NPCs

These generic stat blocks are arranged by type. They are all 5d6 stat blocks with a default race assumption of Human. They can be easily flavored, or be customized.

Artillery

Medium sentient humanoid (5d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)MAG 6 (3d6)
MELEE DEFENCE 10RANGED DEFENCE 20MENTAL DEFENCE 15VITAL DEFENCE 10
HEALTH 15SOAK 3 ; VULN noneIMMUNE none
INITIATIVE 4d6PERCEPTION 5d6 SPEED 3; CLIMB 2; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜  Melee Attack 3d6 (2d6+2 damage)🅡 Ranged Attack 5d6 (3d6 damage; range 12)🅞 Mental Attack 3d6 (2d6+3 damage)
Skills combat 1 (1d6), perception 3 (2d6), tactics/reactions 1 (1d6), magical skill 3 (2d6)

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Burst 3. Attack all within area (make one attack roll) centered on a point within 12 squares. Wizard’s fireball or soldier with a grenade launcher. 
Cone 3. A breath weapon, spell, flamethrower, or heavy automatic weapon.

Brute

Medium sentient humanoid (5d6)
STR 6 (3d6) AGI 3 (2d6) END 6 (3d6)INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 20RANGED DEFENCE 10MENTAL DEFENCE 10VITAL DEFENCE 20
HEALTH 50SOAK 10 ; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 2.5d6 SPEED 3; CLIMB 2; JUMP 6'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Melee Attack 5d6 (3d6+3 damage)🅡 Ranged Attack 4d6 (2d6 damage; range 8)🅞 Mental Attack 3d6 (2d6+3 damage)
Skills hardy 28 (7d6), combat 3 (2d6), perception 1 (1d6), tactics/reactions 1 (1d6), magical skill 6 (3d6)

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Mighty Blow. Make one attack roll and do damage for two attacks (6d6+6) in one attack, using two actions. This means SOAK only applies once.
Charge. Move SPEED 3 and make an attack with one action.

Expert

Medium sentient humanoid (5d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)MAG 6 (3d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 10
HEALTH 15SOAK 3 ; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 4d6 SPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Melee Attack 3d6 (2d6+2 damage)🅡 Ranged Attack 3d6 (2d6 damage; range 8)🅞 Mental Attack 4d6 (2d6+3 damage)
Skills combat 1 (1d6), perception 1 (1d6), expert skill 3 (2d6), magical skill 3 (2d6)

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Analyze. For one round remove one enemy’s SOAK.
Healing. Heal allies with an action by 2d6 HEALTH. Each can only benefit once.

Ninja

Medium sentient humanoid (5d6)
STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 20RANGED DEFENCE 15MENTAL DEFENCE 10VITAL DEFENCE 15
HEALTH 30SOAK 5 ; VULN noneIMMUNE none
INITIATIVE 5d6PERCEPTION 4d6 SPEED 5; CLIMB 3; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Melee Attack 5d6 (3d6+3 damage)🅡 Ranged Attack 3d6 (2d6 damage; range 8)🅞 Mental Attack 3d6 (2d6+3 damage)
Skills hardy 3 (2d6), combat 3 (2d6), perception 1 (1d6), movement 3 (2d6), tactics/reactions 3 (2d6), stealth 3 (2d6)magical skill 6 (3d6)

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Third attack. If the creature makes two melee attacks, it gets a third attack for free.
Achilles Heel. Bypass SOAK once per foe.
Stealthy. Make 5d6 stealth checks to remain effectively invisible.
Poison. Attacks inflict Poisoned or Sick conditions.

Skirmisher

Medium sentient humanoid (5d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 10RANGED DEFENCE 20MENTAL DEFENCE 15VITAL DEFENCE 15
HEALTH 15SOAK 3 ; VULN noneIMMUNE none
INITIATIVE 4d6PERCEPTION 5d6 SPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Melee Attack 3d6 (2d6+2 damage)🅡 Ranged Attack 5d6 (3d6 damage; range 12)🅞 Mental Attack 3d6 (2d6+2 damage)
Skills combat 1 (1d6), perception 3 (2d6), movement 6 (3d6), tactics/reactions 1 (1d6), magical skill 6 (3d6)

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Dive For Cover. On a missed attack, use a reaction to move SPEED 5 and either get prone or behind cover.
Backpedal. When someone attempts a melee attack, use a reaction to step back 5’ and take a shot.
Panicked Unload. Fire two shots at a target and if both hit, gain a third shot.

Supporter

Medium sentient humanoid (5d6)
STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)MAG 6 (3d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 15
HEALTH 30SOAK 5 ; VULN noneIMMUNE none
INITIATIVE 4d6PERCEPTION 4d6 SPEED 5; CLIMB 3; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Melee Attack 4d6 (2d6+3 damage)🅡 Ranged Attack 4d6 (2d6 damage; range 8)🅞 Mental Attack 4d6 (2d6+3 damage)
Skills hardy 3 (2d6), combat 1 (1d6), perception 1 (1d6), tactics/reactions 1 (1d6), magical skill 3 (2d6)

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Healing. Heal allies with an action by 2d6 HEALTH. Each can only benefit once.
Leadership. Donate LUC (3d6) dice to allies; must declare before dice are rolled.
Designate Target. Choose one target. That target may not benefit from cover until another target is selected. Wizard illuminates target or commander uses tactical battlefield targeting drone.
Battlefield Control. Create difficult terrain or darkness in a Burst 3. Icemage creates icy patch, engineer throws caltrops.
Summon. Summon/create/activate 1d6 mooks. Necromancer summoning skeletons or engineer activating security droids.
Give Orders. All allies within 30' get an immediate bonus action.

Trickster

Medium sentient humanoid (5d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)MAG 10 (4d6)
MELEE DEFENCE 10RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 10
HEALTH 15SOAK 3 ; VULN noneIMMUNE none
INITIATIVE 5d6PERCEPTION 5d6 SPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Melee Attack 3d6 (2d6+2 damage)🅡 Ranged Attack 4d6 (2d6 damage; range 8)🅞 Mental Attack 5d6 (3d6+3 damage)
Skills combat 1 (1d6), perception 3 (2d6), movement 6 (3d6), tactics/reactions 3 (2d6), social skill 4 (2d6)magical skill 1 (1d6)

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Deceive. An illusion of self disguises the NPC’s true location.
Controller. A mental attack makes the target Charmed.
Taunt. A mental attack makes the target Angry.

Soldier

Medium sentient humanoid (5d6)
STR 6 (3d6) AGI 3 (2d6) END 6 (3d6)INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 15VITAL DEFENCE 15
HEALTH 35SOAK 7.5 ; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 3d6 SPEED 4; CLIMB 2; JUMP 6'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Melee Attack 4d6 (2d6+3 damage)🅡 Ranged Attack 4d6 (2d6 damage; range 8)🅞 Mental Attack 3d6 (2d6+3 damage)
Skills hardy 6 (3d6), combat 1 (1d6), perception 1 (1d6), tactics/reactions 1 (1d6), magical skill 10 (4d6)

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Charge. Move SPEED 4 and make an attack with one action.