
  were raided a band of orcs. Everyone and everything was destroyed; Thorin barely 
  made it out with his life, and only made it out because in all of the excitement he 
  accidently transformed into a goat.                                          
  Quirks: Thorin has tried to rebuild his former life, while also joining the emerald enclave 
  and helping them destroy anything that goes against the laws of nature. He has started 
  to rebuild his goat farm, and takes 3 goats with him at all times (Mince, Peach, and 
  Banofee). the goats warn him if there is any danger, one will jump on him, one will 
  scream, and one will faint. they may also jump, scream and faint at other times also. he 
  refuses to go anywhere without them
  Thorin will support any effort to rid the world 
  of threats to the natural world.
  Peach the Jumping 
  Goat, Banofee the 
  Screaming Goat, and 
  Mince the Fainting 
  Goat are with him at 
  all times. Staff of the 
  Woodlands OR 
  Figurine of Wondrous 
  Power: Ivory Goat
  email: 
  mellceee@aol.com
  92
  Trol 
  Oakenbeard
  Dwarf
  King
  CG
  Appearance: Short, stocky, with a greying but luxurious red beard. Bedecked in ornate 
  but functionally combat ready armor. His axe always by his side.
  Personality: Trol is a lover of bad jokes, good ale, and loose women. However he is 
  always willing to put his vices aside for the sake of his people.
  Backstory: The heir to the Dwarven city of Orestrehlak, Trol adventured for 30 years to 
  prove himself worthy of the throne. He helped save the world from a fearsome Beholder, 
  which he then had stuffed and hung in his throne room.
  Quirks: Trol loves a food practical joke. He currently has the stuffed Beholder rigged to 
  pulleys so that when visiting dignitaries come to his throne room it swoops down over 
  them.
  Trol is the king of a large Dwarven City. The 
  City is home to a large mine that goes deep 
  within the mountain. So probably some issue 
  within the mine would likely. Or perhaps 
  some thief stole his beloved Beholder 
  Trophy and he wants the party to get it back.
  Magic Gold/Mithril 
  Plate Armor. A +3 
  Dwarven Urgosh of 
  Flame. A Flask of 
  ever flowing Dwarven 
  Ale.
  He would be 
  roughly a level 15 
  Dwarven Fighter.
  @your_host_mr_s
  ean
  93
  Binbly Nickel 
  Penny 
  Grimbroodle 
  Bignoodle 
  Wigglesforth 
  Mattersmore 
  Motionocean 
  Tinkertanker 
  Blisterblaster 
  DePlumbe
  Forest Gnome Wizard, Artificer
  NG
  Appearance:   Standing at a whopping 3'2" he is the tallest gnome in his family. his hair 
  is "as black as death" according to his grandfather, who is the one who gave him the 
  name Grimbroodle. Darker tan skin with deep Brown eyes.
  Personality:while always looking for new friends he is also a very cautious fellow who 
  must be prove that he can trust you. in his life he has been burnt by double dealers and 
  swindler to much. 
  Backstory: coming from a house of gnomes that were never of importance it was an 
  easy decision to head out into the world, the other option was to stay and watch the 
  gardens all day to keep the briar hares out. Soon after he found a travelling wizard who 
  showed him a few spells and he was hooked.
  Quirks: Spending time researching always has its downside, mostly that it's boring. so 
  when not reading his tomes he looks for all the excitement he can get.
  He is constantly in search for any story or 
  clue pertaining to a certain artifact
  books books and 
  more books. he also 
  has an amulet that 
  his mother gave him 
  to remember home 
  by.
  Have fun with this 
  part
  Email: 
  Billjbillings1@gmai
  l.com
  94
  Duragin The 
  Grim
  Human
  Paladin
  LG
  Appearance:   Long black hair, Wears Full Plate, A mace is attached where his left hand 
  used to be.
  Personality: Never smiles, Selfless, Always ready to make the ultimate sacrifice for the 
  greater good
  Backstory: Almost from the time he first embarked on his adventures, he seemed 
  cursed. His god, Tyr, was duped into thinking he'd broken his vows. His "friend" 
  assassinated him. He was trapped in hell.
  Quirks: Durigan often talks to his horse and his sword, who both reply in Common. 
  An aging high level paladin with an 
  intelligent sword and horse, He seeks 
  someone to leave his holy relics to. He 
  seeks out younger paladins of Tyr and sets 
  them on quests to prove themselves.
  Intelligent 
  Longsword, Magical 
  Full Plate, Mace 
  (attached to the 
  stump of his wrist) 
  His horse has a 14 
  Int.
  Unknown
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  95
  Cookie
  Human
  Merchant, 
  Cook, Caravan 
  Leader
  N or LE 
  depending 
  on your 
  campaign
  Appearance: Long beard, Long hair, pudgy and bearish.  Kind of a frontier hippie. 
  Personality: Jovial and rambling, he's happy to help a couple of lost travelers out. 
  Backstory: He's been trading on the South Road for (insert rambling story here). 
  Quirks: Cookie's got more than a few quirks.  He's flatulent, has a reedy voice, and 
  loves cooking bacon almost as much as he likes smoking his pipe.  He's sure he can 
  find you work; so just jump on in the back of the wagon...
  You meet Cookie out on the rolling steppe; 
  he and his party are on their way back to 
  Fallowheath for the harvest festival from 
  trading in the south.  You've never heard of 
  the town, but you're on the run and a festival 
  seems like a good place to disappear in.
  Pots, pans, merchant 
  goods, knives, pipe, 
  hand-axes.
  Bandit Leader or 
  other appropriate 
  stat from MM
  Dom
  96
  Captain Jean-
  Eric Louvier
  Human
  Rogue
  LN
  Appearance: Jean Eric is an older man with grey hair and beard and wears a captains 
  hat and casual clothes. 
  Personality: Jean-Eric speaks with a thick french accent and is very blunt and sarcastic.
   
  Backstory: Jean-Eric is a Marine Biologist who researches and documents sea 
  creatures, he lost a son, Matthais and gets sad when he is brought up.
  The Party comes across a tiny Island and 
  Jean-Eric greets them to his home, Nine-ball 
  island, there's four guys who live here, and 
  one guy who had a major accident, we call 
  him the Cyclops. He will then offer gold in 
  exchange for helping on research 
  expeditions. This may help the party find an 
  underwater item they are searching for or a 
  dangerous creature
  Hand Crossbow, 
  Amputation knife, 
  Chain(10 ft), Diving 
  Suit, Tinted 
  Eyeglasses, 100gp
  AC:11 HP:110
  Unknown
  97
  Jarras Quinn
  Human 
  Fighter
  CN
  Appearance:  Young, Mid to late teens, brown hair and eyes, just shy of six feet.  Lean, 
  toned from years of training and fighting 
  Personality: Resigned to his place in life.  Accepted his ways.  Personable, even kind 
  when not doing his bloody duties
  Backstory: Recruited at a young age by an evil mercenary group.  They promise his 
  family will never go hungry, so he agrees to sign up, tired of hearing his mom and sister 
  cry in hunger.  Knowing his younger sister may die the next bad crop if they don't get 
  food (though he doesn't know the troop poisoned the food they left for the family).  He 
  believes that they continue to send food, and thus he remains and has taken to their 
  ways of torture, rape, pillaging.
  Quirks:  A bit Naive, has a scar across his right cheek.  Can't read
  He wonders how his family is doing, though 
  he dare not return himself, unable to face 
  them after all the vile things he has done.  
  Seek the family out, bring them a sack of 
  gold (50GP or so) and report back to him 
  how they are doing.
  Black Breastplate, 
  fine Longsword, 
  Crossbow, Carved 
  wooden horse 
  (childhood toy), 75gp
  Bill
  98
  Jun 
  (Pronounced 
  with an accent 
  on the J)
  Human
  Fighter
  LG
  Appearance: Messy Blonde hair, blue eyes, about 5 feet tall with an athletic but lanky 
  build. 
  Personality: Jun is a bit lazy but willing to help as much as he can. Always has an 
  upbeat attitude, kind of comes off as a bit of a dork.
  The Party stumbles onto the aspiring 
  youngster trying to become a knight like his 
  father, and prove to is family that he is not a 
  good for nothing failure. He seems to have 
  lost his sword which is a family Heirloom 
  which he has lost in a dungeon nearby.
  Unknown
  99
  Adelaide 
  Roundbottom
  Half-Elf
  Prostitute
  TN
  Appearance: Adelaide Rowntree is a 23 years old female half-elf prostitute. She has 
  long, curled, black hair and brown eyes. She has soft, sunburned, pink skin. She stands 
  162 cm (5'3") tall and has a lean build. She has a round, slightly unremarkable face. 
  She is easily out of breath. 
  Personality: She doesn't worship any god. She often spies on other people including the 
  current party. She is overly friendly to her patrons and charming.  She will use her high 
  Charisma to charm the party to drink and or use her services.
  Backstory: Sold as a small child to a brothel owner, Adelaide was an assistant, and all 
  too frequently test subject. She eventually earned her freedom when her former master 
  disappeared. Since her mother passed away years ago, her father had doted on her, 
  and she came to think her herself as special and better than other people in town. A 
  notion that was reinforced by her attractiveness, a trait in which she easily excels the 
  other women of her town. She was always very intelligent and works for a secret society 
  of freemasons in the town.
  Quirks: She has a pet rabbit companion named Stitch.
  Adelaide works for a secret society of 
  freemasons in town. Being in her line of 
  work she obtains secret information and 
  reports back to them on everything. 
  Depending on what secrets she gets from 
  your party, you may have good encounters 
  immediately after or bad ones depending on 
  what the DM feels the freemasons are 
  about. 
  She has Love Letters from the local lord who 
  is having a secret affair. He is known for 
  being a cruel person to both his family and 
  the town itself. These could be used against 
  him in various ways. Blackmail for the 
  Roguish party or having him step down as 
  lord for the Lawful party.
  Pet Rabbit (Stitch)
  50 Silver
  Dagger
  Love letters (see plot 
  hook)
  CHA: 20
  Proficient in 
  Persuasion and 
  Performance +8
  All other stats can 
  be up to the DM.
  Aurican's Lair
  
  The Great Big Random D100 Of Interesting NPCs (D&D5e)
  Number 
  Rolled
  Name
  Race
  Profession
  Alignment
  Description: Appearance, Personality traits, Background description, Quirks
  Side Quest or Plot Hook
  Carried Items
  Stats (Optional)
  Submitted By
  100
  Mike 
  Wizowsky
  Green One 
  Eyed Monster
  Professional 
  Clown (A Bard, 
  potentially)
  CG
  Appearance: He wears no clothes, except maybe a blue hat sometimes. He has one 
  eyeball square in the middle of his face. Being about three feet tall, really scrawny, and 
  mostly just a head, he does have two little horns to make him seem a bit cool. 
  Personality: A jokester. Complete funny guy. Often late to things, but tries his best once 
  he gets to the destination. He's a great supporter and can really cheer you up in a time 
  of need.
  Backstory: He once  worked at a company where the objective was to scare people, to 
  harness magic out of a frightened soul. After having his boss arrested through great 
  work and assistance from his good friend, Mike Sullivan, he now runs that very same 
  company. He has changed the policies so that the magic comes not from fear, but from 
  laughter and joy instead.
  Quirks: Able to do really good interpretations and voice impressions. Fantastic at 
  improv.
  The party may stumble across a big building 
  during the campaign titled Laughter Inc., a 
  comedy club which collects finances through 
  simply putting on great comedy shows. The 
  party might be asked by Mike to bring in a 
  big crowd of people for the nights show, and 
  they could get paid well.  DM Note. Pay the 
  party 1 GP per person they get into the show 
  before the show begins.
  Crystal of Pure 
  Laughter, a few Bard 
  instruments.
  Some loser that 
  really needs to 
  finish his university 
  papers (Caleb 
  Broeker)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Auricans Lair/The Great Big Random d100 Table of Interesting NPCs.pdf