Free interactive D&D 5e SRD stat block

Noble

Medium Humanoid, CR 1/8, AC 15, 9 HP. Neutral.

Medium Humanoid, Neutral

AC
15
Initiative
+1 (11)
HP
9 (2d8)
Speed
30 ft.
ScoreModSave
STR 11 +0 +0
DEX 12 +1 +1
CON 11 +0 +0
INT 12 +1 +1
WIS 14 +2 +2
CHA 16 +3 +3
Skills
Deception +5 , Insight +4 , Persuasion +5
Senses
Passive Perception 12
Languages
Common plus two other languages
CR
1/8 (XP 25; PB +2)
Gear
Breastplate, Rapier

Actions

Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8+1) Piercing damage.

Reactions

Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.

How to run Noble

A noble is a quest-giver, a patron, a dinner host, an awkward escort job, or the cousin of a PC who just inherited a castle and has no idea what to do with it. The CR 1/8 stat block is almost beside the point. What you're running is a social encounter with a person whose Persuasion +5, Deception +5, and Insight +4 mean they're better at conversation than most of the party, and whose 16 Charisma will steer the room if you let it.

Use the noble as a vector. They want one specific thing from the party: protection on the road to the capital, recovery of a stolen heirloom, escort to a wedding they're being forced into. The job hook is the entire point of the stat block, and the noble's social skills mean they'll talk the party into it whether or not the party wants the gig. Lean on Persuasion +5 against the party's Insight to land the offer, then let Deception +5 hide whatever the noble isn't saying about why they actually need this done.

Combat is something the noble is bad at and knows it. With 9 HP, AC 15, and a single Rapier attack at +3 for 5 average damage, this is a glass figurine in a breastplate. The Parry reaction adds 2 to AC against one melee hit per round, which buys exactly one swing of grace before the noble crumples. In any real fight, the party should be protecting them, not standing next to them. Stage ambushes accordingly: bandits go for the noble first, the party has to peel them off.

The noble's most useful contribution to a road encounter is the network behind them. A sealed letter, a signet ring, a name dropped at the right gate. Make sure the party leaves the encounter with one of those tokens, and the noble will come back as plot in three sessions.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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