D&D 5E NPC - Ingrid Stenbeck - Human Shieldmaiden

Art by: Joan Francesc Oliveras Pallerols

Name: Ingrid Stenbeck
Race: Human
Gender: Female
Height: 5ft 9′ / 1.75m
Age: 24  
Class: Fighter (Shieldmaiden)


Level: 4

AC 18 (Studded leather and Shield), Hp 39 (4d10 Hit Die), Proficiency +2, Speed 40ft

Alignment: Neutral

languages: Common, Dwarven,

Ability Scores:
Str 16 (+3) Dex 19 (+4) Con 18 (+4) Int 12 (+1) Wis 10 (+0) Cha 15 (+2)

Attacks: Shortsword (+6 to hit, 1d6+4 Slashing damage)

Skills: Acrobatics, Athletics. Intimidation, Survival,

Equipment: Studded leather, Shield, Shortsword, Explorers pack, 8gp,

Class Features: Fighting Style (Protection), Second Wind, Action Surge,  Martial Archetype (Battle Master), Maneuvers (Perry),

Feats: Mobile


Ingrid Is a tough down to earth person but despite this she loves nothing more than a stiff drink and a laugh.

Ideal: The world is uncaring but we don’t have to be.

Bond: lost in a land which isn’t her own Ingrid wants to fine a fellow kinsmen. 

Flaw: While sailing a colossal storm hit Ingrid and her raiding party, sinking their ships and scattering the crews to the sea. Ingrid woke up on a beach all alone with no around. (if a storm lasts longer than a short rest, Ingrid is left in a Frightened state.)

Writers Note: I wish I could roll stats like these for my characters.

While I’m excited for this news of a Mike Mignola-written Frankenstein comic, I really liked this exchange in particular:

MTV: It’s interesting to hear you say that the monster was determined by back cover copy, or the title influences the take on the book… Your worlds are so meticulously created, but from everything you’re saying there’s also a fair amount of real world consideration and improvisation inherent in the books, as well.

Mignola: The trick is always to make it look like its been planned from the beginning, but if you plan stuff from the beginning, it’s too rigid, it’s going to break, it’s going to collapse. You can’t stick to these rigid plots – certainly you can’t do it over 20 years. I certainly never projected this far.

The trick is, when you write this stuff, to write it vague, to write it in a direction you’re going, but to allow a lot of room for things to move around.

There is an ultimate end to the Hellboy world, to Hellboy, to the B.P.R.D. but I don’t want to box myself in. The end has shifted a little bit once or twice over the years, and it’s basically the same ending – but you’ve got to allow for these characters to kind of drift this way, or drift that way, or this character doesn’t quite make it to where you thought they were going to make it. But this other character picks up the ball…

You’ve got to let it live, you’ve got to give it room to breathe.