Open Legend NPC Examples

Hey folks, I get alot of people asking about example creatures for Open Legend, so I’m going to dump some stat blocks for some of the creatures I’ve used in my games over the last few years.


Wolf (Level 1)

Attributes: Agility 3, Perception 4 (Adv 1), Will 2
Defenses: Toughness 13, Guard 15, Resolve 12
HP: 12
Speed: 30’
Favored Actions:

  • Ankle Bite - Agility (d20+d8 w/ Adv 1) vs. Guard triggers Knockdown on 1 damage or more

Feats: Superior Bane focus (Knockdown), Attack Specialization (Bite), Skill Specialization (Perception)
Strategy: Attack in groups, attempting to trip and then swarm enemies


Elven Skirmisher (Level 1)

Attributes: Agility 4, Fortitude 2, Perception 4, Will 2
Defenses: Toughness 13, Guard 17, Resolve 12
HP: 18
Speed: 40’
Favored Actions:

  • Hamstring Attack (Bane) - Agility (d20 + d10 w/ Adv 3) vs. Guard (triggers Slowed bane)
  • Shortbow Attack (Damaging) - Agility (d20 + d10 w/ Adv 1) vs. Guard (triggers Slowed Bane on 5 damage or more)

Feats: Bane Focus (Slowed), Attack Specialization (Shortbow), Fleet of Foot II
Strategy: Move + Attack every round, slowing enemies so that their speed is reduced and they can’t move fast enough to get within melee reach of the Skirmisher


The following are courtesy of @Deadeye :thumbsup:


Trooper (Level 2)

Attributes: Agility 5, Fortitude 3, Might 3, Perception 3, Presence 2
Defenses: Guard 15, Toughness 14, Resolve 14
HP: 16
Speed: 30’
Favored Actions:

  • Full Auto (Damaging, Ranged) - Agility (d20 + 2d6) vs. Guard (Ignores 2 levels of Disadvantage when Multi-targetting)

  • Rifle Bludgeon (Bane, Melee) - Agility (d20 + 2d6) vs Guard (Inflicts Knockdown Bane)

Feats: Evasive Footwork, Multi-Target Attack Specialization II (Ranged), Resilient.
Strategy: Move + Attack every round, keeping distance between self and foes, use Superior Action to gain advantage on multi-target attacks when ideal. Some Troopers may have additional ordenance at their disposal, most commonly Flashbang grenades (Blinded 5, Area [15’ Cube], Expendable) or others types at the GM’s discression.


Private Security Guard (Level 2)

Attributes: Might 5, Fortitude 3, Perception 3, Presence 3, Energy 4
Defenses: Guard 16, Toughness 15, Resolve 13
HP: 22
Speed: 30’
Favored Actions:

  • Tazer (Bane, Ranged) - Energy (d20 + 1d10) vs Toughness (inflicts Stunned bane)
  • Stun Baton (Damaging, Melee) - Energy (d20 + 1d10) vs Guard (inflicts Immobile on 1 damage or more)
  • Hustle (Damaging, Melee) - Might (d20 + 2d6) vs Guard (inflicts Immobile on 1 damage or more)
  • Night Shift (Bane, Melee) - Might (d20 + 2d6) vs Toughness (inflicts Incapacited bane)

Feats: Superior Bane Focus (Immobile), Potent Bane (Stunned), Potent Bane (Immobile).
Strategy: Prevent foes from escaping and stall for reinforcements with crowd control. Knock hostiles unconcious non-lethally, unless directed otherwise by a higher-up.


Scavenger Drone (Level 2, Minion)

Attributes: Might 5, Agility 3, Perception 5, Energy 3.
Defenses: Guard 14, Toughness 14, Resolve 14.
HP: 4 (16/4)
Speed: 20’ Ground, 30’ Flying
Size: 3’x3’x3’ (Wide, Long, Tall)
Favored Actions:

  • Override: (Multi-Bane, Melee) Might (d20 + 2d6) vs Guard (inflicts Provoked and Immobile banes)
  • Drill Deep: (Damaging, Melee) Might (d20 + 2d6) vs Guard (inflicts Immobile on 5 or more damage)
  • Drain Power: (Damaging, Ranged) Energy (d20 + 1d8) vs Toughness (inflicts Immobile on 5 or more damage)
  • Infrared Sweeping: (Boon, Self Only) Blindsight, Perception PL 5

Feats: Multi-Bane Specialist (Provoked/Immobile), Bane Focus (Immobile), Potent Bane (Provoked).
Strategy: Seek for valuable metals and power sources. Highly agressive in combat, jump on top of enemies to disrupt their actions or sap power from their equipment. Make use of the Charge action if necesary.


Backstreet Slicer (Level 3)

Attributes: Influence 5, Logic 5, Agility 4, Deception 4, Persuasion 4, Perception 4, Will 4.
Defenses: Guard 13, Toughness 13, Resolve 16.
HP: 15
Speed: 30’
Favored Actions:

  • Re-wire: (Bane, Ranged) Influence (d20 + 2d6) vs Resolve (inflicts Dominated bane)
  • Data Download: (Bane, Ranged) Influence (d20 + 2d6) vs Resolve (inflicts Mind Dredge bane)
  • Shutdown: (Bane, Ranged) Influence (d20 + 2d6) vs Resolve (inflicts Incapacitated bane)

Feats: Longshot (Influence), Skill Specialization II (Logic), Skill Specialization II (Influence).
Strategy: “Work” from a distance and stealthily, avoid direct conflict at all costs. Turn the enviroment agaisnt foes.


The following are courtesy of @Great_Moustache :ok_hand: :100:


##Horse (Level 4)
Attributes: Might 6, Fortitude 4, Perception: 2
Defenses: Guard 15, Toughness 15, Resolve 13
HP: 22
Speed: 40’
Size: Large
Favored Actions: Hooves Attack Might (d20+2d8 w/ Adv 1) vs. Guard up to 5 damage as lethal
Feats: Lethal Strike
Strategy: Run from danger.


##Crocodile (Level 3)
Attributes: Might 5, Agility 5, Fortitude 4, Perception 4 (Adv 2 in water)
Defenses: Guard 17, Toughness 17, Resolve 12
HP: 26
Speed: 20’ (land), 30’ (water)
Size: Large
Favored Actions: Hide in water - Agility(d20+2d6 w/ Adv 2)
Bite - Might (d20+2d6 w/ Adv 1) vs. Guard triggers Immobile on 1 damage or more
Feats: Attack Specialization (bite), Superior Bane Focus (Immobile)
Strategy: Hide in water then kill.


##Large Slug (Level 1)
Attributes: Might 4, Fortitude 3
Defenses: Guard 13, Toughness 16, Resolve 10
HP: 15
Speed: 20’ (Climb Walls)
Size: Medium
Favored Actions: Tongue – Might (d20+1d10) vs. Guard triggers Persistent Damage (1d4) on one damage or more.
Feats: Superior Bane Focus (Persistent Damage), Climbing, Boon Focus 3 (Blind sight)
Strategy: stay away from salt.


##Dog (Level 1)
Attributes: Agility 3, Perception 4 (Adv 1), Will 2
Defenses: Toughness 13, Guard 14, Resolve 12
HP: 10
Speed: 30’
Size: Med
Favored Actions:
Ankle Bite - Agility (d20+d8) vs. Guard
Feats: Skill Specialization (Perception)
Strategy: Attack in groups, attempting to trip and then swarm enemies


##Giant Wasp (Level 1)
Attributes: Agility 4
Defenses: Guard 10, Toughness 10, Resolve 10
HP: 10
Speed: 10’ (land) 50’ (fly)
Size: Medium
Favored Actions: Sting – Agility (d20+d10)
Feats: Flying
Strategy: protect the hive.


##Eagle (Level 1)
Attributes: Agility 4 Perception 3 (Adv 2)
Defenses: Guard 12, Toughness 12, Resolve 14
HP: 5
Speed: 10’ (land), 60’ (Flying)
Size: Small
Favored Actions: Talons Agility (d20+d10 Adv 1) Moving Attack
Feats: Evasive Footwork, Attack Specialization (Talon), Skill Specialization (Perception)
Strategy: Dive and Attack, and fly away.


##Giant Frog (Level 2)
Attributes: Agility 5, Perception 3
Defenses: Guard 12, Toughness 15, Resolve 11
HP: 20
Speed: 30’ (Land and Swim)
Size: Large
Favored Actions: Tongue Grab - Agility (d20+2d6) vs. Guard triggers Immobile on 1 damage or more.
Leap Slam - Agility (d20+2d6 w/ Adv 2) vs. Guard
Swallow – Agility (d20+2d6 w/ Adv 1) vs. Toughness: Target must be immobile (Tongue Grab); triggers Persistent Damage for as long as they are immobile. (d6 acid damage)
Feats: Boon Focus 3 (Blind sight), Great Leap, Attack Specialization (Leap Slam)
Strategy: Pull into mouth to eat


##Harpy (Level 7)
Attributes: Influence 7, Agility 6,
Defenses: Guard 18, Toughness 16, Resolve 22
HP: 30
Speed: 20’ (Land) 40’ (Flying)
Size: Medium
Favored Actions: Luring Song (Charm)– Influence (d20+2d10 w/ Adv 3) vs. Resolve
Claw and Club – Agility (d20+2d8 w/ Adv 4) vs. Guard
Feats: Unending Charm, Attack Specialist 3 (Luring Song), Multi-Target Attack Specialist 3, Attack Specialist 4 (Claw and Club)
Strategy: Charm Target


##Black Bear (Level 3)
Attributes: Might 5, Perception 4, Fortitude 4
Defenses: Guard 15, Toughness 17, Resolve 10
HP: 24
Speed: 40’ (Land), 30’ (Climbing)
Size: Medium
Favored Actions: Multi-Attack Bite + Claws
Bite – Might (d20+2d6) vs. Guard, Claws – Might (d20+2d6 w/ Adv 4) vs. Guard
Feats: Multi-Attack Specialist 3, Attack Specialization 3 (Claws)
Strategy: Maul, protect family

23 Likes

Highly appreciated @brianfeister =)

Hm, that gives me an idea. Time to stretch my creative muscles. :slight_smile:

I was going to make a seprate post for these, but i realized “Open Legend NPC Examples” definitively encompases Sci-fi creatures too (although they came up a lot more generic than expected initially :stuck_out_tongue:)

Trooper (Level 2)

Attributes: Agility 5, Fortitude 3, Might 3, Perception 3, Presence 2
Defenses: Guard 15, Toughness 14, Resolve 14
HP: 16
Speed: 30’
Favored Actions:

  • Full Auto (Damaging, Ranged) - Agility (d20 + 2d6) vs. Guard (Ignores 2 levels of Disadvantage when Multi-targetting)

  • Rifle Bludgeon (Bane, Melee) - Agility (d20 + 2d6) vs Guard (Inflicts Knockdown Bane)

Feats: Evasive Footwork, Multi-Target Attack Specialization II (Ranged), Resilient.
Strategy: Move + Attack every round, keeping distance between self and foes, use Superior Action to gain advantage on multi-target attacks when ideal. Some Troopers may have additional ordenance at their disposal, most commonly Flashbang grenades (Blinded 5, Area [15’ Cube], Expendable) or others types at the GM’s discression.


Private Security Guard (Level 2)

Attributes: Might 5, Fortitude 3, Perception 3, Presence 3, Energy 4
Defenses: Guard 16, Toughness 15, Resolve 13
HP: 22
Speed: 30’
Favored Actions:

  • Tazer (Bane, Ranged) - Energy (d20 + 1d10) vs Toughness (inflicts Stunned bane)
  • Stun Baton (Damaging, Melee) - Energy (d20 + 1d10) vs Guard (inflicts Immobile on 1 damage or more)
  • Hustle (Damaging, Melee) - Might (d20 + 2d6) vs Guard (inflicts Immobile on 1 damage or more)
  • Night Shift (Bane, Melee) - Might (d20 + 2d6) vs Toughness (inflicts Incapacited bane)

Feats: Superior Bane Focus (Immobile), Potent Bane (Stunned), Potent Bane (Immobile).
Strategy: Prevent foes from escaping and stall for reinforcements with crowd control. Knock hostiles unconcious non-lethally, unless directed otherwise by a higher-up.


EDIT: Here i go again! Lets see how many NPCs i come up with before i pass out :stuck_out_tongue:

Scavenger Drone (Level 2, Minion)

Attributes: Might 5, Agility 3, Perception 5, Energy 3.
Defenses: Guard 14, Toughness 14, Resolve 14.
HP: 4 (16/4)
Speed: 20’ Ground, 30’ Flying
Size: 3’x3’x3’ (Wide, Long, Tall)
Favored Actions:

  • Override: (Multi-Bane, Melee) Might (d20 + 2d6) vs Guard (inflicts Provoked and Immobile banes)
  • Drill Deep: (Damaging, Melee) Might (d20 + 2d6) vs Guard (inflicts Immobile on 5 or more damage)
  • Drain Power: (Damaging, Ranged) Energy (d20 + 1d8) vs Toughness (inflicts Immobile on 5 or more damage)
  • Infrared Sweeping: (Boon, Self Only) Blindsight, Perception PL 5

Feats: Multi-Bane Specialist (Provoked/Immobile), Bane Focus (Immobile), Potent Bane (Provoked).
Strategy: Seek for valuable metals and power sources. Highly agressive in combat, jump on top of enemies to disrupt their actions or sap power from their equipment. Make use of the Charge action if necesary.


#Backstreet Slicer (Level 3)

Attributes: Influence 5, Logic 5, Agility 4, Deception 4, Persuasion 4, Perception 4, Will 4.
Defenses: Guard 13, Toughness 13, Resolve 16.
HP: 15
Speed: 30’
Favored Actions:

  • Re-wire: (Bane, Ranged) Influence (d20 + 2d6) vs Resolve (inflicts Dominated bane)
  • Data Download: (Bane, Ranged) Influence (d20 + 2d6) vs Resolve (inflicts Mind Dredge bane)
  • Shutdown: (Bane, Ranged) Influence (d20 + 2d6) vs Resolve (inflicts Incapacitated bane)

Feats: Longshot (Influence), Skill Specialization II (Logic), Skill Specialization II (Influence).
Strategy: “Work” from a distance and stealthily, avoid direct conflict at all costs. Turn the enviroment agaisnt foes.


Welp, i still couldn’t go further than 2 :cry: I will come back for more though!

6 Likes

Love it :joy:. These are great examples.

4 Likes

Im glad you could appreciate the punny-ness of that move :smile:

4 Likes

Using the NPC simple build table, how do you determine what level attribute a creature should have? For example, how do you determine that a level 1 wolf should have an agility score of 3 and not 5? Are there general rules on this?

Edit: Grammar

1 Like

The last 2 columns: Primary Attributes Secondary Attributes

This is the suggestion for their Primary and Secondary attribute scores.

You can see this further explained below when it gives a sample build:

Example Simple Enemy NPC Build: Swamp Snakes
Returning to the example at the beginning of this section, let’s build our venomous swamp snakes imagining that the party is made up of 3rd level characters, and thus we choose to make the Swamp Snakes using the row for level 3 NPCs. We decide that the snakes aren’t particularly tough to kill, so referencing the Simple Build Table, we’ll give them the low end of the suggested range and settle on 14 hit points each. When it comes to defenses, snakes are fast, mildly sturdy, and weak willed. So, we’ll go with the high range for Guard: 18, the middle range for Toughness: 15, and the low range for Resolve: 12. We’ll only assign one primary attribute, giving the snakes an Agility of 5, and we’ll assign Perception, Fortitude, and Deception as secondary attributes with a score of 4.
When it comes to feats, we decide to highlight the danger of the venom by choosing Multi Bane Specialist and Bane Focus to allow the snakes to inflict both the stunned and persistent damage banes whenever they land a damaging attack that exceeds the target’s defense by 5 or more.

4 Likes

Oh, I misread the table. I thought it was saying a creature can have that many number of attributes vs the maximum number it should have. Thanks!

2 Likes

There are no guidelines because they would be complicated and often wrong anyway. Not everything can be quantified. Not just the attributes, but the combination of which ones is important as well. Would require 20 pages of charts.

3 Likes

you meant tables.

@brianfeister LOVES tables.

7 Likes

These are a couple I just put together with my player that uses shapeshift/polymorph

Open to modifying them and feedback. Some of them are the way they are b/c these are all creatures the Party has encountered (the Harpy being the big one). They also met a Naga, but he can’t shift into that big of a creature yet.

Note, the strategy parts are lacking at the moment, didn’t go too deep into that aspect since it was more for shapeshift then NPC/Creatures.


##Horse (Level 4)
Attributes: Might 6, Fortitude 4, Perception: 2
Defenses: Guard 15, Toughness 15, Resolve 13
HP: 22
Speed: 40’
Size: Large
Favored Actions: Hooves Attack Might (d20+2d8 w/ Adv 1) vs. Guard up to 5 damage as lethal
Feats: Lethal Strike
Strategy: Run from danger.


##Crocodile (Level 3)
Attributes: Might 5, Agility 5, Fortitude 4, Perception 4 (Adv 2 in water)
Defenses: Guard 17, Toughness 17, Resolve 12
HP: 26
Speed: 20’ (land), 30’ (water)
Size: Large
Favored Actions: Hide in water - Agility(d20+2d6 w/ Adv 2)
Bite - Might (d20+2d6 w/ Adv 1) vs. Guard triggers Immobile on 1 damage or more
Feats: Attack Specialization (bite), Superior Bane Focus (Immobile)
Strategy: Hide in water then kill.


##Large Slug (Level 1)
Attributes: Might 4, Fortitude 3
Defenses: Guard 13, Toughness 16, Resolve 10
HP: 15
Speed: 20’ (Climb Walls)
Size: Medium
Favored Actions: Tongue – Might (d20+1d10) vs. Guard triggers Persistent Damage (1d4) on one damage or more.
Feats: Superior Bane Focus (Persistent Damage), Climbing, Boon Focus 3 (Blind sight)
Strategy: stay away from salt.


##Dog (Level 1)
Attributes: Agility 3, Perception 4 (Adv 1), Will 2
Defenses: Toughness 13, Guard 14, Resolve 12
HP: 10
Speed: 30’
Size: Med
Favored Actions:
Ankle Bite - Agility (d20+d8) vs. Guard
Feats: Skill Specialization (Perception)
Strategy: Attack in groups, attempting to trip and then swarm enemies


##Giant Wasp (Level 1)
Attributes: Agility 4
Defenses: Guard 10, Toughness 10, Resolve 10
HP: 10
Speed: 10’ (land) 50’ (fly)
Size: Medium
Favored Actions: Sting – Agility (d20+d10)
Feats: Flying
Strategy: protect the hive.


##Eagle (Level 1)
Attributes: Agility 4 Perception 3 (Adv 2)
Defenses: Guard 12, Toughness 12, Resolve 14
HP: 5
Speed: 10’ (land), 60’ (Flying)
Size: Small
Favored Actions: Talons Agility (d20+d10 Adv 1) Moving Attack
Feats: Evasive Footwork, Attack Specialization (Talon), Skill Specialization (Perception)
Strategy: Dive and Attack, and fly away.


##Giant Frog (Level 2)
Attributes: Agility 5, Perception 3
Defenses: Guard 12, Toughness 15, Resolve 11
HP: 20
Speed: 30’ (Land and Swim)
Size: Large
Favored Actions: Tongue Grab - Agility (d20+2d6) vs. Guard triggers Immobile on 1 damage or more.
Leap Slam - Agility (d20+2d6 w/ Adv 2) vs. Guard
Swallow – Agility (d20+2d6 w/ Adv 1) vs. Toughness: Target must be immobile (Tongue Grab); triggers Persistent Damage for as long as they are immobile. (d6 acid damage)
Feats: Boon Focus 3 (Blind sight), Great Leap, Attack Specialization (Leap Slam)
Strategy: Pull into mouth to eat


##Harpy (Level 7)
Attributes: Influence 7, Agility 6,
Defenses: Guard 18, Toughness 16, Resolve 22
HP: 30
Speed: 20’ (Land) 40’ (Flying)
Size: Medium
Favored Actions: Luring Song (Charm)– Influence (d20+2d10 w/ Adv 3) vs. Resolve
Claw and Club – Agility (d20+2d8 w/ Adv 4) vs. Guard
Feats: Unending Charm, Attack Specialist 3 (Luring Song), Multi-Target Attack Specialist 3, Attack Specialist 4 (Claw and Club)
Strategy: Charm Target


##Black Bear (Level 3)
Attributes: Might 5, Perception 4, Fortitude 4
Defenses: Guard 15, Toughness 17, Resolve 10
HP: 24
Speed: 40’ (Land), 30’ (Climbing)
Size: Medium
Favored Actions: Multi-Attack Bite + Claws
Bite – Might (d20+2d6) vs. Guard, Claws – Might (d20+2d6 w/ Adv 4) vs. Guard
Feats: Multi-Attack Specialist 3, Attack Specialization 3 (Claws)
Strategy: Maul, protect family

11 Likes

Excellent @Great_Moustache. Added to the top with credit to you

2 Likes

Here’s a pretty weak early undead foe. I think it would be good target practice to our new adventurers and the young cleric/paladin eager to try some creation magic on evil enemies.

Skeleton scout (Level 1)
Attributes: Agility 2, Might 2, Fortitude 2
Defenses: Toughness 12, Guard 14, Resolve 10
HP: 14
Speed: 30’
Favored Actions:

  • Club or spear - Might (d20+d6 w/ Adv 1) vs Guard (triggers Persistent damage on 5 damage or more)

  • Shortbow - Agility (d20+d6) vs Guard (triggers Persistent damage on 5 damage or more)

Feats: Bane Focus (Persistent damage), Attack Specialization (Club or spear), Energy resistance I (Cold)
Strategy: Pretty useless on their own, they are mainly found in groups. The melee skeletons go in front while the bowmen pick off their adversaries from afar.

Edti: Modified Bane focus from Knowckdown to Persistent damage, added 1 to agility and might.

@OGilgamesh I like this except I think I think the Bane for Bane Focus could be better (something other than Knockdown, since skeletons seem frail to me)

Thanks for the answer! So I adjusted it to better reflect their low strength. Instead of Knowckdown, does persistent damage sound plausible? I think a narrative explanation could justify it, something like: ‘‘The tip of the spear leaves an open wound that will keep on bleeding for a while.’’

Thanks again!

1 Like

Yeah, I was thinking persistent damage for the same reason.

2 Likes

I am made this my Ogre Stats Block. Wondering if its Too OP!

Ogre (Level 3) (Large Size)
Attributes: Might 5, Fortitude 4), Will 2, Presence 2
Defenses: Toughness 16, Guard 17, Resolve 14
HP: 26
Speed: 30’
Favored Actions:

Club 2H Smash- Might (d20+2d6 w/ Adv 3) vs. Guard triggers Knockdown on 1 damage or more,OR on 5 damage or more triggers Forced Move 10’.
Feats: Superior Bane focus (Knockdown), Attack Specialization (Club) II, Bane Focus (Forced Move)
Strategy: Brute Force, Heavy Hitter

3 Likes

seems fine to me. Could actually be a little weak, but I suppose vs who.

Weak? really? He would literally get consistent damage against a party of level 1’s, and knockdown every swing.

Suggestion? He already is maxed on HP and Guard for the simple build stat list.