MM Appendix III: NPCs

==NPC Parties==
To avoid delays, create NPC parties before play. The tables allow such parties to be set up quickly and impartially, and the DM is encouraged to make any changes that will enhance play. The tables should be considered a starting point.
A typical NPC party has 2-12 members—2-5 major characters and the rest henchmen or men-at-arms.
==Characters==
The Character Subtable provides a typical party structure by limiting number and classes of the NPC characters encountered. Determine character race (20% demihuman) and demihuman multiclasses on the Racial Subtable (multiclass results can exceed the Character Subtable limits).
==Character Level and Equipment==
These will usually be comparable to those of the player characters, but NPC level will rarely exceed 12th. Arms, armor, and equipment will be typical: a 1st level warrior would have scale or chain armor and minimal gear. At 2nd level, banded or plate mail is typical, weapons profuse, and equipment complete (much oil, holy water, mirrors, etc.). NPC magic will be used if a fight breaks out. Note that if the NPCs are defeated, their magical items will enter your campaign.
Character spells: These are selected by the DM according to those most suited to the NPC party. Wizards are subject to the limits of spells known. Henchmen spellcasters are treated likewise.
==Henchmen==
The major NPCs will have a total of 2-5 henchmen, up to the party size, with any remainder men-at-arms. If the encounter is below the 3rd dungeon level, all those with the major NPCs will be henchmen.
Henchman class and race is determined as for the major characters. Major NPCs are assigned henchmen in order of Charisma, allowing for compatibility (e.g., a paladin would not follow a thief, nor would a ranger below 8th level have henchmen). A henchman's level is one-third of that of his master (round up or down). If the master's level is above 8th, the henchman has 1 additional level per 3 full levels of the master. Thus, a 5th level mage would have a 2nd level henchman, while an 11th level mage would have a 5th level henchman (4 + 1). Henchmen are armed much as major NPCs, though they are not as heavily armored. Their magic is assigned as for major NPCs, but is usually less powerful.
==Men-at-Arms==
Little detail is needed for these other than hit points. They often have poor armor and few weapons: for example, studded leather, crossbow and dagger, or (at best) scale mail, shield, spear, long sword, and backpack. They are seldom found underground below the 3rd dungeon level.
==Character Subtable==
 Character Subtable
Dice Score	Character Type*	Maximum Number in Party
01-17 	Cleric 	3
18-20 	Druid 	2
21-60 	Fighter 	5
61-62 	Paladin 	2
63-65 	Ranger 	2
66-86 	Wizard 	3
87-88 	Specialist 	1
89-98 	Thief 	4
99-00 	Bard 	1
* Typically, 20% of these will be non-human.
==Race Subtable==
 Race Subtable
Dice Score	Race 	% of Multiclass
01-30 	Dwarves* 	15%
31-55 	Elf 	85%**
56-65 	Gnomes* 	25%
66-90 	Half-Elf* 	85%**
91-00 	Halflings*	10%
:* In an evilly aligned party, these will be half-orcs (elves will be renegade drow). The chance for a multiclass half-orc is 50%: fighter-thief (01-33), fighter-cleric (34-45), or cleric-thief (45-50).
:** If the roll for multiclass is 01-20, the character is triple-classed.
Multiclass levels: For two classes, subtract 1 level; for three classes, subtract 2 levels. Adjust each class downward to the racial maximum, if applicable.
==Magical Items for NPC Parties==
 Magical Items for NPC Parties
Level	Chance	No. of Items	Table
1st 	10% 	1 	I
2nd 	20% 	2 	I
3rd 	30% 	2 	I
3rd 	10% 	1 	II
4th 	40% 	2 	I
4th 	20% 	1 	II
5th 	50% 	2 	I
5th 	30% 	1 	II
6th 	60% 	3 	I
6th 	40% 	2 	II
7th 	70% 	3 	I
7th 	50% 	2 	II
7th 	10% 	1 	III
8th 	80% 	3 	I
8th 	60% 	2 	II
8th 	20% 	1 	III
9th 	90% 	3 	I
9th 	70% 	2 	II
9th 	30% 	1 	III
10th 	* 	3 	I
10th 	80% 	2 	II
10th 	40% 	1 	III
11th 	* 	3 	I
11th 	90% 	2 	II
11th 	50% 	1 	III
11th 	10% 	1 	IV
12th 	* 	3 	I
12th 	* 	2 	II
12th 	60% 	1 	III
12th 	20% 	1 	IV
13th+	* 	3 	I
13th+	* 	2 	II
13th+	* 	1 	III
13th+	60% 	1 	IV
: :* Automatically has this with no roll needed.
Use random determination only when any general magical item would be suitable to the individual. Note that some items are in groups or multiples.