Drop-In NPCs - Aspis Agents
Drop-In NPCs - Aspis Agents
NPCs
Aspis Agents
By: Matt Morris
Drop-In NPCs:
Aspis Agents
Author: Matt Morris
For more information about Matt’s work, and notices of the latest releases, please follow him on
Twitter: @guide_and_seek.
Drop-In NPCs are characters that you can easily add to your campaigns as allies or adversaries. With
rules content and brief story hooks, they are easy for Game Masters to integrate into any adventure.
While Drop-In NPCs are written with the world of Golarion in mind, they can easily be adapted to
any setting.
The statistics presented below represent four agents of the Aspis Consortium at two different stages of
their careers: novice bronze agents and experienced silver agents.
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The Aspis Consortium
One of the largest mercantile concerns in the Inner Sea, the Aspis Consortium is an international
trading company that has extended tendrils of influence throughout the world from its headquarters
in Cheliax. Notorious for its focus on profit above all else, the Consortium attempts to maintain a
veneer of respectability (and legality) about its activities, but the organization’s exploitative labor
practices, double dealing, and bloodthirsty profiteering are on full display in Consortium-controlled
enclaves, such as Bloodcove in the Mwangi Expanse. While the organization is frequently opposed by
law enforcement, scrupulous guildmasters, and the Pathfinder Society, many politicians and traders
hire the Aspis Consortium to do their dirty work. Agents of the Aspis Consortium can be identified by
the serpent-carved badges that they carry: bronze for the lowest-level agents, silver for experienced
supervisors, and gold for the leaders of the organization.
Bendle Dropfitz
Bendle Dropfitz spent decades quietly running a bookshop in Caliphas, the capital of Ustalav. After
acquiring the library holdings of an eccentric astronomer from an estate sale, the gnome noticed
strange things happening around his shop, like shelves rearranging themselves. Dropfitz started
reading through the collection of the astronomer to find clues about these occurrences, and he was not
quite the same person when he finished the texts. While some agents feel the way he stares at the night
sky is concerning, he is a valuable asset during the Consortium’s more esoteric ventures.
Bendle Dropfitz Creature 4 unseen servant (4 slots); Cantrips
Unique CN Small Gnome Humanoid (2nd) daze, detect magic, light, shield,
Male gnome bronze Aspis visionary telekinetic projectile
Perception +8; low-light vision Sorcerer Bloodline Spells DC 21, 1 Focus
Languages Aklo, Common, Gnomish, Point; 2nd tentacular limbs
Osiriani, Undercommon Forbidden Knowledge � (auditory,
Skills Arcana +9, Dark Tapestry Lore +12, linguistic, mental) Bendle shares
Deception +12, Diplomacy +10, bewildering information with one of his
Intimidation +10, Occultism +12 enemies. He attempts a Dark Tapestry
Str +0, Dex +3, Con +1, Int +3, Wis +1, Cha +4 Lore check against Will DC of a target
within 30 feet. Regardless of his result,
Items light crossbow, explorer’s clothing,
the target is temporarily immune to
scroll of undetectable alignment
Forbidden Knowledge for 10 minutes..
AC 18; Fort +7, Ref +9, Will +9 Critical Success The target becomes
HP 45 confused for 1 round.
Speed 25 feet Success The target and Bendle become
Melee � staff +6 (two-hand d8), Damage confused for 1 round.
1d4 bludgeoning Failure Bendle becomes confused for 1
Ranged � light crossbow +9 (range round.
increment 120 feet, reload 1), Damage Reach Spell � (concentrate, metamagic) If
1d8 piercing the next action Bendle uses is to Cast a
Occult Spontaneous Spells DC 21, attack Spell that has a range, increase that
+13; 2nd augury, mirror image, see spell's range by 30 feet. If the spell
invisibility, touch of idiocy (4 slots); 1st normally has a range of touch, extend its
magic missile, spider sting, true strike, range to 30 feet.
Bendle Dropfitz Creature 11 Lore check against Will DC of a target
Unique CN Small Gnome Humanoid within 30 feet. Regardless of his result,
Male gnome bronze Aspis visionary the target is temporarily immune to
Perception +18; low-light vision Forbidden Knowledge for 10 minutes..
Languages Abyssal, Aklo, Ancient Osiriani, Critical Success The target becomes
Common, Gnomish, Infernal, Osiriani, confused for 1 round.
Undercommon Success The target and Bendle become
Skills Arcana +19, Dark Tapestry Lore +21, confused for 1 round.
Deception +20, Diplomacy +20, Failure Bendle becomes confused for 1
Intimidation +22, Occultism +23, round.
Religion +19, Society +19 Reach Spell � (concentrate, metamagic) If
the next action Bendle uses is to Cast a
Str +0, Dex +3, Con +2, Int +4, Wis +2, Cha +5
Spell that has a range, increase that
Items +1 light crossbow (20 bolts), +1 spell's range by 30 feet. As is standard
explorer’s clothing, pendant of the occult, for increasing spell ranges, if the spell
staff of enchantment normally has a range of touch, extend its
AC 29; Fort +20, Ref +19, Will +21 range to 30 feet.
HP 150
Mental Static � (Nonlethal, occult)
Trigger Bendle rolls a critical success on
a Will save against a mental effect from a
creature. Effect Bendle deals 11 mental
damage to the triggering creature.
Speed 25 feet
Melee � staff of enchantment +13 (two-
hand d8), Damage 1d4+2 bludgeoning
Ranged � +1 light crossbow +17 (range
increment 120 feet, reload 1), Damage
1d8+2 piercing
Occult Spontaneous Spells DC 30, attack
+22; 6th feeblemind, phantasmal
calamity, true seeing (3 slots); 5th black
tentacles, prying eye, sooth, synesthesia
(4 slots); 4th clairvoyance, confusion,
fly, resilient sphere (4 slots); 3rd
clairaudience, fear, slow, vampiric touch
(4 slots); 2nd augury, mirror image, see
invisibility, touch of idiocy (4 slots); 1st
magic missile, spider sting, true strike,
unseen servant (4 slots); Cantrips (6th)
daze, detect magic, light, shield,
telekinetic projectile
Sorcerer Bloodline Spells DC 30, 3 Focus
Points; 6th aberrant whispers, tentacular
limbs, unusual anatomy
Forbidden Knowledge � (auditory,
linguistic, mental) Bendle shares
bewildering information with one of his
enemies. He attempts a Dark Tapestry
Haldan Tropht
As a young student in Tar-Kazmukh, Haldan spent more time trying to sweet-talk his teachers than he
did studying. When he lit out on the night before his final examination to become a Blue Warden, his
pockets were full of relics of dubious provenance. The Consortium was happy to fence those goods, and
Haldan eventually joined the organization in search of interesting esoteric items—and an “honest”
living. His fellow agents know he’s around by his shouted, slightly blasphemous, oaths calling on
Dwarven deities.
Haldan Tropht Creature 4 Haldan Tropht Creature 11
Unique N Medium Dwarf Humanoid Unique N Medium Dwarf Humanoid
Male dwarf bronze Aspis delver Male dwarf silver Aspis delver
Perception +11; darkvision Perception +21; darkvision
Languages Common, Dwarven, Infernal Languages Abyssal, Common, Celestial,
Skills Arcana +9, Athletics +9, Crafting +9, Dwarven, Infernal
Deception +10, Esoteric Lore +9, Nature Skills Arcana +18, Athletics +18, Crafting
+8, Occultism +9, Religion +8 +20, Deception +22, Esoteric Lore +16,
Str +3, Dex +0, Con +3, Int +1, Wis +0, Cha +4 Intimidation +22, Nature +18, Occultism
Items warhammer, leather armor, bronze +18, Religion +17, Society +18
Aspis Consortium badge, bronze bull Str +3, Dex +0, Con +3, Int +3, Wis +2, Cha +5
pendant (affixed to armor, temporary), Items +1 striking warhammer, +1 leather
owlbear claw (affixed to warhammer,) armor, dagger, dragon turtle scale
AC 20; Fort +11, Ref +9, Will +8 (affixed to armor, temporary), silver
HP 58 Aspis Consortium badge, tiger manuki
Attack of Opportunity � (affixed to warhammer, temporary)
Speed 20 feet AC 31; Fort +24, Ref +24, Will +18
Melee � warhammer +9 (shove), Damage HP 195
1d8+3 bludgeoning Attack of Opportunity �
Ranged � dagger +9 (agile, finesse, Speed 25 feet
thrown 10 feet, versatile S), Damage Melee � +1 striking warhammer +9
1d4+3 piercing (magical, shove), Damage 2d8+8
Divine Denunciation � (Divine, bludgeoning
enchantment) Haldan utters disturbingly Ranged � dagger +20 (agile, finesse,
heretical statements. He rolls an thrown 10 feet, versatile S), Damage
Intimidation check against the Will DC of 1d4+5 piercing
a creature he can see within 60 feet, with Divine Denunciation �
the following results. If the creature is Fling Magic � (electricity, evocation)
particularly devoted to a deity, such as a Haldan fires a display of energy around a
cleric, celestial, monitor, fiend, or other target within 120 feet, dealing 6d4 + 5
creature with divine spells, he gains a +2 electricity damage to the target (basic
circumstance bonus to its skill check. Reflex DC 30). On a failed save, the
Critical Success The creature is flat- target is shocked, becoming flat-footed
footed to Haldan’s attacks until the end of until the start of Haldan’s next turn.
its next turn. Weapon Implement While wielding his +1
Success The creature is flat-footed striking warhammer, Haldan gains access
against Haldan’s attacks until the end of to the weapon’s critical specialization
his current turn. effect.
Karneli Chase
Bouncer, enforcer, and shake-down artist, Karneli Chase is proud of the way people on the streets of
Bloodcove give her a wide berth. While Aspis leadership admire the brawler’s direct approach to
problem solving, she has been assigned to field duty since she threw a recalcitrant merchant through
his shop’s front window. Karneli often wears perfumes with notes of cinnamon and vanilla, smells that
remind her of a simpler childhood as a baker’s apprentice.