AC 15 (breastplate)
HP 13 (3d8; bloodied 6)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Skills Deception +4 (+1d4), History +2, Insight +3 (+1d4), Intimidation +4, Performance +4, Persuasion +4
Senses passive Perception 11
Languages any two
ACTIONS
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
REACTIONS
Parry. If the noble is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them.
Nobles were raised to wealth, education, and privilege, and they wield their power effortlessly. A noble is trained in swordsmanship, but their greatest defense is their entourage of armed protectors.
In non-feudal societies, the noble stat block can represent the families of wealthy merchants, elected politicians, and high-ranking officials. Nobles are primarily noncombatants: the knight or veteran stat block better represents an aristocrat with extensive military experience.
CR 0–2 noble with soldier , thug , animated armor , or 1d6 guards ; high elf noble with 2 elf scouts
Treasure 35 gp, silver hatpin (25 gp), signet ring (50 gp), gold bracelet (75 gp)
CR 3–4 1 or 2 nobles or high elf nobles with doppelganger , knight , veteran , or 3 soldiers
Treasure 10 pp, 20 gp, gold-hilted rapier (250 gp), silver and moonstone necklace (75 gp), deed to property, potion of healing
CR 5–10 1d4 nobles with knight , pugilist , or veteran and 1d6 soldiers ; 1d4 nobles with assassin , gladiator, pugilist , or mage; 1d4 nobles with 2d6 guards and 2d6 commoners , all mounted on riding horses
Treasure 200 gp, 3 spinel gemstones (100 gp each), silver jewelry box (250 gp), pearl earrings (250 gp), fine clothing (300 gp), 3 gold rings (75 gp each), pair of platinum dice (75 gp), silver snuff box (75 gp) containing dust of sneezing and choking
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.