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Noble

Medium Humanoid (any race), any alignment

CR 1/8

25 XP

AC: 15 (breastplate)
HP: 9 (2d8)
Speed: walk 30 ft.
Skills: Deception +5, Insight +4, Persuasion +5
Senses: passive Perception 12
Languages: any two languages
STR
11
+0
DEX
12
+1
CON
11
+0
INT
12
+1
WIS
14
+2
CHA
16
+3

Actions

Rapier

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Quick Reference

Challenge: CR 1/8
Type: Humanoid
Size: Medium
Alignment: any alignment
Best for a party of 4 at level 1-2

Running This Encounter

Nobles work best as social encounters or as minor combat encounters when paired with guards or servants. Use them to deliver plot hooks, negotiate, or provide moral complexity—a noble might be a quest-giver, political rival, or hostage to rescue. Their low HP makes them vulnerable, so they typically rely on allies for protection rather than fighting directly.

Combat Tactics

A Noble will attempt to flee combat or call for help from nearby guards rather than engage in direct combat. They prioritize self-preservation above all else, using their action to dash away, hide, or command allies. In rare cases where forced to fight, they use a rapier but are easily overwhelmed.

Environment & Setting

Nobles are encountered in castles, manor houses, urban courts, and formal gatherings. Terrain should include furniture, crowds, or escape routes to emphasize their vulnerability and reliance on allies.