
He has been dead for decades, insists it was an administrative mistake, and would like another drink.
At a Glance
- Identity: Sir John Falstaff
- Race: Undead spirit or human impostor (GM choice)
- Role: Literary rogue knight, braggart, comic companion and suspicious returning spirit
- Age: Old in appearance; no reliable mortal age
- Alignment: Chaotic Neutral
- Region: Taverns, old road inns and strange feasting halls in England
- Campaign status: Shakespearean literary figure; supernatural reappearance is campaign adaptation
A large elderly knight arrives at an inn before dusk and declares himself the hero of twelve battles. He owes the landlord three crowns by supper and wins them back by promising tales of a thirteenth battle that nobody remembers. His shadow, unfortunately, seems to salute a different man.
Falstaff is Shakespeare’s fictional creation in Henry IV and The Merry Wives of Windsor, associated with events before 1454 and announced dead by the time of Henry V. He is not a real historical contemporary of Henry VI. In this campaign he is a returning spirit or a remarkable impostor who carries the old knight’s memories.
Game Statistics
Original rules conversions, adapted for the campaign’s living legends and returning spirits.
Sir John Falstaff
Medium Undead or Humanoid (GM’s choice), Chaotic Neutral
AC 13; Initiative +1; HP 67; Speed 30 ft.
Skills Deception +8 (expertise), Performance +6, Sleight of Hand +3; Senses passive Perception 14; Languages English; CR 4; PB +2
Actions
Shortsword. Attack Roll: +4; Hit 5 (1d6 + 2) piercing.
Magnificent Distraction (Recharge 5–6). One foe within 30 feet makes a DC 14 Wisdom save; on a failure, Falstaff and one ally may Disengage as a reaction, and the foe cannot make opportunity attacks against them during that movement.
Reactions
Legendary Escape (1/Day). After an attack misses this NPC, they move up to 10 feet without provoking opportunity attacks.
Sir John Falstaff — 5e / 2014
AC 13; HP 67; Speed 30 ft.; CR 4; Languages English; Skills Deception +8, Performance +6, Sleight of Hand +3
Str 14 (+2), Dex 12 (+1), Con 16 (+3), Int 14 (+2), Wis 13 (+1), Cha 18 (+4)
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing (Strength-based attack).
Magnificent Distraction (Recharge 5–6). One foe within 30 feet makes a DC 14 Wisdom save; on a failure, Falstaff and one ally may Disengage as a reaction, and the foe cannot make opportunity attacks against them during that movement.
Legendary Escape (1/Day). When missed by an attack, move 10 feet without provoking opportunity attacks.
Sir John Falstaff — Pathfinder 1e
CR 5; Human rogue 4/bard 3 (returned spirit variant); Init +5; Senses Perception +12
Defense
AC 15, touch 11, flat-footed 14; hp 62; Fort +7, Ref +8, Will +6
Offense
Speed 30 ft.; Melee shortsword +8 (1d6+2); Special Magnificent Distraction
Statistics
Str 14, Dex 12, Con 16, Int 14, Wis 13, Cha 18; Base Atk +5; CMB +7; CMD 19; Skills Perception +12, Stealth +11, Survival +11, Bluff +10; Feats Dodge, Improved Initiative, Weapon Focus
Sir John Falstaff — D&D 3.5e
CR 5; Human rogue 4/bard 3 (supernatural return); Init +5; AC 15, touch 11, flat-footed 14; hp 59; Fort +7, Ref +8, Will +6
Base Attack +5; Grapple +7; Attack shortsword +8 (1d6+2); Abilities Str 14, Dex 12, Con 16, Int 14, Wis 13, Cha 18; Skills Spot +11, Listen +11, Hide +10, Move Silently +10; Feats Improved Initiative, Dodge, Weapon Focus
What Is Sir John Falstaff Doing Now?
Someone has been stealing food, wine and little quantities of battlefield relics from inns all along the road. Falstaff claims innocence and offers to help the adventurers catch the thief—provided they pay his bill and never ask what is in his saddlebag.
Encounters and Adventure Hooks
- Falstaff hires the party to win a duel he has already accepted on their behalf.
- A recruiter is sending villagers into an endless phantom war; Falstaff knows the commander’s name.
- The knight’s unpaid tavern accounts form a magical contract that will collect one year of life from each creditor.
Personality and Relationships
Funny, unscrupulous, cowardly about dying, courageous when a friend truly needs him, and devoted to the argument that his flaws are merely sophisticated virtues.
Innkeepers, gullible squires, dishonest recruiters, old soldiers and a mysterious gentleman who appears whenever Falstaff speaks of his funeral.
Equipment and Rewards
Oversized old sword, dented buckler, wine flask, rolled debts, cavalry spurs, a collection of dubious military commissions and a fur-lined hat. The NPC’s finest reward is an introduction, refuge, knowledge or a desperate favour: none is guaranteed to survive a double-cross.
Other Encounters
Falstaff is already halfway through the party’s supper when they reach the inn. He introduces himself as their senior officer, presents a wildly improbable commission and orders the best ale in their names. At midnight an armoured visitor arrives with a writ proving that Falstaff died decades ago. The adventurers may challenge the visitor, challenge Falstaff or investigate why the writ bears tomorrow’s date.
Connections and Sources
London · England · Henry VI · British Isles NPCs · Sir John Falstaff
This NPC is a campaign adaptation. Literary characters, historical individuals from previous centuries, supernatural survivals, game statistics and newly invented events are distinguished in the text.
Mythical and Historical Context
Sir John Falstaff is Shakespeare’s fictional knight, best known from the plays about Henry IV and The Merry Wives of Windsor. His original story belongs to an earlier English generation than the 1454 campaign, and it is not a historical biography. The figure met here must be a supernatural return, an impostor with uncanny memories or another explicitly fantastic survivor; he is not an ordinary courtier who somehow lived unnoticed. Explore Falstaff’s literary origins.
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