The Wandering Merchant
A cheerful merchant who appears to be a hale, middle-aged human man with a handlebar mustache. He wears a white shirt, breeches, and leather apron, and he hauls a towering backpack bursting at the seams. Few know the merchant's true nature and origins, though some theorize he is an immortal being or a god (they are not entirely incorrect). The Wandering Merchant always has something useful, far-flung, or incredible to sell at a reasonable price, and there's no telling when or where he'll show up next... AC 16 (mithral chainmail), HP 71, ATK 4 +3 vorpal bastard sword +9 (1d10 + lop), MV near, S +3, D +3, C +4, I +3, W +4, Ch +5, AL L, LV 15 Legendary. Only damaged by magical sources. Hostile spells targeting The Wandering Merchant are DC 18 to cast. Amulet of Rahm-Hotep. In place of attacks, teleport to a random location in the multiverse. Bottomless Bag. Contains 200 gear slots in magical sub-pockets. Weighs as much as a normal backpack. The Wandering Merchant can summon it to himself from anywhere by snapping his fingers. Dice of Truth. A set of three six-sided dice whose rolls cannot be magically or mundanely altered in any way. Lop. On a natural attack roll of 18-20, behead the target. Reckoning. Any creature who steals from The Wandering Merchant develops a curse. Over the next 2d8 days, that creature turns into a cockatrice. This curse can only be lifted by a wish spell or by returning the stolen goods. Strange Lands. The Wandering Merchant does not suffer any ill effects from the natural environment he does not wish to suffer. THE WANDERING MERCHANT “Fancy meeting you here, at the bottom of a pit trap! I just so happen to have this lovely rope for sale..." -The Wandering Merchant
THIEF A cat burglar in a black cloak. AC 13 (leather), HP 13, ATK 1 dagger (close/near) +2 (1d4) or 1 shortsword +0 (1d6), MV near, S +0, D +2, C +0, I +0, W +0, Ch +1, AL N, LV 3 Stealthy. ADV on DEX checks to sneak and hide. Backstab. Deal x2 damage against surprised creatures. THUG A bruised and boorish ruffian. AC 13 (leather + shield), HP 4, ATK 1 shortsword +1 (1d6), MV near, S +1, D +0, C +0, I -1, W +1, Ch -1, AL C, LV 1 TREANT Peaceful, slow-moving trees with merry eyes and tremulous voices. They protect the forest. AC 14, HP 38, ATK 3 slam +8 (1d10) or 1 rock (far) +8 (2d12), MV near, S +4, D -1, C +2, I +2, W +3, Ch +1, AL N, LV 8 Animate Tree. 2/day. In place of attacks, one tree within near awakens as a treant ally without this ability. Reverts back in 1 day. TROLL Green, lanky giants with warty skin and territorial rage. Lair in deep forests and swamps. AC 12, HP 24, ATK 2 claw +4 (1d6) and 1 bite +4 (1d10), MV near, S +3, D +2, C +2, I -1, W +0, Ch -1, AL C, LV 5 Regenerate. Regains 2d6 HP on its turn unless its wounds are cauterized with fire or acid.