Monstrous NPCs
GameMastery Guide, page 84
The concept of NPC includes any and all creatures not controlled by a player, although NPCs are commonly associated with a measure of deliberateness and design work, while monsters are more likely drawn whole cloth from the pages of the Pathfinder RPG Bestiary or similar ready-made resource. Any creature has the potential to be an NPC, though. Anything the PCs decide to talk with instead of slay might have a reaction: something to say, views shaped by its culture, and an attitude toward the PCs dependant on its alignment and the PCs’ actions. Many monsters are simply NPCs whose purpose is to be an opponent for the PCs, but spells like charm monster can change all that very quickly, and so can other actions on
Avoiding NPC Overwork
A lovingly crafted, fully realized NPC can take almost as long to create as a player character. While the players only need to create one character each at any time, the GM might need to create several NPCs for each adventure. Here are a few tips for GMs to help avoid NPC burnout.
Efficiency: If an NPC only needs generic “townsperson” stats, there is no need to calculate every skill point for a given NPC or to roll stats for every soul in a village. Some NPCs—such as the anonymous voice at the back of the crowd shouting, “Burn the witch!”—do not need stats at all. Although the rules exist to create every commoner in complete detail, creating full statblocks should be saved for NPCs who really need a significant level of detail.
Go Generic: A selection of generic NPC stats might require work at the start of a campaign, but they will be used again and again. Adjusting a point here and a point there is enough to fit most NPCs for their purpose in a particular adventure. Chapter 9 provides complete statistics for many regularly occurring fantasy NPCs, though highly specialized games might be well served by filling in any expected gaps.
Repurpose: Game stats never go bad. If an adventure calls for specific stats and the GM has access to them from another source—past campaigns, published adventures, this guidebook—repurposing those statistics can save a great deal of effort, and with a few changes, the players will never know they weren’t custom-built for the current adventure.
A Word Is Enough: There is no need to create a detailed life story, even for a major recurring NPC. Where backstory is important, a few short notes usually provide everything the GM needs.
the part of the PCs, such as not simply killing everything they encounter. Turning monsters into NPCs creates some great roleplaying opportunities. For example, all orcs and kobolds are not alike—at least in their own opinion—and they have goals of their own beside standing in a dungeon location waiting for PCs to come and kill them.
GMs should remain aware of a creature’s setting and believability when considering monstrous NPCs. Although a conversation with a hobgoblin might prove novel in the right circumstance, the surest way to make the local green grocer interesting is not to make him a bugbear, while having the true villain of a campaign be an awakened pigeon can shatter the believably of even the most outlandish fantasy campaign. An unusual race should never be considered a replacement for the work of creating an interesting personality and motivation for a character, and monstrous NPCs should be thought through just as thoroughly as normal NPCs.
