922210-OUTCLASSED NPC Statblock Compendium 2021-12-21
922210-OUTCLASSED NPC Statblock Compendium 2021-12-21
Over 200 NPC Statblocks for 5th Edition Dungeons and Dragons
Written by William Rotor
Important Information
Sources Referenced Credits
The following publications are referenced, making use of OUTCLASSED: The NPC Statblock Compendium was written by
general rules, subclasses, NPC statblocks, and spells that William Rotor. The current edition is December 2021.
populate NPC spellcasting lists. Please support WOTC. The document was formatted using GMBinder by /u/iveld.
The following redditors assisted with locating mistakes and
Player's Handbook (PHB): Subclasses, rules, and spells.
errors in the document.
Monster Manual (MM): NPC statblocks.
Dungeon Master's Guide (DMG): Subclasses, rules, and /u/LtPowers
magic items. /u/Drewfro666
Sword Coast Adventurer's Guide (SCAG): Subclasses. /u/Hondor64
Volo's Guide to Monsters (VGM): NPC statblocks. /u/bunnygeonmaster
Xanathar's Guide to Everything (XGE): Subclasses and spells. /u/michimatsch
Tasha's Guide to Everything (TCE): Subclasses and spells. /u/omruler13
The Hourglass Desert (HD): Subclasses. /u/BloodhawkFlock
Into Wonderland (IW): Subclasses and spells. /u/p00pl00ps
Elemental Evil Player's Companion: Spells. /u/everlivingbees
/u/StuffExplodes
The following Unearthed Arcana (UA) is referenced.
/u/kazeespada
Artificer /u/AdmiralAckbeard
Class Design Variants /u/Oedipus_T-Rex
Cleric: Divine Domains /u/Kenraali
Eberron /u/Phylea
The Faithful
... accounting for about 5% of the errors that have been
Fighter: Martial Archetypes detected and fixed. The other 95% is all me, baby!
Kits of Old
If you find an error, send me a message on reddit
Monk: Monastic Traditions
(/u/williamrotor). I'll fix it and add your name to the list.
Paladin: Sacred Oaths
Unless it's about challenge rating, in which case don't worry
Psionics and the Mystic, Take 2
about it. Challenge rating is an abstraction.
Ranger & Rogue
Prestige Classes and Rune Magic
Sorcery Legal
Three Subclasses DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Warlock & Wizard Realms, the dragon ampersand, Player’s Handbook, Monster
Wizard Revisited Manual, Dungeon Master’s Guide, D&D Adventurers League, all
The following homebrew is referenced, making use of other Wizards of the Coast product names, and their respective
subclasses and (in the case of Minor Mages) inspiration for logos are trademarks of Wizards of the Coast in the USA and
many of the statblocks in the Miscellaneous section. other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected
Blood Hunter by Matt Mercer. under the copyright laws of the United States of America. Any
Chronomancer by /u/TehlalTheAllTelling. reproduction or unauthorized use of the material or artwork
Dark Arts Player's Companion by Jonoman3000. contained herein is prohibited without the express written
Long Ranger, by William Rotor. permission of Wizards of the Coast.
Minor Mages, by /u/The_DMPC. ©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA
Order of the Lycan, by Matt Mercer. 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
The Rouge, by William Rotor. Boéchat 31, 2800 Delémont, CH. Represented by Hasbro
Shrouded Arts Wizard, by /u/SargeBriar. Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
Warlock of the Leviathan, by /u/CaelReader. UB11 1ET, UK.
OUTCLASSED: The NPC Statblock Compendium is unofficial
Usage Recommendations Fan Content permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the materials used
1. Bigger numbers don't make better stories. are property of Wizards of the Coast.
2. There are lies, damned lies, and statistics.
3. Those who fight alone die alone.
Contents
Barbarians (26) Druids (82)
Enduring Barbarian (WR) (27) Archdruid Coven Leader (WR) (83)
Legendary Barbarian (WR) (28) Arch Shepherd (XGE) (86)
Peak Barbarian (WR) (28) Dream Guardian (XGE) (87)
Ancestral Inheritor (XGE) (31) Flamefighter (TCE) (88)
Berserker (PHB) (32) Growth Druid (IW) (89)
Bestial Berserker (TCE) (33) Land Druid (PHB) (90)
Blood Rager (DAPC) (36) Liminal Druid (DAPC) (91)
Kuldjargh (SCAG) (37) Moon Druid (PHB) (92)
Mercury Berserker (IW) (38) Spore Spreader (TCE) (93)
Spirit Totem Barbarians (PHB, SCAG) (39) Starmapper (TCE) (95)
Storm Herald (XGE) (40) Twilight Mendicant (UA) (96)
Wild Magic Berserker (TCE) (41)
Zealot (XGE) (42) Fighters (97)
Bards (43) The Indefatigable (WR) (99)
Battlemaster Maneuvers (101)
One Hit Wonder (WR) (45) Banneret (SCAG) (102)
Rock Legend (WR) (45) Battlemasters (PHB) (103)
Blade (XGE) (48) Blood Knight (DAPC) (105)
Court Debater (TCE) (49) Brute (UA) (106)
Creation Bard (TCE) (50) Cavalier (XGE) (107)
Glamour Bard (XGE) (51) Champion (PHB) (108)
Jester (UA) (52) Eldritch Knight (PHB) (109)
Lore Bard (PHB) (53) Elite Elven Archer (XGE) (110)
Shadow Dancer (DAPC) (54) Psi Warrior (TCE) (111)
Valor Bard (PHB) (55) Rune Knight (TCE) (112)
Whisper Bard (XGE) (56) Samurai (XGE) (114)
Sharpshooter (UA) (115)
Clerics (42) Standard Bearer (UA) (116)
Survivalist (IW, HD) (117)
Bishop (WR) (62)
Cardinal (WR) (63)
Avatar (WR) (63)
Monks (118)
Arcana Priest (SCAG) (66) Martial Arts Master (WR) (119)
Death Priest (DMG) (67) Enlightened Master (WR) (120)
Forge Priest (XGE) (68) Astral Projector (TCE) (123)
Grave Priest (XGE) (69) Blood Bender (DAPC) (124)
Knowledge Priest (PHB) (70) Death Researcher (SCAG) (125)
Life Priest (PHB) (71) Drunken Master (XGE) (126)
Light Priest (PHB) (72) Gardener (IW) (127)
Nature Priest (PHB) (73) Glass Shatterer (HD) (128)
Night Priest (DAPC) (74) Kensei (XGE) (129)
Order Priest (TCE) (75) Merciful Warrior (TCE) (130)
Peacekeeper (TCE) (76) Open Hand Monk (PHB) (131)
Protection Priest (UA) (77) Quadruple Master (PHB) (132)
Tempest Priest (PHB) (78) Shadow Monk (PHB) (133)
Trickery Priest (PHB) (79) Sun Soul Monk (SCAG, XGE) (134)
Twilight Priest (TCE) (80) Tranquil Master (UA) (135)
War Priest (PHB) (81)
3
Paladins (136) Sorcerers (190)
Oathkeeper (WR) (140) Aberrant Mind Sorcerer (TCE) (196)
Fiendbane (WR) (140) Clockwork Soul (TCE) (198)
Mortal Enemy of Evil (WR) (141) Deathtouched Sorcerer (DAPC) (200)
Aspect of Vengeance (PHB) (144) Dragon Sorcerers (PHB) (202)
Feysworn (PHB) (146) Favoured Chosen (XGE) (203)
Hero (TCE) (147) Phoenix Sorcerer (UA) (205)
Holy Redeemer (XGE) (148) Sea Sorcerer (UA) (206)
Kingsguard (PHB) (149) Shadow Sorcerer (XGE) (207)
Knight Conqueror (XGE) (150) Stone Sorcerer (UA) (209)
Mortal Traitor (UA) (151) Storm Sorcerer (SCAG, XGE) (210)
Oathbreaker (DMG) (152) Vampiric Sorcerer (DAPC) (211)
Rebirth Knight (HD) (153) Wild Magic Sorcerer (PHB) (212)
Sovereign Knight (SCAG) (154)
Watcher Knight (TCE) (155)
Winter Knight (DAPC) (156)
Warlocks (213)
Celestial Servant (XGE) (215)
Artificers (258)
Artifice Freelancer (WR) (258)
Artifice Tech Master (WR) (259)
Iron Avenger (WR) (259)
Alchemist (TCE) (265)
Armorer (TCE) (267)
Artillerist (TCE) (268)
Attuner (UA) (270)
Battle Smith (TCE) (271)
4
Blood Hunters (272) Appendices (313)
Ghostbane Blood Hunter (Matt Mercer) (272) Feats (313)
Lycan Blood Hunter (Matt Mercer) (273) Patron Invocations (314)
Mutant Blood Hunter (Matt Mercer) (274) Magical Invocations (315)
Profane Blood Hunter (Matt Mercer) (275) Tattoos (317)
Applying Races (322)
Long Rangers (276) Aarokocra to Elf (322)
Ettercap to Kobold (323)
Beast Tamer (WR) (276) Kuo-Toa to Yuan-Ti (324)
Bounty Hunter (WR) (277) Young and Old NPCs (325)
Primal Warden (WR) (278) Applying Classes (326)
Mystics (279)
Awakened Mystic (UA) (279)
Immortal Mystic (UA) (280)
Rouges (281)
Clown (WR) (281)
Effects Master (WR) (282)
Fashionista (WR) (283)
Goth (WR) (284)
Pretty Face (WR) (285)
Miscellaneous (286)
Archer (WR) (286)
Bait Mage (WR) (287)
Brawler (WR) (288)
Church Hand (WR) (289)
Commander (WR) (290)
Courtier (WR) (291)
Defender (WR) (292)
Dirty Fighter (WR) (293)
Duelist (WR) (294)
Eco-Terrorist (WR) (295)
Elemental Benders (WR) (296)
Joker (WR) (297)
King / Queen (WR) (298)
Mariner (WR) (299)
Medic (WR) (300)
Mercenary (WR) (301)
Officiant (WR) (302)
Outlaw (WR) (303)
Siege Mage (WR) (304)
Squire (WR) (305)
Soldier (WR) (306)
Spell Sniper (WR) (307)
Templar (WR) (308)
Witch Doctor (WR) (309)
Wrestler (WR) (310)
Other (MM, VGM) (311)
Sidekicks (312)
5
Statblocks Listed by Source Sword Coast Adventurer's
(Order of Appearance) Guide
Kuldjargh (Path of the Battlerager) (37)
Player's Handbook Spirit Totem Barbarians (Totem of Elk, Tiger) (39)
Arcana Priest (66)
Berserker (32)
Banneret (Purple Dragon Knight) (102)
Spirit Totem Barbarians (Totem of Bear, Eagle, Wolf) (39)
Death Researcher (Way of the Long Death) (125)
Lore Bard (53)
Sun Soul Monk (134)
Valor Bard (55)
Sovereign Knight (Oath of the Crown) (154)
Knowledge Priest (70)
Mastermind (184)
Life Priest (71)
Privateer (Swashbuckler Archetype) (186)
Light Priest (72)
Storm Sorcerer (210)
Nature Priest (74)
The Undying (218)
Tempest Priest (78)
Bladesingers (244)
Trickery Priest (79)
War Priest (81)
Land Druid (90) Xanathar's Guide to Everything
Moon Druid (92) Ancestral Inheritor (Path of the Ancestral Guardian) (31)
Battlemasters (103) Storm Herald (40)
Champion (108) Zealot (42)
Eldritch Knight (109) Blade (College of Swords) (48)
Quadruple Master (Way of the Four Elements) (132) Glamour Bard (51)
Open Hand Monk (131) Whisper Bard (56)
Shadow Monk (133) Forge Priest (68)
Aspect of Vengeance (Oath of Vengeance) (144) Grave Priest (69)
Feysworn (Oath of the Ancients) (146) Arch Shepherd (Circle of the Shepherd) (86)
Kingsguard (Oath of Protection) (149) Dream Guardian (Circle of Dreams) (87)
Beastmaster (162) Cavalier (107)
Hunter (168) Elite Elven Archer (Arcane Archer Archetype) (110)
Arcane Thief (Arcane Trickster Archetype) (180) Samurai (114)
Assassin (181) Drunken Master (126)
Thief (189) Kensei (129)
Dragon Sorcerers (202) Sun Soul Monk (134)
Wild Magic Sorcerer (212) Holy Redeemer (Oath of Redemption) (148)
Warlock of the Archfey (219) Knight Conqueror (Oath of Conquest) (150)
Warlock of the Fiend (225) Gloom Stalker (165)
Warlock of the Great Old One (228) Horizon Walker (167)
Scholarly Wizards (All Schools) (250) Monster Hunter (169)
Guerilla Scout (Scout Archetype) (182)
Dungeon Master's Guide Inquisitor (Inquisitive Archetype) (183)
Mastermind (184)
Death Priest (67)
Privateer (Swashbuckler Archetype) (186)
Oathbreaker (152)
Favoured Chosen (Divine Soul Bloodline) (203)
Shadow Sorcerer (Shadow Magic Bloodline) (207)
Storm Sorcerer (210)
Celestial Servant (Warlock of the Celestial) (215)
Hexblade Wielder (Warlock of the Hexblade) (217)
War Wizard (254)
6
Tasha's Cauldron of Everything Homebrew
Bestial Berserkers (33) Dark Arts Player's Companion
Wild Magic Berserker (41) Blood Rager (Path of Blood) (36)
Court Debater (College of Eloquence) (49) Shadow Dancer (College of the Shadowfell) (54)
Creation Bard (50) Night Priest (74)
Order Priest (75) Liminal Druid (Circle of Twilight) (91)
Peacekeeper (Peace Domain) (76) Blood Knight (105)
Twilight Priest (80) Blood Bender (Way of the Bloodied Fist) (124)
Flamefighter (Circle of Wildfire) (88) Winter Knight (Oath of the Grave) (156)
Spore Spreader (Circle of Spores) (93) Nightstalker (270)
Starmapper (Circle of Stars) (95) Shadow Rogue (188)
Psi Warrior (111) Deathtouched Sorcerer (200)
Rune Knight (112) Vampiric Sorcerer (211)
Astral Projector (Way of the Astral Soul) (123) Warlock of the Archlich (221)
Merciful Warrior (Way of Mercy) (130) Hemomancer (School of Hemomancy) (246)
Hero (Oath of Glory) (147) Reawakener (School of Reawakening) (249)
Watcher Knight (155)
Fey Wanderer (164) Matt Mercer
The Swarm (Swarmkeeper Archetype) (172) Ghostbane Blood Hunter (Order of the Ghostslayer) (272)
The Phantom (185) Lycan Blood Hunter (273)
Psionic Assassin (Soulknife Archetype) (187) Mutant Blood Hunter (274)
Aberrant Mind Sorcerer (196) Profane Blood Hunter (Order of the Profane Soul) (275)
Clockwork Soul (198)
Warlocks of the Genie (227) CaelReader
Warlock of the Leviathan (Fathomless Patron) (230) Warlock of the Leviathan (230)
Bladesingers (244)
Scribe (251) SargeBriar
Alchemist (265) Shrouded Wizard (School of the Shrouded Arts) (252)
Armorers (267)
Artillerists (268)
TehlalTheAllTelling
Chronomancer (School of Chronomancy) (245)
Battle Smith (271)
William Rotor
Unearthed Arcana
Jester (College of Satire) (52)
Into Wonderland
Protection Priest (77) Mercury Berserker (38)
Twilight Mendicant (Circle of Twilight) (96) Growth Druid (89)
Brute (106) Survivalist (117)
Sharpshooter (115) Gardener (Way of Gardens) (127)
Standard Bearer (Knight) (116) Warden (Primal Warden Archetype) (175)
Tranquil Master (Way of Tranquility) (135) Warlock of Cirrus (223)
Mortal Traitor (Oath of Treachery) (151) Warlock of Dailili (224)
Herbalist (Spell-less Ranger) (166) Warlock of Lord Cals (232)
Primeval Guardian (171) Warlock of Tettlebug Moonflower (235)
Phoenix Sorcerer (205) Witch (255)
Sea Sorcerer (206)
Stone Sorcerer (209)
The Hourglass Desert
Faith Seeker (Warlock of the Seeker) (216) Survivalist (Nomad Archetype) (117)
Warlock of the Raven Queen (233) Glass Shatterer (128)
Inventor (School of Invention) (178) Rebirth Knight (153)
Lore Master (School of Lore Mastery) (247) Dune Diver (163)
Theurge (School of Theurgy) (253)
Attuner (Artificer) (270)
Long Ranger
Awakened Mystic (279) Beast Tamer (276)
Immortal Mystic (280) Bounty Hunter (277)
Rune Scribe (113) Primal Warden (278)
7
Rouge
Clown (281)
Effects Master (282)
Fashionista (283)
Goth (284)
Pretty Face (285)
Other
Archer (286)
Bait Mage (287)
Brawler (288)
Church Hand (289)
Commander (290)
Courtier (291)
Defender (292)
Dirty Fighter (293)
Duelist (294)
Eco-Terrorist (295)
Elemental Benders (296)
Joker (297)
King / Queen (298)
Mariner (299)
Medic (300)
Mercenary (301)
Officiant (302)
Outlaw (303)
Siege Mage (304)
Squire (305)
Spell Sniper (307)
Templar (308)
Witch Doctor (309)
Wrestler (310)
8
Tier Two
Suggestions for Tiered NPCs Glamour Bard (51)
Tier One works best against a party of up to 4th level. Tier Four
Tier Two works best against a party of up to 10th level. Rock Legend (45)
Tier Three works best against a party of up to 17th level.
Tier Four works best against a party of up to 20th level. Clerics
Use the guidelines in the DMG (pgs. 274-282) to calculate an Tier One
appropriate challenge for your party. Don't forget the three Acolyte (MM 342)
tenets of this document. Arcana Priest (66)
Church Hand (289)
1. Bigger numbers don't make better stories.
Death Priest (67)
2. There are lies, damned lies, and statistics.
Default Mage, Cleric (327)
3. Those who fight alone die alone.
Forge Priest (68)
Grave Priest (69)
Barbarians Knowledge Priest (70)
Life Priest (71)
Tier One
Berserker (MM 344) Nature Priest (73)
Night Priest (74)
Chief Berserker (32)
Coiled Berserker (33) Officiant (302)
Order Priest (75)
Default Warrior, Barbarian (326)
Outlaw (Banished Deacon) (303)
Kuldjargh (37)
Mercury Berserker (38) Priest (MM 348)
Protection Priest (77)
Ripping Berserker (33)
Snapping Berserker (33) Squire (305)
Tempest Priest (78)
Storm Herald (40)
Wild Magic Berserker (41) Trickery Priest (79)
Twilight Priest (80)
Tier Two
Ancestral Inheritor (31) Tier Two
Bishop (62)
Blood Rager (36)
Light Priest (72)
Enduring Barbarian (27)
Spirit Totem Barbarians (39) War Priest (VGM 218)
Zealot (42)
Tier Three
Cardinal (63)
Tier Three
Apex Predator (34)
Legendary Barbarian (28)
Tier Four
Avatar (63)
Tier Four
Peak Barbarian (28) Druids
The Prowler (35)
Tier One
Bards Default Mage, Druid (327)
Druid (MM 346)
Eco-Terrorist (295)
Tier One
Growth Druid (89)
Bard (VGM 211)
Blade (48) Sand Shaman (90)
Starmapper (95)
Court Debater (49)
Twilight Mendicant (96)
Creation Bard (50)
Default Mage, Bard (327) Witch Doctor (309)
Jester (52)
Joker (297)
Tier Two
Arch Shepherd (86)
Shadow Dancer (54)
Dream Guardian (87)
Squire (305)
Flamefighter (88)
Valor Bard (55)
Spore Spreader (93)
Whisper Bard (56)
9
Tier Three
Archdruid (VGM 210)
Monks
Liminal Druid (91) Tier One
Air Bender (296)
Tier Four Astral Projector (123)
Archdruid Coven Leader (83) Blood Bender (124)
Brawler (288)
Fighters Death Researcher (125)
Default Warrior, Monk (326)
Tier One Earth Bender (296)
Archer (VGM 210)
Fire Bender (296)
Archer (286)
Gardener (127)
Cavalier (107)
Glass Shatterer (128)
Commander (290)
Kensei (129)
Default Warrior, Fighter (326)
Martial Arts Adept (VGM 216)
Defender (292)
Merciful Warrior (130)
Duelist (294)
Shadow Monk (133)
Elite Elven Archer (110)
Sun Soul Monk (134)
Gladiator (MM 346)
Tranquil Master (135)
Knight (MM 347)
Water Bender (296)
Mariner (299)
Wrestler (310)
Mercenary (301)
Psi Warrior (111) Tier Two
Sharpshooter (115) Drunken Master (126)
Squire (305)
Survivalist (117) Tier Three
Templar (308) Martial Arts Master (119)
Veteran (MM 350) Quadruple Master (132)
10
Tier Three Tier Three
Aspect of Vengeance (144) Crime Boss (177)
Fiendbane (140)
Kingsguard (149) Tier Four
Mortal Enemy of Evil (141) Crime Lord (178)
Sovereign Knight (154)
Tier Four
Sorcerers
Death Knight (MM 47) Tier One
Apprentice Mage (VGM 209)
Rangers Default Mage, Sorcerer (327)
Emergent Aberrant Mind Sorcerer (197)
Tier One Emergent Clockwork Soul (199)
Beast Tamer (276) Emergent Favoured Chosen (204)
Beastmaster (162) Emergent Shadow Sorcerer (208)
Bounty Hunter (277) Emergent Wild Magic Sorcerer (212)
Dune Diver (163) Deathtouched Sorcerer (200)
Fey Wanderer (164) Vampiric Sorcerer (211)
Gloom Stalker (165)
Herbalist (166) Tier Two
Hunter (168) Aberrant Mind Sorcerer (196)
Monster Hunter (169) Clockwork Soul (198)
Nightstalker (170) Dragon Sorcerers (202)
Mage (MM 347)
Tier Two Sea Sorcerer (206)
Horizon Walker (167) Shadow Sorcerer (207)
Primal Warden (278) Storm Sorcerer (210)
Primeval Guardian (171)
The Swarm (172) Tier Three
Warden (175) Archmage (MM 342)
Elder Aberrant Mind Sorcerer (197)
Tier Three Elder Clockwork Soul (199)
Horizon Walker, Legendary Actions (167) Elder Deathtouched Sorcerer (201)
Elder Shadow Sorcerer (208)
Tier Four Elder Wild Magic Sorcerer (212)
Wild Guardian (160) Favoured Chosen (203-204)
Phoenix Sorcerer (205)
Rogues Stone Sorcerer (209)
Tier Two
Abjurer (VGM 209)
Bladesingers (244)
Chronomancer (245)
Conjurer (VGM 212)
Diviner (VGM 213)
Evoker (VGM 214)
Lore Master (248)
Mage (MM 347)
Necromancer (VGM 217)
War Wizard (254)
Tier Three
Archmage (MM 342)
You can swap the archmage's spell list with the scholarly
wizard spell lists for variations on a tier three wizard.
Tier Four
Lich (MM 202)
12
Statblocks Listed by CR 1/2
Challenge Rating Brawler (288)
Celestial Servant (215)
Cultist of the Leviathan (231)
CR 0 Dirty Fighter (293)
Animated Mouse (257) Emergent Aberrant Mind Sorcerer (197)
Commoner (MM 344) Emergent Clockwork Soul Sorcerer (199)
Emergent Favoured Chosen (204)
CR 1/8 Emergent Shadow Sorcerer (207)
Emergent Wild Magic Sorcerer (212)
Bandit (MM 343) Faith Seeker (216)
Body Puppet (123) Mercenary Spore Servant (94)
Church Hand (289) Outlaw, Banished Deacon (303)
Courtier (291) Outlaw, Discharged Soldier (303)
Cultist (MM 345) Outlaw, Exiled Mage (303)
Joker (297) Scout (MM 349)
Medic (300) Swarm of Stirges (NPC 173)
Noble (MM 348) Thug (MM 350)
Note of Potential (50) Warlock of the Raven Queen (233)
Officiant (302) Wildfire Spirit (88)
Soldier (306)
Tribal Warrior (MM 350)
Wrestler (310)
CR 1
Awakened Mystic (279)
CR 1/4 Commander (290)
Deathtouched Sorcerer (200)
Acolyte (MM 342) Defender (292)
Apprentice Wizard (VGM 209) Discount Assassin (181)
Archer (286) Duelist (294)
Cultist of the Archfey (220) Herbalist (166)
Cultist of the Archlich (222) Mariner (299)
Cultist of the Fiend (226) Mercenary (301)
Cultist of the Great Old One (229) Nature Priest (73)
Cultist of the Raven Queen (234) The Phantom (185)
Eco-Terrorist (295) Shadow Dancer (54)
Guard (MM 347) Shadow Rogue (188)
Jester (52) Siege Mage (304)
Outlaw (303) Starmapper (95)
Rune Scribe (113) Twilight Priest (80)
Squire (305)
Spell Sniper (307)
Witch Doctor (309)
13
CR 2 CR 3
Air Bender (296) Alchemist (265)
Alchemist (265) Arcane Thief (180)
Arcana Priest (66) Archer (VGM 210)
Artillerist (268) Astral Projector (123)
Astral Spirit (123) Bard (VGM 211)
Bait Mage (287) Blood Bender (124)
Bandit Captain (MM 344) Bounty Hunter (277)
Beastmaster (162) Coiled Berserker (33)
Berserker (MM 344) Court Debater (49)
Bitter Rival (145) Death Researcher (126)
Cult Fanatic (MM 345) Dune Diver (163)
Dancing Item (50) Elite Elven Archer (110)
Death Priest (67) Guardian Armorer (267)
Druid (MM 346) Illusionist (VGM 214)
Earth Bender (296) Infiltrator Armorer (267)
Fire Bender (296) King Spore Servant (94)
Fey Wanderer (164) Knight (MM 347)
Gardener (127) Lore Bard (53)
Glass Shatterer (128) Mad Scientist (265)
Grave Priest (69) Martial Arts Adept (VGM 216)
Growth Druid (89) Master Thief (VGM 216)
Guerilla Scout (182) Monster Hunter (169)
Hero (147) Privateer (186)
Hunter (168) Protection Priest (77)
Inquisitor (183) Raven Servant (234)
Kensei (129) Ripping Berserker (33)
Knowledge Priest (70) Sand Shaman (163)
Life Priest (71) Sharpshooter (115)
Mastermind (184) Snapping Berserker (33)
Mechanical Servant (270) Survivalist (117)
Merciful Warrior (130) Swashbuckler (VGM 217)
Night Priest (74) Templar (308)
Nightstalker (170) Twilight Mendicant (96)
Order Priest (75) Veteran (VGM 350)
Priest (MM 348) Warlock of the Dao (227)
Shadow Monk (133) Warlock of the Djinni (227)
Spy (MM 349) Warlock of the Efreeti (227)
Sun Soul Monk (134) Warlock of the Marid (227)
Swarm of Velociraptors (173) Whisper Bard (56)
Theurge (253) Wild Magic Berserker (41)
Tranquil Master (135) Witch (255)
Trickery Priest (79)
Watcher Knight (155)
Water Bender (296)
14
CR 4 CR 6
Antipaladin (152) Arbalist (104)
Beast Tamer (276) Battle Smith (271)
Blade (48) Bishop (62)
Chief Berserker (32) Chronomancer (245)
Clown (281) Conjurer (VGM 212)
Effects Master (282) Eldritch Knight (109)
Fashionista (283) Enduring Barbarian (27)
Forge Priest (68) General (104)
Gloom Stalker (165) Green Dragon Sorcerer (202)
Goth (284) Knight Conqueror (150)
Inventor (247) Light Priest (72)
Kuldjargh (37) Lore Master (248)
Mercury Berserker (38) Lycan Blood Hunter (273)
Pretty Face (285) Mage (MM 347)
Psi Warrior (111) Rally Guard (103)
Shrouded Wizard (252) Samurai (114)
Storm Herald (40) Sea Sorcerer (206)
Tempest Priest (78) Sworn Foe (145)
Valor Bard (55) Trebucheter (269)
Vampiric Sorcerer (211) The Undying (218)
Warlock of the Archfey (VGM 219) Warlock of the Great Old One (VGM 220)
Warlock of Cirrus (223) Warlock of the Leviathan (230)
Warlock of Dailili (224)
Warlock of Lord Cals (232)
Warlock of Tettlebug Moonflower (235)
CR 7
Artifice Freelancer (258)
CR 5 Banneret (102)
Black/Copper Dragon Sorcerer (202)
Aberrant Mind Sorcerer (196) Blood Knight (105)
Ancestral Inheritor (31) Blue/Bronze Dragon Sorcerer (202)
Bear Totem Barbarian (39) Brass/Gold/Red Dragon Sorcerer (202)
Blood Rager (36) Feysworn (146)
Cavalier (107) Hexblade Wielder, Vorpal Greataxe (217)
Clockwork Soul (198) Immortal Mystic (280)
Dream Guardian (87) Oathkeeper (140)
Eagle Totem Barbarian (39) Rebirth Knight (153)
Elk Totem Barbarian (39) Warlock of the Fiend (VGM 219)
Enchanter (VGM 213)
Horizon Walker (167)
Gladiator (MM 346)
CR 8
Glamour Bard (51) Arch Shepherd (86)
King / Queen (298) Assassin (MM 343)
Kraken Priest (VGM 215) Blackguard (VGM 211)
Light Priest (72) Diviner (VGM 213)
Mutant Blood Hunter (274) Flamefighter (88)
Primal Warden (278) Holy Redeemer (148)
Profane Blood Hunter (275) Master-at-Arms (103)
Red Tiger Bladesinger (244) Primeval Guardian (171)
Shadow Sorcerer (207) Silver/White Dragon Sorcerer (202)
Standard Bearer (116) The Swarm (172)
Tiger Totem Barbarian (39)
Transmuter (VGM 218)
Warden (175)
Wolf Totem Barbarian (39)
15
CR 9 CR 15
Abjurer (VGM 209) Hexblade Wielder, Blackrazor (217)
Champion (VGM 212)
Evoker (VGM 214)
Ghostbane Blood Hunter (272)
CR 16
Necromancer (VGM 217) Archdruid Coven Leader (83)
Psionic Assassin (187) Elder Aberrant Mind Sorcerer (197)
Warlock of the Archlich (221) Elder Clockwork Soul (199)
War Priest (VGM 218) Elder Deathtouched Sorcerer (201)
Zealot (42) Elder Shadow Sorcerer (208)
Elder Wild Magic Sorcerer (212)
CR 11 CR 19
Aspect of Vengeance (144)
Enlightened Master (120)
Cardinal (63)
The Indefatigable (99)
Horizon Walker, Legendary Actions (167)
Kingsguard (149)
Legendary Barbarian (28) CR 20
Martial Arts Master (119) Iron Avenger (259)
Rock Legend (45)
CR 12
Apex Predator (34) CR 21
Archdruid (VGM 215) Solar (MM 18)
Archmage (MM 342)
Crime Boss (177)
Fiendbane (140)
CR 28
Liminal Druid (91) Swarm of Demiliches (174)
Moon Druid (92)
Phoenix Sorcerer (205)
The Ravageslicer (264)
Sovereign Knight (154)
Warlord (VGM 220)
CR 13
Quadruple Master (132)
CR 14
Dearest Gran (257)
Favoured Chosen (203-204)
16
Statblocks Listed by Celestial
Thematic Similarity Aspect of Vengeance (144)
Astral Projector (123)
Avatar (63)
Academic Awakened Mystic (279)
Acolyte (MM 342) Celestial Servant (215)
Arbalist (104) Church Hand (289)
Arcana Priest (66) Favoured Chosen (203-204)
Arcane Thief (180) Hero (147)
Armorers (267) Holy Redeemer (148)
Artifice Freelancer (258) Kingsguard (149)
Artifice Tech Master (259) Life Priest (71)
Astral Projector (123) Light Priest (72)
Bait Mage (287) Peacekeeper (76)
Battle Smith (271) Protection Priest (77)
Chronomancer (245) Starmapper (95)
Clockwork Soul (198) Sun Soul Monk (134)
Court Debater (49) Theurge (253)
Courtier (291) Twilight Priest (80)
Creation Bard (50) Zealot (42)
Cultist (345)
Cult Fanatic (MM 345) Death
Death Researcher (126)
Ancestral Inheritor (31)
Eldritch Knight (109)
Antipaladin (152)
Effects Master (282)
Aspect of Vengeance (144)
General (104)
Astral Projector (123)
Hemomancer (246)
Awakened Mystic (279)
Inquisitor (183)
Blood Bender (124)
Inventor (247)
Clown (281)
Iron Avenger (259)
Cultist of the Archlich (222)
Kensei (129)
Cultist of the Raven Queen (234)
Knight (MM 347)
Death Priest (67)
Knowledge Priest (70)
Death Researcher (126)
Lore Bard (53)
Deathtouched Sorcerer (200)
Lore Master (248)
Ghostbane Blood Hunter (272)
Master-at-Arms (103)
Goth (284)
Mastermind (184)
Grave Priest (69)
Monster Hunter (169)
Immortal Mystic (280)
Noble (MM 348)
Hemomancer (246)
Officiant (302)
Necromancer (VGM 217)
Order Priest (75)
Night Priest (74)
Rally Guard (103)
Oathbreaker (152)
Reawakener (249)
The Phantom (185)
Rune Knight (112)
Raven Servant (234)
Rune Scribe (113)
Reawakener (249)
Samurai (114)
Rebirth Knight (153)
Scholarly Wizards (250)
Scholarly Wizards (250)
Shrouded Wizard (252)
Shadow Rogue (188)
Starmapper (95)
Spore Spreader (93)
Theurge (253)
The Undying (218)
Twilight Priest (80)
Twilight Mendicant (96)
Twilight Priest (80)
Vampiric Sorcerer (211)
Warlock of the Archlich (221)
Warlock of Lord Cals (232)
Warlock of the Raven Queen (233)
Winter Knight (156)
17
Wild Guardian (160)
Elements Wild Magic Berserker (41)
Witch (255)
Blood Bender (124)
Witch Doctor (309)
Cultist of the Leviathan (230)
Dragon Sorcerers (202)
Dune Diver (163) Fiendish
Elemental Benders (296) Antipaladin (152)
Flamefighter (88) Blackguard (VGM 211)
Forge Priest (68) Blood Knight (105)
Glass Shatterer (128) Blood Rager (36)
Horizon Walker (167) Cultist (345)
Light Priest (72) Cultist of the Fiend (NPC 226)
Phoenix Sorcerer (205) Cult Fanatic (MM 345)
Quadruple Master (132) Death Knight (MM 47)
Rune Knight (112) Forge Priest (68)
Rune Scribe (113) Knight Conqueror (150)
Sand Shaman (163) Oathbreaker (152)
Sea Sorcerer (206) Mortal Traitor (151)
Stone Sorcerer (209) Profane Blood Hunter (275)
Storm Herald (40) Warlock of the Fiend (225)
Storm Sorcerer (210) Zealot (42)
Tempest Priest (78)
Warlocks of the Genie (227)
Warlock of the Leviathan (230)
Healing
Winter Knight (156) Acolyte (MM 342)
Alchemist (265)
Feywild Arcana Priest (66)
Avatar (63)
Arcane Thief (180) Awakened Mystic (279)
Arch Shepherd (86) Bishop (62)
Bestial Berserkers (33) Cardinal (63)
Cultist of the Archfey (220) Church Hand (289)
Dream Guardian (87) Celestial Servant (215)
Eco-Terrorist (295) Fashionista (283)
Elite Elven Archer (110) Favoured Chosen (203-204)
Elder Wild Magic Sorcerer (212) Grave Priest (69)
Emergent Wild Magic Sorcerer (212) Growth Druid (89)
Feysworn (146) Healing Squire (305)
Fey Wanderer (164) Herbalist (166)
Gardener (127) Hero (147)
Glamour Bard (51) Holy Redeemer (148)
Growth Druid (89) Kingsguard (149)
Guerilla Scout (182) Knowledge Priest (70)
Herbalist (166) Land Druid (90)
Jester (52) Life Priest (71)
Joker (297) Light Priest (72)
Liminal Druid (91) Medic (300)
Mercury Berserker (38) Moon Druid (92)
Nature Priest (73) Nature Priest (73)
Primal Warden (278) Order Priest (75)
Primeval Guardian (171) Pretty Face (285)
Survivalist (117) Priest (MM 348)
Twilight Priest (80) Protection Priest (77)
Twilight Mendicant (96) Rebirth Knight (153)
Warden (175) The Undying (218)
Warlock of the Archfey (219) Theurge (253)
Warlock of Cirrus (223) Tranquil Master (135)
Warlock of Dailili (224) Valor Bard (55)
Warlock of Lord Cals (232) War Priest (81)
Warlock of Tettlebug Moonflower (235) Witch (255)
Watcher Knight (155)
18
For Hire (A-I) For Hire (J-Z)
Alchemist (265) Jester (52)
Arbalist (104) Joker (297)
Arcane Thief (180) Lore Bard (53)
Archer (VGM 210) Lycan Blood Hunter (273)
Archer (286) Mariner (299)
Armorers (267) Martial Arts Master (119)
Artifice Freelancer (258) Master-at-Arms (103)
Artifice Tech Master (259) Medic (300)
Assassin (MM 343) Mercenary (301)
Bait Mage (287) Monster Hunter (169)
Bandit (MM 343) Mutant Blood Hunter (274)
Bandit Captain (MM 344) Officiant (302)
Battle Smith (271) One Hit Wonder (45)
Beast Tamer (276) Privateer (186)
Blade (48) Profane Blood Hunter (275)
Brawler (288) Protection Priest (77)
Bounty Hunter (277) Psionic Assassin (187)
Brute (106) Rally Guard (103)
Champion (VGM 212) Rock Legend (45)
Clown (281) Rune Scribe (113)
Church Hand (289) Scholarly Wizards (250)
Commoner (MM 344) Scout (MM 349)
Court Debater (49) Sharpshooter (115)
Courtier (291) Shrouded Wizard (252)
Creation Bard (50) Soldier (306)
Defender (292) Spell Sniper (307)
Dirty Fighter (293) Squire (305)
Duelist (294) Storm Sorcerer (210)
Dune Diver (163) Survivalist (117)
Effects Master (282) Thug (MM 350)
Fashionista (283) Valor Bard (55)
Forge Priest (68) Warden (175)
Ghostbane Blood Hunter (272) Watcher Knight (155)
Guard (MM 347) Witch (255)
Guerilla Scout (182) Witch Doctor (309)
Herbalist (166) Wrestler (310)
Hunter (168)
Inventor (247)
19
High Seas Knight
Air Bender (296) Arbalist (104)
Arbalist (104) Archer (VGM 210)
Arcane Thief (180) Armorers (267)
Artillerist (268) Banneret (102)
Bandit (MM 343) Cavalier (107)
Bandit Captain (MM 344) Death Priest (67)
Berserker (MM 344) Forge Priest (68)
Blood Bender (124) General (104)
Bounty Hunter (277) Kingsguard (149)
Champion (VGM 212) Knight (MM 347)
Chief Berserker (32) Knight Conqueror (150)
Commander (290) Life Priest (71)
Commoner (MM 344) Master-at-Arms (103)
Courtier (291) Noble (MM 348)
Cultist of the Leviathan (230) Protection Priest (77)
Dirty Fighter (293) Rally Guard (103)
Duelist (294) Rebirth Knight (153)
Guard (MM 347) Rune Knight (112)
Inquisitor (183) Samurai (114)
Kraken Priest (VGM 215) Sharpshooter (115)
Mariner (299) Sovereign Knight (154)
Master-at-Arms (103) Standard Bearer (116)
Master Thief (VGM 216) Valor Bard (55)
Mastermind (184) War Priest (VGM 218)
Mercenary (301) Watcher Knight (155)
Noble (MM 348) Winter Knight (156)
Outlaw (303)
Privateer (186)
Sea Sorcerer (206)
Scout (MM 349)
Snapping Berserker (33)
Spy (MM 349)
Storm Herald (40)
Storm Sorcerer (210)
The Swarm (172)
Swashbuckler (VGM 217)
Tempest Priest (78)
Thug (MM 350)
Valor Bard (55)
Veteran (MM 350)
Warlock of the Leviathan (230)
Water Bender (296)
20
Mage Nature
Abjurer (VGM 209) Apex Predator (34)
Arcana Priest (66) Archdruid Coven Leader (83)
Bait Mage (287) Archer (VGM 210)
Chronomancer (245) Arch Shepherd (86)
Conjurer (VGM 212) Beastmaster (162)
Diviner (VGM 213) Beast Tamer (276)
Effects Master (282) Bladesingers (244)
Enchanter (VGM 213) Coiled Berserker (33)
Evoker (VGM 214) Cultist of the Archfey (220)
Hemomancer (246) Cultist of the Leviathan (230)
Illusionist (VGM 214) Dream Guardian (87)
Inventor (247) Dune Diver (163)
Lore Bard (53) Eco-Terrorist (295)
Lore Master (248) Elite Elven Archer (110)
Necromancer (VGM 217) Feysworn (146)
Reawakener (249) Fey Wanderer (164)
Rune Scribe (113) Flamefighter (88)
Shrouded Wizard (252) Gardener (127)
Siege Mage (304) Glass Shatterer (128)
Spell Sniper (307) Growth Druid (89)
Starmapper (95) Herbalist (166)
Theurge (253) Hunter (168)
Transmuter (VGM 218) Land Druid (90)
War Wizard (254) Liminal Druid (91)
Moon Druid (92)
Glamour Bard (51)
Mercury Berserker (38)
Nature Priest (73)
Night Priest (74)
Primeval Guardian (171)
Primal Warden (278)
The Prowler (35)
Ripping Berserker (33)
Scout (MM 349)
Sea Sorcerer (206)
Snapping Berserker (33)
Spirit Totem Barbarians (39)
Survivalist (117)
The Swarm (172)
Warden (175)
Warlock of the Archfey (219)
Warlock of Dailili (224)
Warlock of the Leviathan (230)
Warlock of Tettlebug Moonflower (235)
Wild Guardian (160)
Winter Knight (156)
Witch (255)
Witch Doctor (309)
21
Nonmagical Peace
Apex Predator (34) Awakened Mystic (279)
Arbalist (104) Bait Mage (287)
Archer (VGM 210) Church Hand (289)
Archer (286) Commoner (MM 344)
Archer Squire (305) Courtier (291)
Assassin (MM 343) Court Debater (49)
Bandit (MM 343) Dream Guardian (87)
Bandit Captain (MM 344) Faith Seeker (216)
Banneret (102) Fey Wanderer (164)
Battlemasters (103) Holy Redeemer (148)
Beastmaster (162) Jester (52)
Beast Tamer (276) Noble (MM 348)
Berserker (32) Officiant (302)
Bounty Hunter (277) Order Priest (75)
Brawler (288) Peacekeeper (76)
Brute (106) Protection Priest (77)
Cavalier (107) Samurai (114)
Coiled Berserker (33) Scholarly Wizards (250)
Commoner (MM 344) Survivalist (117)
Champion (VGM 212) Tranquil Master (135)
Commander (290) Twilight Priest (80)
Courtier (291) Watcher Knight (155)
Cultist (345)
Defender (292)
Dirty Fighter (293)
Planes
Duelist (294) Aberrant Mind Sorcerer (196)
Enlightened Master (120) Ancestral Inheritor (31)
General (104) Astral Projector (123)
Guard (MM 347) Awakened Mystic (279)
Guerilla Scout (182) Clockwork Soul (198)
Herbalist (166) Cultist of the Great Old One (229)
Hunter (168) Dream Guardian (87)
The Indefatigable (99) Dune Diver (163)
Knight (MM 347) Faith Seeker (216)
Kuldjargh (37) Growth Druid (89)
Mariner (299) Fey Wanderer (164)
Martial Arts Adept (VGM 216) Horizon Walker (167)
Martial Arts Master (119) Immortal Mystic (280)
Martial Squire (305) Phoenix Sorcerer (205)
Medic (300) Mercury Berserker (38)
Mercenary (301) The Phantom (185)
Mounted Squire (305) Psionic Assassin (187)
Noble (MM 348) Psi Warrior (111)
Open Hand Monk (131) Rebirth Knight (153)
Outlaw, Discharged Soldier (303) Scholarly Wizards (250)
Privateer (186) Sea Sorcerer (206)
The Prowler (35) Starmapper (95)
Ripping Berserker (33) Stone Sorcerer (209)
Samurai (114) Storm Sorcerer (210)
Scout (MM 349) Twilight Priest (80)
Soldier (306) Warlock of the Great Old One (228)
Sharpshooter (115) Watcher Knight (155)
Snapping Berserker (33) Wild Magic Sorcerer (212)
Standard Bearer (116)
Survivalist (117)
Thug (MM 350)
Tribal Warrior (MM 350)
Wrestler (310)
22
Shadow Tribal
Aberrant Mind Sorcerer (196) Apex Predator (34)
Cultist of the Raven Queen (234) Archdruid Coven Leader (83)
Hexblade Wielder (217) Archer (VGM 210)
Gloom Stalker (165) Archer (286)
Goth (284) Ancestral Inheritor (31)
Liminal Druid (91) Beastmaster (162)
Night Priest (74) Beast Tamer (276)
Nightstalker (170) Berserker (32)
Raven Servant (234) Bladesingers (244)
Shadow Dancer (54) Brawler (288)
Shadow Monk (133) Coiling Berserker (33)
Shadow Rogue (188) Cultist of the Archfey (220)
Shadow Sorcerer (207) Dune Diver (163)
Shrouded Wizard (252) Eco-Terrorist (295)
Twilight Mendicant (96) Elite Elven Archer (110)
Twilight Priest (80) Enduring Barbarian (27)
Warlock of the Raven Queen (233) Guerilla Scout (182)
Winter Knight (156) Herbalist (166)
Hero (147)
Hunter (168)
Kraken Priest (VGM 215)
Land Druid (90)
Legendary Barbarian (28)
Liminal Druid (91)
Lycan Blood Hunter (273)
Mercury Berserker (38)
Moon Druid (92)
Mutant Blood Hunter (274)
Peak Barbarian (28)
Primal Warden (278)
The Prowler (35)
Ripping Berserker (33)
Rune Knight (112)
Sand Shaman (163)
Scout (MM 349)
Soldier (306)
Snapping Berserker (33)
Spirit Totem Barbarians (39)
Survivalist (117)
Tribal Warrior (MM 350)
Warden (175)
Warlock of the Archfey (219)
Warlock of Cirrus (223)
Warlock of Dailili (224)
Witch (255)
Witch Doctor (309)
23
Urban (A-G) Urban (I-Z)
Acolyte (MM 342) Inquisitor (183)
Alchemist (265) Inventor (247)
Arbalist (104) Iron Avenger (259)
Arcana Priest (66) Jester (52)
Arcane Thief (180) Joker (297)
Armorers (267) King / Queen (298)
Artifice Freelancer (258) Kingsguard (149)
Artifice Tech Master (259) Knight (MM 347)
Assassin (MM 343) Knight Conqueror (150)
Attuner (270) Knowledge Priest (70)
Bait Mage (287) Kuldjargh (37)
Banneret (102) Lore Bard (53)
Bishop (62) Lore Master (248)
Bitter Rival (145) Mastermind (184)
Blade (48) Mortal Traitor (151)
Bounty Hunter (277) Noble (MM 348)
Brute (106) Officiant (302)
Cardinal (63) One Hit Wonder (45)
Church Hand (289) Order Priest (75)
Clown (281) Peacekeeper (76)
Commoner (MM 344) Pretty Face (285)
Courtier (291) Protection Priest (77)
Court Debater (49) Rock Legend (45)
Creation Bard (50) Rune Scribe (113)
Crime Boss (177) Scholarly Wizards (250)
Crime Lord (178) Shadow Rogue (188)
Dirty Fighter (293) Shrouded Wizard (252)
Drunken Master (126) Sovereign Knight (154)
Duelist (294) Standard Bearer (116)
Effects Master (282) Sworn Foe (145)
Eldritch Knight (109) Templar (308)
Fashionista (283) Thug (MM 350)
Forge Priest (68) Trickery Priest (79)
General (104) Whisper Bard (56)
Goth (284) Wrestler (310)
Guard (MM 347)
24
War
Arbalist (104)
Archer (VGM 210)
Archer (286)
Armorers (267)
Artifice Freelancer (258)
Artifice Tech Master (259)
Artillerist (268)
Assassin (MM 343)
Banneret (102)
Battlemasters (103)
Battle Smith (271)
Blood Knight (105)
Blood Rager (36)
Cavalier (107)
Champion (VGM 212)
Commander (290)
Defender (292)
Fiendbane (140)
Flamefighter (88)
Forge Priest (68)
General (104)
Guard (MM 347)
Guerilla Scout (182)
Hero (147)
Immortal Mystic (280)
Iron Avenger (259)
The Indefatigable (99)
King / Queen (298)
Kingsguard (149)
Knight (MM 347)
Knight Conqueror (150)
Kuldjargh (37)
Mariner (299)
Mastermind (184)
Medic (300)
Mercenary (301)
Mortal Enemy of Evil (141)
Oathkeeper (140)
Order Priest (75)
Protection Priest (77)
Psionic Assassin (187)
Psi Warrior (111)
Rune Knight (112)
Scholarly Wizards (250)
Scout (MM 349)
Sharpshooter (115)
Siege Mage (304)
Soldier (306)
Sovereign Knight (154)
Spell Sniper (307)
Squire (305)
Standard Bearer (116)
Templar (308)
Valor Bard (55)
War Priest (VGM 218)
War Wizard (254)
25
Barbarians
U
ntamed and unfettered by the benefits of
society and the conveniences of magic and Higher Powers
technology, barbarian tribes live in accordance
with the natural world. Signs that would go Secular
The majority of tribes do not explicitly worship a god, instead
unnoticed by one unfamiliar with their ways,
holding respect for the natural forces of the world or for the
such as three calls of a blackbird or a cactus
spirits of their ancestors that guide them.
growing with no spines pointing North, are
meaningful omens that can spell the impending doom of a tribe Ancestral Inheritor
or the imperative to pack up and move a thousand miles away, Berserker
braving the elements and the dangers of the open hills. Those
who come from such societies rely on their unmatched strength Arch-Fey
of body and spirit to carry them through ordeals that no one Some tribes worship arch-fey as though they were gods, not
else would (or should) dare to attempt. knowing the difference. To their credit, there is not truly a great
difference. The arch-fey, in fact, can provide for them much
Barbarian Tribes more than any indifferent god could ever provide, all for the
price of sowing unrest in the material realm.
A barbarian tribe is a community of people who live
communally off of the land. They live a life more akin to the Ancestral Inheritor
early days of humanity, wandering the great plains in search of Spirit Totem Barbarians
sources of food like fish from rivers, berries from bushes, and
game like deer, rabbits, and oxen. They have a strong sense of Fiend
the "in-group" and are largely distrustful of outsiders, a distrust Great fiends like Zariel or Baphomet might take interest in a
that is often warranted due to the expansionary nature of tribe that produces generation after generation of unstoppable
mankind or -- even worse -- the destructive nature of many warriors, subtly influencing them to greater and greater heights
other humanoid forces. of power until their lust for blood overtakes them and their
Hunter-Gatherers. The able-bodied of the tribe stalk wild souls are forfeit to evil.
animals sometimes for days in an attempt to wear them out. Blood Rager
The endurance of a barbarian can far outmatch any ordinary
Zealot
deer. Meanwhile, those with good eyesight and nimble fingers
are better suited to gathering berries. It's not often Auril, Goddess of Winter
acknowledged that the latter are responsible for the majority of The tribe can usually be found in Northern regions under
the tribe's food, not the former. freezing temperatures, yet their clothing and living situations
Shamanic Reverence. While the tribe may not have access could be seen as totally insufficient to an outsider, often leaving
to nor interest in arcane magic, that isn't to say that magic does their skin bare without so much as a shiver.
not play a part in their lives. Instead, a tribesman or
tribeswoman with a particular attunement to the wild forces of Berserker
nature may act as a shaman, guiding the tribe towards Storm Herald
prosperity and safety. Some shamans may abuse the power and
trust put upon them through their position and lead the tribe Bhaal, God of Murder
into ruin in pursuit of their selfish desires. The tribe worships the spilling of blood. Tribes that are neutral
in alignment might see blood as a symbol of life that nourishes
Demographics the land when it is spilled, while evil tribes might see the
spilling of blood as an opportunity to consume the weak to gain
In a tribe of 20 people ... power over others.
26
Gond, God of Craft
The tribe holds a particular reverence towards its crafters,
elevating them to positions of power. Shamans must prove Enduring Barbarian
themselves by crafting a holy symbol to Gond worthy of his Medium humanoid (any race), any alignment
attention.
Armor Class 17
Kuldjargh Hit Points 102 (12d8 + 48)
Spirit Totem Barbarians Speed 40 ft.
27
Legendary Barbarian Peak Barbarian
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 10 (+0) 14 (+2) 10 (+0) 24 (+7) 20 (+5) 24 (+7) 15 (+2) 20 (+5) 15 (+2)
Brutal Critical. If the barbarian scores a critical hit, it Brutal Critical. If the barbarian scores a critical hit, it
rolls its damage dice four times, instead of twice. rolls its damage dice five times, instead of twice.
Feral Instinct. If the barbarian isn't unconscious, it can't Feral Instinct. If the barbarian isn't unconscious, it can't
be surprised and has advantage on initiative rolls. be surprised and has advantage on initiative rolls.
Magic Weapons. The barbarian's weapon attacks are Indomitable Might. The minimum result of the
magical and deal one additional die of damage on a hit barbarian's Strength checks is 24.
(included in the attack).
Magic Weapons. The barbarian's weapon attacks are
Reckless. At the start of its turn, the barbarian can gain magical and deal one additional die of damage on a hit
advantage on all melee weapon attack rolls during that (included in the attack).
turn, but attack rolls against it have advantage until the
Reckless. At the start of its turn, the barbarian can gain
start of its next turn.
advantage on all melee weapon attack rolls during that
Relentless (Recharges after a Short or Long Rest). If the turn, but attack rolls against it have advantage until the
barbarian takes damage that reduces it to 0 hit points start of its next turn.
without being killed outright, it can choose to fall to 1
Relentless (Recharges after a Short or Long Rest). If the
hit point instead.
barbarian takes damage that reduces it to 0 hit points
Unarmored Defense. While not wearing armor, the without being killed outright, it can choose to fall to 1
barbarian's AC includes its Constitution modifier. hit point instead.
28
Alert. Barbarians at Tier Two or higher are highly alert to
Tribe Strategies danger and can react much quicker than their allies. A
barbarian at this level is extremely useful for keeping watch, as
The tribe works together as a community to repel hostile
they can disrupt any ambush attempts and instantly alert their
forces. Each member of the community, no matter how well
allies to an attack. It also allows them to more quickly set
they might be able to defend themselves individually,
themselves up in the middle of the fray to draw fire away from
contributes to the defense of the tribe.
their allies and distract tougher foes.
Covering Their Tracks. The best fights are those that are
avoided altogether. Cooks learn to prepare food using a
smokeless fire. Crafters prepare false trails that lead trackers The Clan of the Iron Moon
astray. A game is made for children to erase footprints left Race. Goliath.
behind in the dirt. The old, sick, and weak willingly choose to be Higher Power. Savras, God of Divination and Fate.
left behind as a distraction to pursuers. Gatherers pick their Featured Subclass. Ancestral Inheritor.
food carefully to mimic the natural plucking of berries by
wildlife. Hunters stay home so as not to disturb a creature that The goliaths of the clan of the Iron Moon live in the
might give away their tribe's position. Shamans call upon mountains North of the Sword Coast. Through powerful
ancient forces to conceal their tribe with magic and consult fortune-telling magic, they have seen a future where a child of
their auguries to identify paths of least resistance. their clan achieves ultimate physical and mental perfection and
Leaving Traps. Gatherers work together with shamans to saves the world from a terrible future. Since divination is by its
nature complex and often opaque, the tribe doesn't know when
create poisoned berries and cleverly leave them among the
healthy berries in the bushes. Crafters and hunters combine such a paragon will be born. They are also well aware that
through neglect or apathy of the tribe this paragon may never
their skills to dig deadly pitfalls and other traps for pursuers to
haplessly fall prey to. Shamans leave glyphs and half-complete come to exist at all. The tribe as a result has a reverence for its
rituals that burst with magical force when triggered. children and its future generations, with all members of the
tribe collectively attempting to shape any given child into
Overwhelming Force. The tribe's warrior (barbarian) is
perfection. Many of the strongest and most magically gifted of
usually first to the fray, engaging as many enemies as they can
the tribe are capable of astrally projecting themselves into the
in a frenzy of bloodlust and anger. The hunters (tribal
future to provide support for future generations directly. This
warriors) can use their pack tactics to more easily pick off
manifests in certain barbarians as the powers of an ancestral
enemies the warrior engages. Spellcasting shamans can use
inheritor.
spells like guiding bolt to highlight key threats, silence to neuter
At the moment, the clan has forty-five people, two of which
enemy spellcasters, or entangle to slow down an approaching
force. In general, tribes prefer to strike hard and fast with are ancestral inheritor barbarians, a brother and sister team
everything they have, disable a major threat, then retreat to that compete for the attentions of their ancestors by achieving
safety or lead the enemies away from those in the tribe that greater and greater feats of strength and intelligence. Some say
cannot defend themselves. that one of them may become the paragon that the shamans of
old have so often dreamed about, but this is unlikely, as both of
Barbarian Tactics them have some pretty severe hang-ups about authority and
tradition. The shaman has her hands full with the two of them.
Barbarians hit hard, but their advantage lies in their defense.
Animalistic. Barbarians are not strategists. They launch Stem and Nundle Iron Moon
themselves at the most dangerous threat first, ignoring
Stem and Nundle are neutral goliaths, both represented by an
enemies that look weaker (such as spellcasters) in favour of
ancestral inheritor statblock with an Intelligence of 16 (+3)
enemies that are more visibly big and aggressive (like ogres,
and a skill in History (+6). They can speak Giant and Common.
knights, or other barbarians). While this can benefit allies as
As Large creatures, their hit points increase to 95 (10d10 + 40).
the barbarian takes away the heat of the most physically
In addition, three times a day they can add 6 (1d12) to the
imposing enemy, it leaves the barbarian vulnerable to
result of their Spirit Shield, replacing their racial Stone's
spellcasters. Their allies must account for this and either steer
Endurance.
the barbarian in the right direction or take out the spellcasters
Nundle has two young children from unknown fathers. She
on their own.
doesn't have strong feelings of motherhood towards them,
Multiple Engagements. A barbarian is at its best when it's
which she claims is because of the tribe's tradition of
fighting off several enemies at once. If an enemy is attacking the
collectively raising all children together as a village. She will
barbarian instead of one of the barbarian's more vulnerable
only begrudgingly acknowledge her role as a parent if heavily
allies, it's wasting much of its damage potential on the
pushed by her shaman.
barbarian's resistances. The barbarian activates Reckless
Meanwhile, Stem has taken interest in a powerful bugbear
every turn to make itself more of an enticing target.
warrior woman from a neighbouring tribe and often sneaks out
Disable Threats. When fighting a single enemy, a barbarian
at night to see her. Since bugbears and goliaths can't produce
with multiattack can replace its first attack with a Shove and its
children, this isn't looked upon kindly by other members of the
second attack with a Grapple to instantly knock down and pin
tribe. Unfortunately for Stem, his ugly features and boorish
their enemy, making them an easy target for their allies to gang
personality make his prospects with the women of the clan of
up on or capture for questioning.
Iron Moon less than promising.
29
Parental Responsibility
Hyeggle Iron Moon Nundle's children have run away to be adopted by a rival
Hyeggle is represented by a theurge statblock. She can speak goliath clan closer to civilisation at the base of the mountains.
Celestial, Common, and Giant, and she has given herself With Hyeggle's urging, Nundle reluctantly leads her tribal
proficiency in Persuasion (+2) to better deal with Stem and warriors on a mission to get her children back. The rival clan
Nundle. She has an Athletics proficiency (+2) and the Stone's asks the party to help defend their territory against what they
Endurance reaction from being a goliath. As a Large creature, see as clear expansionary tactics of the clan of the Iron Moon.
her hit points increase to 78 (12d10 + 12). Since the rival clan refuses to divulge the true purpose of
Hyeggle is getting on in age and is frustrated by her failing Nundle's attack (as adopting another clan's children is a deeply
strength. She is constantly exhausted as she spends her days dishonorable act in goliath culture), the issue is not necessarily
nagging Nundle to be a more present parent and berating Stem black and white.
for his choice of partner, while also spending all night
projecting herself into the future trying in vain to find the next Paragon
ancestral inheritor of the future to aid them as well. She has not Hyeggle is plagued by visions of her tribe's future paragon, but
yet been successful, which worries her as she believes that instead of a goliath of the clan of the Iron Moon, she sees one of
neither Stem nor Nundle is the true paragon of legend. the members of the party (goliath or otherwise).
Confused and outraged by the absurdity of such a vision, and
Other Tribespeople convinced that the party is using dark magic to affect her
dreams, she invites the party to join the tribe for a massive
Hunters feast with secret plans to murder the entire party in their sleep.
The tribe has ten hunters. They are represented by the tribal Stem and Nundle are privy to the plan, but few of the other
warrior statblock. They have Stone's Endurance as a members of the clan know the true purpose of the feast.
reaction, Athletics as a skill (+3), and are Large creatures with Both Stem and Nundle have some hang-ups about
hit points of 13 (2d10 + 2). dishonorably murdering a guest in their sleep and may slyly
All other tribe members who are not hunters are orchestrate something to wake the party up before they are
commoners. As goliaths, they have Stone's Endurance as a murdered. Hopefully, they will be able to fight the party in a
reaction, have Athletics as a skill (+2), and are Large creatures manner more consistent with the honor of goliath clans.
with hit points of 5 (1d10) unless otherwise noted. If one party member is a goliath, Hyeggle's visions may truly
apply to them, and that party member might gain the Boon of
Gatherers Fate from Savras. Otherwise, the visions may come from an
The tribe has eight gatherers with Survival as a skill (+2). otherworldly malicious force such as a devil or an arch-fey.
Cooks
The tribe has two cooks with proficiency in Cook's Utensils The Paragon of the Iron Moon
(+2). If either Stem or Nundle are killed, but not both, the surviving
sibling may quickly realize their true potential as a paragon of
Crafters the Iron Moon and undergo a dramatic transformation over the
The tribe has six crafters with proficiency in Woodcarver's course of 24 hours.
Tools (+2). If so, they replace their statblock with that of a peak
barbarian, shedding off the need for support from their
Children ancestors in favour of pure mental and physical perfection.
The tribe has four young children who are Small creatures with
As goliaths, they gain the Stone's Endurance reaction and
hit points of 3 (1d6) and four older children who are Medium
are Large creatures with hit points of 250 (20d10 + 140). They
creatures with hit points of 4 (1d8).
also increase their Intelligence to 18 (+4) and retain their skill
in History (+10). They also gain the Boon of Fate.
Elders
The tribe has eight elders with History as a skill (+2).
Unrequited Obsession The paragon is tasked with a great responsibility to protect the
Stem falls in love with one of the party members instead of the
world from destruction, but their personality does not change,
bugbear warrior, a love which is not quite reciprocated, for inviting many of their personal issues to affect their decisions
Stem is profoundly unattractive and boorish. The rest of the
and capabilities and potentially making their mission
clan of the Iron Moon is willing to do whatever it takes to quell impossible to complete alone. It's up to the party whether to
Stem's obsession, even if that means resorting to violence
help the new paragon, work against them, or sit back and allow
against the party. them to self-destruct.
30
Ancestral Inheritor (XGE)
The ancestral inheritor is accompanied by the spirits of its Ancestral Inheritor
ancestors who assist it in glorious battle for its tribe, knowing Medium humanoid (any race), any alignment
that should it die in combat while its sons and daughters still
live, its soul will join theirs and be passed down through Armor Class 15
generations. Hit Points 85 (10d8 + 40)
This barbarian follows the Path of the Ancestral Guardians. Speed 30 ft.
You watch from your hiding place high up in the STR DEX CON INT WIS CHA
craggy rocks as the search party below you scours the
canyon. The largest among them is an orc dressed in 18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)
religious robes with fossilised orc tusks hanging from a
necklace and three bangles on each wrist. When the Skills Athletics +7, History +2, Survival +5
search party comes up with nothing, he kneels down Damage Resistances nonmagical bludgeoning,
and scatters the tusks into the sand. He stares at their piercing, and slashing
configuration in deep thought. As he stares, ghostly Senses passive Perception 12
figures orbit around him, ruffling his hair, stroking his Languages any one language
cheek, whispering in his ear. He sweeps up the tusks, Challenge 5 (1,800 XP)
reattaches them, and points directly at your hiding
place. "There." Innate Spellcasting. The inheritor's spellcasting ability is
Wisdom (spell save DC 13, +5 to hit with spell attacks).
It can cast the following spells innately:
Quick Features
1/day each: augury, clairvoyance
Ancestral Demise. When the inheritor dies, it
Ancestral Protectors. In battle, the inheritor is disintegrates and becomes an ancestral spirit, joining
surrounded and protected by ancestral spirits, the the other ancestral spirits as they pass on to guard one
souls of its ancestors. The first time the inheritor hits a of the inheritor's children chosen at random. If the
creature with a melee weapon attack on its turn, the inheritor has no children, it dies, along with all of its
creature becomes the target of the ancestral spirits, ancestral spirits.
hindering its attacks. The target has disadvantage on
attacks rolls until the start of the inheritor's next turn. Ancestral Protectors. In battle, the inheritor is
surrounded and protected by ancestral spirits, the
Spirit Shield (Reaction). When a creature the inheritor souls of its ancestors. The first time the inheritor hits a
can see within 30 feet of it takes damage from an creature with a melee weapon attack on its turn, the
attack, the inheritor can use its reaction to provide aid creature becomes the target of the ancestral spirits,
through its ancestral spirits, reducing the damage by 7 hindering its attacks. The target has disadvantage on
(2d6). attacks rolls until the start of the inheritor's next turn.
Unarmored Defense. While the inheritor is wearing no
armor, its AC includes its Constitution modifier.
Actions
Multiattack. The inheritor makes two attacks with its
greataxe.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 10 (1d12 + 4) slashing damage.
Reactions
Spirit Shield. When a creature the inheritor can see
within 30 feet of it takes damage from an attack, the
inheritor can use its reaction to provide aid through its
ancestral spirits, reducing the damage by 7 (2d6).
31
Berserker (PHB)
Berserkers are wild, uncontained beasts who fear not death nor Chief Berserker
pain. They will defend their tribes with their lives. Some Medium humanoid (any race), any chaotic alignment
gladiators, pirates, soldiers, and others may also become
berserkers in combat. Armor Class 16
Hit Points 67 (9d8 + 27)
Berserker, MM 344. Speed 40 ft.
The berserker in the monster manual is sufficient to represent
a berserker, but for a higher challenge or for higher level play,
included is a slightly more powerful version of the berserker. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 10 (+0) 12 (+1) 10 (+0)
As you strike down their leader, the other berserkers
seem to lose their will. They step back, uncertain. But Damage Resistances nonmagical bludgeoning,
then one roars and charges, and as you ready to strike piercing, and slashing
them down as well, they dive to their chief's body and Senses passive Perception 11
roll, picking up the chief's greataxe. A surge of energy Languages any one language
seems to flow through them, and as they swing that Challenge 4 (1,100 XP)
greataxe at your head, the other berserkers rally back
to the fight. Look at Me. I'm the Chief Now. When the chief
berserker is killed, one berserker ally within 30 feet of
the berserker can magically and permanently adopt
Quick Features the chief berserker's statblock. The berserker ally
retains its hit points and its equipment.
Reckless. At the start of its turn, the berserker can gain Reckless Rally. At the start of its turn, the chief
advantage on all melee weapon attack rolls during that berserker can gain advantage on all melee weapon
turn, but attack rolls against it have advantage until the attack rolls during that turn, but attack rolls against it
start of its next turn. have advantage until the start of its next turn.
Berserker allies within 30 feet of the berserker also
have advantage on the first attack they make on their
Battlemaster Maneuvers next turn against any creature the berserker attacked
This NPC is skilled in single combat and might have a with its reckless trait active this turn.
battlemaster maneuver (save DC 13) in addition to the features
Unarmored Defense. While not wearing armor, the
here. See the list of Battlemaster Maneuvers. chief berserker's AC includes its Constitution modifier.
Actions
Multiattack. The chief berserker makes two attacks with
its greataxe.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (1d12 + 3) slashing damage.
32
Bestial Berserker (TCE) Snapping Berserker
Many berserkers forsake the trappings of civilisation and in so Medium humanoid, chaotic neutral
doing receive a blessing from Malar, God of the Hunt. These
blessed barbarians transform into bestial monstrosities, their
Armor Class 13 (natural armor)
jaws stretching and snapping into a hungry maw, their bones Hit Points 67 (9d8 + 27)
bursting through the tips of their fingers to make terrible claws, Speed 40 ft., swim 40 ft.
their spine lengthening into a cracking tail.
These barbarians follow the Path of the Beast.
STR DEX CON INT WIS CHA
Coiled Berserker. Waiting for just the right moment to strike,
16 (+3) 16 (+3) 17 (+3) 9 (-1) 16 (+3) 9 (-1)
a coiled berserker whips out with its lashing, spiny tail that
injects its target with deadly venom.
Damage Resistances nonmagical bludgeoning,
Ripping Berserker. Rabid as a starving animal, the ripping piercing, and slashing
berserkers shriek and howl as they swing through the trees. Skills Perception +5, Stealth +5, Survival +5
They rend and madden their foes with their claws. Senses passive Perception 15
Snapping Berserker. With its jaw transformed into the Languages any one language
wicked beak of a snapping turtle, these berserkers employ Challenge 3 (700 XP)
stealth tactics to strike with one massive blow.
As an alternative to the statblocks on this page, you can use any
Amphibious. The berserker can breathe air and water.
lycanthrope statblock (such as a werewolf or wererat). Reckless. At the start of its turn, the berserker can gain
advantage on all melee weapon attack rolls during that
turn, but attack rolls against it have advantage until the
Ripping Berserker start of its next turn.
Actions Reckless. At the start of its turn, the berserker can gain
advantage on all melee weapon attack rolls during that
Multiattack. The ripping berserker makes two attacks turn, but attack rolls against it have advantage until the
with its claws. start of its next turn.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage, and the target Actions
must succeed on a DC 13 Wisdom saving throw or use Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one
its reaction to make a melee attack against another target. Hit: 9 (1d12 + 3) piercing damage, and the
creature of the berserker's choice it can see. target must succeed on a DC 13 Constitution saving
throw or take 13 (2d12) poison damage.
33
Followers of Malar are adept trackers regardless of their
environment, and once they've found their quarry they are
ravenous in appetite. Apex Predator
Frustrated with the spread of civilisation, Malar has blessed a Large monstrosity, chaotic neutral
tribe of wood elf barbarians with the spirit of the beast,
infusing them with the chaos of sylvan magic and the fury of Armor Class 13 (natural armor)
rabid animals. This tribe is known as Malar's Pride, and they Hit Points 229 (27d10 + 81)
hunt the most dangerous game: man. Speed 40 ft., climb 40 ft., swim 40 ft.
Having strayed too far from safe haven, the party is tracked
down by the four hunters of the tribe and led into a deadly trap.
This encounter is for 6th-level adventurers. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 9 (-1) 16 (+3) 9 (-1)
Barrakeari
Barrakeari is a snapping berserker who cannot speak due to Damage Resistances nonmagical bludgeoning,
her hideous mutations. She lies as silent and still as a crocodile, piercing, and slashing
just under the surface of the water of the pond, waiting for the Skills Perception +7, Stealth +7, Survival +7
hapless adventurers to be led straight to her waiting jaws. Senses passive Perception 22
Languages any one language
Elekex Challenge 12 (8,400 XP)
A coiled berserker, elekex waits up in the trees by the pond
next to her friend Salatross, where she can safely jab down at Amphibious. The apex predator can breathe air and
adventurers passing underneath her with her whipping tail. water.
Legendary Resistances
When the Prowler has a use available of his legendary resistance, he displays the symbol of Malar on his forehead: a ragged claw.
The Prowler Surprise Attack. Once per target, when the Prowler
surprises a creature and hits him with an attack during
Huge celestial, chaotic evil
the first round of combat, the target takes an extra 7
(2d6) damage from the attack.
Armor Class 18 (natural armor)
Hit Points 210 (20d12 + 80)
Speed 60 ft.
Actions
Multiattack. The Prowler makes three attacks: one with
his bite and two with his claws.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
22 (+6) 22 (+6) 18 (+4) 15 (+2) 18 (+4) 10 (+0) target. Hit: 22 (3d10 + 6) piercing damage, and if the
target is humanoid, it must succeed on a DC 18
Saving Throws Str +12, Dex +12, Wis +10, Cha +6 Constitution saving throw or be cursed with lycanthropy
Skills Stealth +12, Perception +10 (MM 207). The Prowler decides which kind of
Damage Resistances bludgeoning, piercing, and slashing lycanthrope the target becomes (almost always a
from attacks not made with silvered weapons werewolf).
Damage Immunities necrotic, poison, radiant
Condition Immunities poisoned Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Senses truesight 10 ft., darkvision 120 ft., passive target. Hit: 15 (2d8 + 6) slashing damage.
Perception 25
Languages Sylvan, telepathy 120 ft. Legendary Actions
Challenge 18 (20,000 XP) The Prowler can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Avatar's Luck. The Prowler magically adds 5 (2d4) to the be used at a time and only at the end of another
result of each attack roll, ability check, and saving throw creature's turn. The Prowler regains spent legendary
he makes. actions at the start of his turn.
Keen Senses. The Prowler has advantage on Wisdom Hunt. The Prowler moves up to his speed and takes the
(Perception) checks, and his passive Perception increases Search action.
by 5.
Skulk. The Prowler moves up to his speed and takes the
Legendary Resistance (1/Day). When the Prowler fails a Hide action.
saving throw, he can choose to succeed instead.
Slash. The Prowler makes an attack with his claws.
Magic Weapons. The Prowler's weapon attacks are
magical. Bide (Costs 2 Actions). The Prowler regains all expended
uses of his Legendary Resistance.
Packless. The Prowler has advantage on an attack roll
against a creature if the Prowler is the only creature
within 5 feet of him.
35
Blood Rager (DAPC
(DAPC))
Using ancient forbidden practices of channeling their own Blood Rager
expelled blood in combat, blood ragers seek out greater and Medium humanoid (any race), any chaotic alignment
greater dangers, growing steadily in power and control with
each ordeal they survive. Armor Class 16
Hit Points 95 (10d8 + 50)
Speed 30 ft.
You slice through the barbarian with a critical hit,
carving a gash clean across its forearm. Blood drips to
the ground. The barbarian stumbles back, then grins STR DEX CON INT WIS CHA
with stained yellow teeth. He rears back and screams,
and all his shed blood quivers and rises from the 16 (+3) 13 (+1) 20 (+5) 10 (+0) 13 (+1) 10 (+0)
ground, hovering with anticipation. He swings his
battleaxe and the blood compacts around his muscles, Skills Perception +7
hitting you harder than you had ever thought possible. Damage Resistances nonmagical bludgeoning,
Hours later, having retreated from the fight, you piercing, and slashing
think you are safe. At least until you see cresting a hill Senses passive Perception 16
on the horizon, sniffing the air like a bloodhound, Languages any one language
following the trail of blood you've left dripping from Challenge 5 (1,800 XP)
your wounds.
Blood Points. When the blood rager has taken more
than 20 damage in the previous round, it chooses one
Quick Features of the following effects this turn:
Empowered Attack. The blood rager adds an extra
Blood Points. When the blood rager has taken more 10 damage to the first attack it hits with.
than 20 damage in the previous round, it chooses one Empowered Senses. Until the end of its turn, the
of the following effects this turn: blood rager can see invisible creatures as if they
were visible up to a range of 60 feet.
Empowered Attack. The blood rager adds an extra Empowered Speed. Until the end of its turn, the
10 damage to the first attack it hits with. blood rager's speed increases by 30 feet.
Empowered Senses. Until the end of its turn, the
blood rager can see invisible creatures as if they
were visible up to a range of 60 feet. Bloodshed Armor. While the blood rager is not wearing
Empowered Speed. Until the end of its turn, the armor, its AC includes its Constitution modifier.
blood rager's speed increases by 30 feet.
Reckless. At the start of its turn, the blood rager can
gain advantage on all melee weapon attack rolls it
makes during that turn, but attack rolls against it have
advantage until the start of its next turn.
The Smell of Blood. The blood rager has advantage on
Wisdom (Perception) checks that rely on smell to
detect creatures that are at half their maximum hit
points or fewer. Creatures up to 1 mile away smell as
strongly to the blood rager as they would if they were
only 5 feet away.
Actions
Multiattack. The Blood Rager makes two melee attacks.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
+ 3) slashing damage if used with two hands.
36
Kuldjargh (SCAG)
The kuldjargh (literally, "axe idiot") are specialised dwarven Kuldjargh
warriors who throw themselves into battle, using their armor Medium humanoid (dwarf), any alignment
as a weapon as much as their axes. They don't tend to live very
long, but they firmly believe that their gods will resurrect them Armor Class 16 (spiked armor)
after death. Hit Points 102 (12d8 + 48)
This barbarian follows the Path of the Battle Rager. Speed 35 ft.
"Just run!" screams your dwarven sherpa. "This path is STR DEX CON INT WIS CHA
blocked!"
You give your sherpa a weird look. All that blocks 18 (+4) 14 (+2) 18 (+4) 7 (-2) 8 (-1) 8 (-1)
your path is a single hunchbacked dwarf in big black
robes. The hunchbacked dwarf has two small axes, Skills Athletics +6
one in each hand, but that's not so unusual for Damage Resistances poison; nonmagical bludgeoning,
dwarves. piercing, and slashing
"You have to listen to me!" pleads your sherpa. "She Senses darkvision 60 ft., passive Perception 9
is a kuldjargh -- an axe idiot!" Languages Dwarvish plus any one language
You think to yourself that "axe idiot" doesn't sound Challenge 4 (1,100 XP)
too bad. It's then that the hunchback throws off her
cloak to reveal her armor. Unlike most dwarven armor Aggressive. As a bonus action, the kuldjargh can move
that is intricate, crafted with care over many years and up to its speed towards a hostile creature that it can
stitched with the names of one's clan and other see.
important figures in one's life, this armor looks like it
Dwarven Resilience. The kuldjargh has advantage on
has been pounded together with nails from spare
parts. The axe idiot cackles with manic energy and saving throws to resist being poisoned.
charges. A massive spike protrudes from her hunched Grappling Armor. The kuldjargh can make a grapple
back, aimed directly at your neck. check as a bonus action after it hits a creature with a
weapon attack. The kuldjargh doesn't need a free hand
to grapple.
Quick Features
Reckless. At the start of its turn, the kuldjargh can gain
advantage on all melee weapon attack rolls it makes
Grappling Armor. The kuldjargh can make a grapple during that turn, but attack rolls against it have
check as a bonus action after it hits a creature with a advantage until the start of its next turn.
weapon attack. The kuldjargh doesn't need a free hand Spiked Armor. A creature within 5 feet of the kuldjargh
to grapple. that hits it with a melee weapon attack takes 2 (1d4)
piercing damage. Additionally, a creature grappling or
Spiked Armor. A creature within 5 feet of the kuldjargh
grappled by the kuldjargh takes 2 (1d4) piercing
that hits it with a melee weapon attack takes 2 (1d4)
damage at the start of the kuldjargh's turn.
piercing damage. Additionally, a creature grappling or
grappled by the kuldjargh takes 2 (1d4) piercing
damage at the start of the kuldjargh's turn. Actions
Spiked Armor. The kuldjargh makes a spiked armor Multiattack. The kuldjargh makes three melee weapon
attack, which deals 1d4 piercing damage. It doesn't attacks: two with its handaxes and one with its spiked
need to roll an attack for a creature it is grappling. armor.
Handaxe. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 +
4) slashing damage.
Spiked Armor. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d4 + 4) piercing damage. The
kuldjargh doesn't need to roll an attack for a creature it
is grappling.
37
Mercury Berserker (IW)
In the most vicious tribes of the Feywild one can find frothing Mercury Berserker
barbarians who have wrongfully taken the chaos of the Weave Medium humanoid or fey (any race), any chaotic
as guidance. alignment
Alternative actions are provided below. You can swap any of
them out. Armor Class 14
Hit Points 67 (9d8 + 27)
Speed 30 ft.
Beast Shape. The berserker transforms into a beast of
CR 1 or lower, usually a brown bear. Its equipment STR DEX CON INT WIS CHA
melds into its new form and it retains its Intelligence, 16 (+3) 12 (+1) 17 (+3) 7 (-2) 12 (+1) 7 (-2)
Wisdom, and Charisma scores, as well as its hit points.
It can immediately take one of the beast's actions. The
Damage Resistances bludgeoning, piercing, and
berserker reverts to its original form when it is killed or
slashing
at the beginning of its next turn.
Senses passive Perception 11
Challenge. The berserker challenges a creature within Languages Sylvan plus any one language
60 feet of it that can see and hear it. The target must Challenge 4 (1,100 XP)
make a DC 11 Wisdom saving throw. On a failed save,
the target has disadvantage on attack rolls against Unarmored Defense. While the berserker is wearing no
creatures other than the berserker, and it can't armor, its AC includes its Constitution modifier.
willingly move further away from the berserker.
Whether the target succeeds or fails, the berserker can
then make one attack.
Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Frighten. Each hostile creature within 30 feet of the one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10
berserker that can see and hear it must succeed on a + 3) slashing damage if used with two hands.
DC 11 Wisdom saving throw or become frightened
until the end of the berserker's next turn. Mercury Action. The berserker rolls 1d6 and takes the
Grow. The berserker becomes a Large creature until the corresponding action below.
end of its next turn, gaining advantage on Strength 1: Charge. The berserker targets a creature it can see at
saving throws and ability checks and a bonus 1d10 minimum 20 feet from it and moves up to its speed
damage on its attacks. The berserker then makes one towards it, then makes a battleaxe attack against it if in
attack. range. On a hit, the target takes an additional 11 (2d10)
Rally. The berserker calls to two allies that can hear it. damage and, if the creature is Large or smaller, it must
The targets can immediately use their reaction to make succeed on a Strength saving throw or be knocked
a weapon attack. If they do so, they have advantage on prone.
the attack roll. 2: Escape. The berserker takes the Dodge, Disengage,
Wild Magic Surge. The berserker rolls on the Wild and Dash actions.
Magic Surge table (PHB 104), with the following 3: Flurry. The berserker makes three attacks with its
changes. battleaxe.
A result of 21-22 instead refers to any effect 4: Power Strike. The berserker makes one battleaxe
originating that requires the target to make a saving attack, and its to-hit bonus is +7. On a hit, the
throw. berserker scores a critical hit.
A result of 27-28 instead allows the berserker to
5: Rejuvenate. The berserker regains 10 hit points and
make one melee weapon attack as a bonus action
each round. gains 10 temporary hit points.
A result of 33-34 instead maximises the damage of 6: Teleport. The berserker magically teleports up to 120
the next attack the berserker hits with. feet to an empty space that it can see. If it teleports to
A result of 59-60 or 99-100 instead replenishes all within 5 feet of a creature, it can then make one
of the berserker's hit points. battleaxe attack against that creature.
Any ongoing effects end after 1 minute or when the
berserker dies.
38
Spirit Totem Barbarians Bear Totem Barbarian
Barbarians who worship the power of the natural world often Medium humanoid (any race), any alignment
craft totems based on an animals whose traits they wish to
emulate.
Armor Class 13 (hide armor)
Hit Points 85 (10d8 + 40)
Bear Totem (PHB) Speed 40 ft.
Bear totem barbarians are included as a full statblock here.
Your NPC barbarian might have another animal totem instead.
If so, the barbarian loses its Totem of the Bear feature and STR DEX CON INT WIS CHA
its damage resistances (except bludgeoning, piercing, and 18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)
slashing from nonmagical weapons). Its CR is unaffected.
Skills Athletics +7
Eagle Totem Barbarian (PHB) Damage Resistances acid, cold, fire, force, lightning,
The barbarian gains proficiency in the Perception skill and a fly necrotic, poison, radiant, thunder; nonmagical
speed of 40 feet. bludgeoning, piercing, and slashing
Senses passive Perception 12
Elk Totem Barbarian (SCAG) Languages any one language
The barbarian increases its speed by 15 feet. It changes its Challenge 5 (1,800 XP)
scimitars for the following weapon, making four attacks:
Innate Spellcasting. The barbarian's spellcasting ability
is Wisdom (spell save DC 13, +5 to hit with spell
attacks). It can cast the following spells innately, but
Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one
only as a ritual.
target. Hit: 7 (1d6 + 4) bludgeoning damage.
At will: beast sense, speak with animals
Tiger Totem Barbarian (SCAG) Totem of the Bear. Hostile creatures within 5 feet of the
The barbarian gains proficiency in the Stealth and Survival barbarian that can see and hear it have disadvantage
skills and the following trait: on attack rolls against creatures other than the
Totem of the Tiger. The barbarian's long jump is up to 20 barbarian.
feet and its high jump is up to 10 feet, with or without a
running start. Actions
Multiattack. The barbarian makes four attacks with its
Wolf Totem Barbarian (PHB) scimitars.
The barbarian gains the following trait:
Totem of the Wolf (1/Turn). When the barbarian hits a Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Large or smaller creature with a melee weapon attack, it can one target. Hit: 7 (1d6 + 4) slashing damage.
choose to force the target to make a DC 15 Strength saving
throw. The target falls prone on a failed save.
Quick Features
The cubs disappear into the brush, and you hear a
bear's snarl from behind the shrubbery. A nameless Damage Resistances nonmagical bludgeoning, piercing,
fear strikes your heart, the fear that ancient humans and slashing
must have felt on the great plains before the
predators struck, a feeling rooted deep in your Innate Spellcasting. The barbarian's spellcasting ability
ancestral history. But your fears are assuaged when is Wisdom. It can cast the following spells innately, but
what emerges from the trees is just a man, tall and only as a ritual.
wiry, with a long black beard and two swords at his
At will: beast sense, speak with animals
waist. He consults with the two cubs, a series of barks
and growls, then he stands before them, guarding
them, snarling, warding you away rather than pushing
for a fight. You know, deep down, through that same
nameless feeling in your gut that you felt before, that
if a fight were to break out this man would never, ever
back down.
Perhaps it is best to leave the cubs alone.
39
Storm Herald (XGE)
Compelled by dark shamans and unknowable gods, the arrival Storm Herald
of a band of storm heralds portends great natural disasters in a Medium humanoid (any race), any chaotic alignment
region. Storm heralds work together to cleanse the land of the
influence of humanoid civilisation just before nature reclaims Armor Class 15 (scale mail)
it. Hit Points 67 (9d8 + 27)
This statblock is for a barbarian whose storm is the sea. For Speed 40 ft., swim 40 ft.
other types of storms, remove the storm herald's swim speed,
then replace the storm herald's resistance to lightning damage,
STR DEX CON INT WIS CHA
their Aura of the Sea, and their trident with the following traits.
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
Desert
Damage Resistances fire Damage Resistances lightning; nonmagical
Aura of the Desert. Creatures that start their turn within 5 bludgeoning, piercing, and slashing
feet of the storm herald or hit the storm herald with a melee Senses passive Perception 10
attack take 3 (1d6) fire damage. Languages Primordial plus any one language
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Challenge 4 (1,100 XP)
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
Aggressive. As a bonus action, the storm herald can
move up to its speed towards a hostile creature that it
Tundra can see.
Damage Resistances cold Aura of the Sea. Creatures that start their turn within 5
Aura of the Tundra. Allied creatures that start their turn feet of the storm herald must make a DC 13 Dexterity
within 30 feet of the storm herald gain 3 (1d6) temporary saving throw, taking 7 (2d6) lightning damage on a
hit points. failed save, or half as much damage on a successful
Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one one.
target. Hit: 8 (1d10 + 3) piercing damage. Additionally, the
Reckless. At the start of its turn, the storm herald can
target must succeed on a DC 13 Constitution saving throw
gain advantage on all melee weapon attack rolls during
or have its speed reduced to 0 until the end of its next turn. that turn, but attack rolls against it have advantage
until the start of its next turn.
Lightning flashes. Thunder rolls. Rain stings at your
eyes. You're so busy fighting off the pirate crew that Actions
you're too late to react to the captain's deck door
smashing open to reveal a woman clad in a navy Trident. Melee or Ranged Weapon Attack: +5 to hit,
uniform wielding a five-pronged trident. She raises her reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 +
trident high, and a flash of lightning strikes it, turning 3) piercing damage, or 7 (1d8 + 3) piercing damage if
it white hot and making it crackle with electricity. She used with two hands to make a melee attack.
rushes towards you, faster than you ever thought Additionally, the target must succeed on a DC 13
possible, and the lightning from her trident arcs off to Strength saving throw or fall prone.
all of her useless crew ... and to you. With two hands
she thrusts her trident into your chest and lifts you
clean up off the ground. Even as the blood flows down
your shirt, you are much more concerned about the
next lightning strike.
40
Wild Magic Berserker (TCE)
Some chosen barbarians are infused with the wild magic of Wild Magic Berserker
gods like Malar, God of the Hunt. These barbarians cause rifts in Medium humanoid, chaotic neutral
the Weave as they fight that manifest as surges of wild magic.
The Wild Magic Surge table can be found in the PHB 104. Armor Class 13 (hide armor)
Using this table does not affect the challenge rating of the Hit Points 67 (9d8 + 27)
berserker. Speed 30 ft.
An alternative Wild Magic Surge table can be found here.
Using this alternative table increases the challenge rating of the
STR DEX CON INT WIS CHA
berserker to 4 (1,100 XP).
16 (+3) 12 (+1) 17 (+3) 9 (-1) 14 (+2) 9 (-1)
Alternative Wild Magic Surge
d8 Effect Damage Resistances nonmagical bludgeoning,
piercing, and slashing
Each creature of the berserker's choice that it can see Senses passive Perception 12
within 30 feet of it must succeed on a DC 13 Constitution Languages any one language
1 saving throw or take 6 (1d12) necrotic damage. The Challenge 3 (700 XP)
berserker gains regains hit points equal to the total
damage it deals with this effect.
Reckless. At the start of its turn, the berserker can gain
The berserker teleports up to 30 feet to an unoccupied advantage on all melee weapon attack rolls during that
2
space it can see. turn, but attack rolls against it have advantage until the
A spectral fairy appears within 5 feet of a creature the start of its next turn.
berserker can see within 30 feet of it. The pixie begs the Wild Magic Initiative. When the berserker rolls
creature to protect it from the berserker. On initiative
3 initiative, it rolls twice on the Wild Magic Surge table
count 20, the pixie explodes. Each creature within 5 feet
and uses either result. If it rolls the same number
of it must succeed on a DC 13 Dexterity saving throw or
twice, it can choose any result on the table.
take 3 (1d6) force damage.
A bolt of light shoots from the berserker's chest. A
creature of the berserker's choice that it can see within
Actions
4 30 feet of it must succeed on a Constitution saving throw Multiattack. The berserker makes two melee weapon
or take 3 (1d6) radiant damage and become blinded until attacks.
the start of the berserker's next turn.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
The next time a creature hits the berserker with an one target. Hit: 9 (1d12 + 3) slashing damage.
5 attack roll before the end of its next turn, the creature
takes 3 (1d6) force damage. Reaction
The berserker is surrounded by dancing rainbow lights
Wild Magic Reaction. When the berserker takes
and gains a +1 bonus to AC until the end of its next turn.
6 damage, it rolls twice on the Wild Magic Surge table
Allies of the berserker within 10 feet of it also gain the
and uses either result. If it rolls the same number
benefits of this effect.
twice, it can choose any result on the table.
Flowers and vines spread from the berserker's feet
across the ground. Until the end of the berserker's next
7 Quick Features
turn, the ground within 15 feet of it is difficult terrain for
creatures hostile to the berserker.
The berserker's weapon shines with magical energy from Wild Magic Reaction (Reaction). When the berserker
8 the Weave and transforms into a Weave-Infused Axe
takes damage, it rolls twice on the Wild Magic Surge
until the end of the berserker's next turn. table and uses either result.
41
Zealot (XGE)
Zealots are those from uncivilised tribes whose sheer force of Zealot
will has garnered them the attention of gods, good or evil. Medium humanoid (any race), any non-good
Powered by holy (or unholy) energy, zealots lead their tribes to alignment
glory, often armed with powerful magic weapons that bolster
the resolve of their allies. Armor Class 17 (half plate, shield)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
The knight lies before you, knocked hard onto his
back. You've shot him clean through his breastplate,
hacked off six of his fingers, broken his knee, dented STR DEX CON INT WIS CHA
his helmet so deeply that you suspect you've made his
skull concave, and hit him so hard in the face that his 16 (+3) 10 (+0) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
jaw hangs loose like the pendulum of a broken clock.
But he stands. And he raises his weapon. Damage Resistances necrotic, radiant; nonmagical
bludgeoning, piercing, and slashing
Senses passive Perception 10
Quick Features Languages Abyssal, Celestial, or Infernal, plus any one
language
Challenge 9 (5,000 XP)
Beyond Death (2/Day). When the zealot is reduced to 0
hit points by an attack that isn't a critical hit, and the Beyond Death (2/Day). When the zealot is reduced to 0
zealot is not killed outright, it can choose to fall to 1 hit hit points by an attack that isn't a critical hit, and the
point instead. zealot is not killed outright, it can choose to fall to 1 hit
point instead.
Legendary Resistance (3/Day). When the zealot fails a
saving throw, it can choose to succeed instead.
Reckless. At the start of its turn, the zealot can gain
advantage on all melee weapon attack rolls during that
turn, but attack rolls against it have advantage until the
start of its next turn.
Actions
Multiattack. The zealot makes two attacks with Dawn
Star.
Dawn Star. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage, plus 7
(2d6) radiant damage. Additionally, if the target is a
creature, it must succeed on a DC 10 Charisma saving
throw or begin shedding bright light in a 10 foot radius
and dim light for 10 feet beyond that. The glowing light
grants advantage on attack rolls against the target, and
it lasts until the start of the target's next turn. This is a
magic weapon.
42
Bards
W
hile their contemporaries slave away doing ad
hoc gigs for local taverns or consigning
Percussionists
The percussionist instills the band with the primal beat of
themselves to academic research in the ivory
creation. They don't just keep time, they bring forth the
colleges, some bards get together and start a
underlying pulse of the weave and give it life.
band. A band of bards can harness magical
properties unavailable to any bard working on Blade
their own. Like a coven of witches, the only way Jester
to properly deal with a bard band that you don't like is to turn Valor Bard
its members against each other. Knowing musicians, this won't
be hard. Backers
While least immediately glamourous, the backer provides the
43
Heroism
Each member of the audience receives temporary hit points Band Strategies
equal to the combined level (or CR) of the bards in the band, Rock of Ages. Bands of regular musicians can have an agenda
lasting for 24 hours. that they express through their music. Bard bands are no
Additionally, each audience member becomes more likely to exception, and unlike cleric missions and paladin nemeses,
throw themselves at dangerous situations they would have their strategies for achieving their goals is less about getting in
otherwise been hesitant to expose themselves to. They might there and wreaking havoc and more about using their music to
volunteer for a dangerous mission, take a stand against bullying instill a sense of purpose in the general populace. They don't
they see in the street, or investigate corruption in their place of fight. They rock.
business when they should instead be keeping their head Rabid Fanbase. A bard band uses its popularity as a
down. weapon, inciting riots, sowing discord, inspiring heroics, or
even pacifying insurrections. The magic granted to them from
Melancholia their unity as a band scales up depending on how many people
Each member of the audience gains a bonus to all saving throws attend their performances, so the more popular a band, the
equal to the number of members in the bard band. This lasts for more potent its control over the general populace.
24 hours. Public Image. Given their dependency on the masses, the
Additionally, each member of the audience feels a deep band, especially the manager and the frontliner, must work to
sadness and sense of unplaceable regret that will not go away. maintain the kind of image that sells their performances. This
They find it easier to ignore moments of sadness, but also more doesn't necessarily mean a squeaky clean persona, but it does
difficult to get excited about the things that bring them joy. mean a persona that is consistent and carries a strong, clear
They feel numb to life events both wonderful and catastrophic. message. It's okay for the band to be known for hitting the
They sleep in later and find it difficult to bring up the taverns after a performance and flirting with fans as long as
motivation to work. They can better weather the bad, but it they do this every night, but as soon as one of the members
comes at the expense of the good. expresses their preference for going to bed early with a good
book, the whole band is in jeopardy.
Compassion
Each member of the audience gains a pool of hit points equal to
the number of members in the bard band. Like the paladin's lay Bard Tactics
on hands, they can use their action to touch a creature and We're Keeping the Band Together. In a fight, bards are
restore a number of hit points of their choice, drawing from the outwardly focused. They make sure that all of their team is
pool. Unlike lay on hands, these can be used to heal hit points doing well through buffs and make sure that the enemy team
but not to cure diseases or poisons. After 24 hours, this pool of falls apart through banes and other magic. If one bard falls, they
hit points dries up. all have failed. Many bards learn healing word so they can keep
Additionally, each member of the audience gains a bleeding bringing their fallen allies back in case of emergency, but
heart towards all living things, feeling their pain, loss, and generally they prefer to prevent these emergencies altogether.
anxiety as deeply as their own. Those they could safely ignore Management, Not Ferocity. Bards are not generally
at the dredges of society can no longer be ignored, and simply inclined towards aggression and murder. They use spells like
granting them a share of their pool of hit points may not be calm emotions, hypnotic pattern, and various illusions as an
enough. More must be done to help the downtrodden. More excuse to make a clean getaway. A fight avoided is a fight won.
must always be done.
Aggression
Once a turn for the next 24 hours, each member of the audience
deals an additional 1d6 damage when they hit a hostile
creature with a melee weapon.
Additionally, each member of the audience is filled with rage
for the things they cannot control in their lives. No longer
acceptable are those who cut ahead of them in line. No longer
tolerable are those who interrupt them in conversation. No
longer innocent are those who step on their toes. Everyone is
out to get them, and the world would be better if everyone just
respected them and didn't piss them off.
44
One Hit Wonder Rock Legend
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 13 (+1) 12 (+1) 12 (+1) 18 (+4) 10 (+0) 17 (+3) 16 (+3) 16 (+3) 16 (+3) 22 (+6)
Skills Acrobatics +11, Performance +12 Skills Acrobatics +15, Performance +18
Senses passive Perception 11 Senses passive Perception 13
Languages any two languages Languages any two languages
Challenge 10 (5,900 XP) Challenge 20 (25,000 XP)
Countercharm. While playing music, the one hit wonder Countercharm. While playing music, the rock legend
and allied creatures that can hear it within 30 feet of it and allied creatures that can hear it within 30 feet of it
have advantage on all saving throws and are immune have advantage on all saving throws and are immune
to the frightened and charmed conditions. to the frightened and charmed conditions.
Bardic Inspiration (1/Turn). As a bonus action, the one Bardic Inspiration (1/Turn). As a bonus action, the rock
hit wonder chooses an ally that can see and hear it legend chooses an ally that can see and hear it within
within 30 feet of its position. In the next minute, the 30 feet of its position. In the next minute, the target
target can add 1d10 to one ability check, attack roll, or can add 1d12 to one ability check, attack roll, or saving
saving throw of its choice. Once a target has benefited throw of its choice. Once a target has benefited from
from this feature, it must finish a short or long rest this feature, it must finish a short or long rest before it
before it can benefit from it again. can benefit from it again.
Spellcasting. The one hit wonder is a 10th-level Spellcasting. The rock legend is an 18th-level
spellcaster. Its spellcasting ability is Charisma (spell spellcaster. Its spellcasting ability is Charisma (spell
save DC 16, +8 to hit with spell attacks). It knows the save DC 20, +12 to hit with spell attacks). It knows the
following bard spells. following bard spells.
Cantrips (at will): dancing lights, friends, minor Cantrips (at will): dancing lights, friends, minor
illusion, vicious mockery
1st level (4 slots): charm person, disguise self, faerie 1st level (4 slots): charm person, disguise self, faerie
fire, silent image, thunderwave
2nd level (3 slots): calm emotions, enthrall, 2nd level (3 slots): calm emotions, enthrall,
pyrotechnics
pyrotechnics, suggestion
5th level (2 slots): mass cure wounds 5th level (3 slots): mass cure wounds
Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one 8th level (1 slot): glibness
target. Hit: 2 (1d4) bludgeoning damage. 9th level (1 slot): psychic scream
Actions
Bardic Axe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) bludgeoning damage. This is a
magic weapon. While attuned to this axe, the wielder's
Charisma is increased by 2, potentially above the
maximum of 20.
45
Change is a blade from the college of swords who uses a cello.
The Fire Beetles The wand of his cello doubles as a hidden rapier, which he
constantly practices with in secret, almost hoping that he will
Race. Tiefling. get to use it once more.
Musical Power. Compassion.
The Fire Beetles are a band of tiefling bards who formed
their band for the express purpose of building greater
Connection Tanarrya
acceptance for tieflings in society. Their music is sentimental, The youngest and most energetic member of the group is
nostalgic, and languid, in great contrast to their fearsome Connection, Optimism's younger sister, whose style of
appearance. They started with a large fanbase of other tieflings, percussion is to carry all of her drums and prance around on
but have been attempting more and more to gain a following stage banging away. Her own style is in conflict with the band's
amongst the other races, which their new manager is focusing intended image of slow, sentimental music, and the others are
his efforts on. Some of their original fans are annoyed that they constantly having to get her to calm down. Like Change, she
are selling out. Some of their current detractors claim that they would probably be more comfortable inciting a riot than
have an ulterior motive: to pacify the public enough to overlook singing sad songs about prejudice.
the insidious influence of a great evil. Connection is a jester who uses clubs and drums. Her off-
colour jokes are just as often aimed at her band members
Egality Devinnilus focuses his efforts on obtaining the band more and more
prestigious gigs, getting as many eyes on them as possible. The
As the principle song writer, Egality's quiet masculinity and more popular the band, after all, the heavier his pockets. His
reputation as a strong, silent bad boy makes him extremely lack of explicit commitment to their message has led many to
popular with the fans. Although his role on stage is only to ring believe that he might have an ulterior motive.
his bells, he is known to step up at the end of a performance They would be right. Mr. X wishes to use the band's
and deliver a poetry reading, each show a different popularity to give tieflings greater public visibility. That way,
composition. Many die-hard fans consider Egality to be the true his devilish contacts from the lower planes can walk around the
"face" of the Fire Beetles, though whether his reputation has major cities without raising quite as many eyebrows. With any
gotten to his head is unclear, as he spends most of his nights luck, he will be able to negotiate his way into power.
writing furiously by candlelight. What dark secrets does he Mr. X is a noble who prefers not to get his hands dirty. He's
hold? None shall know. always conspicuously absent if the band gets in a fight.
Egality is a whisper bard whose instrument is a set of
haunting bells. His quill pen doubles as a +1 magic dagger.
Conflict
Change Devinnilus The party may come into conflict with the Fire Beetles.
Egality's older brother, Change, was initially hesitant to join the Conspiracy
band, as his own personal philosophy in the matter of tiefling The party's spy contacts in the city warn that the Fire Beetles
acceptance is through active political engagement, not through are smuggling in devils in disguise as tieflings into the city,
music. As a gifted player of the cello, however, he went along perhaps planning a coup.
with his brother's 'overly romantic poetic nonsense' for a night
and was immediately blown away by the response from the Obsession
diverse crowd, who were buying him drinks and clapping his One of the party members is the object of Optimism's
back for the rest of the night when before they had looked at affections, and she has been stalking him or her for months,
him with distrust. Although Change would still probably prefer constantly showing up in backwater locations just for the
to be protesting, he has taken to the life of a touring band quite chance to see him or her again. The other members of the Fire
well. Beetles, incited by Markets, decide to deal with the party.
46
While the party is still around, Optimism will constantly be
demanding they go to unprofitable areas. And if the band isn't
Kaley Waycon
As a human bard of the Song of Creation, Kaley's deepest held
profitable, their message isn't heard. The party needs to go.
belief is that reality is what you make it. As such, her style of
debate is just substituting the truth for what she wants to be
Suppression true. In her heart. She distracts her opponents with her
The party is ordered by the lord of a city to prevent the Fire
dancing item, a billboard for skincare products that waddles
Beetles from playing here. They are a group that inspires
around on the courtroom floor (she's advertising a friend's
political unrest and they cannot be allowed to corrupt the
product), as well as her note of potential, which attaches
public. Get rid of them!
itself to the most powerful speaker she can find (in this case,
Beanies Pyro). Her distracting tactics hide a superficial
Debate Me understanding of the law.
Included here is a fun sidequest involving a court debater and a Waycon's daughter, Cilia, a teen noble, frequently attends
creation bard, subclasses featured in Tasha's Cauldron of her mother's courtroom debates just to heckle her from the
Everything. stand. Apparently there is a lot of familial strife.
The party has uncovered a deep secret that threatens to
expose corruption within the nobility. They are called to the
witness stand to testify against the ruling nobility and bring the
truth to light. Unfortunately for them, the corrupt nobles have
hired two bards: their most prized court debater, and their
most vocal spokesperson.
Court debates are a flashy, exciting affair, and much of the city
has paid tickets to come watch the spectacle. It is more than a
debate -- it is a duel. The party must fight the two bards to
prove that the gods are smiling upon them, to prove that the
points they make are more salient, to prove that they are in the
right. And if they lose the fight, they lose the debate.
Have the players roleplay on their turns by attempting to
bring up new points or rebut the enemy bards' points, in
addition to whatever actions they take in combat. As the DM,
you'll do the same for the bards. The debate is strictly non-
lethal; an enchantment cast over the courtroom automatically
stabilises any unconscious debaters. The penalty for somehow
circumventing this enchantment is immediate, prejudicial
execution.
This is a suitable encounter for a party of 4th level
adventurers.
Beanies Pyro
A darling of the nobility, the half-elf (NPC) court debater
Beanies Pyro dazzles the ruling class with his skill at violin and
sends his opponents reeling from the sheer speed of his
delivery during a debate.
He has garnered a cult following of disenfranchised young
commoners (entirely men) who hoot and holler from the
stands as though every point he makes is enough to secure
victory on its own.
47
Blade (XGE)
Blades are guards that master the use of swords and other Blade
deadly weapons. They turn combat into an artform, dancing Medium humanoid (any race), any alignment
and singing with glee for every enemy they cut down. They're
also often employed as spies and dignitaries, infiltrating enemy Armor Class 16 (breastplate)
soirees until the critical moment when they open their Hit Points 72 (16d8)
technicolor coats to reveal their swords and armor hidden Speed 40 ft.
within.
This bard is a student of the College of Swords.
STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
With a flash of his curved blades, a sliver of glass
hovers between the eyes of the turbaned man. He lets
out the most beautiful musical note that the bandits Skills Acrobatics +5, Performance +6
Senses passive Perception 10
had ever heard. With its resonant frequency hit, the
Languages any four languages
glass shatters and the turbaned man becomes
surrounded by whipping daggers. The bandits run, but Challenge 4 (1,100 XP)
he closes the distance, carving through them two at a
time. Blade Flourish (1/Turn). When the blade hits with an
attack on its turn, the blade can use one of the
following options.
Quick Features Defensive Flourish. The blade rolls 1d8 and adds the
amount to the damage of its attack. It also adds this
Blade Flourish (1/Turn). When the blade hits with an amount to its AC until the start of its next turn.
attack on its turn, the blade can use one of the Mobile Flourish. The blade rolls 1d8 and adds the
following options. amount to the damage of its attack. Additionally,
the blade pushes its target 10 feet. The blade can
Defensive Flourish. The blade rolls 1d8 and adds the then move up to its speed.
amount to the damage of its attack. It also adds this Slashing Flourish. The blade chooses a creature
amount to its AC until the start of its next turn. within 5 feet of its original target. Both targets take
Mobile Flourish. The blade rolls 1d8 and adds the an additional 4 (1d8) slashing damage.
amount to the damage of its attack. Additionally,
the blade pushes its target 10 feet. The blade can
then move up to its speed. Spellcasting. The blade is a 3rd-level spellcaster. Its
Slashing Flourish. The blade chooses a creature spellcasting ability is Charisma (spell save DC 12, +4 to
within 5 feet of its original target. Both targets take hit with spell attacks). It knows the following bard
an additional 4 (1d8) slashing damage. spells.
Cantrips (at will): dancing lights, true strike, vicious
Battlemaster Maneuvers mockery
Actions
Multiattack. The blade makes three attacks with its
scimitars.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
48
Court Debater (TCE)
Court debaters often get their start as young columnists for Court Debater
their local gazette after demonstrating exceptional academic Medium humanoid, lawful neutral or lawful evil
(and musical) talent, or as lawyers for small but significant
firms. Soon, they are poached by syndications of the upper Armor Class 13 (padded armor)
nobility and trained in the art of debate to further the political Hit Points 72 (16d8)
goals of a select powerful few. Speed 30 ft.
In court, these debaters do not attempt to reach the truth, as
many 'lesser' lawyers are known to do. They are not seeking a
STR DEX CON INT WIS CHA
higher understanding of the law or the nature of man. They
have an agenda. Unafraid of dirty tactics, psychological mind- 10 (+0) 15 (+2) 10 (+0) 17 (+3) 10 (+0) 16 (+3)
games, and sheer volume of 'debate' spewing from their
mouths, they have a knack for defeating opponents purely by Skills Deception +7, History +5, Insight +2,
flustering them into submission. Performance +5, Persuasion +5, Violin +5
The most hated enemy of the court debater is the liberal, a
Senses passive Perception 10
Languages all languages
catch-all term for anyone who would get in the way of their
Challenge 3 (700 XP)
political goals.
This bard is a student of the College of Eloquence.
Facts Don't Care About Your Feelings (1/Day). After
casting calm emotions, the court debater regains a 2nd
level spell slot. Creatures under the effects of calm
Spellcasting. The court debater is a 4th-level spellcaster. emotions cast by the court debater have disadvantage
Its spellcasting ability is Charisma. It has the following on concentration checks.
bard spells prepared.
Silence, Liberal (1/Day). After casting silence, the court
Cantrips (at will): friends, message, vicious mockery
must succeed on a DC 13 Intelligence saving throw or 1st level (4 slots): bane, burning hands, charm person,
take 9 (2d8) psychic damage and incur disadvantage on illusory script
the next saving throw it makes before the end of the 2nd level (3 slots): calm emotions, enthrall, silence
court debater's next turn.
Actions
Multiattack. The court debater attempts to own a
liberal with facts and logic. It can then cast a spell.
Facts and Logic. The court debater targets a creature it
can see within 60 feet of it that can hear it. The target
must succeed on a DC 13 Intelligence saving throw or
take 9 (2d8) psychic damage and incur disadvantage on
the next saving throw it makes before the end of the
court debater's next turn.
49
Creation Bard (TCE) Note of Potential
Creation bards dance with the harmony of creation itself. The Tiny construct, neutral
Song of Creation, a resonance that has existed alongside all that
can be and will be for time immemorial, is the song that the
Armor Class 15
universe sings to itself. Hit Points 1 (1d4 - 1)
Speed 0 ft., fly 90 ft. (hover)
Bard, VGM 211.
To distinguish a creation bard from the standard bard in Volo's
Guide to Monsters, remove the Taunt ability and add the STR DEX CON INT WIS CHA
following feature. The quick features section of this page 1 (-5) 20 (+5) 8 (-1) 3 (-4) 3 (-4) 3 (-4)
reproduces the bard's spell list.
Damage Immunities all damage except force
Condition Immunities blinded, charmed, deafened,
Summon Note of Potential. As a bonus action, the bard exhaustion, frightened, incapacitated, paralyzed,
targets one ally within 30 feet of it that can hear the petrified, poisoned, stunned, unconscious
bard. A note of potential appears within 5 feet of the Senses passive Perception 6
target and lives for up to one minute. The target Languages understands the languages of its creator
becomes the note of potential's conductor. A creature but can't speak
can only be the conductor to one note of potential at a Challenge 1/8 (25 XP)
time.
Conductor-Bound. The note of potential shares
initiative with its conductor, can occupy its space, and
Creation bards are usually accompanied by a dancing item,
can move up to 90 ft. outside of initiative order to
reproduced here, which is any mundane item given life through always remain within 5 feet of the conductor.
the bard's rendition of the Song of Creation.
Ephemeral. The note of potential can't take actions, and
it can only take reactions if it is within 5 feet of its
conductor. After taking a reaction, or if it ends its turn
Dancing Item further than 5 feet from its conductor, the note of
Small construct, neutral potential is destroyed.
Force-Empowered Slam. Melee Spell Attack: +6 to hit, 2nd level (3 slots): invisibility, shatter
reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage.
50
Glamour Bard (XGE)
Glamour bards embrace the theatricality of a bard's life, Glamour Bard
performing for roaring crowds and cavorting among adoring Medium humanoid (any race), any alignment
fans. Many glamour bards view their performative selves as
their true self and their regular face as a disguise. Armor Class 13 (leather armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
You shield your eyes from the majesty of the elf that
steps before you into the clearing between the willow
trees. The elf points to you and speaks a single word. STR DEX CON INT WIS CHA
"Kneel." You drop to your knees. And with the rest of
your party's eyes all locked on the elf, they don't 11 (+0) 14 (+2) 12 (+1) 14 (+2) 7 (-2) 14 (+2)
notice the ambushers to the sides that pelt them with
arrows. Saving Throws Wis +1, Cha +5
Skills Performance +8
Senses passive Perception 8
Quick Features Languages any four languages
Challenge 5 (1,800 XP)
Majesty. The first time a creature attacks the bard on a Innate Spellcasting. The bard's innate spellcasting ability
turn, the attacker must make a Charisma saving throw is Charisma (spell save DC 13, +5 to hit with spell
(DC bard's Charisma). On a failed save, it can't attack attacks). It can cast the following spells innately:
the bard on this turn, and it must choose a new target
for the attack or the attack is wasted. At will: command, enthrall
Spellcasting. The bard is a 5th-level spellcaster. Its Majesty. The first time a creature attacks the bard on a
spellcasting ability is Charisma. It knows the following turn, the attacker must make a DC 13 Charisma saving
bard spells. throw. On a failed save, it can't attack the bard on this
turn, and it must choose a new target for the attack or
Cantrips (at will): friends, vicious mockery
spells.
3rd level (2 slots): hypnotic pattern, major image Cantrips (at will): friends, vicious mockery
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
51
Jester (UA
(UA))
Jesters draw their magic power from embarrassing people Jester
more important than them. Medium humanoid (any race), any chaotic alignment
"A proclivity for ale! A belly like a whale!" laughs the Armor Class 14
jester, bells jingling and batons twirling. The dwarf lord Hit Points 40 (9d8)
lunges for the saucy half-elf, but she is too quick, Speed 30 ft., climb 30 ft.
ducking under his arms and bopping him on the head.
The dwarf lord orders the guards to throw the jester
STR DEX CON INT WIS CHA
off the balcony, but the jester just throws herself over
instead, landing awkwardly, rolling, and dusting 13 (+1) 19 (+4) 10 (+0) 13 (+1) 10 (+0) 20 (+5)
herself off. She blows a raspberry at the guards.
"Should've taken the joke," she mutters. "Wasn't even Skills Acrobatics +8, Performance +9, Sleight of Hand
that insulting." +6, Thieves' Tools +6
Senses passive Perception 10
Languages any two languages
Quick Features Challenge 1/4 (50 XP)
Actions
Jester's Club. Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3
(1d4 + 1) bludgeoning damage, and the target has
disadvantage on the next ability check it makes before
the end of its next turn.
52
Lore Bard (PHB)
Lore bards use music as a pathway to understanding deeper
truths about the universe they live in, truths with manifest in
exotic magical abilities.
You swing for the bard, but their words cut you to the
core: "I've fought baby orcs tougher than you!" Being
a half-orc, they have touched on one of your biggest
insecurities. You splutter a response, but it's too late,
as the bard follows it up by strumming a chord on
their lute, which reverberates into a rolling wave of
thunder. You feel your bones cracking from the force
as you're knocked back into the scorching bonfire
behind you.
Quick Features
53
Shadow Dancer (DAPC
(DAPC))
The best stories have the darkest endings. Tellers of tales of Shadow Dancer
terror, shadow dancers use the medium of shadows to Medium humanoid (any race), any alignment
entertain their thralls, whether that's dancing around a roaring
bonfire in the darkest woods, casting puppets with their hands Armor Class 14 (hide armor)
against the wet walls of a rainy alley, or dousing all the lights in Hit Points 66 (12d8 + 12)
the room and communicating through the senses that are only Speed 30 ft.
unlocked when all eyes are closed.
illusion
2nd level (3 slots): blindness/deafness, darkvision, 4th level (2 slots): confusion, greater invisibility
enthrall, invisibility
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage.
54
Valor Bard (PHB)
While other bards are often content to sing tunes in taverns or Valor Bard
lose themselves in love of literature, valor bards are at the front Medium humanoid (any race), any alignment
lines of battle, inspiring soldiers to push themselves beyond
their limitations, and leading by example at the first charge. Armor Class 18 (scale mail, shield)
Hit Points 88 (16d8 + 16)
Speed 30 ft.
You've pushed back the first hobgoblin charge against
your entrenched trebuchet, and you take a moment to
rest. As long as you keep pelting the castle with your STR DEX CON INT WIS CHA
trebuchet, you'll eventually break through its walls.
But you grab your spear when a single hobgoblin 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
approaches the camp, wielding nothing but a buckskin
drum hooked to his shoulder. Boom ... boom ... boom. Saving Throws Dex +4, Wis +3
He says, "We are good friends," and you know it to be Skills Acrobatics +4, Perception +5, Performance +8
true. Your men look to you in confusion. You insist that Senses passive Perception 15
he is allowed to come closer. When he stands before Languages any two languages
you, he smirks, and he smacks his drum with a chip of Challenge 4 (1,100 XP)
mica. The noise bursts your eardrums, and the
trebuchet collapses into rubble. You come to your Spellcasting. The bard is a 4th-level spellcaster. Its
senses and, ears still ringing, you order the hobgoblin spellcasting ability is Charisma (spell save DC 12, +4 to
to be killed, but your best archer fumbles the shot hit with spell attacks). It knows the following bard
when the hobgoblin shouts a nasty taunt. The bard spells.
escapes.
Cantrips (at will): blade ward, mending, vicious
mockery
Actions
2nd level (3 slots): enhance ability, heat metal Multiattack. The bard makes two attacks with its
Combat Inspiration (Reaction). When an attack roll is longsword.
made against the bard or a friendly creature the bard
can see within 60 feet of it, the bard can add 4 (1d8) to Longsword. Melee Weapon Attack: +4 to hit, reach 5
the target's AC against that attack. ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
(1d10 + 2) slashing damage if used with two hands to
make a melee attack.
Battlemaster Maneuvers Longbow. Ranged Weapon Attack: +4 to hit, range
This NPC is skilled in single combat and might have a 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
battlemaster maneuver (save DC 12) in addition to the features damage.
here. See the list of Battlemaster Maneuvers.
Reactions
Combat Inspiration. When an attack roll is made against
the bard or a friendly creature the bard can see within
60 feet of it, the bard can add 4 (1d8) to the target's AC
against that attack.
55
Whisper Bard (XGE)
Bards of this school would never identify themselves as such. Whisper Bard
Glamour bards might take pleasure in the profession of illusion, Medium humanoid (any race), chaotic neutral or
but whisper bards live and die by their disguises. Assassins and chaotic evil
thieves that lack true morals, they tarnish the reputation of any
school they come from and spread chaos and distrust wherever Armor Class 13
they emerge from hiding. Hit Points 36 (8d8)
Most whisper bards carry a dagger that they feed all of their Speed 30 ft.
nasty, intrusive thoughts, and when they wield it against a
living creature, all of the bard's pent-up hatred and chaos is
STR DEX CON INT WIS CHA
funneled into that creature's mind.
10 (+0) 16 (+3) 10 (+0) 15 (+2) 10 (+0) 16 (+3)
You emerge into the glorious light of the parade. Skills Deception +7, Performance +5
You've made it out of the alleyway, and you've lost Senses passive Perception 10
your pursuer. You call back for your friend Basil, but
Languages any six languages
when you turn to look, you see his hand stretched out Challenge 3 (700 XP)
for help from the shadows. You rush back in, sword
drawn.
Spellcasting. The bard is a 4th-level spellcaster. Its
Lying on the ground is the assassin, curled up in a
dead heap. Basil heaves from the effort, still alive, spellcasting ability is Charisma (spell save DC 13, +5 to
blood dripping from his knife, a bit of fleece from the hit with spell attacks). It knows the following bard
spells.
assassin's shirt adhered to his cheek with blood. "It's
okay. It's okay. I got him. We're safe. Remember back Cantrips (at will): dancing lights, vicious mockery
when we were kids and we fought off that vicious 1st level (4 slots): bane, charm person, disguise self,
stray cat? No worse than that." You nod and Basil joins Tasha's hideous laughter
you as you head into the safety of daylight. 2nd level (3 slots): detect throughts, invisibility, knock,
But as you cross into sunlight, you notice that Basil phantasmal force, suggestion
no longer has a shadow.
He sighs. "You're too perceptive for your own
good." And you feel the knife against your throat.
Actions
Intrusive Dagger. Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft. or range 20/60 ft., one creature. Hit:
Quick Features 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic
damage.
Mantle of Whispers. The bard dons a shadow it has Mantle of Whispers. The bard dons a shadow it has
captured through its Whispers of Death like a coat. The captured through its Whispers of Death like a coat. The
bard vanishes, magically transforming into a disguise of bard vanishes, magically transforming into a disguise of
the person whose shadow the bard has captured. The the person whose shadow the bard has captured. The
bard takes on the appearance of the dead person, but bard takes on the appearance of the dead person, but
healthy and alive. The disguise lasts for 1 hour until the healthy and alive. The disguise lasts for 1 hour until the
bard ends it as a bonus action. While in the disguise, bard ends it as a bonus action. While in the disguise,
the bard gains access to all information that the the bard gains access to all information that the
humanoid would freely share with a casual humanoid would freely share with a casual
acquaintance and can easily pass as the person by acquaintance and can easily pass as the person by
drawing on its memories. Another creature can see drawing on its memories. Another creature can see
through the disguise by succeeding on a Wisdom through the disguise by succeeding on a DC 18 Wisdom
(Insight) check (DC bard's Charisma). (Insight) check.
56
Clerics
S
eparation of church and state is an acceptable ideal
in a world without clear evidence of the divine, but Demographics
when clerics demonstrate proof of divine
In a mission of 20 people ...
intervention every day almost as routine, such an
idea is foolish at best. Churches both powerful and 1 is a high priest (cleric)
humble are an immensely important part of the 2 are priests (clerics or priests)
lives of all people in the realm, acting as mediators 4 are acolytes (clerics or acolytes)
in disputes, assembling small forces for defense, and taking 5 are deacons (acolytes or nobles)
tithes from the common folk to fund their continued existence. 8 are servants (commoners)
Without these churches to determine what is right or wrong,
how can anyone come to understand moral truths under such a
varied and fickle pantheon of gods?
Higher Powers
Simple: there is no subjectivism, only divinity. The churches Akadi, Goddess of Air
must send missionaries to convert the masses. Neutral. Missionaries of Akadi brave raging seas and perilous
mountains, confident that Akadi will shape the wind to prevent
Cleric Missions their fall. The arrival of missionaries of Akadi can spell a
blessing or disaster for a community. As the whims of Akadi
When farmers are beset by orcish hordes, or cities are laden change with the weather, so do her missions.
with crime, or castles sink into the ground, missionaries remain
steadfast in their convictions, unbowed by the uncertainty and Tempest Priest
terror of the world. A mission in the name of a god could be a
quick affair where demons are routed from a town and sent
Auril, Goddess of Winter
Neutral Evil. Auril's missionaries fight for her out of fear, for
back to the abyss, or it could be a months-long quest that tests
the only way to stave off the chill of winter is to be prepared for
the endurance of its missionaries to the limit.
its arrival. The services a mission of Auril provides can act more
Tiers of Responsibility and Power. With few exceptions,
of a bastion from Auril than a celebration of her. Auril
churches elevate certain missionaries above others. Touted as
represents the nasty bite of a cold wind on one's cheeks, but
those with a stronger connection to their god, or those who
her followers can only be seen as evil if one considers cold
embody their values in their purest form, it's an open secret
reality to also be evil.
that the highest priests tasked with running a mission are
actually those with the greatest political savvy. Like any Nature Priest
organisation, a church is prone to political strife and only those Night Priest
who can navigate their way through all the backstabbing and Tempest Priest
false smiles can seize the opportunity to take charge. While
those in high positions exercise the greatest power, they pass Azuth, God of Wizards
off the responsibility of their decisions to their god, and they Lawful Neutral. Missionaries of Azuth are sometimes
pass off the enactment of their policies to their followers. confused with the scholarly theurges that adopt the power of
Clerical Duties. With a direct font to a god serving as the the divine as part of their academic pursuits. However, each
source of a church's power, it falls within certain missionaries mission consists of a highly rigorous structure of priests that
capable of harnessing that power -- clerics -- to use it for a rushes to maintain their political influence over magical guilds
purpose that suits the needs of their god. While the mission in every major city. A mission's interests lie with the acquisition
does serve as a supposed conduit for a god to the common of knowledge, often completely independent of its application.
people, a cleric may not always find that the tenets of their god
Arcana Priest
align perfectly with the goals of their mission. This conflict is
Knowledge Priest
often what causes clerics to pursue an oxymoronic type of
godly secularism, where they separate from the church but
remain in service of their deity, pursuing a mission based on
Bane, God of Tyranny
Lawful Evil. The spartan missionaries of Bane spare little
their own understanding of the issue rather than the church's.
comfort for themselves in their travels. Worshippers are
The institutions are ingrained enough that these secular
committed to the rightful dominion of Bane over the material
missions are rare.
realm but rarely antagonise other churches or commit sins and
wrongdoing that would make them a target. In fact, the church
will usually advertise its effectiveness by sending its
missionaries to fight against the perversion of undeath in a bid
to foster support among the common people.
War Priest
57
Beshaba, Goddess of Misfortune Eldath, Goddess of Peace
Chaotic Evil. Like many evil gods, Beshaba's missionaries fight Neutral Good. While the untrained eye may see a mess of
for her out of fear, and in this case the fear is of bad luck. Since tangled roots in the shadows of a thick canopy, her priests see
the effects of luck are so impossible to discern, missions unmistakable messages passed down from the divine realm.
dedicated to Beshaba are often initiated without her direct Missions are often merely a search for meaning rather than a
influence at all by communities desperate for any chance to fight; even in times of crisis, her priests are characterised by
turn around a bad situation. The lack of true conviction to her inaction.
cause (destroying the church of Tymora) can mean that her
missions are easily disbanded at the first sign of strife, internal Grave Priest
or external. Life Priest
Nature Priest
Trickery Priest
Gond, God of Craft
Bhaal, God of Murder Neutral. Weapons that embody the power of the divine are not
Neutral Evil. Any traces of the church of Bhaal have all but so easily crafted. Missionaries who follow Gond care little about
been eradicated from the world, leaving only loose followers the conflicts of the world save where such conflicts give them
and secret worshippers. If any were to arise again, they would the opportunity to find master blacksmiths with which
do so in the deepest recesses of the most corrupt cities, hiding construct magnificent, impossible tools imbued with godly
their symbol of bloody droplets around a skull from any except power.
those who can be trusted, or those who can be silenced. As
such, missions in the name of Bhaal are usually concerned with Forge Priest
preserving the secrecy of its followers. Knowledge Priest
Knowledge Priest
58
Kelemvor, God of the Dead Lliira, Goddess of Joy
Lawful Neutral. Since the afterlife is real and provable, the Chaotic Good. Travelling from town to town in tents, the
church of Kelemvor urges its followers not to fear death, but to Joydancers of Lliira exist to provide a welcome distraction from
embrace it as a natural law. One day all creatures will die, the tribulations of the common people. Their dances are
civilisations will be reduced to dust, and the world shall be perhaps too seductive, pulling farmers from their families,
consumed by the fire of the very star that gives it life. Such knights from their quest, wives from their husbands, and
inevitability should not be viewed with terror, but with awe. children from their parents, all for a chance to be lost forever
Missionaries are expected to commit great deeds that will watching the hypnotic sway of the dance.
immortalise them after death and, for just a moment, extend
the limited time they have in existence. Life Priest
59
Milil, Goddess of Poetry and Song Savras, God of Divination and Fate
Neutral Good. A mission in Milil's name often involves a pop- Lawful Neutral. Missions in the name of Savras are ostensibly
up theatre that provides not just a place of worship but also of interested in travelling out on quests to divine the future of the
entertainment. Travellers come far and wide to experience the world, but it cherry-picks these forecasts in order to suit the
wonderfully pleasing music, the exiting plays, and the tear- narrative that benefits the priests most highly. A kingdom might
jerking poetry, but behind all of this happens to be a very clear be projected to flourish, but in order to secure funding for their
propaganda of adopting staunch pacifism in all conflict and public projects to ensure this future comes to pass, the priests
embracing only the healing power of performance above all might strategically leave out the part where the flourishing
else. requires the assassination of the standing lord.
Nature Priest
Night Priest
60
Sune, Goddess of Love and Beauty Torm, God of Courage and Self-Sacrifice
Chaotic Good. Sune represents the perfect idealisation of Lawful Good. The goal of a mission to Torm is temperance.
beauty. Those with good in their very soul show their goodness They have the might and power to conquer, but they choose to
on the outside and are born beautiful as a result. Those with keep the peace. They have the wisdom to change the world, but
evil in their hearts express that ugliness inside and out. Beauty they choose to guide it. They have the power to silence those
is good, and the lack thereof is evil. Missions, therefore, set who disagree, but they choose to change the minds of
their goals around improving the aesthetic value of their dissenters instead. Whether their methods are effective is
surroundings, for if they can surround themselves with beauty, another matter entirely.
they are, in essence, also fortifying themselves against evil.
Forge Priest
Life Priest Grave Priest
Light Priest Protection Priest
Night Priest War Priest
Forge Priest
War Priest
61
Uthgar, God of Physical Strength
Chaotic Neutral. The majority of Uthgar's followers make up
the barbaric Uthgardt tribes, forming simple collapsible huts as Bishop
places of worship. The Uthgardt tribes are as varied as the Medium humanoid (any race), any alignment
beasts that roam the plains and have little central principles
that guide them all, but the one thing they do share is the Armor Class 16 (chain mail, shield)
reverence of strength in battle. Missions for Uthgar, therefore, Hit Points 88 (16d8 + 16)
are perceived by outsiders as nothing more than raiding Speed 30 ft.
parties.
Knowledge Priest 1st level (4 slots): cure wounds, guiding bolt, purify
Trickery Priest food and drink, shield of faith
Actions
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Turn Undead (Recharges after a Short or Long Rest). The
bishop presents its holy symbol and speaks a prayer.
Each undead that can see or hear the bishop must
make a DC 14 Wisdom saving throw. If the target is an
undead of CR 1 or lower, it is destroyed on a failed
save. Otherwise, on a failed save the target is turned
for 1 minute or until it takes any damage. A turned
creature moves up to its speed away from the bishop
and can't willingly move within 30 feet of it. It can't
take reactions and must either use the Dash action or
try to escape from an effect that stops it from moving.
If it can't move, it can take the Dodge action.
62
Cardinal Avatar
Medium humanoid (any race), any alignment Medium celestial, any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 15 (+2) 15 (+2) 19 (+4) 15 (+2) 15 (+2) 10 (+0) 20 (+5) 15 (+2) 20 (+5) 19 (+4)
Spellcasting. The cardinal is a 15th-level spellcaster. Its Divine Intervention (Recharges after a Long Rest). As a
spellcasting ability is Wisdom (spell save DC 16, +8 to bonus action, the avatar can cast any spell with a
hit with spell attacks). It has the following cleric spells casting time of one action from the cleric spell list
prepared. without expending a spell slot or components, even if
the spell isn't on its prepared spell list or if it has
Cantrips (at will): light, mending, sacred flame, spare already cast a spell on its turn. After doing so, the
the dying, thaumaturgy
zone of truth
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one 5th level (3 slots): dispel evil and good, flame strike,
target. Hit: 4 (1d6 + 1) bludgeoning damage. greater restoration, hallow, raise dead
Turn Undead (Recharges after a Short or Long Rest). The 7th level (2 slots): divine word, symbol
cardinal presents its holy symbol and speaks a prayer. 8th level (1 slot): holy aura
Each undead that can see or hear the cardinal must 9th level (1 slot): true resurrection
make a DC 16 Wisdom saving throw. If the target is an
undead of CR 3 or lower, it is destroyed on a failed
save. Otherwise, on a failed save the target is turned
Actions
for 1 minute or until it takes any damage. A turned Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature moves up to its speed away from the cardinal target. Hit: 5 (1d6 + 2) bludgeoning damage.
and can't willingly move within 30 feet of it. It can't
Turn Undead (Recharges after a Short or Long Rest). The
take reactions and must either use the Dash action or
avatar presents its holy symbol and speaks a prayer.
try to escape from an effect that stops it from moving.
Each undead that can see or hear the avatar must
If it can't move, it can take the Dodge action.
make a DC 19 Wisdom saving throw. If the target is an
undead of CR 4 or lower, it is destroyed on a failed
save. Otherwise, on a failed save the target is turned
for 1 minute or until it takes any damage. A turned
creature moves up to its speed away from the avatar
and can't willingly move within 30 feet of it. It can't
take reactions and must either use the Dash action or
try to escape from an effect that stops it from moving.
If it can't move, it can take the Dodge action.
63
Mission Strategies Helm's Holy Vigilance
Each mission has a vastly different method of conducting battle,
often depending more on the personality of its god than on the
Against Evil
abilities of its missionaries. Even so, missions can share a few Race. Human.
common strategies. Higher Power. Helm, God of Protection.
Death Never Comes. When a missionary falls in battle, Featured Subclass. Protection Priest.
other members are there to pick them up with a healing spell. Helm's Holy Vigilance Against Evil is the designation of a
Some evil missions may even use the bodies of their comrades mission for the church of Helm based out of Baldur's Gate.
as undead soldiers, picking up fallen weapons and throwing Clerics for Helm helped protect the city against recent raids
themselves ever further into the fray. After a battle, the from a gnoll warband, yet for worshippers of Helm, protection
wounded are dragged back to their temples to be healed fully, is not enough: they must venture out to seek the source of evil
and, if possible, the dead are resurrected. Just as though they and smite it down. Only then can evil truly be vanquished. As
were termites, it's nearly impossible to wipe out a mission such, this small mission has been sent out by the church to
unless you can take out every member at once, or cripple their stake out the small town of Grull's March after hearing a
ability to get back up and keep fighting. rumour that a cultist of Yeenoghu was hiding amidst the
Dignity in Peace and Battle. A mission never fights unless villagers. If the rumour is right, the cultist is the one who
it is necessary to do so and the results of the fight will be steered the warband towards Baldur's Gate. Killing him or her
beneficial to their goals (in some cases, even a defeat can might prevent future attacks.
garner support). Missions are not always meant to be a fighting
force. They exist to demonstrate the superiority of the
principles of their god, for which glory in battle is not always
Grimbald Tyresian
valued. Far better to negotiate an alliance than to draw blood. Grimbald Tyresian is a young bishop in the church of Helm
who was given the position after many of the church's members
Cleric Tactics of higher standing were killed in a battle against a demon a few
years back. Since then, members with higher seniority and
Clerics come as varied as their gods. A grave priest might hang capability have rejoined the church and resent the fact that
at the edges of the battle, dragging the wounded to safety. A someone with so little experience outranks them. He had no
war priest might leap into the fray, urging its companions to do intention of leading the mission into Grull's March, but after
the same. A death priest might cackle as it puppeteers its fallen being found in a compromising position with a deacon, his
enemies to fight against their former allies. Clerics do, however, superiors took pleasure in assigning him to the investigation of
all prepare their spells from the same limited list of this backwater town to prove himself worthy of retaining his
availabilities, and certain tactics are preferred over others. status as bishop. Grimbald knows they fully expect him to make
Swirling Celestial Fury. If a high-level cleric knows they a mistake that will cost him his bishopship, and he is
will be going into battle, they will cast guardian of faith ahead determined to avoid that outcome at all costs by completing the
of time to give themselves an extra edge. Spirit guardians is mission with blinding efficiency.
usually the first spell cast once the battle begins, punishing any As a bishop of Helm embodying the domain of protection,
who come close. Once these spells are activated, a typical cleric Grimbald replaces his Turn Undead action with the Radiant
will rain down blow after blow from its spiritual weapon and its Defense of a protection priest. Outside of combat, he relies on
sacred flame. If the battle lasts for a long time, a cleric can have his zone of truth to help with the investigation, and given his
guardian of faith, spirit guardians, and spiritual weapon all inexperience he is not quite capable yet of determining
active while it casts even more instantaneous spells like flame whether someone under the effects of the spell is telling the
strike and guiding bolt. whole truth or using tricky language to avoid suspicion.
Push Back the Tide. Much of the cleric's arsenal
encourages it to push against the tides of battle, forcing the
enemy to retreat with their tail between their legs. In addition
Cassandra Pascale
to spells like guardian of faith and spirit guardians that lash out Cassandra was a deacon of Helm before her dalliance with
against enemies close to the cleric, the cleric can also use its Grimbald resulted in her expulsion. Grimbald carries a lot of
Turn Undead to knock back waves of undead creatures if need guilt as they both suspect that her expulsion was meant more
be, and spells like banishment, hallow, and dispel evil and good as a punishment for him than for her. Grimbald has secretly
force otherworldly enemies to retreat, even if it's only brought her along on the mission in an attempt to prove that
temporarily. Warding off an invasion without drawing blood she should be reinstated as a deacon (or perhaps even
can be just as useful as slaughtering the invaders outright. promoted to priesthood). She is in disguise as a servant and
plans to reveal herself only to help fight off any threats that face
the mission. In the mean time, she divides her time between
pursuing leads with the villagers and sharing a tent with
Grimbald.
Despite her expulsion, Cassandra still maintains her faith in
Helm and carries with her the powers of an acolyte.
64
Perhaps if the party can convince the missionaries to disband,
Kaspar Barkley the town can return to its everyday business. The rumours are
false, after all; there is no cultist. Right?
Grimbald doesn't know it, but Kaspar was only assigned to the
mission to ensure that the young bishop remained steadfast to
the principles of Helm. With such an emphasis on vigilance
Nobody Leaves
The party is staying overnight in Grull's March to rest from a
against evil, any hint that Grimbald is pulled in one direction by
previous adventure, only to find in the morning that nobody
his duties and another by his carnal desires could be grounds
has been allowed to leave the town until the cultist is located.
for expulsion. Kaspar has his suspicions about the pretty young
The party finds themselves directly interrogated by several
servant that tagged along with the caravan. If he finds out that
missionaries. As adventurers, they are already held in suspicion
Cassandra is distracting Grimbald, the whole investigation
by the missionaries for their presumably arcane dabbling. Any
could be called off and Grimbald could face tribunal.
warlock in the group will be hounded with particular intensity.
Other than that, Kaspar does genuinely believe in the
righteousness of the mission. He prepares himself each
morning for the potential of having to exercise his powers as a The Cultist of Yeenoghu
protection priest to guard his allies from danger. It's up to the DM whether the rumours are true. If the rumours
are not true, Grimbald is so desperate for results that he may be
Raphaela Rohaise willing to see signs of Yeenoghu's influence in anyone and use it
as evidence to kill them and bring their head back in triumph,
With everyone else concerned with proving themselves or
guilt or innocence be damned. The party can either fight him
keeping an eye on each other, Raphaela sees herself as the only
and his group directly or pit the missionaries against each
one who actually cares about conducting a successful mission.
other by revealing Grimbald and Cassandra's relationship to
Far more than any other member of the mission, she is out
Kaspar.
interrogating villagers and pursuing any leads she finds. She
If the rumours are indeed true, the cultist of Yeenoghu might
wishes that more of her allies would put in the same effort as
in fact be using the magic that emanates off of the party to
her so she isn't always off on her own; a protection priest is
conceal their own magical power. If discovered quickly, the
most comfortable while surrounded by friends. Raphaela is
cultist might attempt to flee, but if given time to prepare, the
certainly not surrounded by friends.
cultist might call forth a pack of gnolls that attacks the city
from its borders to overwhelm both the party and Grimbald's
Other Investigators missionaries. The cultist himself can be represented by the cult
In addition to the bishop, the two priests, and the secret fanatic statblock or, for a greater challenge, a warlock of the
acolyte, the mission has nine people involved. fiend. You can use the information from the section on gnolls
in Volo's Guide to Monsters or the section on demon lords from
Deacons Mordenkainen's Tome of Foes to add flavour to the cultist.
Three deacons conduct the administrative aspect of the
mission, dutifully cataloguing every encounter and poring over
past documents to search for anything that might lead them to
the cultist of Yeenoghu. They are each represented by the
noble statblock.
Servants
There are six servants helping out with the mission in addition
to Cassandra. None of the other servants have seen her around
before and occasionally express their concern about the
newcomer to Kaspar. Each servant other than Cassandra is
represented by the commoner statblock.
Conflict
The party might come into conflict with the mission in one or
more of the following ways, or through another way that fits
more directly with your campaign.
gash. The wounds close, and the terrifying effects of a 1st Level (4 slots): cure wounds, detect magic, inflict
wrathful smite dissipate away. To your great wounds, magic missile
annoyance, the champion charges back into battle 2nd Level (3 slots): lesser restoration, magic weapon,
against your paladin, no worse for wear. Time to try Nystul's magic aura
something new. 3rd Level (3 slots): mass healing word, dispel magic,
magic circle
66
Death Priest (DMG)
Death priests worship foul gods. While some might intend to Death Priest
further the study of medicine and alleviate the suffering of Medium humanoid (any race), any alignment (usually
those in need, most are drawn to this domain by the blackness evil)
in their hearts.
Armor Class 13 (chain shirt)
Gods of the Death Priests Hit Points 27 (5d8 + 5)
Speed 30 ft.
Bhaal, God of Murder
Followers must wipe their faces to remove the blood that
STR DEX CON INT WIS CHA
periodically leaks from their eyes.
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Kelemvor, God of the Dead
Out of the corner of one's eye, one can see, only through the Skills Medicine +7, Persuasion +3, Religion +3
reflection of a mirror, a skeletal apparition where the follower Senses passive Perception 13
would be standing. Languages any two languages
Challenge 2 (450 XP)
Loviatar, Goddess of Pain
Followers can withstand brutal torture without breaking a Morbid Weapons. The priest's weapon attacks are
sweat. magical. When the priest hits a creature with a melee
weapon attack, it deals an additional 9 (2d8) necrotic
Myrkul, God of Death damage (included in the attack).
Followers are pale as a ghost. Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to
Shar, Goddess of Darkness and Loss hit with spell attacks). It has the following cleric spells
Followers frequently seem to disappear into the shadows. prepared.
Talona, Goddess of Disease and Poison Cantrips (at will): chill touch, spare the dying,
Followers are carriers and spreaders of countless debilitating thaumaturgy
pile of sickened corpses. You struggle against your 3rd level (2 slots): animate dead, vampiric touch
bindings, but the poison running through your body
has weakened you, and you have no choice but to
watch as the priests snip off the tips of their fingers
Actions
with gardening shears, grind up the blood and bone Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one
and flesh, and sprinkle it over the corpses. One by target. Hit: 3 (1d6) bludgeoning damage plus 9 (2d8)
one, the corpses groan and twitch to life. The priests necrotic damage.
chant, "May the world fall ill to the sickness that is
Talona!"
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
Quick Features battlemaster maneuver (save DC 10) in addition to the features
here. See the list of Battlemaster Maneuvers.
67
Forge Priest (XGE)
A priest won't consider themselves worthy of the domain of the Forge Priest
forge unless they have produced armor worthy of combat Medium humanoid (any race), any alignment
against demons and other creatures that would challenge the
forward march of civilisation. Armor Class 19 (Armor of the Divine Forge)
Many forge priests forgo the strongest aspects of divine Hit Points 60 (8d8 + 24)
magic in exchange for weapons and armor blessed by the gods. Speed 30 ft.
Gods of the Forge Priests STR DEX CON INT WIS CHA
Chauntea, Goddess of Agriculture 19 (+4) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 12 (+1)
Followers are never wanting for bountiful crops.
Damage Resistances fire
Gond, God of Craft Senses passive Perception 11
Followers suffer agonising dreams of others destroying their Languages Primordial plus any one language
creations and live in constant paranoia when working on a Challenge 4 (1,100 XP)
project around others.
Innate Spellcasting. The priest's innate spellcasting
Helm, God of Protection ability is Wisdom (spell save DC 11, +3 to hit with spell
A shield is always at the side of a follower, whether they're attacks). It can cast the following spells innately.
carrying it or someone else is. At will: create bonfire, guidance, mending
Quick Features
Followers are pale as a ghost. 1st Level (4 slots): bane, cure wounds, false life,
healing word, inflict wounds, sanctuary
Savras, God of Divination and Fate 2nd Level (3 slots): blindness/deafness, feign death,
Keen observers know to avoid a room that a follower refuses to
gentle repose, lesser restoration
Quick Features
Savras, God of Divination and Fate 1st level (4 slots): cure wounds, guiding bolt, sanctuary
Keen observers know to avoid a room that a follower refuses to 2nd level (3 slots): lesser restoration, spiritual weapon
walk into. (a quill)
through the pain." Your wounds close up. The man 1st level (4 slots): cure wounds, detect thoughts,
puts a thumb to your forehead, and to your surprise guiding bolt, sanctuary
and horror, you feel a burrowing arrow pressing 2nd level (3 slots): lesser restoration, spiritual weapon
through the folds of your brain. You scream in (a quill), suggestion
resistance, but it's not enough, and the man pulls out 3rd level (2 slots): dispel magic, spirit guardians
everything he needs to know. He jots down his
findings in a little black notebook. "The princess is still
alive. We have no more use for this prisoner. Kill him."
70
Life Priest (PHB)
Life priests are devoted to the preservation of life at all costs. Life Priest
They are numerous and highly valued as doctors, healers, and Medium humanoid (any race), any alignment (usually
medics in times of peace and war. good)
Quick Features
71
Light Priest (PHB)
Light priests emanate radiant energy wherever they go, Light Priest
whether through their personality or through their deeds. They Medium humanoid (any race), any alignment
are generally focused on spreading the word of their gods
rather than performing miracles, though miracles do tend to Armor Class 13 (chain shirt)
follow them. Hit Points 82 (15d8 + 15)
Speed 30 ft.
Gods of the Light Priests
STR DEX CON INT WIS CHA
Helm, God of Protection
A shield is always at the side of a follower, whether they're 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 15 (+2)
carrying it or someone else is.
Skills Medicine +7, Persuasion +4, Religion +3
Lathander, God of Birth and Renewal Senses passive Perception 13
The families of followers contain twins and triplets exclusively, Languages any two languages
and their children are always healthy. Challenge 5 (1,800 XP)
Milil, Goddess of Poetry and Song Spellcasting. The priest is a 5th-level spellcaster. Its
Followers noticeably glow when they sing or recite poetry. spellcasting ability is Wisdom (spell save DC 14, +6 to
hit with spell attacks). It has the following cleric spells
Sune, Goddess of Love and Beauty prepared.
Followers are supernaturally beautiful.
Cantrips (at will): light, sacred flame, thaumaturgy
head priest. She whips off her golden hood to reveal 2nd level (3 slots): flaming sphere, scorching ray
the face of the most beautiful woman you have ever 3rd level (2 slots): daylight, fireball
seen. "All for what? To gaze upon my beauty? Then
gaze!" The room explodes in golden light. You shield
your eyes, but your companions are not so lucky. Their
Actions
eyes melt from their skulls. Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.
Radiance of the Dawn (Recharge 5-6). Each creature
Quick Features within 30 feet of the priest that can see it must make a
DC 14 Constitution saving throw, taking 33 (6d10)
Spellcasting. The priest is a 5th-level spellcaster. Its radiant damage on a failed save, or half as much
spellcasting ability is Wisdom. It has the following cleric damage on a successful one.
spells prepared.
Cantrips (at will): light, sacred flame, thaumaturgy
72
Nature Priest (PHB)
Nature priests, like druids, revere the beauty of the natural Nature Priest
world. They build temples and churches glorifying the Medium humanoid (any race), any alignment
architecture from which the world was made.
Armor Class 16 (chain mail)
Gods of the Nature Priests Hit Points 27 (5d8 + 5)
Speed 30 ft.
Auril, Goddess of Winter
Followers are cold to the touch and rarely complain about chilly
weather.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Chauntea, Goddess of Agriculture
Followers are never wanting for bountiful crops. Skills Medicine +7, Persuasion +3, Religion +3
Senses passive Perception 13
Eldath, Goddess of Peace Languages any two languages
Others feel a palpable sense of warmth and comfort from Challenge 1 (200 XP)
followers.
Spellcasting. The priest is a 5th-level spellcaster. Its
Malar, God of the Hunt spellcasting ability is Wisdom (spell save DC 13, +5 to
Followers are adept trackers regardless of their environment, hit with spell attacks). It has the following cleric spells
and once they've found their quarry they are ravenous in prepared.
appetite, even if this causes some awkwardness.
Cantrips (at will): guidance, thorn whip, druidcraft
73
Night Priest (DAPC
(DAPC))
The night may not necessarily be full of terrors, nor should it Night Priest
always be dark when the moon is full. A night priest may Medium humanoid (any race), chaotic evil (50%) or
provide relief from the darkness of night, or it may bring it chaotic good (50%)
down upon its enemies.
Armor Class 13 (chain shirt)
Gods of the Night Priests Hit Points 55 (10d8 + 10)
Speed 30 ft.
Auril, Goddess of Winter
Followers are cold to the touch and rarely complain about chilly
STR DEX CON INT WIS CHA
weather.
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Lathander, God of Birth and Renewal
The families of followers contain twins and triplets exclusively, Skills Medicine +7, Persuasion +3, Religion +3
and their children are always healthy. Senses passive Perception 13
Languages any two languages
Savras, God of Divination and Fate Challenge 2 (450 XP)
Keen observers know to avoid a room that a follower refuses to
walk into. Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to
Shar, Goddess of Darkness and Loss hit with spell attacks). It has the following cleric spells
Followers frequently seem to disappear into the shadows. prepared.
Cantrips (at will): chill touch, light, thaumaturgy
Selune, Goddess of the Moon 1st level (4 slots): bane (evil), guiding bolt (good),
In the waxing period, followers are exuberant, youthful, and
protection from evil and good, sleep
optimistic. In the waning period, followers are mellow, dour, 2nd level (3 slots): blindness/deafness (evil), darkness,
and pessimistic. gentle repose (good), moonbeam, silence
Quick Features
74
Order Priest (TCE)
Order priests are those devoted wholly and unconditionally to Order Priest
the strictest interpretation of the law they can decipher. They Medium humanoid (any race), any alignment (usually
exist only to protect the established structures in place. good)
75
Peacekeeper (TCE)
A peacekeeper follows the ways of the gods of peace. If your
party finds themselves up against a peacekeeper, they should
seriously reevaluate their actions thus far in their campaign.
A peacekeeper worships a god under the Peace Domain.
76
Protection Priest (UA
(UA))
While priests devoted to the life domain heal the sick and the Protection Priest
weak, those devoted to the protection domain strive to ensure Medium humanoid (any race), any alignment (usually
nobody becomes sick or weak through unjust means. good)
He stands between you and the princess, shield raised 2nd level (3 slots): aid, lesser restoration, protection
high. You signal for your archer to take out the from poison
princess, but the knight lunges a seemingly impossible 3rd level (2 slots): protection from energy, slow
distance and catches the arrow on his shield. With
disgust, you draw your sword and swing for the Actions
princess yourself, but as you slice through her leg, the
blood bursts into bright light that sears your flesh. You Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one
stumble back. target. Hit: 3 (1d6) bludgeoning damage.
"Fight someone your own size," growls the knight, Radiant Defense (Recharges after a Short or Long Rest).
and you feel your attention drawn solely to him. He The priest chooses an ally it can see within 30 feet of it.
plants his feet. You and him. It's on. The first time that creature is hit by an attack in the
next minute, the attacker takes 16 (3d10) radiant
damage.
Quick Features
Reactions
Spellcasting. The priest is a 5th-level spellcaster. Its Protection. When a creature attacks a target other than
spellcasting ability is Wisdom. It has the following cleric the priest within 30 feet of the priest, and the priest
spells prepared. can see them both, the priest can move up to its
speed. If it ends this movement within 5 feet of the
Cantrips (at will): light, sacred flame, thaumaturgy
Battlemaster Maneuvers
3rd level (2 slots): protection from energy, slow This NPC is skilled in single combat and might have a
Protection (Reaction). When a creature attacks a target battlemaster maneuver (save DC 10) in addition to the features
other than the priest within 30 feet of the priest, and here. See the list of Battlemaster Maneuvers.
the priest can see them both, the priest can move up
to its speed. If it ends this movement within 5 feet of
the target of the attack, the priest can impose
disadvantage on the attack roll.
77
Tempest Priest (PHB)
Tempest priests chase the thrill of great storms, taking great Tempest Priest
interest in weather patterns and the chaos of nature. While Medium humanoid (any race), any alignment
others run from tornadoes and avalanches, a tempest cleric can
often be found standing their ground, arms outstretched, Armor Class 18 (chain mail, shield)
whispering a prayer in awe. Hit Points 55 (10d8 + 10)
Speed 30 ft.
Gods of the Tempest Priests
STR DEX CON INT WIS CHA
Akadi, Goddess of Air
Followers are light as a feather, skipping and dancing in 14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
defiance of gravity.
Skills Medicine +7, Persuasion +3, Religion +3
Auril, Goddess of Winter Senses passive Perception 13
Followers are cold to the touch and rarely complain about chilly Languages any two languages
weather. Challenge 4 (1,100 XP)
Followers can hold their breath far longer than they should be 1st level (4 slots): create or destroy water, purify food
able to. and drink, thunderwave
"Give me your best shot!" screams the pirate lord. 3rd level (2 slots): create food and water, water walk
"Fire that cannon! Hit me right in the chest! See if it
stops me!" Actions
With trembling hands, your first mate strikes a
Warhammer. Melee Weapon Attack: +4 to hit, reach 5
match. The cannon fires. The cannonball strikes the
pirate lord in the chest, but stops, and with a crackle ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or
7 (1d10 + 2) bludgeoning damage if wielded with two
from the sky, lightning blasts through the first mate,
hands to make a melee attack.
frying him to a crisp. In shock, you step back to the
edge of your ship. The pirate lord just cackles, "Akadi,
bless this man." A gust of wind knocks you right over
Reactions
the side. Thunderous Rebuke. When a creature hits the priest
with a melee weapon attack, the priest can force the
creature to make a DC 13 Dexterity saving throw,
Quick Features taking 9 (2d8) lightning or thunder damage on a failed
save, or half as much damage on a successful one.
Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Wisdom. It has the following cleric Battlemaster Maneuvers
spells prepared. This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 12) in addition to the features
Cantrips (at will): gust, shocking grasp, thaumaturgy
78
Trickery Priest (PHB)
Trickery priests worship trickster gods whose mad schemes Trickery Priest
and inscrutable motivations excite them to no end. Medium humanoid (any race), any alignment
The priest in purple robes laughs and spreads his cloak Actions
wide. From within, a marionette, seemingly made to
look like him, crawls out all tangled up in its own Duplicitous Dagger. Melee or Ranged Weapon Attack:
+5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
strings. A flash of the holy symbol of Cyric, and the
marionette transforms into a perfect copy of the 5 (1d4 + 3) piercing damage, plus 7 (2d6) psychic
priest, and the two copies flash and twitch and merge damage if the target can see the priest's illusion from
Invoke Duplicity. This is a +1 magic weapon.
and part until you have no idea who is the puppet and
who is the master. You loose an arrow, and you guess Cloak of Shadows (Recharge After a Short or Long Rest).
wrong. They both descend on you with their daggers, The priest becomes invisible until the end of its next
and despite knowing that one is an illusion, you feel turn, or until it casts a spell.
both tips plunging through your skin at once.
Invoke Duplicity. The priest creates a perfect illusion of
itself that lasts for 1 minute or until it loses its
Quick Features concentration, as if concentrating on a spell. The
illusion appears in an unoccupied space within 30 feet
of the priest. As a bonus action, the priest can move
Spellcasting. The priest is a 5th-level spellcaster. Its the illusion up to 30 feet to a space within 120 feet of
spellcasting ability is Wisdom. It has the following cleric the priest that it can see. Additionally, when both the
spells prepared. priest and its illusion are within 5 feet of a creature
that can see the illusion, the priest has advantage on
Cantrips (at will): guidance, sacred flame, thaumaturgy
79
Twilight Priest (TCE)
Twilight priests worship the liminal spaces, the transitional Twilight Priest
periods, and the cracks in reality where moments seem to stand Medium humanoid (any race), any neutral alignment
still. They are unafraid of shadow, knowing that it will always
eventually be brought into the light. These priests fight anyone Armor Class 16 (chain mail)
who would shorten these beautiful, transitional moments. Hit Points 27 (5d8 + 5)
Speed 30 ft.
Quick Features
STR DEX CON INT WIS CHA
Spellcasting. The priest is a 5th-level spellcaster. Its 10 (+0) 10 (+0) 13 (+1) 13 (+1) 16 (+3) 13 (+1)
spellcasting ability is Wisdom. It has the following cleric
spells prepared. Skills Intimidation +3, Religion +3
Senses darkvision 120 ft., passive Perception 13
Cantrips (at will): guidance, resistance, spare the dying
1st level (4 slots): detect magic, faerie fire, sanctuary, Languages Druidic plus any one language
sleep
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.
80
War Priest (PHB)
War priests view battlefields as sacred ground. While not
soldiers themselves, they are often found among the ranks of
armies, providing aid and bolstering the resolve of their allies
to spur them into victory. Even a lost battle, and death at the
hands of the enemy, is something to strive for in the eyes of a
war priest.
Quick Features
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 15) in addition to the features
in its statblock in VGM. See the list of Battlemaster Maneuvers.
81
Druids
W
itches is a nebulous term for those who take
their power from non-traditional sources, the
Unlock the Power of Dreams
Dream guardians lead their covens in a philosophy of
primal powers that have long existed before the
analysing and acting upon the omens found in one's dreams.
gods ever turned their pretentious gaze towards
the Material Plane. Hags are called witches for Creatures can make a flat DC 15 Charisma check to take
their dark powers. Warlocks are called witches conscious control of their dreams, becoming a lucid
for their dark pacts. Druids are called witches dreamer.
simply because of their connection to the natural world. It is a Whenever a creature awakens from a dream, it rolls a d6. On
meaningless term. And yet, many druids embrace the label. a roll of 1 or 2, they instead remain dreaming but believe
that they have awoken.
Druid Covens Creatures have disadvantage on saving throws made when
targeted by the dream spell.
Like-minded druids gather together into a coven, a group of
witches. With each other as support, they can achieve greater Maintain the Land
ends than any single druid on their own. Most civilised places Land druids lead their covens in a philosophy of caring for the
look down upon covens of druids as subversive and land. They preserve its natural state through powerful curses
disestablishmentarian, to the point of occasionally hunting on those who dare trespass.
them down and killing them. Over thousands of years, the most
successful covens have been those that can maintain a low Creatures that harbor hostilities towards the coven or the
profile, operating almost as secret societies that meet monthly land the coven protects are more likely to get lost, suffering
or yearly. No coven's charter has ever been written down; it is a disadvantage on Wisdom (Survival) checks.
social construct at its most basic level, nothing more. Mechanical contraptions and artificially constructed objects
break down frequently. Wheels fall off their axles, mirrors
Covens aren't exclusive to druids. Although all covens have
powerful druids as their leaders, many include people with break, and armor rusts.
weaker powers (or no powers at all), as well as those who take When the spell plant growth is cast over the course of 8
their power from a different source, such as warlocks or clerics, hours in the region, the entire region benefits from the
as long as they follow the coven's philosophy. effects, not just a half mile radius around the caster.
Coven Manifestations Beasts are far more likely to be their "giant" variants or to
gather in swarms.
A coven's philosophy manifests in the world as environmental Rivers run red with blood.
effects surrounding their region. Generally, the effect is related Trees bleed with red sap.
to the circle from which the druid draws its power. These The land shifts to confuse outsiders, leading them in circles
regional effects apply in a 10 mile radius around the meeting or sending them tumbling into dark caves.
site of the coven (unless noted otherwise) and fade over the Heavy winds, fog, hail, and lightning strikes plague the
course of two weeks if the coven is disbanded. region until the interlopers leave or are killed off.
Dead bodies and dead plants rot away to nothing in less Armor Class 12 (16 with barkskin)
than a day. Fungal growths sprout from the carcass and Hit Points 208 (32d8 + 64)
spread quickly. Speed 30 ft.
Beasts are likely to be a spore servant.
We Preserve the World and the World Preserves Us. Druid 2nd level (3 slots): barkskin, lesser restoration*,
covens use the natural world to their advantage, slinking
moonbeam, spike growth
themselves out. The land is their friend, and to those hostile to 6th level (2 slots): transport via plants*, wall of thorns
the coven, it is their enemy. 7th level (2 slots): fire storm*, regenerate
Never Trust Your Senses. Druids are extremely difficult to 8th level (1 slot): earthquake
fight, as they don't play by the same rules as everyone else. A 9th level (1 slot): storm of vengeance*
druid could be the bird alighting on a branch, or it could be
melded into the tree you're leaning against, or it could be Actions
completely invisible, standing right beside you as you
Shillelagh Staff. Melee Spell Attack: +10 to hit, reach 5
desperately try to search for it. When a fight goes sour, a druid
ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
disappears through the trees, travelling tens of miles in a single
step. Those who try to chase them become entangled in weeds, Change Shape (2/Day). The archdruid magically
only to find that the weeds were only in their mind. polymorphs into a beast or elemental with a challenge
rating of 6 or less, and can remain in this form for up to
9 hours. The archdruid can choose whether its
equipment falls to the ground, melds with its new
form, or is worn by the new form. The archdruid
reverts to its true form as a bonus action or if it is
knocked to 0 hit points, with excess damage carrying
over to its true form. While in a new form, the
archdruid retains its game statistics and ability to
speak, but its AC, movement modes, Strength,
Dexterity, and Constitution are replaced by those of
the new form, and it gains any special senses,
proficiencies, traits, actions, and reactions (except class
features, legendary actions, and lair actions) that the
new form has. It can cast its spells with verbal or
somatic components in its new form (marked with an
asterisk*). The new form's attacks are magical.
83
Druid Tactics Newly-Appointed Druids
Gifts of the Land. Druids are never alone. Aside from other Having just completed their rituals of the circle of the moon,
druids, they are often supported by a group of beasts and two human druids, Polymus Fensworth and Penny Barnes,
plants that fight alongside them in battle. They might have eight have joined the Coven of the Lunar Madness to recapture the
wolves or blink dogs they've summoned with conjure animals thrill they first had when they transformed into wolves. The
or conjure woodland beings, they might have a brown bear two of them fell in love as wolves even though they aren't
they've charmed with animal friendship, and they might have an otherwise attracted to each other as humans, and, more
awakened tree they've given life through awaken. importantly, despite the fact that they are both married to
Wild Shape. During combat, druids will typically transform different people. In their human forms, they are distant. They
into a great beast such as a giant crocodile, a triceratops, a barely acknowledge each other. But in wolf form, they are
giant ape, or a mammoth. Add the XP for a druid's wild inseparable. They claim that their wolf form is a distinct entity
shapes to the total encounter XP. and thus they are not cheating on their spouses, especially
since their human forms are repugnant to each other, but the
Coven of the Lunar Madness fact that they only join together in secret suggests that they
understand, on a deep level, that what they are doing is wrong.
Coven Manifestation. Embrace Change Polymus and Penny have the Change Shape feature of an
Featured Subclass. Moon Druid archdruid, but they can transform only into creatures of CR 1 or
lower, and only for 2 hours at a time. They usually take the form
The Coven of the Lunar Madness is a group of shifters and
of dire wolves.
shapechangers who gather under the light of the full moon
every month to transform into wolves, capturing the beauty
and togetherness of the pack. The pack's numbers fluctuate, as Werewolves
well as their shapeshifting abilities, but its leadership stays the The werewolves consist of two brothers, Zach and Henry, and
same: Ico Magyerius, an wood elf archdruid, manages the land their sister, Jezebel, triplets of a small farming family close to
upon which they meet and protects the coven from outsiders the meeting site of the coven. As kids entering their teenage
with his careful administration. years, they were all playing together in the woods when a
Within the coven are 2 newly-appointed druids still trying werewolf attacked and bit all three of them before they
to get a handle on their wild shape, 3 werewolves who ultimately drove it off with a torch. The werewolf was slain a
otherwise appear as commoners to their friends and family, a few days later by an adventurer, and the town breathed a sigh
changeling who adopts animal forms instead of humanoid of relief, not realizing that three of their own would soon fall
forms, and an awakened wolf that polymorphs into a under the curse.
humanoid to blend with society before returning to its true Luckily, Ico approached the triplets before their lycanthropy
form on a full moon. manifested within them and offered to help them conceal it
from their family and their village. For the past ten years, they
Ico Magyerius have travelled together to the meeting place of the Coven of the
Lunar Madness every full moon. Jezebel, however, is getting
Ico is an archdruid who considers himself to be the "alpha" of
restless. She's met a very nice man from a big city who has
the Coven of the Lunar Madness. For six hundred years he has
offered her a place to stay while she practices her weaving.
been the warden of the Moonlight Woods. He founded the
Despite her brothers' insistence, she is planning to leave the
coven to help conceal several werewolves who had sought out
coven and attempt to conceal her lycanthropy without any
his protection, and although he has lived far beyond their
further assistance.
lifespans, he has maintained the coven as an open organisation
for any who seek guidance in managing their shapeshifting
ways. Changeling
When Ico uses his Change Shape ability, he can take the Changelings are creepy to look upon, with pasty skin, purple
form of a Wolf Guardian, which uses the statistics of a hair, and solid black eyes punctuated only by a pinprick white
tyrannosaurus rex, with the following changes: dot. They stand out in a civilised region. Most changelings avoid
being noticed by physically changing their appearance to
It has the *Pack Tactics feature.
another type of humanoid, but for Ysilda, her powers seem to
It can't make attacks with its tail.
have mutated beyond what is expected for her race. She can
only transform into animals. Unlike most of the other coven
members, she stays with Ico every day. In fact, she has fallen in
love with the old elf, but has kept her crush a secret. He is
incredibly old and incredibly powerful, and she is nothing
compared to him. She knows it is best to move on, but she can't
bring herself to leave and face society. This is the only place she
feels at home.
84
Ysilda is a changeling with the statistics of a witch doctor.
Instead of the normal racial features for a changeling, Ysilda Conflict
shares the Change Shape trait of an archdruid, with the
The party might come into conflict with the coven in one or
following changes.
more of the following ways, or through another way that fits
Ysilda can only transform into animals of CR 1/4 or lower. more directly with your campaign.
Ysilda can stay in beast form for 2 hours.
Ysilda has no restriction on the number of times she can use
Private Investigation
The spouse of Polymus Fensworth, a hardy beet farmer named
this ability per day.
Belle Fensworth, hires the party to investigate her husband's
Generally, Ysilda takes the form of a wolf. activities. For the past few years she's noticed more and more
that he isn't there when she rolls over in the night. She suspects
Awakened Wolf that he is having an affair and wants the party to track him
down. She knows that, as a druid, he will be very difficult to
In a far off land, an evil liminal druid had awakened dozens of track, so a party of adventurers is a good bet. She just wants to
wolves that it used as indentured servants to tear apart know for certain so she can divorce him. Their seven children
trespassers limb from limb. After observing the other wolves deserve better.
kill an innocent family, followed by the druid using their blood As the party figures out the unusual arrangement between
to create a plague that wiped out a nearby village, one of the Polymus and Penny, they might also come into contact with
wolves secretly organised a revolt among the pack. While the Penny's spouse, a very good-natured lumberjack named
druid slept, the wolves leapt upon him and tore out his throat, Gregson Barnes. They haven't had any children, to his
but as he lay dying, he caused the earth to erupt around them disappointment, but he's learned to accept it because he's fond
all, swallowing and killing all but one of the pack. of Penny's free-spirited nature and comfortable with the life
That wolf wandered the world for years, overcome with they have built together. Learning that she has been seeing
sorrow for its lost pack. Few recognised its intelligence and someone behind his back would destroy him.
would drive it off like any other wolf. Soon, however, the wolf
befriended a much nicer druid who replaced one of the wolf's Mob Justice
teeth with a magical fang granting it the power of a modified After last full moon, three dogs and two cats went missing from
polymorph, transforming the wolf into a human. As the wolf townhomes in the city center. A guardsman claims that he saw
grew used to its human form, it took on the role of a herbalist the young new fiance of Professor Charles Lance, a weaver girl
using its experience of the forest. The wolf has the following named Jezebel, returning home in the middle of the night
changes to its statblock: wearing nothing but a bloodstained fur coat. A large mob of city
folk is planning on raiding Lance's home next full moon to catch
Medium beast (shapechanger), neutral good
her in the act and, presumably, hang her for being a werewolf.
INT 11 (+0) | WIS 17 (+3) | CHA 11 (+0)
The party might be working with the town guard to
Fang of Human Shape (2/Day). The wolf can transform
investigate further before the mob attacks, or they might be
into his human form, a herbalist. The wolf's statistics are
participating in the mob itself. Alternatively, Jezebel herself
replaced by the herbalist's statistics (including hit points),
might ask the party to help her escape back to her coven,
but he retains his alignment and personality. His Fang of
although she is too proud to ask for help unless there is no
Human Shape does not transform with the rest of his body,
other option.
remaining clearly visible when his mouth is opened. The
Professor Charles Lance does not know about Jezebel's
transformation lasts for 6 hours or until the wolf uses his
lycanthropy, but he does suspect that the townsfolk are
bonus action to return to his true form. The wolf returns to
suspicious of his wife-to-be for some kind of witchcraft or
his true form if he is reduced to 0 hit points, with excess
something like that. He believes her to be innocent and hires
damage carrying over to his wolf form. The herbalist's
two mercenaries to help protect his home on the night of the
equipment is stowed in a pack that is carried by both forms.
mob's attack. His former military experience gives him the
Unfortunately, the druid that helped the wolf died shortly of statistics of a commander. He can hold off the mob long
old age, and the wolf wandered the world, taking on jobs as a enough for Jezebel to escape out the back.
herbalist and hiding its true form until eventually it was picked If the party uncovers the Coven of the Lunar Madness, they
up by Ico, who offered it a place where it could always be its might discover that Jezebel's brothers were the ones who
true self without judgement. originally spread the rumours of lycanthropy in the hopes of
The wolf doesn't have a name; it just goes by "Wolf", even in getting their sister back.
human form.
Lycanthropy
The party contracts lycanthropy and starts their own gathering
of lycanthropes, not realizing that they are competing with Ico's
hard work on the Coven of the Lunar Madness. There can only
be one wolf pack, and this territory has been claimed.
85
Arch Shepherd (XGE)
An arch shepherd is a powerful figure strongly in tune with Arch Shepherd
animals. They use their powers to protect the animal kingdom, Medium humanoid (any race), any alignment
but at the same time understand that the natural cycle of birth
and death must also be preserved. Armor Class 14 (hide armor)
This druid is a member of the Circle of the Shepherd. Hit Points 154 (28d8 + 28)
Speed 30 ft.
Variant Rules
Story Summoning. The arch druid can summon any number STR DEX CON INT WIS CHA
of animals of any type you see fit when it rolls initiative. The 10 (+0) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 17 (+3)
DM decides the number and type of animals based on what
would best fit the story they are telling. Skills Medicine +8, Nature +4, Perception +8
Senses passive Perception 18
Different Animal Auras. The arch druid's auras can be Languages Druidic and Sylvan plus any one language
reflavoured as the DM sees fit. Some suggestions are Challenge 8 (3,900 XP)
provided, but any aura can be used for any animal.
Spellcasting. The arch shepherd is an 9th-level
Bear Aura: This aura can be used to represent any animal that spellcaster. Its spellcasting ability is Wisdom (spell save
is tough (such as elephants or armadillos), any animal that is DC 16, +8 to hit with spell attacks). It has the following
strong (such as gorillas or rhinos), or any animal that is druid spells prepared.
determined (such as sharks or honey badgers).
Cantrips (at will): druidcraft, mending, thorn whip
Hawk Aura: This aura can be used to represent any animal that 1st Level (4 slots): animal friendship, beast bond,
swarms (such as rats or insects), any animal that operates in speak with animals
a pack (such as hyenas or wolves), or any animal with 2nd Level (3 slots): animal messenger, beast sense,
remarkably good senses (such as owls or cats). enhance ability, locate animals or plants
Unicorn Aura: This aura can be used to represent any animal 4th level (3 slots): conjure woodland beings, dominate
associated with health and good fortune (such as doves or beast, giant insect, locate creature
butterflies) or for any mythical creature associated with 5th level (1 slot): awaken, commune with nature,
divinity (such as pegasi or couatls). insect plague
Six lions circle your group. Five are female with slick Actions
yellow fur matted with blood, and the sixth is a male Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
with a scraggly white mane. The pride leader morphs one target. Hit: 5 (1d6 + 2) slashing damage.
into an old man with a scraggly white beard. "The
pack must eat." Geysers erupt from the ground. Their Animal Aura (Recharges on a Short or Long Rest). The
steam merges to form the head of a lion. The pack arch shepherd chooses a point within 60 feet that it
lunges forward as one, and each jaw seizes unwilling can see and calls forth an aura with a 30-foot radius
flesh. around that point. The arch shepherd can move the
aura up to 60 feet to a point it can see as a bonus
action. The aura persists for 1 minute or until the arch
Quick Features shepherd is incapacitated. The aura has one of the
following effects:
Spellcasting. The arch shepherd is a 9th-level Bear Aura. Each creature in the aura when it appears
spellcaster. Its spellcasting ability is Wisdom. It has the gains 14 (4d6) temporary hit points and has
following druid spells prepared. advantage on Strength checks and saving throws
while in the aura.
Cantrips (at will): druidcraft, mending, thorn whip
86
Dream Guardian (XGE)
Some druids are so consumed by the magic of forests that they Dream Guardian
live equally in a dreaming state and a waking state. A visit by a Medium humanoid (any race), any alignment
dream guardian is a surefire sign that one has yet to awaken
from their slumber. Armor Class 11
This druid is a member of the Circle of Dreams. Hit Points 71 (13d8 + 13)
Speed 30 ft.
"We just walked straight into their camp," gasps the
dying scout. "It was like they weren't there, and then STR DEX CON INT WIS CHA
suddenly, they were. I watched three of my friends
slow down to a crawl, just like molasses, and then the 10 (+0) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 15 (+2)
goblins all just rose out of the ground and stuck them
like pigs. I managed to escape by braining a goblin Saving Throws Wis +7, Cha +5
with my mace and booking it for the trees, but when I Skills Insight +7, Nature +3, Perception +7, Persuasion
looked back, their leader had her hands on his skull, +5
and the god damn goblin was good as new!" Senses passive Perception 17
You consult with your party. Seems like the scout's Languages Druidic plus any one language
gone crazy. Best to send another group to verify his Challenge 5 (1,800 XP)
wild claims.
Moonlight Hearth. During a short or long rest, the
dream guardian touches a point in space, and an
Quick Features invisible, 30-foot-radius sphere of magic appears,
centered on that point. Total cover blocks the sphere.
While within the sphere, the dream guardian and its
Spellcasting. The dream guardian is a 9th-level allies gain a +5 bonus to Dexterity (Stealth) and
spellcaster. Its spellcasting ability is Wisdom. It has the Wisdom (Perception) checks, and any light from open
following druid spells prepared. flames in the sphere isn't visible outside of it. The
sphere vanishes at the end of the rest or when the
Cantrips (at will): create bonfire, guidance
5th level (2 slots): dream, geas, tree stride 1st Level (4 slots): charm person, create or destroy
water, faerie fire, sleep
Summer Balm (3/Day). As a bonus action, the dream 2nd Level (3 slots): enhance ability, invisibility, mirror
guardian blesses a creature it can see within 120 feet image, moonbeam, pass without trace
of it. The target regains 10 (3d6) hit points and 9 3rd Level (3 slots): daylight, meld into stone, slow
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4
(1d8) bludgeoning damage if used with two hands to
make a melee attack.
87
Flamefighter (TCE)
Flamefighters are druids with a special connection to the Flamefighter
roaring fires that remove those who stand in the way of growth Medium humanoid (any race), any alignment
and clear the way for a new beginning. Where there once was
fire, there now will be rebirth. Armor Class 14 (hide armor)
This druid is a member of the Circle of Wildfire. Hit Points 165 (30d8 + 30)
Flamefighters usually have a summoned fire elemental at Speed 30 ft.
their side, as well as a wildfire spirit, reproduced below.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 10 (+0) 18 (+4) 15 (+2)
Wildfire Spirit
Small elemental, any chaotic alignment Skills Nature +3
Senses passive Perception 14
Languages Druidic, Ignan, plus any one language
Armor Class 13 (natural armor)
Challenge 8 (3,900 XP)
Hit Points 49 (9d6 + 18)
Speed 20 ft., fly 30 ft. (hover)
Binder of Fire Spirits. Creatures killed by fire damage
originating from the flamefighter burst into spectral
STR DEX CON INT WIS CHA flames upon death. These spectral flames immediately
reconstitute into a wildfire spirit under the
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0) flamefighter's control.
Saves Dex +4, Con +4, Wis +4 Spellcasting. The flamefighter is a 9th-level spellcaster.
Skills Nature +4 Its spellcasting ability is Wisdom (spell save DC 15, +7
Damage Immunities fire to hit with spell attacks). It has the following druid
Condition Immunities charmed, frightened, grappled, spells prepared.
prone, restrained
Cantrips (at will): control flames, create bonfire, fire
Senses darkvision 60 ft., passive Perception 12
bolt, produce flame
Flame Seed. Ranged Weapon Attack: +4 to hit, range 5th level (1 slots): conjure elemental (fire elemental
30 ft., one target. Hit: 5 (1d6 + 2) fire damage. only), flame strike, raise dead
Fiery Teleportation (Recharge 5-6). The spirit teleports
up to 30 feet to unoccupied spaces the spirit can see.
Actions
Each creature within 10 feet of the space that the spirit Flamefighter Fan. The flamefighter waves its fan. Each
left must succeed on a DC 12 Constitution saving throw creature in a 10-foot cube originating from the
or take 7 (2d6) fire damage. flamefighter must succeed on a DC 15 Strength saving
throw or be pushed 10 feet away. Objects up to 50
pounds are also pushed, and nonmagical fires are
Quick Features extinguished.
Reactions
Spellcasting. The flamefighter is a 9th-level spellcaster. Fiery Teleportation. When a wildfire spirit under the
Its spellcasting ability is Wisdom. It has the following
flamefighter's control uses its Fiery Teleportation, the
druid spells prepared. flamefighter can also teleport to an unoccupied space
Cantrips (at will): control flames, create bonfire, fire within 30 feet of it that it can see.
bolt, produce flame
88
Growth Druid (IW)
Growth druids give themselves over to unending, unfettered Growth Druid
growth of plant life. Barely alive, puppeted by vines and thorns, Medium humanoid or fey (any race, shapechanger),
they seek out to destroy anything that would get in the way of chaotic evil
the endless growth of their forests.
The dark dryad Dailili, the Tree of Infinity, often manifests Armor Class 16 (natural armor)
growth druids to serve her. Hit Points 78 (12d8 + 24)
Speed 30 ft.
Babble
3rd level enchantment
STR DEX CON INT WIS CHA
Available to: bards, clerics, druids, warlocks, wizards
10 (+0) 12 (+1) 15 (+2) 12 (+1) 15 (+2) 11 (+0)
Casting Time: 1 action
Range: 60 ft.
Skills Nature +3, Survival +4
Components: V, S, M (a weasel's tongue)
Senses passive Perception 12
Duration: Concentration, up to 1 minute
Languages Druidic and Sylvan plus any one language
You inflict a curse of uncontrollable bouts of gibberish. Choose Challenge 2 (450 XP)
a humanoid or fey that you can see within range. The target
must succeed on a Wisdom saving throw or babble Floral Aura. The druid and each allied creature within 30
incoherently for the duration. While babbling, the target can't feet of the druid that can smell it regains 1d4 hit points
speak, make bite attacks, use breath weapons, or use spells that when it starts its turn in direct sunlight and isn't
require a vocal component. At the end of each of its turns, the
unconscious.
target can make another Wisdom saving throw. On a success, Innate Spellcasting. The druid's innate spellcasting
the spell ends for the target. ability is Wisdom (spell save DC 12, +4 to hit with spell
At Higher Levels. When you cast this spell using a spell slot attacks). It can can cast the following spell innately.
of 4th level or higher, you can target one additional humanoid
1/day each: awaken (plants only), blight
or fey for each slot level above 3rd. The humanoids or fey must
be within 30 feet of each other when you target them. Spellcasting. The druid is a 6th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to
Return to Earth hit with spell attacks). It has the following druid spells
3rd level necromancy prepared.
Available to: druids, rangers Cantrips (at will): druidcraft, resistance, thorn whip
The earth calls for all manner of creature to coalesce back into
its dark soil. Choose a creature within range. At the end of each
Actions
of its turns until the spell ends, the target must succeed on a
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage.
Strength saving throw or be knocked prone if it is within range
and it is standing on natural ground. Plant Shape (1/Day). The druid casts polymorph on
itself with the following changes: the druid can
transform into a plant instead of a beast (usually an
awakened tree), the druid does not need to concentrate
on the spell, and the new form's attacks count as
magical for the purpose of overcoming resistances and
immunities to nonmagical attacks.
89
Land Druid (PHB) Your captain surveys the beach. "Seems like a good
The vast majority of druids are protectors of their land, spot to set up an ambush. Are you all with me?" But
drawing upon special powers drawn from the elemental nature before the words are out of his mouth, the sand goes
of the region that they use in turn to nourish it. grey and muddy, and from underneath the mud a
being of pure water emerges. You all grab your
Druid, MM 346 weapons as the water elemental slithers through the
mud, but a glance behind you and you see a man in
Archdruid, VGM 210 sea-green robes walking across the surface of the
To signify either of these druids as land druids of a particular waves. You blink and he's right next to you, staff
circle, you can add the Circle Spells from PHB 68 to their list of glowing bright, just as the water elemental collapses
prepared spells, as long as they have spell slots of the same over the captain.
level or higher. This does not affect their challenge ratings.
An example of a land druid, a desert-dwelling sand shaman, is
Arctic included below. Sand shamans feature heavily in the adventure
2nd level: hold person, spike growth
Coast
Sand Shaman
Medium humanoid (any race), any alignment
2nd level: mirror image, misty step
mold earth
5th level: dream, insect plague 1st level (4 slots): absorb elements, create or destroy
water, earth tremor, longstrider, purify food and drink
Swamp Actions
2nd level: darkness, Melf's acid arrow
Underdark
2nd level: spider climb, web
90
Liminal Druid (DAPC
(DAPC))
Most druids find some way to reconcile their beliefs about the Liminal Druid
sanctity of nature with the existence of civilisation and the Medium humanoid (any race), chaotic neutral or
encroachment of alien races on their homes. A harmonic chaotic evil
existence is achievable despite it all, isn't it?
Not for liminal druids. They follow the ways of the old druids, Armor Class 12
far before the humanoid races ever managed to build walls and Hit Points 165 (30d8 + 30)
wheels and weapons. Their power is ancient and inscrutable, Speed 30 ft.
and they are to be feared. The nature they revere is not one of
harmony -- it is one of teetering perilously on the edge of death.
STR DEX CON INT WIS CHA
While they may not look much different from regular druids,
it is vitally important to recognise one when you see it and flee
10 (+0) 14 (+2) 13 (+1) 10 (+0) 20 (+5) 15 (+2)
as soon as you can, for they can easily slay one of your
companions and use their blood to make the very air you and
Senses truesight 60 ft., passive Perception 15
all of your companions breathe rot your lungs from the inside
Languages Druidic plus any one language
Challenge 12 (8,400 XP)
out, an affliction that spreads for miles across the land and
cannot be escaped.
Ritual Sacrifice. When the druid reduces a creature to 0
This druid is a member of the Circle of Twilight. This is a
hit points, that creature dies and the druid can
separate circle to the one of twilight mendicants.
immediately cast one of the following spells without
material components, triggering its effects
"She's no hag," says Gertie. "We have to get out of immediately. Once it has cast one of these ritual spells,
these ruins. Now." it can't cast the same spell using this trait until it
"Not while she's still got the staff!" shouts Horace. finishes a long rest. Wisdom is its spellcasting ability for
He rushes her, swords flashing, but he barely makes it these spells (spell save DC 17, +9 to hit with spell
a few feet before the hag digs her claws under the attacks).
earth and sprays dirt into his face. The terrain erupts
in a pillar underneath him, sending him flying up into Ritual Spells: augury, commune with nature, find
the roof of the ruins. You hear a sickening splat. He's familiar, forbiddance (deals necrotic damage and
flattened. Blood drips down the pillar of stone, and targets humanoids), meld into stone, silence
the hag smirks. Spellcasting. The druid is a 13th-level spellcaster. Its
"We're going! Now!" insists Gertie. You're not ready spellcasting ability is Wisdom (spell save DC 17, +9 to
to go yet. This hag just killed your friend. Gertie makes hit with spell attacks). It has the following druid spells
a run for it, but you stand your ground. prepared.
The hag swipes the blood from the stone and slams
it into the earth. Red blood seeps through the ground, Cantrips (at will): create bonfire, druidcraft, infestation,
spreading slowly at first, then exponentially faster. You primal savagery
don't stand a chance. You can feel your own blood 1st level (4 slots): create or destroy water, earth
boiling in your skin. Maybe Gertie can escape. She was tremor, entangle, faerie fire
the earth itself. 3rd level (3 slots): erupting earth, plant growth, speak
with dead, tidal wave, wind wall
Ritual Sacrifice. When the druid reduces a creature to 0 6th level (1 slot): bones of the earth, conjure fey
hit points, that creature dies and the druid can 7th level (1 slot): control weather
immediately cast one of the following spells without
material components, triggering its effects Actions
immediately. Once it has cast one of these ritual spells,
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
it can't cast the same spell using this trait until it
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
finishes a long rest. Wisdom is its spellcasting ability for
2) piercing damage.
these spells.
Ritual Spells: augury, commune with nature, find
familiar, forbiddance (deals necrotic damage and
targets humanoids), meld into stone, silence
91
Quick Features
Moon Druid (PHB)
Druids of the moon often consider their wild shapes to be their
true form while their humanoid bodies are but a disguise. Spellcasting. The archdruid is an 18th-level spellcaster.
Its spellcasting ability is Wisdom. It has the following
Archdruid, VGM 210 druid spells prepared:
The archdruid is sufficient to represent a moon druid if you add
Cantrips (at will): druidcraft, mending, poison spray,
the (shapechanger) tag to its statblock.
produce flame
For a more interesting battle with an archdruid, you can 1st level (4 slots): cure wounds, entangle, faerie fire,
change the rules of its Change Shape ability to more speak with animals
accurately reflect the class feature, exchanging it with this 2nd level (3 slots): animal messenger, beast sense,
variant ability. hold person
polymorphs into a beast with a challenge rating of 6 or 5th level (3 slots): commune with nature, mass cure
less, and can remain in this form for up to 9 hours. The wounds, tree stride
archdruid can choose whether its equipment falls to 6th level (1 slot): heal, heroes' feast, sunbeam
the ground, melds with its new form, or is worn by the 7th level (1 slot): fire storm
new form. The archdruid reverts to its true form as a 8th level (1 slot): animal shapes
bonus action or if it is knocked to 0 hit points, with 9th level (1 slot): foresight
excess damage carrying over to its true form. While in
a new form, the archdruid retains its game statistics,
but its AC, movement modes, ability to speak, and
Strength, Dexterity, and Constitution are replaced by
those of the new form, and it gains any special senses,
proficiencies, traits, actions, and reactions (except class
features, legendary actions, and lair actions) that the
new form has. The new form's attacks are magical.
This means that instead of the druid and each of its new shapes
sharing the same pool of hit points like in the regular archdruid
statblock, a moon druid gains the extra hit points of all of its
new shapes, in addition to other benefits.
This allows a fight with the archdruid to naturally split into
three stages. The fight can begin with the archdruid
transforming into a powerful beast, then trying a new beast
with different strengths and weaknesses, and then finally facing
the party in its true form.
Be sure to add the XP of each beast the druid transformed
into to the total XP of the encounter.
92
Spore Spreader (TCE)
Worshippers of Zuggtmoy, Lady of Fungi are sometimes granted Spore Spreader
dark gifts that mimic the powers of the druids of the overworld. Medium humanoid (50%) or plant (50%), any
Spore spreaders disguise themselves as land druids while alignment (usually evil)
secretly seeding the earth with their dark children.
Many spore spreaders wield a mace shaped like a mushroom. Armor Class 14 (natural armor)
Fungal infections across their skin offer them a degree of Hit Points 165 (30d8 + 30)
natural protection. Speed 30 ft.
For reference on how to transform a monster into a spore
servant, please refer to the MM 230.
STR DEX CON INT WIS CHA
This druid is a member of the Circle of Spores.
15 (+2) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 10 (+0)
The drow sticks to the shadows and cackles with Senses passive Perception 14
amusement. "Down here in these caves, you are no Languages Druidic and Undercommon plus any one
longer the dominant life form. You can't see, you can't language
climb, you can't breathe. I'll make you an offer that Challenge 10 (5,900 XP)
cannot be rejected. Adapt to the caves. Become one
with the caves. Become one with me." She steps out Halo of Spores. As a bonus action, the spore spreader
of the shadows and from your flickering torchlight you can activate or deactivate its halo of spores. While
can see that she is no drow at all, but the body of a
activated, the spore spreader is surrounded by deadly
drow overtaken by rainbow fungal growths. She fungal spores: creatures that start their turn within 10
cackles again as she cracks three nut shells in her fist, feet of the spore spreader take 7 (2d6) poison damage.
releasing spores throughout the cavern. You try to
hold your breath, but it's too late. Servitude. When the spore spreader reduces a creature
The warlock mutters a prayer to their patron as they to 0 hit points, the creature dies. If the body isn't
wander in a random direction, pushing up against the destroyed, the creature returns to life in 1d4 hours as a
cave walls, smearing their face in the fungal growths. spore servant.
The fighter stands perfectly still, as though not moving
will protect them from the spores. The rogue stabs Spellcasting. The spore spreader is a 9th-level
you in the neck. spellcaster. Its spellcasting ability is Wisdom (spell save
DC 16, +8 to hit with spell attacks). It has the following
druid spells prepared.
Quick Features Cantrips (at will): chill touch, druidcraft
Halo of Spores. As a bonus action, the spore spreader 3rd Level (3 slots): animate dead, gaseous form
can activate or deactivate its halo of spores. While 4th level (3 slots): blight, confusion
activated, the spore spreader is surrounded by deadly 5th level (2 slots): cloudkill, contagion
fungal spores: creatures that start their turn within 10
feet of the spore spreader take 7 (2d6) poison damage.
Actions
Spellcasting. The spore spreader is a 9th-level Mushroom Mace. Melee Weapon Attack: +7 to hit,
spellcaster. Its spellcasting ability is Wisdom. It has the reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
following druid spells prepared. damage plus 3 (1d6) poison damage. This is a +1 magic
Cantrips (at will): chill touch, druidcraft
weapon.
1st Level (4 slots): disguise self, sleep
93
Spore spreaders are usually accompanied by spore servants.
For reference on how to transform a monster into a spore
servant, please refer to the MM 230. Some examples are
included here, with a few artistic licenses taken.
King Spore Servant
Medium plant, unaligned
Armor Class 16 (half plate) STR DEX CON INT WIS CHA
Hit Points 19 (3d8 + 6) 11 (+0) 12 (+1) 11 (+0) 2 (-4) 6 (-2) 1 (-5)
Speed 20 ft.
Condition Immunities blinded, charmed, frightened,
paralyzed
STR DEX CON INT WIS CHA
Senses blindsight 30 ft. (blind beyond this radius),
15 (+2) 12 (+1) 14 (+2) 2 (-4) 6 (-2) 1 (-5) passive Perception 8
Languages understands all languages but can't speak
Condition Immunities blinded, charmed, frightened, Challenge 3 (700 XP)
paralyzed
Senses blindsight 30 ft. (blind beyond this radius), Glamoured Breastplate. Through illusion magic, the
passive Perception 8 spore servant's breastplate is glamoured to take on the
Languages understands the languages of its creator appearance of robes befitting royalty.
but can't speak
Challenge 1/2 (100 XP) Helm of Comprehending Languages. The spore servant
can understand all languages due to the residual
energy from this magic item.
Actions Medallion of Thoughts. The spore servant can't benefit
Multiattack. The spore servant makes two attacks: one from this magic item.
with its broken longsword, and one slam attack.
Ring of Mind Shielding. The spore servant cannot be
Broken Longsword. Melee Weapon Attack: +4 to hit, telepathically communicated with. The ring is invisible.
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing Rod of Rulership. The spore servan't can't benefit from
damage. the effects of this magic item, but it can still make
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one attacks with it.
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Actions
Multiattack. The spore servant makes two attacks: one
with its greatsword, and one with its rod of rulership.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage. This
is a +3 magic weapon. The spore servant wields this
weapon with one hand and has disadvantage on attack
rolls it makes with it.
Rod of Rulership. Melee Weapon Attack: +2 to hit,
reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
damage.
94
Starmapper (TCE)
Starmappers take careful documentation on the effects of the Starmapper
stars on the known world. They are invaluable companions for Medium humanoid (any race, shapechanger), any
sea voyages, excellent astronomers, predictors of future alignment
wellbeing for others, and vicious foes if their work is interfered
with. Anyone who fights an otherworldly being -- celestial, Armor Class 13 (studded leather armor)
fiend, or otherwise -- risks making an enemy for life. Hit Points 49 (9d8 + 9)
This druid is a member of the Circle of Stars. Speed 30 ft.
2nd level (2 slots): darkvision, moonbeam Spellcasting. The starmapper is a 3rd-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 14, +6
to hit with spell attacks). It has the following druid
spells prepared.
Cantrips (at will): druidcraft, guidance, produce flame
Actions
Constellation Chalice (Star Being Form Only). The
starmapper touches a creature. The target regains 8
(1d8 + 4) hit points.
Star Being (Recharges after a Short or Long Rest). The
starmapper shapeshifts into a star being, or back into
its true form, which is humanoid. While in its star being
form, the starmapper sheds bright light for 10 feet and
dim light 10 feet beyond that. The starmapper can
remain in its star being form for up to 10 minutes.
Reaction
Cosmic Omen. When a creature the starmapper can
see within 30 feet of it makes an attack roll, saving
throw, or ability check, it can impose disadvantage on
the roll.
95
Twilight Mendicant (UA
(UA))
Druids who have peeled back the veil between worlds and seen Twilight Mendicant
the the Shadowfell in all its gloomy glory may devote their lives Medium humanoid (any race), any non-evil alignment
to banishing undead beings whose life force is powered by the
realm of darkness and death. Armor Class 12 (leather armor)
Many wear dark cloaks and wield manifested spectral Hit Points 49 (9d8 + 9)
scythes, imitating the look of an Avatar of Death. Speed 30 ft.
This druid is a member of the Circle of Twilight. This is a
separate circle to the one of liminal druids.
STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 19 (+4) 11 (+0)
The reaper scoffs. "You must be mistaken. I don't need
you alive at all. When you say 'over my dead body',
Senses passive Perception 14
you had better mean it." He plunges his scythe
Languages Druidic plus any one language
through your chest, and the last thing you see is your
Challenge 3 (700 XP)
blood transferring to his wounds, healing him.
Just as you gain sight of the afterlife that you were
promised, you are yanked back into your body, a body Aura of the Threshold. Allied creatures within 30 feet of
already showing signs of decay, and your spirit the mendicant have advantage on death saving throws.
remains there, trapped, as the reaper asks one simple Death Speech. When the mendicant converses with
question. "Why did you resist?" undead or dead humanoids, it can communicate as if
they share a language.
Quick Features Innate Spellcasting. The mendicant's innate spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell
attacks). It has the following spells prepared, which it
Innate Spellcasting. The mendicant's innate spellcasting can cast without material components.
ability is Wisdom. It has the following spells prepared,
3/day: speak with dead
96
Fighters
C
ontrary to popular belief, not everyone with a For determining what kinds of fighters are within the squad,
sword and shield has the skills to become a fighter. you can roll on the following table. Generally, most fighters in a
A fighter is a master of all weapons, capable of squad will be tier 1. Many have a strong leader from a higher
near-supernatural speed and agility, capable of tier of challenge rating.
shrugging off terrible injuries just by pumping
themselves up full of adrenaline. They hit harder d100 Squad Leadership
and last longer and, in a world regularly beset by The squad is led by a tier 1 fighter, such as a standard
1-60
dragons, demons, and spellcasters that wield the powers of the bearer.
infinite realms, squads of trained fighters still somehow hold 61- The squad is led by a tier 2 fighter, such as a
their own against these threats. They are not to be taken lightly. 85 champion.
86-
Fighter Squads 99
The squad is led by a warlord.
A fighter squad is any group of fighters that fight side by side 100 The squad is led by the indefatigable.
for a common goal. The goal of such a squad can be as varied as
the goals of any random person you meet, concerning matters
of politics, war, personal issues, and other such reasons to take
Squad Goals
up arms. The one string of commonality between all goals is Glory
their steadfast loyalty to one another. They are brothers and The fighter squad fights for glory and renown. This is your
sisters in arms who fight together or don't fight at all. typical heroic adventuring party who fights purely because they
believe it is the right thing to do. Choose one of the sources of
Demograhics the party's glory.
A Fighter Squad can refer to any number of allied combatants Defeat a terrible monster (Neutral Good).
that fight as a coordinated militaristic team. Most squads have a Overthrow a tyrannical despot (Chaotic Good).
small number of fighters, between 4-8, but some could be Locate a legendary object (Neutral).
better classified as a battalion. Generally, fighter squads are Banish a terrible evil (Lawful Good).
self-sufficient and carry their supplies with them, not requiring
Typical fighters in this squad might include ...
a host of squires and other support staff in the way that cleric
missions and paladin nemeses might need. You can roll on the Banneret
following table to randomly determine the size of a squad. Battlemaster
Cavalier
d8 Number of Fighters in the Squad
Champion
1 2 fighters Eldritch Knight
2 1d4+2 fighters Samurai
3 1d6+3 fighters Standard Bearer
97
Typical fighters in this squad might include ... Typical fighters in this squad might include ...
Banneret Banneret
Battlemaster Arcane Archer
Brute Battlemaster
Cavalier Blood Knight
Champion Cavalier
Eldritch Knight Eldritch Knight
Samurai Sharpshooter
Standard Bearer Standard Bearer
Profit
The fighter squad consists of mercenaries willing to do
Squad Strategies
anything for coin. They are the most easily recruited, and also Forward Planning. The biggest asset to a fighter is not his
the least loyal. Often it is easier to pay them off than to fight sword but his mind. Fighter squad's won't just throw
them outright. themselves at a fight with no preparation; any fighter worth his
Most importantly, they have no specific goals aside from salt knows that failing to plan means planning to fail. If a squad
what their patrons tell them to do. They are almost universally has a battlemaster in their ranks (and most do), or another
lawful neutral in alignment. intellectual type of fighter like an eldritch knight or samurai,
Typical fighters in this squad might include ... they will likely be conducting hours upon hours of research into
their foes before a single axe is drawn or arrow is nocked.
Arcane Archer Never Split the Squad. The squad fights as a unit. You're
Battlemaster not fighting, for example, a brute. You're fighting a brute who
Brute has his friends controlling the field of play to clear a path from
Champion that brute to its target and ensure that escape is impossible.
Sharpshooter You might escape the brute only to find that you've tripped an
eldritch knight's alarms and find your retreat cut short. You
Vendetta might dig in hard only to find that a samurai has negotiated
The fighter squad came together for one shared goal: to take
your allies into abandoning you when you need them the most.
revenge on someone who has wronged them. Choose one of the
A good squad makes careful use of all of its members.
fools who crossed all of these killers.
Solidarity. Fighter squads work best when every member is
The boss of an organised crime gang (Chaotic Good). working in concert. The best way to break their advantage is to
The sneering vizier of a foolish king (Chaotic Neutral). pick off the weakest members; often a squad's plan relies on
A trickster spirit of the woods (Lawful Neutral). every member being there to cover all possibilities, and
A cackling demon of betrayal (Lawful Good). removing one early can give you the edge you need to survive.
A cardinal who outed their evil actions (Chaotic Evil). They Just Keep Going. Unlike magic users, fighters are just
as effective at the end of the day as they are at the start. Rather
Typical fighters in this squad might include ... than risk everything on a single battle, a squad is much more
likely to chip away at an enemy's resources over a longer
Battlemaster
period of time, wearing them down until they are practically
Blood Knight
zombies. A worn out enemy is an enemy that the squad can
Brute
beat with less risk, and being a fighter is all about managing
Champion
risk.
Samurai
War
The fighter squad is an elite force trained for war. Each member
has been hand-crafted for their prowess in battle and their
keen analytical mind. Choose one of the party's specialisations
in war.
98
Fighter Tactics
The Indefatigable The Scourge of Spells. The biggest threat to a fighter is magic.
Medium humanoid (any race), any alignment Most haven't the faintest clue what it is, just from the fact that
the vast majority of people living in the world don't interact
Armor Class 26 (plate mail, shield) with magic on a daily basis. Often, one member of a fighter
Hit Points 190 (20d8 + 100) squad will take the feat mage slayer expressly for the purpose
Speed 30 ft. of eliminating enemy mages as quickly as possible. Other
effective tools against magic might include speed, sending a
mounted cavalier or knight to close the distance on the wizard,
STR DEX CON INT WIS CHA
or taking advantage of cover, tossing up smoke to undercut
20 (+5) 15 (+2) 20 (+5) 17 (+4) 14 (+2) 14 (+2) spells that require line of sight, or even some magical effects
themselves if they have them available. An eldritch knight with
Skills Athletics +11, History +10, Intimidation +8, a few scrolls of counterspell can completely neutralise an enemy
Painter's Tools +10, Perception +8, Persuasion +8 spellcaster.
Condition Immunities exhaustion
Hit and Run. The first round of combat is the most useful
Senses passive Perception 18
Languages any three languages for a squad, especially if they have prepared an ambush spot
Challenge 19 (22,000 XP) ahead of time. Given time to prepare, even fighters wearing
heavy armor can effectively hide themselves in an ambush spot.
Action Surge (Recharges after a Short or Long Rest). The Once their ambush goes off, every fighter can burn their action
indefatigable can take one additional action on its turn. surge to rain hell on their opponents faster than they can react.
A battlemaster can spur an arcane archer to use multiple
Disarming Attack (1/Turn). When the indefatigable hits magical arrows on the same turn. A blood knight can release all
a creature with a melee attack, it can deal an additional of its pent up energy at once. A samurai can strike down its
6 (1d12) damage and force the target to succeed on a enemies with a single draw of its blade. And once the dust
DC 19 Dexterity saving throw or drop a weapon or settles and the blood hits the dirt, the fighters can gallop away,
object of the indefatigable's choice that it is holding. leaving their opponents dazed, wounded, and demoralised,
Duelist. As a bonus action, the indefatigable can force only for the fighters to strike again a few hours later.
one creature it can see within 30 feet of it to make a Fighting Styles. A figher's fighting style plays a large role in
DC 18 Wisdom saving throw. On a failed save, the how they are laid out tactically in a fight. Heavy weapons
target has disadvantage on attack rolls made against specialists and armored tanks rush forward, gaining extra
creatures other than the indefatigable and can't attacks, inspiration, and heroic fortitude from support fighters
willingly move further away from it. These effects end like battlemasters and purple dragon knights. If many of the
at the start of the indefatigable's next turn. squad have shields, they will form up to defend each other
Additionally, the indefatigable gains a +2 to damage
(once spellcasters with area of effect spells have been dealt
rolls when it hits with its legendary longsword when
with). Archers, naturally, hang out in the back, dealing with
wielded with one hand (included in the attack).
stragglers and applying pressure. Different lines of battle
Legendary Resistance (3/Day). When the indefatigable naturally develop based on the individual strengths of each
fails a saving throw, it can choose to succeed instead. fighter within the squad. Throughout the fight, their constant
Magic Armor. The indefatigable's plate mail and shield barks of communication confuse the enemy while directing
are both magical, contributing to a +3 increase in AC their teammates, and seeing a full squad acting in
each while the indefatigable wears them. synchronisation is a sight to behold, at least until you're dead.
Superior Critical. The indefatigable scores a critical hit Battlemaster Maneuvers. Apply battlemaster maneuvers
on a roll of 18-20. to any fighter to increase their options in a fight, regardless of
whether they are part of the battlemaster subclass or not. It
Survivor. The indefatigable regains 20 hit points at the makes for more interesting and complex encounters and can
start of its turn if it isn't incapacitated. give the NPCs the edge they need to make an opposing party
Weapon Bond. The indefatigable can summon its sweat.
legendary longsword to its hand or banish it to a demi-
plane as a bonus action. The indefatigable can't be
disarmed of this weapon unless it is incapacitated.
Actions
Multiattack. The indefatigable makes four attacks with
its legendary longsword.
Legendary Longsword. Melee Weapon Attack: +14 to
hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) slashing
damage or 13 (1d10 + 8) slashing damage if wielded
with two hands. This is a +3 magic weapon.
99
Bobbie's Bludgers Haghadag Gaghadagank
Race. Dwarf. Haghadag, a compulsive gambler, is strangely risk-averse in
Squad Goal. Mercenaries. battle. He stays far in the back, picking off enemies and
Featured Subclass. Battlemasters. providing support to his friends. He's also a great cook and a
minor inventor of clockwork machinery. His incredibly long and
Bobbie's Bludgers are a rough-and-tumble gang of hard-
greasy grey beard hides an assortment of weighted dice which
drinking dwarven outlaws who once served together in the
sometimes clatter away during combat.
military before all being dishonorably discharged for showing
He is an archer wielding a heavy crossbow. He has the
up to battle too inebriated to fight properly. For dwarves, this
crossbow expert feat, allowing him to fire his crossbow multiple
took some effort.
times a round with the help of a mechanical dwarven speed
Their shared disgrace, surprisingly, brought them closer
loader.
together and with their former sergeant as their new leader,
they formed a formidable mercenary gang. Their prices are
cheap, but they expect their drinking habits to also be Junbun Mooop With Three Os
subsidised by their employers, and this can occasionally rack As the most deadly member of the squad, the rest of the
up a much larger cost than you'd get for a more professionally- Bludgers just try to stay out of Junbun's way. Once she has
minded group of sellswords. None get the job done quite as locked onto a target, she will not rest until they are lying
well as the Bludgers, however, as their over-the-top antics prostrate in front of her, disarmed, defeated, and begging for
translate to over-the-top supremacy in battle. their life. While she is a frightening force of nature on the
battlefield, she's a bit of a flirt in the pub. Her massive bushy
Bobbie Bonebuoy red beard puts off a few people, but not as much as you'd think.
Junbun is a master-at-arms who wields a magic
Formerly a sergeant, Bobbie is a natural leader for his crew. He
warhammer of unnatural strength.
drinks the hardest, parties the hardest, and hits the hardest out
of everyone in his crew, leading by example and knowing that
his loyal Bludgers are inspired by his lack of shame. He wears Conflict
his big red beard and long red hair in beautiful, eye-catching The party may come into conflict with Bobbie's Bludgers in a
braids. variety of ways. Essentially, anyone opposed to the party may
Bobbie is a champion wielding a maul. He has the have hired this squad as protection, support, or disruption,
Commander's Strike maneuver. sending them in direct opposition to the party.
Outside of being hired to fight the party, however, the
Harshackle Lashwrangle Bludgers are a fun group of partiers that are welcoming of
anyone who feels cast aside as they once were. The Bludgers
Harshackle is the team's resident spellcaster killer, trained as
aren't evil, they're just motivated entirely by hedonism.
such in the military before a wizard cursed his ale to always
taste of beetles. Since he loves the taste of beetles, this only
made him even more of a drunk than before. His copper-tinged
beard merges with his hair to form a wreath around his angry
little face.
Harshackle is a gladiator. He wields primarily a
warhammer, but also uses a garrote which he uses to bind a
mage's hands. He will often use his action surge to close the
distance with enemy mages, triggering many of the effects of
his mage slayer feat. Most notably, when an enemy spellcaster
next to him casts a spell, he strikes.
Thinbelinda Bitmalinen
As the party's largest and most well-armoured member,
Thinbelinda can be seen cackling as she shrugs off mortal
blows in the heat of battle, satisfied that she is drawing in
enemies that would otherwise be aiming at her friends. She
shaves her beard each day so her pale face catches more of the
light and gets attention quicker. Sometimes she gets a sun-burn.
Thinbelinda is a rally guard with a shield and warhammer.
She has the defense fighting style which increases her armor
class by 1 (21 AC total).
100
Battlemaster Maneuvers
You can give battlemaster maneuvers to any fighter or any NPC
Menacing Strike (1/Turn). When the battlemaster hits a
that relies on physical weapons. When giving an NPC a
creature with a melee weapon attack, the target must
maneuver, remember that save DC is calculated as proficiency succeed on a Wisdom saving throw (DC battlemaster's
bonus plus 8 plus modifier. Strength) or become frightened of the battlemaster
Don't forget that, for NPCs, proficiency is tied to challenge until the end of the battlemaster's next turn.
rating, not class level. Check the DMG guide (pgs. 274-282).
Commander's Strike (Recharge 5-6). As a bonus action, Parry (Reaction). The battlemaster adds its proficiency
the battlemaster chooses one friendly creature within bonus to its AC against one melee attack that would hit
30 feet of it that can see and hear it. That creature can it. To do so, the battlemaster must see the attacker and
immediately use its reaction to make one weapon be wielding a melee weapon.
attack.
101
Banneret (SCAG)
Bannerets (in the Forgotten Realms, called Purple Dragon Banneret
Knights) are noble protectors of the realm whose devotion to Medium humanoid (any race), any alignment
the state inspires their allies to strive beyond their capabilities.
Most bannerets are sponsored by the royal family and thus Armor Class 20 (+2 adamantine plate)
can afford magical armor that grants greater protections. Hit Points 135 (18d8 + 54)
This fighter fits the archetype of the Purple Dragon Knight. Speed 30 ft.
"Onward, men! Onward to glory!" The banneret waves STR DEX CON INT WIS CHA
the banner of his people high against the cloudless
20 (+5) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
sky, and the armies charge down the hill to meet in
the valley with clashing swords and shields. The
enemy's front line is broken as three of the banneret's Skills Animal Handling +4, Athletics +8, History +4,
champions shrug off mortal blows and push through Persuasion +5
the gap. Senses passive Perception 11
Languages any one language
Challenge 7 (2,900 XP)
Quick Features
Adamantine Armor. Critical hits against the banneret
become regular hits.
Inspiring Surge (Recharges after a Short or Long Rest).
After taking an action on its turn, the banneret can Inspiring Surge (Recharges after a Short or Long Rest).
take one additional action. When it does so, it can also After taking an action on its turn, the banneret can
choose up to two friendly creatures within 60 feet of it take one additional action. When it does so, it can also
that can see and hear the banneret. A target can choose up to two friendly creatures within 60 feet of it
immediately use its reaction to make one melee or that can see and hear the banneret. A target can
ranged weapon attack. immediately use its reaction to make one melee or
ranged weapon attack.
102
Battlemasters (PHB)
Battlemasters are students of warfare, using their knowledge Rally Guard
and research to develop new tactics, strategies, and maneuvers Medium humanoid (any race), any alignment
in battle. Some of them even employ magical weapons to
bolster their natural abilities. Armor Class 20 (plate, shield)
Included are two very different battlemasters: a duelist who Hit Points 135 (18d8 + 54)
leads their forces by example, and a protector of the weak who Speed 30 ft.
inspires others to fight in their stead.
Maneuvers (1/Turn). When the master-at-arms hits with Commander's Strike. The rally guard chooses one
a melee weapon attack, it can choose to apply a friendly creature within 30 feet of it that can see and
maneuver to that attack. The attack deals an additional hear it. That creature can immediately use its reaction
5 (1d10) damage, and the master-at-arms chooses one to make one weapon attack, adding 4 (1d8) to the
of the following effects. attack's damage roll.
103
General Arbalist
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 12 (+1) 17 (+3) 12 (+1)
Skills Intimidation +6, Persuasion +9, Weaver's Tools Skills Carpenter's Tools +4, History +4, Perception +6
+6 Senses passive Perception 16
Senses passive Perception 12 Languages any three languages
Languages any three languages Challenge 6 (2,300 XP)
Challenge 6 (2,300 XP)
Action Surge (Recharges after a Short or Long Rest).
Action Surge (Recharges after a Short or Long Rest). After taking an action on its turn, the arbalist can take
After taking an action on its turn, the general can take one additional action.
one additional action.
Crossbow Expert. The arbalist can ignore the Loading
Commander's Strike. As a bonus action, the general property on its crossbow. Attacking a target within 5
chooses one friendly creature within 30 feet of it that feet doesn't impose disadvantage on the arbalist's
can see and hear it. That creature can immediately use attack rolls.
its reaction to make one weapon attack.
Pinning Shot (1/Turn). When the arbalist hits a creature
Maneuver (1/Turn). When the commander hits with a with a ranged weapon attack, the target takes an
weapon attack, it can command a friendly creature additional 5 (1d10) damage and must succeed on a DC
within 30 feet of it that can see and hear it to 15 Dexterity saving throw or fall prone and have its
immediately use its reaction to move up to its speed speed reduced to 0 feet until the end of its next turn.
without provoking opportunity attacks.
Actions
Actions Multiattack. The arbalist makes two attacks.
Multiattack. The general makes two weapon attacks.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit,
Rally (Recharge 5-6). As a bonus action, the general range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing
chooses up to 3 friendly creatures within 30 feet of it damage.
that can see and hear it. Each target gains 10 (2d6 + 3)
temporary hit points. Reactions
Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one Riposte. When a creature misses the arbalist with an
target. Hit: 9 (1d10 + 4) slashing damage. attack roll, the arbalist makes an attack with its heavy
crossbow against the attacker if it's in range.
104
Blood Knight (DAPC
(DAPC))
Blood knights are scarcely more than maniacs driven mad by Blood Knight
their lust for battle and engorged with the sweet metallic taste Medium humanoid (any race), chaotic evil
of blood.
Armor Class 18 (plate)
"Fight me," mutters the knight. His voice is wet with Hit Points 150 (20d8 + 60)
blood pouring from his mouth. His helmet has been Speed 30 ft.
bent into his jaw. "Come on. Fight me. Fight me."
Despite yourself, you find your vision narrowing. Your
STR DEX CON INT WIS CHA
feet moving almost without your consent. Your
weapon drawn from its scabbard. 18 (+4) 15 (+2) 16 (+3) 8 (-1) 10 (+0) 8 (-1)
As a last ditch effort, you flash an image of a skull, a
reminder of mortality. This crazed knight could do Saves Int +2, Wis +3, Cha +2
with a reminder that he is about to die. But to your Skills Perception +3
surprise, he isn't affected at all by your spell. In fact, Senses passive Perception 13
he almost seems excited. He licks his broken jaw. He Languages any one language
brandishes his weapon. And you feel the same fear Challenge 7 (2,900 XP)
you wanted to instill in him. This man will not rest
until every tendon in his body has been severed. You Innate Spellcasting. The knight's innate spellcasting
have no choice now. You have to fight him. ability is Constitution (spell save DC 14, +6 to hit with
spell attacks). It knows the following spells, which it
can cast without material or somatic components.
Quick Features
3/day: bestow curse, compelled duel, false life
Madness. The knight has advantage on saving throws
Draining Touch. The knight touches a creature within 5
against being charmed or frightened.
feet of it. The creature must make a Constitution saving
throw (DC knight's Charisma), taking 14 (4d6) necrotic The Smell of Blood. The knight has advantage on
damage on a failed save, or half as much on a Wisdom (Perception) checks that rely on smell to
successful one. The knight regains hit points equal to detect creatures that are at half their maximum hit
the necrotic damage dealt. points or fewer. Creatures up to 1 mile away smell as
strongly to the knight as they would if they were only 5
feet away.
Actions
Multiattack. The knight makes two attacks with its
greatsword. It can substitute one of these attacks with
its Draining Touch.
Draining Touch. The knight touches a creature within 5
feet of it. The creature must make a DC 14 Constitution
saving throw, taking 14 (4d6) necrotic damage on a
failed save, or half as much on a successful one. The
knight regains hit points equal to the necrotic damage
dealt.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage.
105
Brute (UA
(UA))
Brutes are dumb brawlers who get by on sheer force of will. Brute
They're not good at anything except for hitting things hard and Medium humanoid (any race), any alignment
getting hit harder.
Armor Class 16 (chain mail)
"HERK SMASH!" screams the orc. You raise your shield Hit Points 153 (18d8 + 72)
against his axe, but it's no use. The axe cleaves straight Speed 30 ft.
through your shield and much too far into your
shoulder for you to have any hope of survival. You
STR DEX CON INT WIS CHA
weakly plunge your sword into his chest, but it's not
enough. He laughs off the pain and pushes his axe 20 (+5) 8 (-1) 18 (+4) 8 (-1) 9 (-1) 9 (-1)
deeper.
Saving Throws Str +8, Con +7
Skills Athletics +8
Quick Features Senses passive Perception 9
Languages any one language
Challenge 10 (5,900 XP)
Brute Force. When the brute hits with a melee weapon
attack, it rolls one additional damage die and adds it to Brute Force. When the brute hits with a melee weapon
the damage of the attack. attack, it rolls one additional damage die and adds it to
Survivor. The brute regains 10 hit points at the start of the damage of the attack (included in the attack).
its turn if it has at least 1 hit point but fewer hit points Legendary Resistance (3/Day). When the brute fails a
than half its hit point maximum. saving throw, it can choose to succeed instead.
Survivor. The brute regains 10 hit points at the start of
its turn if it has at least 1 hit point but fewer hit points
than half its hit point maximum.
Actions
Multiattack. The brute makes three attacks with its
greataxe.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 18 (2d12 + 5) slashing damage.
106
Cavalier (XGE) Cavalier
Cavaliers ride their mounts into battle, propelled by an Medium humanoid (any race), any alignment
enthusiasm for crushing their enemies under their feet.
Armor Class 20 (plate, shield)
Cavalier Mounts Hit Points 47 (5d8 + 25)
Speed 30 ft.
While most cavaliers ride warhorses, your cavalier NPC might
be riding any of the following mounts depending on many
factors, including their homeland, their personal experiences, STR DEX CON INT WIS CHA
or the specific designs of their army.
18 (+4) 10 (+1) 20 (+5) 13 (+1) 15 (+2) 10 (+0)
Allosaurus, MM 80
Aurochs, VGM 207 Skills Animal Handling +6
Axe Beak, MM 317 Senses passive Perception 12
Brown Bear, MM 319
Languages any one language
Camel, MM 320
Challenge 4 (1,100 XP)
Deinonychus, VGM 139 (Small riders only)
Dire Wolf, MM 321
Charger. If the cavalier moves at least 20 feet in a
straight line towards a creature and then hits it with a
Elephant, MM 322
lance attack, the creature takes an additional 6 (1d12)
Elk, MM 322
piercing damage and must succeed on a DC 14
Giant Bat, MM 323 Strength saving throw or be knocked prone.
Giant Boar, MM 323
Giant Eagle, MM 324 Saddle Master. Mounting or dismounting a creature
Giant Owl, MM 327 costs 5 feet of movement for the cavalier. It has
Giant Scorpion, MM 327 advantage on saving throws made to avoid falling off
Giant Sea Horse, MM 328 its mount, and if it falls, it can automatically land on its
Giant Spider, MM 328 feet if it falls less than 10 feet and isn't incapacitated.
Giant Strider, VGM 143
Griffon, MM 174 Actions
Guard Drake, VGM 158 (Small riders only) Multiattack. If the cavalier is mounted, it can make two
Hell Hound, MM 182 (Small riders only) lance attacks. These attacks cannot be made against
Hippogriff, MM 184 the same target.
Mastiff, MM 332 (Small riders only)
Nightmare, MM 235 Lance. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Owlbear, MM 249
one target. Hit: 10 (1d12 + 4) piercing damage. The
cavalier has disadvantage on this attack if it isn't
Pegasus, MM 250
mounted.
Plesiosaurus, MM 80
Riding Horse, MM 336 War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Unicorn, MM 293 one target. Hit: 8 (1d8 + 4) piercing damage.
Warhorse, MM 340
Winter Wolf, MM 340 Reactions
Worg, MM 341 Warding Maneuvers. When a creature the cavalier can
Wyvern, MM 303 see targets the cavalier or its mount with an attack, the
Yeth Hound, VGM 201 cavalier adds 2 to the AC of both itself and its mount
against attacks from that creature until the start of the
Mounts in Battle cavalier's next turn.
To streamline the use of mounts in battle, a DM can adopt the
following variant rules. Atop a nightmare steed of fire and darkness, the she-
devil skewers your best soldier and hoists him high in
The rider and the mount share the same initiative (using the
the air while another soldier is trampled underneath
rider's score).
her nightmare's burning hooves. You load a magic
Both the mount and the rider take actions on their shared
arrow into your crossbow and hope to god you hit, but
turn. the devil leans impossibly far back and the arrow sails
The mount determines movement while it is being ridden. harmlessly just inches from her face.
Any of the actions or attacks from both rider and mount can
occur in any order (even alternating between mount and
rider) and can be split up by the mount's movement.
Opportunity attacks target only the mount.
107
Champion (PHB)
Most fighters found in the world are champions: they fight for a
cause (though not necessarily one that comes from their own
ideals) and can be hired as soldiers, mercenaries, duelists, or
performance artists. Anyone who needs someone to fight and
die for their cause can find a champion willing to help for a coin
or two.
Quick Features
Battlemaster Maneuvers
The four NPCs from the MM and VGM are skilled in single
combat and might have a battlemaster maneuver in addition to
the features from their sourcebook. See the list of Battlemaster
Maneuvers.
108
Eldritch Knight (PHB)
Combining martial prowess with partial training as a wizard, Eldritch Knight
eldritch knights use arcane powers to gain an edge in battle. Medium humanoid (any race), any alignment
This eldritch knight uses a javelin to take advantage of its
returning weapon to make two thrown javelin attacks each Armor Class 18 (chain mail, shield)
turn. You can choose other one-handed melee weapons for your Hit Points 105 (14d8 + 42)
eldritch knight's bonded weapon instead, such as a battleaxe or Speed 30 ft.
a flail. This does not change its CR.
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one Bonded Weapon. The knight's bonded weapon is its
target. Hit: 8 (1d8 + 4) bludgeoning damage. javelin. The eldritch knight cannot be disarmed if it is
wielding its javelin. As a bonus action, the knight can
magically teleport its javelin into its hand.
"We thought you had come in peace!" protests the
vizier. Spellcasting. The knight is a 2nd-level spellcaster. Its
The knight shrugs. "Changed my mind." She spellcasting ability is Intelligence (spell save DC 13, +5
clenches her fist, and with a CRACK of magic, her to hit with spell attacks). It knows the following wizard
javelin materializes in her hand. She chucks it at the spells, which it can cast without somatic or material
vizier, nailing him right in the chest, then clenches her components.
fist again and, with another CRACK, she is holding her Cantrips (at will): prestidigitation, ray of frost
javelin once more and she plunges it through a weak 1st level (3 slots): alarm, shield, unseen servant
point in the nearest guard's armor. The other guard
thrusts a spear at her head, but another CRACK of
magic intercepts the spear with a spectral barrier,
Actions
stopping it inches from her face. She plucks the Multiattack. The knight makes two attacks with its
guard's spear from the air and throws it right back at javelin.
him.
The lord of the manor makes a run for it, but with a Javelin. Melee or Ranged Weapon Attack: +7 to hit,
blast of frigid blue-white magic to his back, his legs reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 +
turn sluggish. The knight easily catches up. She grabs 4) piercing damage.
him by the collar. "I'm not much for negotiations."
Battlemaster Maneuvers
Quick Features This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 15) in addition to the features
here. See the list of Battlemaster Maneuvers.
Bonded Weapon. The knight has a bonded weapon. The
knight cannot be disarmed if it is wielding its bonded Alternative Spell Lists
weapon. As a bonus action, the knight can magically You can use the scholarly wizard spell lists as variations on this
teleport its bonded weapon into its hand. NPC's spellcasting. Recommended spell lists for this NPC are
Spellcasting. The knight is a 2nd-level spellcaster. Its abjuration and evocation.
spellcasting ability is Intelligence. It knows the
following wizard spells, which it can cast without
somatic or material components.
Cantrips (at will): prestidigitation, ray of frost
109
Elite Elven Archer (XGE)
The most venerated archers in elven society use their innate Elite Elven Archer
magical abilities to infuse their arrows with deadly effects. Medium humanoid (elf), any alignment
The elite elven archer statblock works best for elves, but if
you'd like a non-elf NPC to use this statblock, you can remove Armor Class 16 (studded leather)
the Fey Ancestry and Mask of the Wild abilities. This does Hit Points 66 (12d8 + 12)
not change its CR. Speed 35 ft.
You can also exchange any number of the archer's arrow
options (Grasping Arrow or Shadow Arrow from Arcane Shot,
STR DEX CON INT WIS CHA
or the Piercing Arrow action) by replacing it with the following
options. These do not change the CR, but they do drastically 14 (+2) 19 (+4) 13 (+1) 16 (+3) 14 (+2) 10 (+0)
affect how the archer plays in combat.
The following options are for the Arcane Shot ability. Skills Perception +4, Stealth +6
Senses darkvision 60 ft., passive Perception 14
Languages Elvish plus any one language
Challenge 3 (700 XP)
Banishing Arrow. The target must succeed on a DC
13 Charisma saving throw or be banished to the Arcane Shot (1/Turn). When the archer hits a creature
ethereal plane. While in the ethereal plane in this with a ranged weapon attack, it can apply one of the
manner, the target has a speed of 0 and is following effects to the target in addition to the
incapacitated. At the end of its next turn, the target damage of the attack:
reappears in the space it vacated or in the nearest
unoccupied space if that space is occupied. Grasping Arrow. The target takes 7 (2d6) poison
Beguiling Arrow. The target takes 7 (2d6) psychic damage, its speed is reduced by 10 feet, and it is
damage, and it must succeed on a DC 13 Wisdom overwhelmed by brambles, taking 7 (2d6) slashing
saving throw or become charmed by the archer damage the first time on each turn it moves 1 foot
until the start of the archer's next turn. or more without teleporting. The target or any
Detonating Arrow. The target and all other creatures creature that can reach it can use its action to
within 10 feet of the target take 7 (2d6) force remove the brambles. Otherwise, they last for 1
damage. minute.
Enfeebling Arrow. The target takes 7 (2d6) necrotic Shadow Arrow. The target takes 7 (2d6) psychic
damage, and it must succeed on a DC 13 damage, and it must succeed on a DC 13 Wisdom
Constitution saving throw or the damage dealt by saving throw or be blinded until the start of the
its weapon attacks is halved until the start of the archer's next turn.
archer's next turn.
battlemaster maneuver (save DC 12) in addition to the features 1/day each: jump, telekinesis
here. See Battlemaster Maneuvers.
Psychic Strikes. The psi warrior's weapon attacks are
magical and deal an additional 16 (3d10) psychic
damage (included in the attack).
Actions
Multiattack. The psi warrior makes two weapon attacks.
It can exchange one of these attacks for its Psi Strike or
its Telekinetic Bulwark.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
(1d10 + 2) slashing damage if used with two hands to
make a melee attack, plus 16 (3d10) psychic damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing
damage plus 16 (3d10) psychic damage.
Psi Strike. The psi warrior targets a creature it can see
within 20 feet of it. The target must make a DC 11
Strength saving throw. On a failed save, it takes 14
(4d6) force damage and is pushed or pulled up to 15
feet closer or further away (psi warrior's choice). On a
successful save, it takes half as much damage and isn't
moved.
Telekinetic Bulwark (1/Day). The psi warrior projects a
forcefield in a 10-foot radius around itself, which lasts
for 1 minute or until the psi warrior is incapacitated.
The psi warrior and its allies within the area of effect
gain the benefits of half cover and have advantage on
Strength saving throws.
111
Stein Rune
Rune Knight (TCE)
Rune knights master the elemental runes of the giants. Soon,
they will collect them all. Stone Giant's Stupor (Reaction, Recharge 5-6). When a
You can use the rune scribe on the next page to represent a creature ends its turn within 30 feet of the knight, the
rune knight, though it is a fairly low-powered NPC. knight can force it to make a Wisdom saving throw (DC
knight's intelligence). On a failed save, the creature is
Alternatively, you can apply one or more of the following
charmed by the knight. While charmed, the creature
features to any knight. These features don't affect the knight's
has a speed of 0 and is incapacitated in a dreamy
challenge rating.
stupor. The effect ends after 1 minute, if the creature
For fun, you can round up the knight's height to the next foot takes any damage, or if another creature uses its action
(for example, a 6'2 knight becomes 7' tall) to represent the to shake it awake. Once the effect ends for a creature,
influence of the runes on the knight's physical stature. it is immune to the knight's stupor for 24 hours.
Haug Rune
Uvar Rune
Damage Resistances poison; nonmagical bludgeoning,
piercing, and slashing Persistence of the Storm Giants. The knight has
advantage on all saving throws.
Hill Giant's Belly. The knight has advantage on saving
throws to resist being poisoned.
The Dreaming Defenders
In this fun sidequest for a party of 14th-level adventurers, the
Ild Rune party is asked by the Storm Giant King to retrieve the mystical
Stein Rune from the clutches of the stone giants. Without this
rune, they will lose their power and the Storm King will be able
Shackles of the Fire Giants (Recharge 5-6). The knight to secure peace for the region.
makes a melee weapon attack against a creature. On a The rune is located within the lair of the stone giants. You can
hit, the target must succeed on a Strength saving throw use the stone giant lair from the campaign book Storm King's
(DC knight's Intelligence) or be restrained for 1 minute Thunder, or you can make up your own. Deep within the lair, an
by fiery shackles. While restrained in this way, the otherwise inconspicuous room houses the mystical Stein Rune,
target takes 7 (2d6) fire damage at the start of each of a tablet of great power etched with the symbol of the dreaming
its turns, banishing the shackles on a success. Once the of the stone giants.
shackles are banished, the target is immune to the
The rune is guarded by a stone giant dreamwalker (VGM)
knight's shackles for 24 hours.
and two goliath (NPC) fighters.
112
A rune scribe is a scholar that gains their power through the
power of ancient runes left by civilisations that have long
passed their expiration date. Not all knowledge has been
passed down to modern society and some secrets long thought
Rune Scribe
Medium humanoid (any race), any alignment
to have been erased from history have resurfaced, and as a
result are jealously guarded by those who wish to keep their
Armor Class 12
power for themselves.
Hit Points 31 (7d8)
Speed 30 ft.
Ild Rune
The rune scribe included here possesses a rapier bearing the
Opal of the Ild Rune, a magic weapon that deals fire damage STR DEX CON INT WIS CHA
instead of piercing. The rune scribe might possess other runes,
10 (+0) 15 (+2) 10 (+0) 19 (+4) 12 (+1) 10 (+0)
either in place of its Ild Rune or in addition to it. Changing
runes does not affect the rune scribe's challenge rating.
Skills Arcana +6, Calligrapher's Supplies +6, History
If your rune scribe does not possess its rapier bearing the +6, Mason's Tools +3, Woodcarver's Tools +3
Opal of the Ild Rune, change the following aspects of its Damage Resistances cold
statblock. Senses passive Perception 11
Languages any three languages, at least one of which
Remove its resistance to cold damage. is usually an exotic language
Remove its rapier, Combustion, Ignite, and Fire Tamer Challenge 1/4 (50 XP)
actions.
Spellcasting. The rune scribe is a 2nd-level spellcaster.
Stein Rune Its spellcasting ability is Intelligence. It can cast the
If your rune scribe possesses a mace bearing the Orb of the following spells.
Stein Rune, add the following traits and abilities.
Cantrips (at will): mending
Vind Rune
If your rune scribe possesses a whip bearing the Pendant of the
Kalt Rune
If the rune scribe possesses a war pick bearing the Shard of the
Vind Rune, it adds the following traits and abilities.
Kalt Rune, add the following traits and abilities.
Speed 30 ft., fly 30 ft. (hover)
STR 15 (+2)
Damage Immunities poison
Damage Resistances fire
Condition Immunities poisoned
Kalt War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Vind Whip. Melee Weapon Attack: +4 to hit, reach 20 ft., one
one target. Hit: 6 (1d8 + 2) cold damage. This is a magic
target. Hit: 4 (1d4 + 2) slashing damage. While holding this
weapon.
magic weapon, the rune scribe does not suffer disadvantage
Frigid Touch. The rune scribe traces the Kalt Rune with its
due to range.
foot over a body of water. The water freezes in a 10-foot
Longbow. Ranged Weapon Attack: +4 to hit, range 600 ft.,
radius around the rune.
one target. Hit: 6 (1d8 + 2) piercing damage.
Icy Mantle (Recharge 6). The rune scribe paints the Kalt
Rune with water on itself or a willing creature, forming a
mantle of ice that lasts for 1 minute. While the mantle is
active, the next time the target takes damage, the damage is
reduced to 0 and the mantle is destroyed.
113
Samurai (XGE)
Samurai are noblemen trained from birth to master the two Samurai
greatest tests of ability: paragon of the sword, and paragon of Medium humanoid (any race), any lawful alignment
the social code. They are equally comfortable slicing their foes
in two as they are hosting a feast for a foreign dignitary. Armor Class 17 (splint mail)
Many samurai wield magic weapons, gifted to them from Hit Points 110 (10d8 + 20)
noble houses or taken from an honourable foe. Speed 30 ft.
"My name is Tanaka," says the old man. "I'm 68 years STR DEX CON INT WIS CHA
old. I have lived in this small village of Kan for my
entire life, with only a brief stint in the palace of 16 (+3) 16 (+3) 15 (+2) 15 (+2) 15 (+2) 15 (+2)
Ninben where I learned of the art of watercolor
painting. Now that my children are grown and they Saving Throws Str +6, Wis +5, Int +5
have left for Ninten to earn their fortune, I spend all of Skills History +5, Painter's Tools +5, Persuasion +7
my days in my home painting. I get up with the sunrise Senses passive Perception 12
and have a simple breakfast before I begin, and by Languages any three languages
lunch time, I will have completed my warmups. I Challenge 6 (2,300 XP)
usually work on one of several paintings on the go
before dinner, and after dinner I relax with my wife. Draw. The samurai deals an extra 5 (1d10) damage on
She makes the best tea in the village. the first attack it makes during the first turn of combat.
"Each night, after my wife has gone to sleep, I go
Fighting Spirit (3/Day). As a bonus action, the samurai
out into my yard and I train with my sword. It is an old
gains 10 temporary hit points, plus advantage on
sword, and it did not always belong to me, but I like to
melee weapon attacks until the end of its turn.
think that this sword and I have a stronger bond than
even the one I swore to my wife. I train with my sword Master of the Blade (1/Turn). When the samurai hits a
until my body is as tired as my mind, and then I retire creature with a melee weapon attack on the samurai's
to bed. I sleep like a baby, and by morning I again have turn, the target takes an additional 5 (1d10) damage
the energy I need to paint. and the the samurai can apply one of the following
"However, each night, my sword asks if there are bonuses to the attack.
any enemies to take, and each night I have to soothe
Disarming Attack. The samurai chooses an item its
its troubled mind. For each day my sword does not
target is holding. On a hit, the target must succeed
taste blood, its nights remain restless." The old man
on a DC 14 Dexterity saving throw or drop the
rests his hand on the hilt, still in its scabbard. You can
object. The object lands at its feet.
almost hear the sword humming with anticipation. "It
Pushing Attack. On a hit, if the target is Large or
is your choice which one of us sleeps well tonight."
smaller, it must succeed on a DC 14 Strength
saving throw or be pushed up to 15 feet away from
Quick Features the samurai.
Actions
Fighting Spirit (3/Day). As a bonus action, the samurai
gains 10 temporary hit points, plus advantage on Multiattack. The samurai makes three attacks with its
melee weapon attacks until the end of its turn. katana.
Master of the Blade (1/Turn). When the samurai hits a Katana. Melee Weapon Attack: +8 to hit, reach 5 ft.,
creature with a melee weapon attack on the samurai's one target. Hit: 9 (1d8 + 5) slashing damage, or 10
turn, the target takes an additional 5 (1d10) damage (1d10 + 5) slashing damage if wielded with two hands
and the the samurai can apply one of the following to make a melee attack. This is a +2 magic weapon.
bonuses to the attack.
Disarming Attack. The samurai chooses an item its
Reactions
target is holding. On a hit, the target must succeed Parry. The samurai adds 3 to its AC against one melee
on a Dexterity saving throw (DC samurai's Strength) attack that would hit it. To do so, the samurai must see
or drop the object. The object lands at its feet. the attacker and be wielding a melee weapon.
Pushing Attack. On a hit, if the target is Large or
smaller, it must succeed on a Strength saving throw
(DC samurai's Strength) or be pushed up to 15 feet
away from the samurai.
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 14) in addition to the features
here.
114
Sharpshooter (UA
(UA))
The worst part of getting shot through the head with an arrow Sharpshooter
is you'll never see who shot you. Medium humanoid (any race), any alignment
You and your companion huddle within the darkness Armor Class 15 (leather)
of the bunker. Every so often one of you blasts a fire Hit Points 60 (8d8 + 24)
bolt from the tiny gap in the wall. Speed 30 ft.
"They're entrenched!" you hear an enemy soldier
yell. "They're just shooting spells out of that gap in the
STR DEX CON INT WIS CHA
bunker! How are we gonna hit them?"
"Get out of my way," says another enemy soldier, 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
softer and quieter than the first. Silence, and then you
hear the whizz of an arrow right before it slams into Skills Perception +7, Stealth +6
your companion's skull. Senses passive Perception 15
Damn! Languages any one language
Nice shot! Challenge 3 (700 XP)
Actions
Multiattack. The sharpshooter makes two attacks with
its longbow.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 13 (2d8 + 4) piercing
damage.
115
Standard Bearer (UA
(UA))
In battle, the nation's flag held high signals to the soldiers that Standard Bearer
they may fight on in service of the crown, and if it should fall, Medium humanoid (any race), any alignment
their hope is lost. A standard bearer is expected to wade
through the unwashed masses of its nation's enemies, seek out Armor Class 16 (chain mail)
its rival standard bearer, and defeat him or her in single Hit Points 120 (16d8 + 48)
combat. These duels often decide the outcome of the war. Speed 30 ft.
This fighter fits the archetype of the Knight.
Actions
Multiattack. The survivalist makes two attacks with its
spear.
Spear. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 +
3) piercing damage, or 7 (1d8 + 3) piercing damage if
wielded with two hands to make a melee attack.
117
Monks
H
idden away deep in monasteries live sects of
monks who train both in research and in
Way of the Long Death
For monks, being one with all things doesn't just extend to
martial arts. By cleansing their minds of the
living things. Researchers within these monasteries study how
outside world, they can find the answers to the
the natural aging process affects one's abilities in the context of
universe's greatest questions within
the world at large. They extend their own lifespans so they have
themselves. A monk isn't strong because they
longer to observe each stage of their own slowly decaying
are physically fit or because they possess
bodies.
hidden knowledge. They are strong because they are one with
existence itself. Conflict isn't a monk versus a non-believer. It is Death Researchers
merely the correction of an imbalance within the same being.
Way of the Drunken Master
Monk Monasteries These monasteries don't take on the traditional appearance of a
monastery. Most people who pass through would assume that it
A monastery typically has isolated itself in a secluded area. Its is a tavern, or at least one with a suspiciously large amount of
monks must undergo a series of trials to prove their dedication land out back, far more than one would expect a tavern to be
to the way of the monastery, not least of which is just getting to able to pay for. Monks of this monastery brew specialised
the monastery in the first place. Some are located high in the concoctions and imbibe them to push their bodies and minds to
mountains where the air is thin. Others are surrounded by the limits of what they can accomplish. To most, this looks like a
crashing waves on rocky shores. Once a monk has sworn him or bunch of drunkards stumbling around.
herself to the monastery, their former lives are erased, and they
become an extension of the monastery's philosophy rather than Drunken Masters
a person with individual thoughts and desires. Every monk
from every monastery is considered to be the same as every
Way of the Four Elements
Monasteries of the four elements are located in the most
other monk. Some take this a step further and adopt each
inhospitable environments in the world. Monasteries that focus
other's names, faces, and relationships, swapping each other
on training air benders can be found perched precariously on
out as if they were one continuous mind transferred between
stilts off the side of mountains. Those training earth benders
many bodies. All are one, and one is all.
are deep underground in darkness. Fire benders train on the lip
of an active volcano. Water benders live on a massive ship
Demographics tethered to the ocean floor that rocks with the waves of a storm.
In a monastery of 50 people ...
Elemental Benders
20 are monks of various levels of skill
20 are full-time staff (commoners) Way of the Kensei
The most martially-focused of any monasteries around, monks
5 are instructors (martial arts adepts)
5 are outsiders, such as merchants, hermits, or librarians who follow the way of the kensei choose their weapons at a
young age and train with nothing else until they are old enough
who stay only for a short time (commoners)
to fight. As monks are all things in the universe, a way for the
Monastic Ideals universe to study itself, it is therefore true that a weapon is not
a tool, it is, in a very literal sense, an extension of the monk's
Way of Blood body.
These secret sects of blood benders study the ways of
Kensei
controlling others by manipulating the water within their
enemies' bodies. They disguise themselves as an ordinary Way of the Open Hand
monastery while torturing their staff behind closed doors. Monks who study under the way of the open hand train their
When one of their subjects dies from the strain of their bodies to become pure physical perfection. Since they are the
experiments, they simply replace them with the next hapless manifestation of the universe's desire to correct its own
traveller to come upon them looking for enlightenment. imbalances, it is only right that they train themselves to be the
most capable of doing so. Their monasteries take on the form of
Blood Benders
complicated obstacle courses.
118
Way of Shadow
Some monasteries are more conceptual than physical. Monks
who study under a monastery of the way of shadow are joined Martial Arts Master
not by a physical location, but a mental location. They consider Medium humanoid (any race), any alignment
any area of darkness to be a training ground for their talents.
Armor Class 18
Shadow Monks Hit Points 214 (33d8 + 66)
Speed 45 ft.
Way of the Sun Soul
Carefully positioned to best absorb the light of the sun, a
monastery of the way of the sun soul keeps an eternal flame STR DEX CON INT WIS CHA
burning at its center. Once during the training of a sun soul 13 (+1) 19 (+4) 15 (+2) 13 (+1) 18 (+4) 12 (+0)
monk, an initiate is tasked with transferring this flame to a dark
corner of the world that needs it the most. If the flame should Skills Acrobatics +8, Insight +8, Stealth +8
die out, the monk fails and can never return to the monastery. Condition Immunities charmed, frightened
He or she must start a new life wherever the fire died. Senses passive Perception 14
Languages any one language
Sun Soul Monks Challenge 11 (7,200 XP)
Way of Tranquility Evasive Maneuvers. When the martial arts master is
Monasteries of the way of tranquility are safe havens for all
subjected to an effect that allows it to make a Dexterity
who would seek refuge from the cruel world outside. In times
saving throw to take only half damage, it instead takes
of peace, the monastery is bare, with plenty of space gone no damage if it succeeds on the saving throw, and only
unused. In times of strife, the monastery is packed to the brim half damage if it fails.
with refugees, and any who might come to do those refugees
harm will face the full wrath of its martial arts masters. Unarmored Defense. While the martial arts master is
wearing no armor and wielding no shield, its AC
Tranquil Masters includes its Wisdom modifier.
Statblocks Actions
Multiattack. The martial arts master makes four
Tier One unarmed strikes.
Air Bender (NPC 218)
Blood Bender (NPC 94) Unarmed Strike. Melee Weapon Attack: +8 to hit, reach
Brawler (NPC 204) 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Death Researcher (NPC 95) This is a magic weapon attack. If the target is a
Earth Bender (NPC 218) creature, the martial arts master can choose one of the
Fire Bender (NPC 218) following additional effects.
Kensei (NPC 98) The target must succeed on a DC 16 Strength saving
Martial Arts Adept (VGM 216) throw or drop one item it is holding (martial arts
Shadow Monk (NPC 100) master's choice).
Sun Soul Monk (NPC 101)
The target must succeed on a DC 16 Dexterity saving
Tranquil Master (NPC 102)
throw or be knocked prone.
Water Bender (NPC 218)
Wrestler (NPC 233) The target must succeed on a DC 16 Constitution
saving throw or be stunned until the end of the
Tier Two martial arts master's next turn.
Drunken Master (NPC 96)
Yll and Yllia The local militia is convinced that the Pagoda is working with
the gnolls, perhaps corrupted by the Demon Lord Yeenoghu
The two elf twins are in charge of the administration of the himself. They keep scouts in the hills always watching who goes
Pagoda, negotiating with outsiders and making large-scale in or out. The gnolls themselves also seem to be angry with the
decisions about the fate of the Pagoda itself. The Pagoda has Pagoda, as gnoll hunters gallop around the walls at night,
largely been unchanged in the last century because the two of howling and cackling and laughing maniacally.
them cannot stop bickering long enough to actually make a The militia asks the party to infiltrate the Pagoda, find out
decision. They are both tranquil masters. what's getting the gnolls so worked up, and stamp out any
heretical activity.
Bofe For a full adventure, include the following encounters.
Caravan to the Rityethi Pagoda. The party and six
Bofe is the biggest, toughest, meanest-looking orc in the entire
guards from the militia take a covered wagon in the freezing
region. One day, he grew tired of always being chosen as the
rain to travel up to the dirt path to the Pagoda. They are
tribe's champion in battles, finding that fights would always go
ambushed by 4 gnolls, 2 gnoll hunters, and a gnoll flesh
quicker if he just calmly demanded that the opponent lay down
gnawer which rip the guards to shreds in front of the party,
their weapons and surrender. Almost all of them complied. He's
using their rampage ability to tear through them them like
enormous. The traditional values of his tribe, however, dictated
parchment.
that he must fight, not just intimidate his foes into
surrendering. He elected to leave the tribe and join the Pagoda Seeking Refuge. The party must convince Yll and Yllia to let
them into the Pagoda as an even larger pack of gnolls bears
instead. He has taken a vow of absolute non-violence. It would
down on them, laughing and spitting and gnashing their teeth.
take a lot for him to break his vow, and to be honest, you don't
The party must prove that they mean no harm.
want to see that.
Investigating the Pagoda. The party splits up and spends
He uses the tranquil master statblock with the following
the next few days learning about each of the Pagoda's residents
adjustments.
and what exactly is going on with those pigs. Eventually, the
Large humanoid (orc), lawful neutral party comes across the three gnolls in the basement and must
HP 114 (16d10 + 16) confront the Pagoda's monks about their transgressions.
STR 20 (+5)
Skills Intimidation +6
121
Gnoll Siege. The gnoll warband smashes through one of the Yll and Yllia need someone to churn the butter to make the oil
walls in the middle of the night and swarms the entire Pagoda. (DC 15 Strength check), someone to supervise the monks on
The party fights a gnoll pack lord, two gnoll flesh gnawers, the palisades of the wall who pour the oil (DC 15 Charisma or
two gnoll hunters, and five gnolls. Their battle against this Intelligence check), and someone to help maintain the elven
squad of gnolls is representative of the Pagoda's overall success runes that spread the oil across the entire surface of the wall
in defending their home from the warband. and prevent it from drying up (DC 20 Intelligence (Arcana)
If the party sides wholly with the monks, they might be able check).
to convince the warband to abandon Yeenoghu and take on a On a failed roll, Yllia reassures the party that it will be fine,
life of hermitage in the Pagoda. In that case, the local militia but Yll is inconsolable. Their elven village was destroyed by
hires a Fighter Squad to attack the party. marauding humans five years ago. They've been on the run
since and have only now found a home in the pagoda. They
Waiting for Nightfall would do anything to keep it safe. Anything.
Nurreytha's Garden
Relentless Hunger (1/Day). When the gnoll is reduced
Nurreytha is open about the fact that she used to be an to 0 hit points and not killed outright, it can choose to
assassin, but she says those days are long behind her after she drop to 1 hit point instead. The gnoll can then
learned to follow the Way of Tranquility. Nurreytha asks the immediately make a bite attack.
party to help her tend to her gardens. Anyone who helps her
garden can make an Intelligence (Nature) or Wisdom
Each time this trait triggers, describe in extensive gory detail
(Herbalism Kit or Poisoner's Kit) check to tend to the plants. A
the damage that a gnoll has taken -- its hair burning, its jaw
DC 10 check means that Nurreytha demonstrates appreciation
hanging slack, its skin splitting, its blood dripping through
and will dine with the party that night. Scoring 15 or higher on
matted fur -- and then describe how it somehow stays alive and
the check, however, reveals that many of the plants in the
attempts to match its victim's wounds with its own.
garden are ingredients in deadly poisons. If they confront
If you are going to use this feature, ensure ahead of time that
Nurreytha about this, she reveals that she was intending on
your group is prepared to experience gory imagery before
chucking poisoned pig meat over the wall so that the gnolls
running this adventure.
would feast on it and die peacefully. She tells the party that the
poison isn't painful. Just like falling asleep. There's nothing When the gnolls inevitably break through the walls and
attack, you can increase the drama of the fight by putting in a
violent about it at all.
ticking clock. Bofe and Nurreytha end up trapped up on the
A DC 15 Charisma (Persuasion) check convinces her of the
palisades with hungry gnolls closing in. A few monks, led by
hypocrisy of her ways, and she reveals that she had always
Aldine, defend the two of them, but they won't last long.
intended to return to her life as an assassin, but old age got to
Tell the party that their success against their own skirmish
her and this was probably the last chance she'd get to do some
good old fashioned poisoning. with the gnolls will reflect on the success of Aldine in defending
Nurreytha and Bofe. If the party wins, so will Aldine, and if they
Yll and Yllia's Oils lose, so will Aldine.
The twin elves Yll and Yllia demand that the party earn their The party has three rounds to defeat the gnolls. On the third
keep by helping to oil the sides of the walls. The oil, bolstered round, Aldine is knocked off the edge of the wall and falls
by secret elven magic, prevents the gnolls from just climbing up unconscious, leaving only Bofe to defend Nurreytha. He will
the side. break his oath of non-violence to do so, meaning that the next
night he will give in to his ancestors' calls and leave the pagoda.
He will return to his tribe to lead them to victory.
122
Astral Projector (TCE)
The mind and the body are distinct. There can be one without Astral Projector
the other. And when they work together, great things can be Medium humanoid (any race), any alignment
achieved.
This monk follows the way of the Astral Soul. Armor Class 17
Hit Points 38 (7d8 + 7)
Variant Features Speed 40 ft.
You can give an astral projector the following variant feature.
123
Blood Bender (DAPC
(DAPC))
There exists a secret sect of monks who once followed the Way Blood Bender
of the Water Element before they were excised from their order Medium humanoid (any race), any alignment
for practicing the forbidden technique of blood bending, where
they take total control over another person through the Armor Class 15 (studded leather)
manipulation of the blood in their veins. Hit Points 77 (14d8 + 14)
Blood benders still retain their ability to use water whips, Speed 35 ft., swim 35 ft.
but they prefer to use their fists and blood bending techniques.
This monk follows the Way of Blood.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 12 (+1)
The crazed monk rears back from the dagger strike to
its chest, its movements puppet-like, unnatural. He
Senses passive Perception 14
pulls out the dagger and then, to your horror, stabs
Languages Primordial plus any one language
himself again and becomes a blur of blood, cloth, and
Challenge 3 (700 XP)
skin. As you throw more daggers at the monk, he is
never where he seems to be, until he stands right in
front of you, strikes you in two specific locations, then Bleeding Edge. As a bonus action, the bender reduces
a third, right in the forehead, and your entire body its hit points by any amount up to 7 and until the end
seizes up. You feel the blood churning within your of its turn increases its speed by 5 feet for each hit
veins, and your limbs move outside of your control. point lost in this manner. Alternatively, it can instead
reduce its hit points by 7 to take the Dodge action.
Fists of the Bloodied Soul. The bender's unarmed
Quick Features strikes are considered to be magical for the purpose of
overcoming damage resistances and immunities.
Dominion of Blood. The bender makes one unarmed Transfusion. The bender regains 2 (1d4) hit points when
strike against a target that has blood. On a hit, it can it hits a creature with a melee attack, as long as that
cast dominate person on the target. Wisdom is its creature has blood and isn't an undead or a construct.
spellcasting ability for this spell (spell save DC 14, +6 to
hit with spell attacks). Once a creature has failed its
saving throw against this spell, the bender can't use
Actions
this action until it finishes a long rest. Multiattack. The bender makes four unarmed strikes, or
makes two unarmed strikes and uses its Dominion of
Blood.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Dominion of Blood. The bender makes one unarmed
strike against a target that has blood. On a hit, it can
cast dominate person on the target. Wisdom is its
spellcasting ability for this spell (spell save DC 14, +6 to
hit with spell attacks). Once a creature has failed its
saving throw against this spell, the bender can't use
this action until it finishes a long rest.
Water Whip. Melee Spell Attack: +6 to hit, reach 30 ft.,
one target. Hit: 9 (1d10 + 4) bludgeoning damage, and
the target must make a DC 14 Dexterity saving throw.
On a failed save, the target takes 11 (2d10)
bludgeoning damage and is knocked prone or pulled
up to 25 feet toward the bender (bender's choice). On
a successful save, the target takes half as much damage
and isn't pulled or knocked prone.
124
Death Researcher (SCAG)
Some monks devote their lives to the study of the liminal space Death Researcher
between life and death. To augment their research, they are Medium humanoid (any race), any alignment
required by their abbeys to put their theory into practice
through mortal combat. Armor Class 15
This monk follows the Way of the Long Death. Hit Points 38 (7d8 + 7)
Speed 40 ft.
You smack her head with a hammer, and her mask
flips fully around her head. Where once her mask STR DEX CON INT WIS CHA
displayed a smiling theatrical performer, now it is
twisted into a wrinkled face of sorrow. Disgusted, you 10 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)
smack her again and the mask shatters to reveal her
face: an ugly mess of bruises and melted flesh, barely Senses passive Perception 12
recognisable as human. You reel back in horror. Languages any two languages
Challenge 3 (700 XP)
Actions
Multiattack. The death researcher makes two attacks
with its Death Strike.
Death Strike. Melee Spell Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) bludgeoning damage, plus
11 (2d10) necrotic damage. If the damage from this
attack reduces a creature to 0 hit points, the death
researcher gains 13 (2d10 + 2) temporary hit points.
Empty Face (Recharge 5-6). Each creature within 30
feet of the death researcher that can see it must
succeed on a DC 12 Wisdom saving throw or become
frightened by it until the end of the death researcher's
next turn.
125
Drunken Master (XGE)
Be wary of the old red-nosed alcoholic you see stumbling in the Drunken Master
alleys behind your local tavern. Medium humanoid (any race), any alignment
Drunken masters typically fight by launching themselves into
a crowd of enemies and dropping prone, spinning and kicking Armor Class 20
wildly within the fray. Overwhelming numbers is nothing to a Hit Points 109 (12d8 + 55)
drunken master. Speed 50 ft.
All of the bandits and thugs on the bridge turn their STR DEX CON INT WIS CHA
steely gaze to the one drunken old man stumbling into
the middle of their group. The man puts an arm on 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)
the leader and slurs, "Nice day for a brawl, eh? Ehhh?"
Everything happens in a flash. A bandit looses a Skills Brewer's Supplies +9, Performance +9
crossbow bolt at the drunken master, and he catches it Condition Immunities poisoned
in mid-air and slams it into the leader's ear. One of the Senses passive Perception 15
bandit mages lets loose a puff of frosty air but the Languages any eight languages
drunken master dives to the ground and avoids it Challenge 10 (5,900 XP)
entirely. From the ground, he finds himself
surrounded by five bandits, and his legs and arms Deflect Missiles. When the drunken master is hit by a
become a blur, starting with a sweep from the ground, ranged weapon attack, the damage is reduced by 25
then he rises and slams the bandit to the floor, then (1d10 + 20).
three punches all around him, a headbutt, a twist of a
Drunkard's Luck (1/Turn). When the drunken master
neck, two more punches, and a kick to the head, each
has disadvantage on an attack roll, ability check, or
attack looking like drunken flailing but landing with
saving throw, it can choose either result for that roll.
perfect precision. The drunken master waves goodbye,
then ducks out of reach with ease and dives off the Drunken Technique. The drunken master does not
edge of the bridge into the dry riverbed below. He trigger opportunity attacks when it moves on its turn.
lands with the grace of a cat and takes off. Also, when prone, the drunken master can spend 5 feet
The survivors pick themselves off the ground, of movement to stand up.
nursing their wounds. "What in the Nine Hells was
Ki Fists. The drunken master's unarmed strikes are
that?"
magical.
Legendary Resistances (3/Day). When the drunken
Quick Features master fails a saving throw, it can choose to succeed
instead.
Drunkard's Luck (1/Turn). When the drunken master Lucky (3/Day). The drunken master can re-roll an attack
has disadvantage on an attack roll, ability check, or roll, ability check, or saving throw it makes and use
saving throw, it can choose either result for that roll. either result.
Slow Fall. The drunken master takes no damage as a
Drunken Technique. The drunken master does not
result of a fall.
trigger opportunity attacks when it moves on its turn.
Also, when prone, the drunken master can spend 5 feet Unarmored Defense. While the drunken master isn't
of movement to stand up. wearing armor, its armor class includes its Wisdom
modifier.
Actions
Flailing Arms. The drunken master makes two unarmed
strikes against each creature within 5 feet of its
position.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.
Reactions
Redirect Attack. When a creature misses the drunken
master with a melee attack roll, the drunken master
can use its reaction to cause that attack to hit one
creature of its choice, other than the attacker, that it
can see within 5 feet of it.
126
Gardener (IW)
In service to the dark dryad, Dailili, the Tree of Infinity, these Gardener
"gardeners", as they call themselves, are in fact horrible Medium humanoid or fey (any race), any alignment
perversions of what is natural and good. They use plants to
serve their own ends rather than to find harmony with nature. Armor Class 14
Hit Points 54 (12d8)
Quick Features Speed 35 ft.
Unforeseen Consequences. After hitting a target with STR DEX CON INT WIS CHA
an unarmed strike, each subsequent unarmed strike for 10 (+0) 15 (+2) 11 (+0) 10 (+0) 15 (+2) 10 (+0)
the next minute deals an additional 1 poison damage
per hit. This extra damage stacks up to 10 extra Skills Nature +2, Survival +4
damage per hit, and the minute resets with each hit. Senses passive Perception 12
Languages Sylvan plus any one language
Challenge 2 (450 XP)
Actions
Multiattack. The gardener makes three unarmed
strikes.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
127
Glass Shatterer (HD)
Experiencing the dazzling arrays of colours, lights, and images Glass Shatterer
that play across the surface of glass sends glass shatterers into Medium humanoid (any race), any alignment
a relaxed, meditative state where their bodies and minds
become clear. When their order is threatened, that relaxed state Armor Class 15
shatters and their fists become bloody with shards of glass. Hit Points 32 (5d8 + 10)
This monk follows the Way of the Glass Shatterer. Speed 30 ft.
Quick Features
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 10 (+0)
Shatterstrike. When the glass shatterer is at less than its
hit point maximum, its unarmed strikes deal an Senses passive Perception 12
additional 3 (1d6) slashing damage. If the glass Languages any one language
shatterer is at half its hit points or fewer, its unarmed Challenge 2 (400 XP)
strikes deal an additional 3 (1d6) slashing damage on
top of that. Innate Spellcasting. The glass shaterer's innate
spellcasting ability is Wisdom (spell save DC 12). It can
cast the following spells innately.
3/day: mirror image
Shatterstrike. When the glass shatterer is at less than its
hit point maximum, its unarmed strikes deal an
additional 3 (1d6) slashing damage. If the glass
shatterer is at half its hit points or fewer, its unarmed
strikes deal an additional 3 (1d6) slashing damage on
top of that.
Unarmored Defense. While the glass shatterer isn't
wearing armor, its armor class includes its Wisdom
modifier.
Actions
Multiattack. The glass shatterer makes three unarmed
strikes.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Reactions
Refraction. When the glass shatterer takes fire, force,
lightning, or radiant damage, it can reduce the damage
taken by half.
128
Kensei (XGE)
Kensei spend years practicing with a particular weapon to the Kensei
point where it feels as much a part of them as their hand or Medium humanoid (any race), any alignment
their face.
This kensei uses a katana, but your kensei NPC might use Armor Class 17 (agile parry)
other melee weapons, such as a bo staff or a foil instead, as long Hit Points 49 (9d8 + 9)
as they aren't heavy. Using different weapons doesn't change Speed 40 ft.
the kensei's challenge rating.
Foil. Melee Weapon Attack: +5 to hit, reach 5 ft., one Agile Parry. While wielding a melee weapon that isn't
target. Hit: 7 (1d8 + 3) piercing damage. heavy, the kensei's armor class increases by 2.
Kensei Weapons. The kensei can use its Dexterity
"He's just deflecting everything we throw at him! We instead of its Strength for a melee weapons that isn't
fired a bloody cannon and he just carved through the heavy. When it does so, its attacks with the weapon are
cannonball as though it were butter! How is that even magical.
possible?" Unarmored Defense. While the kensei isn't wearing
"Hit him again! Where's our ogre?" armor, its armor class includes its Wisdom modifier.
"He blocked the ogre's greatclub with his sword!
With his sword! What the hell are we going to do?"
"More ogres!"
Actions
"Is that even going to help?!" Multiattack. The kensei makes two attacks: one with its
unarmed strike and one with its katana.
129
Merciful Warrior (TCE)
For many monks, violence is a reluctant necessity. Others revel Merciful Warrior
in it, especially if it's against those weaker than them. The Medium humanoid (any race), any alignment
worst of these monks call themselves, ironically, merciful
warriors. Armor Class 15
Merciful warriors follow the Way of Mercy. Hit Points 52 (7d8 + 21)
Speed 40 ft.
Quick Features
STR DEX CON INT WIS CHA
Hands of Harm. The warrior's unarmed strikes are 10 (+0) 17 (+3) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
magical and deal an additional 7 (2d6) necrotic damage
on a hit. If the warrior hits a poisoned or incapacitated Senses passive Perception 12
creature with an unarmed strike, it deals an additional Languages any one language
7 (2d6) necrotic damage. Challenge 2 (450 XP)
Noxious Aura. As a bonus action, the warrior can
activate or deactivate its noxious aura. While active, Hands of Harm. The warrior's unarmed strikes are
creatures that start their turn within 5 feet of the magical and deal an additional 7 (2d6) necrotic damage
warrior must succeed on a Constitution saving throw on a hit (included in the attack). If the warrior hits a
(warrior's Constitution) or become poisoned until the poisoned or incapacitated creature with an unarmed
end of the warrior's next turn. strike, it deals an additional 7 (2d6) necrotic damage.
Noxious Aura. As a bonus action, the warrior can
activate or deactivate its noxious aura. While active,
creatures that start their turn within 5 feet of the
warrior must succeed on a DC 13 Constitution saving
throw or become poisoned until the end of the
warrior's next turn.
Unarmored Defense. While the warrior isn't wearing
armor, its armor class includes its Wisdom modifier.
Actions
Multiattack. The warrior makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
plus 7 (2d6) necrotic damage.
130
Open Hand Monk (PHB)
Monks who study the way of the open hand are masters of the
martial arts. Unique to other martial studies, their hands are as
deadly as any weapon. Their most deadly technique, the
Quivering Palm, is a secret and forbidden technique that might
go unnoticed in a fight without affecting the outcome, and it's
impossible to tell without magic which monks have been taught
this technique.
"I'm sorry, master ... but I have to go all out ... just this
once ..."
131
Quadruple Master (PHB)
Fire. Earth. Air. Water. A master of all four elements, the Quadruple Master
quadruple master is the ultimate wielder of elemental power, Medium humanoid (any race), any alignment
as well as a formidable martial artist.
This monk follows the Way of the Four Elements. Armor Class 19 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 40 ft., fly 40 ft. (hover)
"Fist of Unbroken Air!" shouts the master, knocking his
challenger into a row of spikes.
"Fist of Four Thunders!" shouts the master, causing STR DEX CON INT WIS CHA
each of his opponents' ears to bleed with a sickening
crack. 12 (+1) 20 (+5) 19 (+4) 14 (+2) 20 (+5) 14 (+2)
"Fangs of the Fire Snake!" shouts the master,
punching forth a hissing, wavering snake of pure Skills Acrobatics +15
flame. Senses passive Perception 15
"Water Whip!" shouts the master, wrapping an Languages Primordial, plus any three languages
undulating tube of water around his enemy's foot and Challenge 13 (10,000 XP)
knocking them flat on their face.
"You really shouldn't declare all of your moves," you Evasive Maneuvers. When the quadruple master is
start to say, but the master shouts "Flurry of Blows!" subjected to an effect that allows it to make a Dexterity
and the next thing you know you wake up in the saving throw to take only half damage, it instead takes
hospital. no damage if it succeeds on the saving throw, and only
half damage if it fails.
Actions
Multiattack. The quadruple master makes four attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning
damage.
Legendary Actions
The quadruple master can take 2 legendary actions,
choosing from the options below. Only one legendary
action option can be used at a time and only at the
end of another creature's turn. The quadruple master
regains spent legendary actions at the start of its turn.
Fist of Unbroken Air. Melee Spell Attack: +10 to hit,
reach 5 ft., one target. Hit: 22 (4d10) bludgeoning
damage, and the target must make a DC 18 Strength
saving throw. On a failed save, the target is pushed 30
feet away and knocked prone. On a successful save, it
is pushed 15 feet and isn't knocked prone.
Fist of Four Thunders. Melee Spell Attack: +10 to hit,
reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning
damage, and each creature other than the bender
within 10 feet of the quadruple master that can see
and hear it must succeed on a DC 18 Constitution
saving throw or take 11 (2d10) thunder damage.
Fangs of the Fire Snake. Melee Spell Attack: +10 to hit,
reach 15 ft., one target. Hit: 32 (5d10 + 5) fire damage.
Water Whip. Melee Spell Attack: +10 to hit, reach 35
ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage,
and the target must make a DC 18 Dexterity saving
throw. On a failed save, the target takes 15 (3d10)
bludgeoning damage and is knocked prone or pulled
up to 30 feet toward the quadruple master. On a
successful save, the target takes half as much damage
and isn't pulled or knocked prone.
132
Shadow Monk (PHB)
Shadow monks carry out deeds that other monks would balk at. Shadow Monk
They thrive in darkness and can strike their target and Medium humanoid (any race), any alignment
disappear faster than the target's allies can react.
Armor Class 15 (studded leather)
"Into the alley!" shout the guards. "He can't have gone Hit Points 44 (8d8 + 8)
far!" But when they rush into the alley, the assassin is Speed 40 ft.
gone. Knowing that something was strange about the
way the black-clothed monk looked, you close your
STR DEX CON INT WIS CHA
eyes, trace a sigil of detection of magical energy, and
open your third eye to see that the monk is not in the 11 (+0) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
alley at all, but watching from a shadowy alcove
above. The monk seems to sense that you can see Senses passive Perception 12
him, and he gives you a wave of respect before Languages any two languages
dropping a bit of fleece on the guard's heads, a bit of Challenge 2 (450 XP)
fleece that transforms into a fluttering bat. The guards
barely have a chance to realize that the bat makes no Innate Spellcasting. The monk's innate spellcasting
noise and is entirely incorporeal before the monk has ability is Wisdom (spell save DC 12, +4 to hit with spell
escaped across the rooftops into the night. attacks). It can cast the following spells innately
without expending material components.
Quick Features At will: darkvision, minor illusion
133
Sun Soul Monk (SCAG, XGE)
Monks who follow the way of the sun soul are devoted to the Sun Soul Monk
elimination of dark influences upon the world, venturing out in Medium humanoid (any race), any alignment
search of heretical beings to cleanse.
Armor Class 15
As the sun shines burning red in the sky, two monks Hit Points 38 (7d8 + 7)
break down the fence with their fists and charge Speed 40 ft.
towards your party. The ritual shall not be interfered
with. The first monk punches the air twice and a
STR DEX CON INT WIS CHA
shimmering wave of heat slams into you. You fall
down, clutching your burned arms, and out of luck 10 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)
you manage to avoid the swathe of white-hot light
emanating from the other monk that sears your Senses passive Perception 12
companions alive. Languages any one language
Challenge 2 (450 XP)
134
Tranquil Master (UA
(UA))
Due to their virtues of peace, forgiveness, and reconciliation, Tranquil Master
the majority of monks do not achieve the power of a typical Medium humanoid (any race), any alignment
adventurer. Some of them, however, become powerful as a
result of these attributes, rather than despite them. Armor Class 14
This monk follows the Way of Tranquility. Hit Points 88 (16d8 + 16)
Speed 40 ft.
You take a swing at the annoying half-orc, but a hand
on your shoulder fills you with a sense of peace. You STR DEX CON INT WIS CHA
try to bring your arms up in an attacking stance, but
you just can't find the energy or the motivation 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 14 (+2)
anymore. The half-orc growls and draws a club to hit
the strange woman who has interfered in the bar Skills Performance +4, Persuasion +4
brawl, but she expertly ducks out of reach. "Look at Senses passive Perception 12
this weakling," she says, gesturing at you. "Wouldn't Languages any one language
be sporting to fight someone like that, wouldn't you Challenge 2 (450 XP)
agree?"
You start to protest, but the half-orc just grunts, Diplomat. The tranquil master has advantage on
shrugs, and nods. He puts away the club and goes Charisma (Persuasion) checks made to calm violent
back to his drink. emotions or to counsel peace.
The monk pats you on the head. "Just stay out of
trouble." Patient Defense. The tranquil master can use its bonus
action to take the Dodge action.
Unarmored Defense. While the tranquil master isn't
Quick Features wearing armor, its armor class includes its Wisdom
modifier.
Calming Touch. The tranquil master touches a creature
that is at its hit point maximum. The creature must
Actions
succeed on a Wisdom saving throw (DC monk's Multiattack. The tranquil master makes three attacks
Wisdom) or lose its ability to attack for 1 minute. with its unarmed strike, or it makes two attacks with its
During that period, it also cannot cast spells that deal unarmed strike then uses its Healing hands.
damage or that force a target to make a saving throw.
The effect ends if the target is attacked, takes damage, Unarmed Strike. Melee Weapon Attack: +4 to hit, reach
or is forced to make a saving throw. 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Calming Touch. The tranquil master touches a creature
that is at its hit point maximum. The creature must
succeed on a DC 12 Wisdom saving throw or lose its
ability to attack for 1 minute. During that period, it also
cannot cast spells that deal damage or that force a
target to make a saving throw. The effect ends if the
target is attacked, takes damage, or is forced to make a
saving throw.
Healing Hands. The tranquil master touches a willing
creature. The target regains a number of hit points of
the tranquil master's choice, drawn from its Healing
Pool. Alternatively, the tranquil master can spend 5 hit
points from its pool to cure one disease or one poison
afflicting the target. The tranquil master has a pool of
20 hit points it can draw from to use its Healing Hands
action. It replenishes the pool when it completes a long
rest.
135
Paladins
F
iends plague the material realm. Far be it for the
lower planes to simply leave mortals to their own Great Evils
being. No, great evils must corrupt mortals,
swaying them from their natural propensity for Anthraxus
Anthraxus is the yugoloth lord of misery and despair. While his
good. This is the logic a paladin must use to
neutral standing has occasionally contributed to his working
convince themselves that the war and strife and
for the forces of good, his temporary enslavement to a
pestilence wrought upon the world by the mortal
scheming night hag has soured his temper, and the secrets
races is not caused by some innate fault in their souls but only
revealed to him by a vicious rival have driven him into
by the influence of corrupting evil. For this reason, many
cynicism. As a yugoloth, his neutrality in the matter of law and
paladins swear their oaths specifically to fight the fiend they
chaos represents to his Nemeses the banality of evil, the
believe to have the greatest negative influence on their world.
unconscionability of throwing up one's hands in defeat rather
Such a paladin names themselves as that fiend's Nemesis. Most
than fighting for what you believe in.
insist on the capitalisation.
Kingsguard
Paladin Nemeses Holy Redeemer
Baalzebul
Demograhics Once a fallen angel who had retained his beauty even in his
A Paladin Nemesis and their retainers might consist of ... devilish form, Baalzebul was transformed into a slug-like being,
the Lord of Flies, due to his insubordination against Asmodeus.
1 Nemesis (paladin) His glorious cathedrals and castles in his realm of Malodomini,
2 squires (guards) the result of his perfectionism, soon fell into decay due to his
1 bodyguard (fighter) depression. To his Nemeses, Baalzebul represents the failure of
2 priests (priests or clerics) the legal system to adapt to new circumstances, letting chaos
13 servants (commoners) run rampant rather than fighting on against the tide.
1 warlock defector (warlock of the fiend)
Feysworn
Kingsguard
Mortal Traitor
Baphomet
As the demon lord of the Endless Maze, Baphomet takes the
form of a minotaur twice the height of a man that breeds
hordes of monsters in his own image. Baphomet corrupts
mortals who are driven mad by being lost either literally or
figuratively, and his Nemeses carry balls of yarn as a symbolic
gesture to never stray from the good things in life they fight for.
Feysworn
Kingsguard
136
Belial Fraz-Urb'luu
While his daughter Fierna rules Phlegethos, the devil Belial The Demon Prince of Deception sows doubt in one's mind
holds true power. He is the man behind the throne, whispering about those they trust. If Fraz-Urb'luu can spark illusions and
and manipulating and puppeteering rather than exposing craft lies, who is to say what is really true? Who is to say what
himself to true responsibility in the public eye. To his Nemeses, the true version of reality truly is? If there is a demon
he represents the perverse power that viziers and whisperers controlling everything that you see, manipulating your senses,
have over a just ruler. Not that any paladin would acknowledge then what assurance do you have about any of your beliefs? Any
Fierna as a just ruler, but the point still stands. of your experiences? Any of your senses? These thoughts can
drive a person insane. Nemeses of Fraz-Urb'luu soothe
Sovereign Knight themselves with the one truth they know Fraz-Urb'luu cannot
Kingsguard hide from them: "I think, therefore I am."
Holy Redeemer
Kingsguard
Demogorgon Holy Redeemer
Demogorgon is the truest representation of the chaos of the
demons. His form practically defies description, with every part Glasya
of his body ripped and stitched together from different animals, Glasya has never fought for a single thing in her entire devilish
his two heads as much at war with each other as everyone else existence. As the daughter of Asmodeus she was born with
in existence. Nemeses of Demogorgon must be particularly inconceivable power. As the former consort of Mammon, she
careful to avoid strife among their retainers, for Demogorgon, was gifted with extravagant wealth and influence. Even her
intentionally or not, quells threats by inciting bitter infighting. current position, ruler of Malbolge, the sixth layer of the Nine
Hells, became available to her only by some miracle that its
Kingsguard previous ruler ballooned to planetary size and imploded -- a
Knight Conqueror remarkable coincidence considering Glasya had just decided
Aspect of Vengeance that the layer should be hers. Nemeses of Glasya worry that her
supernatural luck might inspire others to wait for fate itself to
Dispater give them what they want, rather than strive to improve
Dispater is the emotionless archdevil of Dis, narcissistic and
themselves and take what they want on their own merits.
paranoid to the extent that he has frozen his face for fear his
feelings would be used against him. There is only one person he Knight Conqueror
trusts, his consort Lilis, though by what method she has gained Kingsguard
his trust is unknown, as even his servants are tasked with Mortal Traitor
spying on one another for traitors. He represents the failure of
the legal system to provide insurance against all threats, for no Graz'zt
amount of legislation could ever quell his fears. For a demon, Graz'zt prides himself in his elegance and wit. A
most popular theory for his rise become to the Dark Prince is
Feysworn that he was once a devil who grew tired of the scheming and
Sovereign Knight backstabbing and migrated to the Abyss to more easily stake
Kingsguard out a claim for territory. No demon is as cunning as him. No
Mortal Traitor demon is as handsome. His followers are seduced rather than
corrupted, guided rather than conquered, and unlike a devil he
Fierna is not opposed to cheap tricks and lies. His Nemeses swear
Fierna is the embodiment of nepotism, having been given her
celibacy to resist his influence.
position as ruler of Phlegethos only by virtue of her father's
influence, and only retaining that power on condition of her Knight Conqueror
father's continued guidance. There are rumours of an Kingsguard
incestuous relationship between them as well, either filling the
role of debauchery that they must uphold, or as part of an
assurance that their power remains in the family. In either case,
their Nemeses condemn their relationship and the systems of
nepotism that corrode the lines of rulers.
Sovereign Knight
Kingsguard
Holy Redeemer
Mortal Traitor
137
The Hag Countess Kalkan
Not a true devil, the Hag Countess, like other night hags, were Not all angels who fall become devils. Kalkan is a rakshasa, a
exiled to the Lower Planes for their extreme evil. Even for hags, tireless immortal fiend who takes on the appearance of a
they took sadistic pleasure in the torture of lesser beings. The humanoid tiger dressed in the refined clothing of a sultan.
Hag Countess was the worst of them all, manipulating the Kalkan wishes to make the world his own and doesn't care how
archdevils against one another in a bid to take one of the layers he does it or how long it takes. Kalkan is only inconvenienced
of the Nine Hells for herself. She inherited Malbolge for her by death, not stopped. He throws all of his powers at a problem
troubles, but when Asmodeus' daughter turned her greedy eyes until either it goes away or he is resurrected to try once again.
to her, the Hag Countess mysteriously imploded, becoming one He represents to his Nemeses the ceaselessness of evil, the
with Malbolge in a twisted image of her viscera. Nemeses of the impossibility of their task, the sacrifice that good must make
Hag Countess believe her not to be truly dead, but instead to be that evil may ignore. To swear to destroy Kalkan is not just to
an abomination that seeps evil in through the ground, causing destroy a particularly powerful rakshasa. No, it is to prove that
famine and sickness in one last gasp of malevolence to all living diligence can be met with diligence, vigilance can be met with
beings. vigilance, power can be met with power, and evil can be met
with good.
Feysworn
Kingsguard Kingsguard
Aspect of Vengeance
Iggwilv
Drawing from the power of the hag Baba Yaga and the demons Levistus
and devils of the lower planes, the dark witch Iggwilv threatens For the murder of Bensozia, consort to Asmodeus and mother
to share forbidden knowledge with the rest of the world. to his beloved daughter Glasya, the archdevil Levistus was
Nemeses of Iggwilv shield their minds from unholy thoughts. encased in ice. Somehow still considered to be the ruler of the
They pride themselves on the rejection of expert knowledge. To frozen realm of Stygia, Levistus calls to those in hopeless
them, learning more about magic is the greatest sin that can be situations and provides them the strength and courage to break
committed, doubly so if the learner is self-taught. Only by free and take revenge on those who have wronged them. His
releasing oneself from intellectual pursuits can evil be avoided. power of hope is not as wholesome as it seems, however, for he
A Nemesis of Tasha may wear magic items that inhibit its uses hope not just to inspire courage, but also to trap others in
mind, such as a cursed headband of intellect that caps its the same way that he has been trapped, drawing on their souls
Intelligence at 8 (-1). It displays such an item with a smirk of to fuel his own escape. Not only does hope inspire inaction just
pride, thinking that this is a subversive show of dominance as often as it inspires action, but even the heroics that Levistus
against an evil being rather than an arbitrary limitation. inspires are propelled by raw emotion rather than careful
A Nemesis will attack any character with the spellcasting consideration of what is right or wrong.
feature or the sage background, claiming they are an agent of
Kingsguard
Iggwilv's "ivory elite", whatever that means.
Holy Redeemer
Common paladins who have sworn to become a Nemesis of
Mortal Traitor
Iggwilv may include the following.
138
Mephistopheles Zariel
Mephistopheles presents himself as a gentleman willing to Of all the fallen angels, Zariel has fallen the hardest, and the
negotiate any price, but in truth he boils with rage and anger most irreversibly. Her lust for warfare drew her from her comfy
underneath, for every step he takes towards ripping the throne position on Mount Celestia down into the Blood Wars raging in
of the Nine Hells from under Asmodeus and sitting in it himself, Avernus, and once Asmodeus was finished with her, she was an
Asmodeus seems to have anticipated his move and pushed him angel no more, but a burning general of the Nine Hells. Some
even further away. To his Nemeses, Mephistopheles represents angels thought they could save her, but she only dragged them
the futility of impotent ambition. down with her in the end. Not only does Zariel represent the
very concept of war to her Nemeses, she also is a bitter
Knight Conqueror reminder that some people simply cannot be redeemed.
Kingsguard
Kingsguard
Moloch Holy Redeemer
As the only devil free to roam on the material plane, many
paladins view Moloch as not only a representation of the Zuggtmoy
consequences of unchecked evil, but also the only true evil that In the wild woods, mushrooms break down that which is dead
is worth fighting at the present moment. The other fiends are and dying and restore its nutrients to the earth. Zuggtmoy, the
locked away in the Lower Planes while Moloch corrupts the Demon Lady of Fungus, seems not to understand, for if she had
material plane from the inside out. To his Nemeses, Moloch is her way, her fungi would absorb all the earth and leave nothing
the dark side of freedom, the kind of freedom that allows for left to grow. She represents premature death and decay.
hatred rather than love, for stupidity and anger rather than
togetherness. The world needs to be guided, not ignored. Kingsguard
Winter Knight
Knight Conqueror
Kingsguard
Aspect of Vengeance
Nemesis Strategies
Oath. A Nemesis must stick to the tenets of their paladin oath
Orcus when pursuing justice against the Great Evil they have sworn to
Orcus is the perversion of the natural cycle of life and death. He destroy. A vengeance paladin ignores lesser evils and goes
is the Demon Prince of Undeath and to refuse to take up arms straight for the heart, seeing any distractions as temptation
against him is to allow the entire world to be violated. away from their oath. An ancients paladin must not only defeat
the evil, but also provide a shining beacon of truth of what it
Feysworn
means to resist their temptations as inspiration to others. A
Kingsguard conquest paladin gains allies only by testing their mettle in
Winter Knight combat first. A redemption paladin seeks to turn people away
Aspect of Vengeance from the Great Evil's temptation rather than kill them, hoping
to blot out their influence by lack of worship rather than
Yeenoghu through force. No two Nemeses go about their quest in the
A gnoll warband is more of a force of nature than an army. A
same way, nor do they fight the same either.
hurricane. A flood. A famine. A plague. Their supernatural
Paranoia. A Nemesis is vigilant against falling much more so
hunger and brutal cycle of reproduction, devouring the flesh of
than other paladins, for falling from their oath means that the
the fallen, stems from their demon master Yeenoghu, the crazed
Great Evil has been strengthened. They often go to extreme
representation of insatiable bloodthirst. Yeenoghu is more than
measures to ensure that nothing sways them from their quest
his hunger, however. He is also the inevitability of destruction.
and might view any attempt at stopping them as a sign of the
The tide against progress. The end of civilisation.
Great Evil's influence. If the fight doesn't directly concern their
Feysworn quest, they would rather retreat than see it to the end.
Knight Conqueror Efficiency. A Nemesis uses all of the retainers at their
Sovereign Knight disposal to finish fights quickly and efficiently, for their work is
Kingsguard never finished and they have much to accomplish in a very
Winter Knight short time. Idle worship of the Great Evil might be quickly
stamped out by their priests. Community reparations for
damages done in the name of the Great Evil might be
undergone by their servants. The paladin themselves might be
more inclined to heal than to fight, to persuade rather than
demand, and to bribe rather than face consequences.
139
Oathkeeper Fiendbane
Medium humanoid (any race), any alignment (usually Medium humanoid (any race), any alignment (usually
non-evil) non-evil)
Armor Class 18 (plate; 20 with shield of faith) Armor Class 19 (+1 plate; 21 with shield of faith)
Hit Points 120 (16d8 + 48) Hit Points 150 (20d8 + 60)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 14 (+2) 15 (+2) 16 (+3) 19 (+4) 9 (-1) 17 (+3) 15 (+2) 16 (+3) 17 (+3)
Saving Throws Wis +5, Cha +6 Saving Throws Wis +7, Cha +7
Skills Investigation +5, Persuasion +6, Religion +5 Skills Investigation +6, Persuasion +7, Religion +6
Senses passive Perception 12 Senses passive Perception 13
Languages any 3 (usually including Abyssal or Infernal) Languages any 3 (usually including Abyssal or Infernal)
Challenge 7 (2,900 XP) Challenge 12 (8,400 XP)
Aura of Protection. Friendly creatures within 10 feet of Aura of Protection and Courage. Friendly creatures
the oathkeeper have advantage on saving throws while within 10 feet of the fiendbane have advantage on
the oathkeeper isn't unconscious. saving throws and are immune to the frightened
condition while the fiendbane isn't unconscious.
Spellcasting. The oathkeeper is a 5th level spellcaster.
Its spellcasting ability is Charisma (spell save DC 14, +6 Spellcasting. The fiendbane is a 10th level spellcaster.
to hit with spell attacks). It has the following paladin Its spellcasting ability is Charisma (spell save DC 15, +7
spells prepared. to hit with spell attacks). It has the following paladin
spells prepared.
1st level (4 slots): compelled duel, detect evil and
good, protection from evil and good, shield of faith
140
Paladin Tactics
Mortal Enemy of Evil Paladin. The Nemesis is the front line in any battle, striking
Medium humanoid (any race), any alignment (usually with the certainty and conviction of an executioner. They don't
non-evil)
rely on their spells during combat, instead focusing on ensuring
that their weapon strikes true and the greatest threat is
Armor Class 21 (+3 adamantium plate; 23 with shield eliminated first. High level paladins might banish the ringleader
of faith) rather than fight it head on, and lower level paladins would
Hit Points 170 (20d8 + 80) almost certainly cast compelled duel on the biggest threat to
Speed 30 ft. ward it away from their teammates. Outside of combat, the
paladin sheaths their weapon and becomes more of a
STR DEX CON INT WIS CHA spellcaster, using spells like magic circle and zone of truth as
interrogative techniques, or using spells like detect magic and
20 (+5) 10 (+0) 18 (+4) 16 (+3) 17 (+3) 18 (+4)
locate object to seek out information regarding the Great Evil.
Bodyguard. The bodyguard's principle directive is not to
Saving Throws Wis +8, Cha +9
protect the paladin, per se, but instead to ensure that its fight
Skills Investigation +8, Persuasion +9, Religion +8
Senses passive Perception 13 against the most dangerous enemy is not interrupted. The
Languages any 2 (usually including Abyssal or Infernal) bodyguard sticks close, attacking any minions that might try to
Challenge 16 (15,000 XP) join in with their master.
Priests. The priests mainly act according to the tactics
Adamantium Plate. Any critical hit against the mortal available to a cleric, sticking to the back lines and providing ad
enemy of evil becomes a regular hit. hoc support as needed. Outside of combat, their spells help
with the reparations on communities affected by the Great Evil.
Aura of Protection and Courage. Friendly creatures Defector. Many Nemeses have a warlock defector as a
within 30 feet of the mortal enemy of evil have retainer, either persuaded or intimidated into their service.
advantage on saving throws and are immune to the This defector acts according to the tactics of a warlock, also
frightened condition while the mortal enemy of evil
staying far back and providing covering fire. They are also used
isn't unconscious.
to take out enemy spellcasters. Outside of combat, a warlock
Spellcasting. The mortal enemy of evil is a 15th level defector is sometimes used as a spy within the ranks of the
spellcaster. Its spellcasting ability is Charisma (spell Great Evil, though this can backfire easily.
save DC 17, +9 to hit with spell attacks). It has the
following paladin spells prepared.
1st level (4 slots): compelled duel, detect evil and
good, detect magic, protection from evil and good,
shield of faith
Actions
Multiattack. The mortal enemy of evil makes two melee
weapon attacks.
Nemesis Greatsword. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
damage, plus 21 (6d6) radiant damage. If the target is a
fiend or a warlock of a fiend, it takes an additional 7
(2d6) radiant damage, and if the target is the paladin's
nemesis, it must succeed on a DC 17 Wisdom saving
throw or become frightened of the paladin until the
end of the paladin's next turn. This is a magic weapon.
Healing Touch (3/Day). The mortal enemy of evil
touches a willing creature. The target regains 30 hit
points and is cleared of the poisoned condition, if
applicable, as well as any diseases. Additionally, the
mortal enemy of evil can end one spell affecting the
target.
141
Tianah's Quest Carlin Xandar
Great Evil. Mammon. Carlin Xander is Lady Tianah's long lost old foster brother, a
Featured Subclass. Feysworn. human, who chanced a meeting with her during her recovery
from her enslavement and swore a vow to protect her. The last
Lady Tianah and her retainers fight against the influence of
time they had seen each other was when they were separated
Mammon in the material realm. They rally against the greed of
when they were very young, and while Tianah had been
massive institutions that leave the peasantry and common folk
transferred to the McKelray family who had raised her in the
with nothing. ways of the Ancients, influencing her to take up her paladin
The first phase of their quest is to defeat a greedy landowner oath, the Xander family had instead fallen into disrepute after
who has hoarded guards and wealth in his small fortress on a their Lord withheld their rightful taxes and forcefully evicted
major highway, fleecing travellers for petty cash. This them. Carlin took up the sword and fought against injustice in
landowner was funded by Queen Patricia of the Highlands. his own way, but when he reconnected with Tianah, he knew
The second phase of their quest is to depose Queen Patricia that her oath against evil was nobler than the life of a
of a small nation who has enslaved her people in horrific work mercenary.
conditions in order to excavate a lost dwarven mine and keep He has secretly been offered compensation by agents of
the gold for herself. There are rumours that her royal court is Mammon to betray Tianah, and with his past experiences of
filled with cultists of Mammon. being cast aside by a Lord who cared nothing for his family, he
The third phase of their quest is to wage war against the cult has not revealed to her this offer. The temptation to defect is
of Mammon, striking them at the source and destroying the evil always present in the form of a coin of Mammon hidden in his
warlocks who have sowed so much evil in the world already. It breast pocket. Further strengthening this temptation is the fact
will not be an easy task, as much of the world's governing that he harbours secret romantic feelings for her, and if his
bodies have been infiltrated by members of the cult. feelings are not reciprocated, he may flip that coin after all.
The fourth phase of their quest is to descend into Minauros Carlin can be represented by the veteran statblock.
and defeat Mammon personally in his lair, thus eradicating his
influence once and for all.
Severin Havel
Lady Tianah McKelray Severin Havel is a human priest of Waukeen, the goddess of
commerce. He is a businessman first and foremost and has
Lady Tianah is a half-elf paladin who has taken up the Oath of been sent to ensure the success of Tianah's quest, and, more
the Ancients, instructed in the ways of being a paladin by her importantly, the return on the investment of the church.
adopted family, the McKelrays, who had taken her in after many Severin's presence may not always be a good thing for Tianah,
foster families had passed her by. She fought for several years as he is constantly urging her to find a way to profit from her
as a paladin against the unseelie fey, but never found any cause quest. Her beautiful suit of armour and masterwork weapons
worth her oath and was considering hanging up her sickle and won't pay for themselves, nor will the continuous expenses
simply inheriting her adopted family's vast fortune. required to feed and house her retainers magically grow from
However, her entire adventuring party became enslaved by trees. Her quest requires sponsorship, and sponsorship
the fey that they had promised to fight for. Each of her friends requires a return.
succumbed to exhaustion and died one by one with nobody to Severin himself is not aware, but many of Mammon's agents
help them. Tianah eventually escaped her enslavement, have infiltrated his church. Having seen the success that Tianah
slaughtered the fey tyrants, and vowed to strike against the has achieved in bringing stability to regions that were
representation of thoughtless exploitation embodied by otherwise exploited and left to rot, he has loosened his
Mammon, the archdevil of greed. insistence on bringing in gold for the church, but the agents of
Years later, she has managed to acquire a sponsorship from Mammon within that church are not happy with this shift in
the Church of Waukeen, granting her equipment and a small priorities. They send frequent "auditors" to check up on him
force of retainers. Tianah is mindful that this may be a test of and bully him into getting back to his original purpose. Severin
her resolve, as it would be easy to push her retainers beyond is more of an accountant than a priest and is very susceptible to
their limits in her quest, when exploiting the underclass is bullying.
exactly what she is fighting against. Severin can be represented by the trickery priest statblock.
She is also tempted, each day, by the outrageous fortune
awaiting her, as her inheritance will make her and her future
family comfortable for generations to come. All she would have
Victory Sallubria
to do is tell her retainers to go home and to put down her Victory Sallubria is a defected warlock of Mammon, a tiefling of
weapon, and she will never have to work another day in her life. scaly gold skin, long black hair, and sharp white teeth he
Tianah can be represented by the feysworn statblock. displays with a prideful smile. He was defeated and captured by
Tianah, but managed to convince her to let him defect and help
her on her quest once he had convinced her that enslaving him
made her no better than Mammon himself. Carlin Xander keeps
a careful eye on the tiefling, never trusting a devil to betray its
own kind, but Victory is nothing but a man of his word.
142
Of course, Victory never liked Mammon. His line is tainted by
Mammon's greedy ways and he has watched generations of
warlocks in his family see their fortunes squandered, their
great hoards left behind as they were dragged screaming into
the desolate dungeons of Minauros. You can't take it with you,
after all. He doesn't want that for himself. If he can tear himself
away from Mammon's temptations, perhaps he can achieve
long-term prosperity.
Victory can be represented by the warlock of the fiend
statblock.
Other Retainers
Squires
Both Tianah and Carlin have young squires who take care of
their horses and equipment.
Servants
Tianah employs 8 servants (commoners) to cook, clean,
bathe, tack, and maintain equipment.
Priests
Severin occasionally links up with other followers of Waukeen,
and sometimes they hang around with the group to gain
experience for their standing in the church, much like an
internship. These are usually acolytes and there might be one
or two helping the quest at any given time.
Conflict
Conflict with Lady Tianah and her retainers might occur at
various stages of her quest.
Phase One
The party is employed by the landowner to intercept illegal
transportation of goods across the highway. Lady Tianah
confronts them as they are part of a system of oppression.
Phase Two
The party is sent into the dwarven mines to slay a monster that
has lain hidden within. Lady Tianah is already there freeing
slaves (even though many of the freed slaves are eaten by the
monster). She confronts the party as they are part of a system
of oppression.
Phase Three
The party has been invited to a royal ball of many rich nobles,
perhaps hoping for pieces of valuable information or gaining
trusted allies in high places. Lady Tianah crashes the party and
starts openly murdering nobles she suspects to be warlocks of
Mammon. She also confronts the party as they are part of a
system of oppression.
Phase Four
The party has been enslaved by Mammon and forced to fight for
him in Minauros. Lady Tianah confronts the party as they are
part of a system of oppression.
143
Aspect of Vengeance (PHB)
Powerful knights and fighters slain in the midst of a great Aspect of Vengeance
injustice sometimes return to the Material realm as Aspects of Medium celestial, any alignment
Vengeance, holy warriors possessed by a drive to right what has
been wronged. Armor Class 18 (plate)
This paladin has taken the Oath of Vengeance. Hit Points 150 (20d8 + 60)
Speed 30 ft., fly 30 ft.
"You were dead," you say. "I watched you die. I burned
your body. You're undead. You're a revenant." STR DEX CON INT WIS CHA
"No," he says. His armor is a golden shimmer. His
face glows with divine light. He points a finger at you, 18 (+4) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 17 (+3)
and you feel marked, and you feel scared, and you feel
frozen in place. You can hardly move your feet, and Saving Throws Wis +6, Cha +7
when the maul comes at you, you reflect on all the Condition Immunities frightened
mistakes you've made that have led you here. Skills Intimidation +7, Investigation +5, Survival +6
Senses passive Perception 12
Languages Celestial plus any two languages
Quick Features Challenge 11 (7,200 XP)
144
The bitter rival is a more grounded version of the aspect of
vengeance, a powerful fighter who has sworn an oath to
destroy the heroes of the story. Perhaps the party killed
someone important to them or orchestrated events that made
Sworn Foe
Medium humanoid (any race), any alignment
them compromise their beliefs. Whatever the case, they are an
insatiable force of nature that will hunt them to the ends of the
Armor Class 18 (plate)
earth.
Hit Points 97 (15d8 + 30)
If the rival is defeated but left alive, it might return as a Speed 30 ft.
sworn foe. If the rival is killed, it might return as a revenant
from the Monster Manual. If the threat is not wholly eliminated
by the time the party reaches Tier 3, the aspect of vengeance STR DEX CON INT WIS CHA
is the final form of such a foe. 16 (+3) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2)
145
Feysworn (PHB)
Paladins who willingly take on the mantle of an archfey and do Feysworn
great deeds to further its influence in the world are called Medium humanoid (any race), any alignment
Feysworn.
This paladin has taken the Oath of the Ancients. Armor Class 17 (natural armor)
Hit Points 105 (14d8 + 45)
Speed 30 ft.
You land the final hit on the shrine. The statue
crumbles. You turn to head home, having completed
your mission, but all of the grass suddenly grows five STR DEX CON INT WIS CHA
feet in an instant, and you are lost in the tall grass. A
swarm of fairies bursts forth from the shrine. Having 15 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 18 (+4)
desecrated the sacred rites of the fey, their champion
has been sent to kill you. A beautiful woman in armor Saving Throws Wis +5, Cha +7
laced with wreathes approaches you slowly, and then, Skills Nature +4, Perception +5, Religion +4
with fluttering moths escaping from the cracks in her Senses passive Perception 15
armor, she disappears and reappears right in front of Languages Sylvan plus any two languages
you, her harvest sickle flashing in the moonlight. Challenge 7 (2,900 XP)
A fireball is your only chance. You blast the paladin
and the grass around her, but when the smoke clears, Aura of Warding. The feysworn and friendly creatures
the paladin stands tall. She brushes a flicker of flame within 30 feet of it have resistance to damage from
from a leaf on her armor, then flips her sickle spells.
backwards and jams it into your heart.
Innate Spellcasting. The feysworn's innate spellcasting
ability is Charisma (spell save DC 15, +7 to hit with spell
Quick Features attacks). It can cast the following spells innately.
At will: speak with animals
Nature's Wrath (Recharge 5-6). The feysworn targets a 1/day each: plant growth, protection from energy,
creature it can see within 30 feet of it. The creature commune with nature
must succeed on a Dexterity saving throw (DC
feysworn's Charisma) or be restrained by magical vines Sacred Weapons. The feysworn's weapon attacks are
for 1 minute. The target can repeat this saving throw at magical. When the feysworn hits with its sickle, the
the end of each of its turns, ending the effect on a weapon deals an extra 18 (4d8) radiant damage
success. (included in the attack).
Actions
Multiattack. The feysworn uses its Nature's Wrath, if it
can. It then makes two attacks with its sickle.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage plus 18 (4d8)
radiant damage.
Nature's Wrath (Recharge 5-6). The feysworn targets a
creature it can see within 30 feet of it. The creature
must succeed on a DC 14 Dexterity saving throw or be
restrained by magical vines for 1 minute. The target
can repeat this saving throw at the end of each of its
turns, ending the effect on a success.
146
Hero (TCE)
Heroes of myth are just slightly above the rest of mankind. They Hero
are strong, powerful, wise, yet flawed. And they are bound to Medium humanoid (any race), any alignment
their fate.
This paladin has sworn the Oath of Glory. Armor Class 16 (breastplate)
Hit Points 45 (6d8 + 18)
Quick Features Speed 40 ft., climb 40 ft.
Inspiring Strikes (1/Turn). When the hero hits with a STR DEX CON INT WIS CHA
melee weapon attack, each allied creature within 30 16 (+3) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 16 (+3)
feet of the hero regains 5 hit points.
Skills Athletics +5
Senses passive Perception 12
Battlemaster Maneuvers Languages any one language
This NPC is skilled in single combat and might have a
Challenge 2 (450 XP)
battlemaster maneuver (save DC 13) in addition to the features
here. See Battlemaster Maneuvers.
Athlete. The hero's long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running
start. When the hero is prone, standing up uses only 5
feet of its movement.
Aura of Alacrity. Allied creatures that start their turn
within 10 feet of the hero have their speed increased
by 10 feet until the end of their turn.
Inspiring Strikes (1/Turn). When the hero hits with a
melee weapon attack, each allied creature within 30
feet of the hero regains 5 hit points.
Actions
Mythical Sword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9
(1d10 + 4) slashing damage when used with two hands
to make a melee attack, plus 4 (1d8) radiant damage.
This is a +1 magic weapon.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Lay on Hands (1/Day). The hero touches a willing
creature. The target regains 15 hit points.
147
Holy Redeemer (XGE)
Paladins who break their oaths don't always go mad with self- Holy Redeemer
pity and regret. Some of them use their experiences to take on a Medium humanoid (any race), any good alignment
new oath: one where they seek redemption for themselves by
providing that same redemption to others. Armor Class 16 (chain mail)
This paladin has taken the Oath of Redemption. Hit Points 90 (12d8 + 36)
Speed 30 ft.
"No!" pleads the knight, a dragonborn with topaz-blue
chain armor that glitters with magical power. His king STR DEX CON INT WIS CHA
scoffs and orders the first prisoner to be executed, but
as the axe slams into the poor commoner's neck, it's 17 (+3) 10 (+0) 17 (+3) 10 (+0) 13 (+1) 18 (+4)
instead the knight who reels back, blood pouring from
his neck right where the axe would have landed. He Skills Persuasion +10
stays on his feet. "That ... that was your warning." Damage Resistances acid, cold, fire, force, lightning,
The king just laughs and takes the axe. "I'll do it necrotic, poison, psychic, radiant, thunder;
myself!" He swings, and this time, with one clean bludgeoning, piercing, and slashing
strike, he removes the commoner's head. Blood spurts Senses passive Perception 11
across the throne room floor. The king laughs, but his Languages Celestial plus any one language
laughs turn to gurgles as an axe wound appears in his Challenge 8 (3,900 XP)
neck. The hole gleams bright with divine light, and the
king collapses to the floor, dead. Emissary of Redemption. The redeemer's resistances
don't function against creatures it has attacked or
targeted with a spell since the last dawn.
Quick Features
Spellcasting. The redeemer is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to
Protect the Innocent. When a creature within 30 feet of hit with spell attacks). It has the following paladin
the redeemer takes damage, it can use its reaction to spells prepared.
magically take that damage instead. The redeemer 1st level (4 slots): compelled duel, cure wounds,
doesn't transfer any other effects that might protection from evil and good, sanctuary, sleep
accompany the damage, and this damage can't be 2nd level (2 slots): calm emotions, hold person, lesser
reduced in any way. restoration
Rebuke the Violent. When the redeemer sees an
attacker within 30 feet of it deal damage with an attack Actions
against a creature other than the paladin, it can use its Multiattack. The redeemer makes two attacks with its
reaction to force the attacker to make a Charisma quarterstaff.
saving throw (DC redeemer's Charisma). On a failed
save, the attacker takes radiant damage equal to the Sacred Staff. Melee Weapon Attack: +6 to hit, reach 5
damage it just dealt. On a successful save, it takes half ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If
as much damage. the target is an evil-aligned creature, the attack deals
an additional 9 (2d8) radiant damage.
Reactions
Protect the Innocent. When a creature within 30 feet of
the redeemer takes damage, it can use its reaction to
magically take that damage instead. The redeemer
doesn't transfer any other effects that might
accompany the damage, and this damage can't be
reduced in any way.
Rebuke the Violent. When the redeemer sees an
attacker within 30 feet of it deal damage with an attack
against a creature other than the paladin, it can use its
reaction to force the attacker to make a DC 15
Charisma saving throw. On a failed save, the attacker
takes radiant damage equal to the damage it just dealt.
On a successful save, it takes half as much damage.
148
Kingsguard (PHB)
The most devoted and religious of paladins take on an oath to Kingsguard
protect the realm from the influence of the wrong religion. They Medium humanoid (any race), any alignment
are often sponsored by the state, taking on the mantle of a
Kingsguard. Armor Class 20 (plate, shield)
This paladin has taken the Oath of Devotion. Hit Points 120 (16d8 + 48)
Speed 30 ft.
The queen bristles from within her carriage. "I thought
we weren't making any stops." STR DEX CON INT WIS CHA
"Bandits," says her guard, nearly eight feet tall and
completely covered in armor lined with gold and set 19 (+4) 15 (+2) 16 (+3) 13 (+1) 15 (+2) 17 (+3)
with rubies. He places a small silver mirror in the
queen's hand, then he approaches your party, Saving Throws Wis +6, Cha +7
unhooking his morningstar from his waist. "Do you Skills Athletics +8, Intimidation +7, Perception +6
know who you've stopped?" Senses passive Perception 16
You feel a bit uneasy challenging this guard, Languages any three languages
especially considering he is the only person standing Challenge 11 (7,200 XP)
between you and the queen herself, but the potential
reward for the queen's capture is too great. You draw Aura of Protection. The kingsguard and friendly
your sword. creatures within 30 feet of it have advantage on saving
The guard smacks away your first mercenary, throws.
reducing him to blood and bones in one strike. Fear
strikes your heart. Your only hope is that your bounty Innate Spellcasting. The kingsguard's innate spellcasting
hunter can remain hidden. You spot the bounty hunter ability is Charisma (spell save DC 15, +7 to hit with spell
sneaking into the carriage with a net, and you smile as attacks). It can cast the following spells innately
he readies his net, but something seems to stop him. without expending somatic or material components.
Something stays his hand. He can't make his attack at 3/day each: protection from evil and good, sanctuary
149
Knight Conqueror (XGE)
Some paladins use their abilities for glory, either for Knight Conqueror
themselves, their nation, or their cause. Leading scores of Medium humanoid (any race), any lawful alignment
heavily-armored devotees, a knight conqueror becomes a figure (usually evil)
of terrible power carving its way through the battlefield.
This paladin has taken the Oath of Conquest. Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
The city burns. You take a route through the back
gates to make your escape, but you would have been
better to fight the main raiding force, for before you STR DEX CON INT WIS CHA
stands the conqueror himself, clad in spiked black
armor with a spiked black flail trailing lazily and 18 (+4) 10 (+0) 16 (+3) 15 (+2) 10 (+0) 19 (+4)
confidently along the ground to his side.
He points to you. "This is between us." The Skills History +5, Intimidation +7
conqueror's men take a step back, and although yours Senses passive Perception 10
attempt to guard you, but the conqueror squeezes a Languages any one language
bleeding heart in his fist and a wave of primal terror Challenge 6 (2,300 XP)
washes over your men. They retreat. You fumble for
your bowstring. The conqueror states, "Genuflect Innate Spellcasting. The knight conqueror's innate
before me," and you drop your bow and fall to your spellcasting ability is Charisma (spell save DC 15, +7 to
knees, completely out of your control. He doesn't hit with spell attacks). It can cast the following spells.
even bother to swing his flail against you. He just
places a hand on your head and whispers a curse of At will: command
150
Mortal Traitor (UA
(UA))
Paladins wooed by demon lords such as Grazz't or Orcus take Mortal Traitor
upon their powers of deception and manipulation with one Medium humanoid (any race), chaotic evil
goal: bring chaos and destruction to the world. Their tactics
often include accusing virtuous paladins of being mortal Armor Class 20 (plate, shield)
traitors themselves. Hit Points 150 (20d8 + 60)
This paladin has taken the Oath of Treachery. Speed 30 ft.
"We have you now, Captain Natwitch Blastwitch!" You STR DEX CON INT WIS CHA
shout with confidence. With your trusty knight by
your side, it was all too easy for your party to corner 18 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 18 (+4)
this criminal.
"Sorry, boss," says your knight. "But she's offering Saving Throws Wis +6, Cha +8
double." The knight disappears into thin air, then Skills Deception +8, Stealth +6
reappears behind you, where the chain of his flail Senses passive Perception 12
wraps around your neck. Languages Abyssal plus any one language
"Kill him!" you plead your barbarian. He swings with Challenge 10 (5,900 XP)
his maul, but the maul seems to redirect in mid-flight
and slams hard into your chest. "No!" you gasp. "Not Aura of Treachery. The mortal traitor has advantage on
me, him!" melee attack rolls against any creature that has one or
With a snide laugh, the traitor and Captain more of its allies within 5 feet of it.
Blastwitch escape.
Deceitful Nature. The mortal traitor can use its bonus
action to turn invisible until the end of its next turn or
Quick Features until it attacks, deals damage, or forces a creature to
make a saving throw. Additionally, the mortal traitor
can choose to ignore the disadvantage imposed by
Aura of Treachery. The mortal traitor has advantage on heavy armor when it makes a Dexterity (Stealth) check.
melee attack rolls against any creature that has one or
more of its allies within 5 feet of it. Actions
Treacherous Strike (Reaction). If a creature within 5 feet Multiattack. The mortal traitor makes two attacks with
of the mortal traitor misses it with a melee attack, the its flail.
mortal traitor can magically force it to reroll that attack
Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., one
against a creature of its choice that is within 5 feet of target. Hit: 8 (1d8 + 4) bludgeoning damage plus 18
the attacker. This reaction fails if the attacker is
(4d8) poison damage.
immune to being charmed.
Reactions
Battlemaster Maneuvers Treacherous Strike. If a creature within 5 feet of the
This NPC is skilled in single combat and might have a mortal traitor misses it with a melee attack, the mortal
battlemaster maneuver (save DC 16) in addition to the features traitor can magically force it to reroll that attack against
here. See the list of Battlemaster Maneuvers. a creature of its choice that is within 5 feet of the
attacker. This reaction fails if the attacker is immune to
being charmed.
151
Oathbreaker (DMG)
Paladins that forsake their sacred oaths in pursuit of selfish Antipaladin
goals risk losing their holy powers and falling from grace. Medium humanoid (any race), any alignment
Those who have devoted their lives to the study of divine magic
might be unwilling (or outright incapable) of beginning a new Armor Class 20 (plate, shield)
life devoid of power or strength and therefore seek out new Hit Points 37 (5d8 + 15)
sources of power. Evil gods prey upon these fallen paladins, Speed 30 ft.
promising them untold power in exchange for blind devotion,
and the weakest-willed of them become Oathbreakers, terrible
STR DEX CON INT WIS CHA
forces of necromantic energy that carve a path of destruction
across the world in service of their dark gods. 16 (+3) 11 (+0) 16 (+3) 10 (+0) 10 (+0) 14 (+2)
Antipaladins
A particular kind of evil oathbreaker is enlisted to hurt other
paladins. You can use the antipaladin statblock to represent
someone whose abilities specifically counter traditional paladin
abilities (after all, paladins are otherwise notoriously difficult
to kill). Use the blackguard or death knight statblocks for an
antipaladin with the traditional flavour they had in previous
editions of Dungeons and Dragons, namely an "evil paladin".
The antipaladin statblock here is designed as a dangerous
one-on-one opponent for a 5th- to 7th-level paladin.
152
Rebirth Knight (HD)
Armed with the knowledge and power of countless ancestors, Rebirth Knight
rebirth knights have taken an oath to unlock their lineage and Medium humanoid (any race), any alignment
demonstrate to the world their full potential.
This paladin has sworn the Oath of Rebirth. Armor Class 20 (plate, shield)
Hit Points 75 (10d8 + 30)
Quick Features Speed 30 ft.
Spellcasting. The knight is a 9th level spellcaster. Its STR DEX CON INT WIS CHA
spellcasting ability is Charisma. It has the following 18 (+4) 10 (+0) 16 (+3) 13 (+1) 13 (+1) 16 (+3)
paladin spells prepared.
1st level (4 slots): bless, comprehend languages, divine Saves Str +7, Dex +3, Con +6, Int +4, Wis +4, Cha +6
Skills History +7, Perception +7, Persuasion +9
favor, identify, wrathful smite
2nd level (3 slots): alter self, augury, lesser restoration, Damage Immunities psychic
protection from poison
Actions
Multiattack. The knight makes two attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) slashing damage plus 9
(2d8) radiant damage.
Javelin. Melee or Ranged Weapon Attack: +7 to hit,
range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.
153
Sovereign Knight (SCAG)
Some nations have institutionalised paladin training, forcing Sovereign Knight
their most elite soldiers to take up the mantle of a sovereign Medium humanoid (any race), any lawful alignment
knight in service of their King or Queen. These men and women
often have their spirits broken and their wills driven to the dust Armor Class 18 (plate)
to make more obedient servants, more devoted protectors, and Hit Points 157 (21d8 + 63)
more deadly killers. Speed 30 ft.
This paladin has taken the Oath of the Crown.
sits down, meditating and concentrating. As his squire 3/day each: warding bond, zone of truth
rushes to treat his wounds, a harsh look keeps the 1/day each: banishment
squire back. After one minute has passed, the
Sacred Weapons. The knight's weapon attacks are
sovereign knight nods, rises, and allows his squire to
magical. When the knight hits with its halberd, the
bandage him up. weapon deals an extra 18 (4d8) radiant damage
"It is done."
(included in the attack).
154
Watcher Knight (TCE)
Sacred is the oath to protect the world against otherworldly Watcher Knight
entities. Scores of watcher knights stay vigilant against the Medium humanoid (any race), any lawful alignment
threats that face existence itself, and they are the first to fall
when such threats arise. Armor Class 18 (plate)
This paladin has sworn the Oath of the Watcher. Hit Points 39 (6d8 + 12)
Speed 30 ft.
Ranger Watches
You can make a watcher knight part of a Watch, an organisation
dedicated to protecting the world against a specific threat that
STR DEX CON INT WIS CHA
must be contained at all costs. 16 (+3) 10 (+0) 14 (+2) 12 (+1) 15 (+2) 16 (+3)
This NPC is skilled in single combat and might have a 2nd level (2 slots): augury, moonbeam, protection
battlemaster maneuver (save DC 13) in addition to the features from poison
here. See Battlemaster Maneuvers.
Actions
Halberd of Material Superiority. Melee Weapon Attack:
+5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3)
slashing damage, plus 4 (1d8) force damage if the
creature is not from the material plane. This is a magic
weapon.
Abjure the Extraplanar (1/Day). Each elemental, fey,
fiend, or aberration within 30 feet of the knight that
can hear it must make a DC 13 Wisdom saving throw.
On a failed save, the creature is turned for 1 minute or
until it takes damage. A turned creature must spend its
turns trying to move as far away from the knight as it
can, and it can’t willingly move to a space within 30
feet of the knight. For its action, it can use only the
Dash action or try to escape from an effect that
prevents it from moving. If there’s nowhere to move,
the creature can use the Dodge action.
Divine Sense (3/Day). Until the end of the knight's next
turn, it knows the location of any celestial, fiend, or
undead within 60 feet of it that is not behind total
cover. It knows the type of creature but not its identity.
155
Winter Knight (DAPC
(DAPC))
Winter Knights struggle against the blight of undeath, seeing it Winter Knight
as a barrier between souls and their rightful place in the Medium humanoid, any alignment
afterlife. They take on forms that evoke the chill of death in
order to remind their enemies of that which necromancy seeks Armor Class 18 (plate)
to overcome, that which will always cede to the coming of Hit Points 150 (20d8 + 60)
winter. Speed 30 ft.
This paladin has taken the Oath of the Grave.
Actions
Multiattack. The knight makes two attacks with its
maul.
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 14
(4d6) cold damage.
156
Rangers
K
nown primarily for their effortless ability to
survive in the wilds, rangers are often employed
Beast King
On an isolated island far from the coast, where tribal hunters
as guides, wardens, and escorts through
and dinosaurs tentatively coexist, a giant ape rules over all
perilous terrain. They are also used as
other beasts as king. After an expedition to bring the beast to
consultants on specific types of threats, such as
civilisation failed, a ranger watch was formed to return the king
orcs, gnolls, fey, or outsiders like demons and
to its island and prevent any from stealing it away again.
devils. Rangers are experts just as much as they
are combatants. Beastmasters
Herbalists
Ranger Watches Hunters
Primeval Guardians
Sometimes, an ancient evil is sealed away by a powerful spell
such as imprisonment, or chained up through other means such Fallen Angel
as a magic circle and guards and wards, or even mundane As hapless bystanders peered over the crater of a fallen star,
restraints paired with an antimagic field. While wizards are and as their hands dropped after shielding their faces from the
generally the ones who prepare the mode of imprisonment, the bright light, they saw a one-winged angel, skin crackling with
guarding of this ancient evil is left up to a faction of rangers fire and light. Local paladins were quick to the scene,
called a watch. These Ranger Watches devote their lives (or at collaborating with wizards to trap the fallen planetar in
least a period of service) towards guarding the region where an magical chains within a magic circle. With the angel's mouth
ancient evil is locked away, ensuring that no one, maliciously or sewn shut by divine thread, there's no telling what caused its
accidentally, will release what must be contained. fall from grace. A ranger watch devoted to shadow magic
protects the meteor site, keeping the strength of the angel's
Demographics beacon dim, for heroes may come to rescue the angel and
unleash god-knows-what upon the material plane.
In a ranger watch of 40 people ...
Gloom Stalkers
10 are rangers (alternatively, some might be long rangers Horizon Walkers
or blood hunters) Nightstalkers
20 are outlaws, bandits, eco-terrorists, witch doctors,
mercenaries, archers, and scouts, usually atoning for Machine of Death
past crimes A rock gnome city was completely destroyed by a machine built
10 are merchants, indentured servants, and other sorts of by a legendary tinkerer. A few adventuring parties have gone
mundane companions (commoners) into the ruined dungeon city in search of loot, but they never
emerged, and, shortly, earthquakes throughout the region
Sealed Evil threatened to bury other nearby cities as well. A ranger watch
was formed under the assumption that the machine has fed
Eldritch Horror upon these idiotic adventuring parties. If any more go down
An eldritch horror from beyond the Astral Sea migrated to the there, it will only get stronger and cause irreplaceable damage
Material Plane and landed next to an arctic wizard school. A few to the surrounding area.
mages were able to encase the horror deep beneath the ice, but
knowing enough about the creature to trap it drove every mage Gloom Stalkers
insane. Arctic rangers patrol the frozen wasteland, warding off Hunters
anyone seeking to learn about the creature. Many rangers in the
watch have forgotten why they need to protect this place, and, Sleeping Dragon
honestly, it's better that way. Cursed by a wish to slumber forever, an ancient green dragon
lies at the bottom of a swamp. Over the course of hundreds of
Horizon Walkers years, the swamp has grown around the dragon. Its spine has
Monster Hunters become a great hill stretching above the muck. At the present
moment, it's unknown what could wake up the dragon, but a
ranger watch guards the area just to be sure. It could be any
random traveller that triggers some contingency in the wish
that awakens the dragon to wreak havoc once again.
Beastmasters
Herbalists
Hunters
Monster Hunters
Primeval Guardians
157
Leviathan Demon
Slumbering at the bottom of the deepest ocean, an elemental Deep in the Underdark is demon on the loose. There's no telling
leviathan risks being awakened by the environmental impact of how big it is or what its powers are, but its presence is
local industry. A ranger watch has formed to launch raids corrupting the region. People have been evacuated and a watch
against fishing organisations and drive cities to dump their of rangers has been dispatched under two orders. First,
waste in other locations. A leviathan rising could mean the dispatch the demon through any means necessary. This watch
flooding of every city within ten miles of the coast. has an archmage in its ranks with three scrolls of banishment
at the ready. Second, remove anyone else in the area by any
Herbalists means necessary, up to and including deadly force. Can't risk
Horizon Walkers anyone being corrupted by the demonic energy and spreading
Primeval Guardians the demon's influence even further.
158
Grey Goo
An experiment gone wrong. A wizard school destroyed. A sea of Watch Strategies
grey ooze consuming all living material that it touches. Only Watch and Learn. The watch all share the same favoured
through a controlled scorched-earth policy of the entire enemy based on the ancient evil they are sworn to keep hidden.
surrounding area could its expansion be stopped. Many within This gives them intimate knowledge of those creature's
the radius of the fires perished, either by the goo or by burning weaknesses and strengths which they can use to prepare ahead
to death trying to escape. This was the work of a hastily- of time.
gathered watch of volunteer rangers who took on the solemn On the Prowl. Rangers of the watch aren't slowed by the
duty of stopping the spread of the grey goo before it's too late. terrain they patrol. They move quickly, silently, and with no
Now, those that condemned the local people to death have chance of being lost, and they can forage food to feed
taken a vow to preserve the area and make sure that the grey themselves indefinitely. They know exactly how many creatures
goo never finds a way to eat through the blasted heath. It may pass through their lands as well as their size and type. Once
not be acceptable to a tree-hugging druid, but sometimes hard you're aware you've wandered into the watch's territory,
decisions must be made in the name of the greater good. they've already been following you for days.
Hyperaware. As a collective, the watch can each use their
Herbalists
magical connection to the land to sense the presence of
Hunters
aberrations, celestials, dragons, elementals, fey, fiends, and
Infestation undead. The ranger feature is expanded for the watch, giving
Deep in a dark forest, a mound of shambling and twitching them information also on the direction and numbers of each
vines has come alive in its own right. Its influence over the type of monster.
forest is insidious and absolute, and it wishes only for one
thing: to expand. Like a weed, it smothers the "lower" plant life
and replaces it with its own. Entire forests have now been
Ranger Tactics
Ambush. Given their connection to the land, rangers have
swallowed up by this creature, with every tree another aspect
ample time to prepare their ambush. They can settle in and
of its consciousness. Through mind-control spores, it has
launch a trap once they know where their opponents will be,
managed to take control of a local ranger watch and uses them
to patrol the edges of its territory, warding away anyone who opening with a volley of arrows from dark alcoves and brush.
might pose a threat so it can reach its tendrils ever outward. Range. Almost every ranger uses some type of bow, and they
keep their distance at all costs. They'll keep their distance for as
Herbalists long as possible in each battle, starting fights at ranges that
Primeval Guardians would be uncomfortable for most.
Demilich
After being defeated by great heroes, and with all of its
phylacteries supposedly destroyed, a band of heroic
adventurers strode confidently back into town, certain that the
threat of the lich had been lifted. Unfortunately, they missed
one. Starved for souls, the lich has eroded away into a
demilich whose necrotic energy is still felt in waves coming
out from its old tower lair. Rangers keep a careful eye on the
prevalance of undead creatures that spring up nearby.
Gloom Stalkers
Nightstalkers
159
The Mezai
Wild Guardian Race. Elf
Large fey, any chaotic alignment
Sealed Evil. Demon
Featured Subclass. Gloom Stalker
Armor Class 18 (natural armor)
Nothing about the Underdark should necessarily make it
Hit Points 204 (24d10 + 72)
Speed 30 ft. more susceptible to corruption by demons. It's not an
inherently magical place. It's just a very big cave. The Abyss is
equidistant from every point in the Prime Material. And yet,
STR DEX CON INT WIS CHA demons seem to use the Underdark as a stepping stone to the
21 (+5) 21 (+5) 17 (+3) 15 (+2) 20 (+5) 15 (+2) overworld. Their influence is felt much more strongly down
there. The high elves and wood elves on the surface blame the
Skills Nature +8, Perception +11, Survival +11 drow. If it weren't for those Lolth-worshipping psychopaths,
Damage Resistances nonmagical bludgeoning, there wouldn't be so much demonic activity down there.
piercing, and slashing Now there's some damnable creature that has clawed its way
Senses passive Perception 26 out of a portal. An ancient and respected ranger watch, the
Languages Sylvan, plus any one language Mezai, has been tasked with hunting down this demon and
Challenge 17 (18,000 XP) disposing of it through any means possible. While it lives, the
region devolves into greater and greater chaos. Soon, more
Guardian Soul. The wild guardian gains 20 temporary demons might be able to claw their way up after it.
hit points at the beginning of each of its turns. First point of order is to remove the demon. Killing it might
not be the easiest option; the Mezai are accompanied by an
Innate Spellcasting. The wild guardian's spellcasting
ability is Wisdom (spell save DC 19, +11 to hit with spell archmage who has three scrolls of banishment (in case the
attacks). It can cast the following spells innately, first two don't stick). That's the best option.
without expending material components. Second point of order is to remove anyone else in the area.
With a demon on the loose, anyone susceptible to corruption
At will: absorb elements, detect poison and disease,
will be much more easily swayed to darkness. Demons are
hunter's mark, purify food and drink, tree stride
usually chaotic creatures, but some have enough intelligence to
1/day: goodberry, locate animals or plants, locate gather followers rather than body parts. Can't take any chances.
creature, lesser restoration The Mezai take this duty with a certain degree of satisfaction,
Keen Senses. The wild guardian has advantage on as the biggest populated area of the region belongs to the drow.
Wisdom (Perception) checks.
Wild Weapons. The wild guardian's weapon attacks are The High Elves
magical and deal an additional 9 (2d8) force damage The leader of the Mezai is a high-elf horizon walker named
(included in the attack). Coelanth Hydrangus. As the representative of 3 high-elf gloom
160
The Archmage Conflict
Ordens Mactavius is an archmage usually acting as the advisor The party might come into conflict with the Mezai in the
to a powerful noble family. When the noble family's daughter following ways.
was killed in the frantic escape from the region in the
Underdark, Ordens was offered up to the Mezai as assistance in Monster Hunters
tracking down and defeating the demon. The party has joined with the Mezai to hunt down the demon,
In truth, Ordens was the one who summoned the demon. He not realizing that the archmage has sinister intentions.
has no plans of releasing it. In fact, his scrolls of banishment
have been disguised with illusory script and Nystul's magic aura Refugees
and are actually rituals to open up the gates for further demons. The party is attempting to escape the demon and leave the
If Ordens can destabilise the region, he'll be granted more Underdark, but the Mezai suspects the party of being corrupted
power to conquer the Underdark and bring those "savages" by the demon and decides to kill them, just to be sure.
down there to the light.
The Drow
The Mezai are assisted by two drow gloom stalkers,
Skimbrith Allevaria and her manservant Daghev Villivandus.
They are technically equal in power, but Daghev is completely
deferent to Skimbrith's authority, as is customary in drow
culture. She's easily three feet taller than him.
Skimbrith doesn't agree with the reasons behind the Mezai's
slaughter of her people, but she does agree with the slaughter
in general, believing those who could not escape the demon to
be weak and deserving of culling. She will argue with Coelanth
for hours about the unjust nature of killing her people, but then
whoop with sick joy when the act of killing transpires in front
of her.
Skimbrith has also brought along 4 male drow commoners
as servants to dote on her. The servants offer to help cook and
clean for the entire Mezai, but nobody else seems comfortable
with it.
The Demon
The demon is a glabrezu. It is scouring the Underdark looking
for an opportunity to reach the surface, but the maze of caves
has proved too difficult for its chaotic mind to map. While it's
still in the underdark, it causes mass panic with its spells
darkness and confusion. When it wants to lay low, it will cast fly
on itself and nestle into the stalactites on the ceiling, dropping
down on anything that comes by and ripping it to shreds when
it's ready to move on.
The glabrezu's continued presence causes strange effects in
the region. Magical items glow brightly and cannot be
concealed. Spells fizzle out on 10% of castings. Animals
(especially insects) are born with mutated pincers and horns.
161
Beastmaster (PHB)
Beastmasters are legendary animal tamers. Their words calm Beastmaster
their beasts and terrify their animals. Medium humanoid (any race), any alignment
The beastmaster's challenge rating doesn't include its animal
companion. Since we're not strictly limited by what the class Armor Class 15 (hide armor)
can actually do, we can give the beastmaster any animal Hit Points 75 (10d8 + 30)
companion available in a published book. Included are some Speed 30 ft.
randomly-picked suggestions.
Dire Wolf (MM 321) STR DEX CON INT WIS CHA
The enormous hound sticks loyally by the woman's heel, head 12 (+1) 15 (+2) 16 (+3) 10 (+0) 18 (+4) 12 (+1)
down, fangs bared. Its eyes flick meaningfully to its master's face,
reading her expression and relaxing when it sees that she's in a Skills Animal Handling +8, Survival +6
good mood. Senses passive Perception 14
Languages any one language
Giant Scorpion (MM 327) Challenge 2 (450 XP)
The clicking of its claws fades as its master strokes its head. "Not
yet," the man says. "Knock them out first." And with that, the Animal Companion. The beastmaster is bonded to a
stinger shoots down. beast, which is its animal companion. The companion
acts on its own initiative, but otherwise obeys the
Hunter Shark (MM 330) beastmaster's commands. As a bonus action, the
The merfolk seems surprised to see a boat so far out to sea. He beastmaster can command its companion to use its
uncorks a potion to release a foul-smelling aroma, and in less
reaction to take the Dash, Disengage, Dodge, or Help
action.
than a minute, a fin emerges from the waters. A striped shark
sidles up beside him, nudging him for food.
Actions
Tyrannosaurus Rex (MM 80) Multiattack. The beastmaster makes two weapon
The monster leaps across the plains, crossing the width of rivers attacks.
in a single bound, shaking the foundations of the earth with every
thunderous step. Clinging to its neck, hollering words of Whip. Melee Weapon Attack: +4 to hit, reach 10 ft.,
encouragement, is a little old lady gnome. one target. Hit: 4 (1d4 + 2) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
Quetzalcoatlus (VGM 140) 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
The sky darkens and the usual lively sounds of birds chirping goes damage.
deadly silent. A single flap of the beast's wings sends the grass
bouncing and dancing. With a gust strong enough to blow down
a house, the beast lands in front of its master.
Mounts in Battle
Aurochs (VGM 207) To streamline the use of mounts in battle, a DM can adopt the
The young hill dwarf can barely hold on as the big-horned following variant rules.
creature sprints at the side of the red barn. He hides his face just
before he feels the crunch of splintering wood. The rider and the mount share the same initiative (using the
rider's score).
Goat (MM 330) Both the mount and the rider take actions on their shared
The ranger kneels down by her goat and lifts up its big floppy ear. turn.
She whispers, "If you don't stop eating random trash while we're The mount determines movement while it is being ridden.
supposed to be fighting off orcs, I'll take you to the market and Any of the actions or attacks from both rider and mount can
trade you for a box of apples." occur in any order (even alternating between mount and
rider) and can be split up by the mount's movement.
Other Beastmasters Opportunity attacks target only the mount.
For another version of the beastmaster that gives more Quick Features
independence to its animal companion, see the beast tamer in
the Long Ranger chapter.
Animal Companion. The beastmaster is bonded to a
Battlemaster Maneuvers beast, which is its animal companion. The companion
This NPC is skilled in single combat and might have a acts on its own initiative, but otherwise obeys the
battlemaster maneuver (save DC 12) in addition to the features beastmaster's commands. As a bonus action, the
here. See the list of Battlemaster Maneuvers.
beastmaster can command it to use its reaction to take
the Dash, Disengage, Dodge, or Help action.
162
Dune Diver (HD)
Dune divers are employed as scavengers, raiders, and scouts. Dune Diver
One person can keep a secret, and one dune diver can get the Medium humanoid (any race), any alignment
job done. Dune divers prefer to let the natural land act as their
cover and keep hidden for as long as possible. Sometimes that Armor Class 15 (chain shirt)
means staying perfectly still for three straight days in a dune. Hit Points 65 (10d8 + 20)
Speed 30 ft.
Quick Features
STR DEX CON INT WIS CHA
Sandy Defense (Reaction). When the dune diver is 15 (+2) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 10 (+0)
touching sandy terrain and is targeted by a ranged
attack from an attacker it can see, it can magically Skills Perception +4, Stealth +5, Survival +4
impose disadvantage on the attack roll by protecting Senses passive Perception 14
itself with a sheet of erupting sand. Languages Any two languages
Challenge 3 (700 XP)
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a Sand Cover. The dune diver has advantage on Dexterity
battlemaster maneuver (save DC 13) in addition to the features
(Stealth) checks made to hide in sandy terrain, and it
can use its bonus action to do so. It also ignores the
here. See Battlemaster Maneuvers.
effects of difficult terrain caused by sand.
Spellcasting. The dune diver is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). It knows the following ranger
spells.
1st level (4 slots): absorb elements, detect magic,
detect poison and disease, earth tremor, hunter's
mark
Actions
Multiattack. The dune diver makes two attacks with its
longbow or three attacks with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Reactions
Sandy Defense. When the dune diver is touching sandy
terrain and is targeted by a ranged attack from an
attacker it can see, it can magically impose
disadvantage on the attack roll by protecting itself with
a sheet of erupting sand.
163
Fey Wanderer (TCE)
Fey wanderers are the gatekeepers between the material plane, Fey Wanderer
the Feywild, and the border ethereal. Neutral in all matters, Medium humanoid or fey (any race), neutral
they let none through without their express permission. The
Wilds must be preserved. Armor Class 15 (studded leather)
Hit Points 44 (8d8 + 8)
Stronger Fey Wanderers Speed 40 ft.
You can increase the CR of a fey wanderer to 7 by making the
following changes.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 10 (+0) 19 (+4) 14 (+2)
Hit Points 121 (22d8 + 22)
Skills Perception +6, Performance +4, Persuasion +4
Magic Weapons. The fey wanderer's weapon attacks Condition Immunities charmed, frightened
are magical and deal an additional 14 (4d6) psychic Senses passive Perception 16
damage on a hit. Languages Sylvan plus any one language
Challenge 2 (400 XP)
Multiattack. The fey wanderer makes three attacks with
its scimitars or two attacks with its longbow. Enchanting Strike (1/Turn). A creature hit by the fey
wanderer's attack must succeed on a DC 14 Wisdom
saving throw or become frightened or charmed of the
Additionally, all of its skills, passive Perception, save DC for
fey wanderer (fey wanderer's choice) until the end of
Enchanting Strike, and attack bonuses increase by 1.
its next turn.
Quick Features Magic Weapons. The fey wanderer's weapon attacks
are magical and deal an additional 3 (1d6) psychic
damage on a hit (included in the attack).
Enchanting Strike (1/Turn). A creature hit by the fey
wanderer's attack must succeed on a Wisdom saving
throw (DC fey wanderer's Wisdom) or become
Actions
frightened or charmed of the fey wanderer (fey Multiattack. The fey wanderer makes two attacks with
wanderer's choice) until the end of its next turn. its scimitars.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Battlemaster Maneuvers one target. Hit: 7 (1d6 + 4) piercing damage plus 3
This NPC is skilled in single combat and might have a (1d6) psychic damage.
battlemaster maneuver (save DC 13) in addition to the features Longbow. Ranged Weapon Attack: +6 to hit, range
here. See Battlemaster Maneuvers. 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage plus 3 (1d6) psychic damage.
164
Gloom Stalker (XGE)
Gloom stalkers skulk around the underdark, killing and eating Gloom Stalker
spiders for sustenance. Every now and then someone asks them Medium humanoid (any race), any alignment
to be their guide through the caves, and the gloom stalkers kill
and eat them too. Armor Class 14 (leather)
Hit Points 38 (7d8 + 7)
Speed 30 ft.
Two of your men go down in an instant, frothing at the
mouth. You see a flash of a black cape and instinctively
loose a crossbow bolt, but the bolt clatters against the STR DEX CON INT WIS CHA
wall and the dark figure is gone as if it was never
there. 10 (+0) 17 (+3) 13 (+1) 10 (+0) 15 (+2) 8 (-1)
Actions
Multiattack. On the first turn of combat, the gloom
stalker makes two attacks with its darts.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage plus 5 (2d4) poison damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage plus 5
(2d4) poison damage, and the target must succeed on
a DC 13 Constitution saving throw or become poisoned
by the darts for 1 hour. If the target fails this save by 5
or more, it is also unconscious while poisoned in this
way. The target wakes up if it takes damage or another
creature takes an action to shake it awake.
Reactions
Shadowy Dodge. When a creature targets the gloom
stalker with an attack, the gloom stalker can use its
reaction to impose disadvantage on that attack.
165
Herbalist (UA
(UA))
Herbalists are nonmagical guardians of the natural land, whose Herbalist
expertise in gathering and brewing rare flora allows them to Medium humanoid (any race), any alignment
create delicious, healing concoctions. They're also deadly
fighters, using natural poisons to augment their strikes. Armor Class 14 (hide armor)
This is a ranger with no spells (a.k.a. a spell-less ranger), as Hit Points 66 (12d8 + 12)
proposed originally in an early Unearthed Arcana document. Speed 30 ft.
A sharp pain in your hand and you drop your STR DEX CON INT WIS CHA
spellbook. "Ow!" you say, just before the world starts
to go fuzzy. You collapse. The elf looks you over with a 11 (+0) 14 (+2) 12 (+1) 11 (+0) 17 (+3) 11 (+0)
curious expression, then sighs and takes out a mortar
and pestle filled with red cream. The elf applies some Skills Nature +4, Perception +5, Survival +7
cream to your wound, and the wound closes. Your Damage Immunities poison
head clears. You mutter, "Why did you do that?" but Condition Immunities poisoned
the elf doesn't respond. Instead he takes your Senses passive Perception 15
spellbook and motions for you to follow. Languages Druidic plus any one language
Challenge 1 (200 XP)
166
Horizon Walker (XGE)
Horizon walkers slip through gaps between the realms to cross Horizon Walker
a thousand miles in a single step. Medium humanoid (any race), any alignment
For an additional challenge, you can give the horizon walker
the following legendary actions. Armor Class 14 (studded leather)
Hit Points 60 (11d8 + 11)
Speed 30 ft.
167
Hunter (PHB)
Scouring the wilderness across the entire material realm are Hunter
mendicants and peregrines who are really good with a bow. Medium humanoid (any race), any alignment
For a subsistence hunter, someone who hunts for their food
out of necessity and does not use their skills for combat, you Armor Class 14 (hide armor)
can use the archer statblock from the Miscellaneous chapter of Hit Points 55 (10d8 + 10)
this document or a scout from the Monster Manual. For Speed 30 ft.
someone who has particular expertise with a longbow, you can
use the archer statblock from Volo's Guide to Monsters. For
STR DEX CON INT WIS CHA
someone who specifically hunts monsters, you can use the
Monster Hunter statblock on the next page. 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Colossus Slayer (1/Turn). The hunter deals an additional Shortsword. Melee Weapon Attack: +4 to hit, reach 5
4 (1d8) damage with its weapons when it hits a ft., one target. Hit: 5 (1d6 + 2) piercing damage.
creature below its hit point maximum. Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
Battlemaster Maneuvers damage.
This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 12) in addition to the features Reactions
here. See the list of Battlemaster Maneuvers. Giant Killer. After a Large or larger creature targets the
hunter with a melee weapon attack, the hunter can
make one weapon attack against that creature after its
attack is resolved.
168
Monster Hunter (XGE)
When innocent people are terrorised by monstrosities, they Monster Hunter
might recall seeing a scrap of parchment nailed to a job board: Medium humanoid (any race), any alignment
"For hire: a guy who kills monsters." A monster hunter is that
guy. Monster hunters know that the one thing that keeps them Armor Class 14 (hide armor)
from becoming the monster's next meal is preparation. A Hit Points 82 (11d8 + 22)
monster hunter uses spells like chromatic orb and protection Speed 30 ft.
from good and evil to take advantage of creature types,
vulnerabilities, and resistances, as well as using a magic
STR DEX CON INT WIS CHA
weapon that can adapt to different situations.
16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 8 (-1)
"A minotaur skeleton?" laughs the monster hunter,
flipping his halberd around to the hammerhead side. Skills Investigation +4, Nature +4, Perception +5,
Stealth +5, Survival +5
"I've taken down worse." The skeleton swings its axe,
Senses passive Perception 15
but the sprinkle of holy water misted into the air
seems to stiffen the skeleton's joints, and the monster Languages any two languages
Challenge 3 (700 XP)
hunter just ducks out of the way.
"You don't understand!" yells his companion. "This
is a fire-breathing minotaur skeleton!" Hunter's Sense (3/Day). As a bonus action, the monster
The monster hunter scoffs, and as the minotaur lets hunter examines a creature it can see within 60 feet of
loose a jet of flame, the monster hunter smacks it in it, discerning whether the creature has any damage
the jaw with his halberd, sending the jet of flame immunities, resistances, or vulnerabilities and what
upwards instead of downwards, and what little fire they are. If the creature is hidden from divination
still hits the monster hunter is absorbed into his magic, it senses that it has no damage immunities,
halberd. The skeleton stumbles back in shock, and the resistances, or vulnerabilities.
monster hunter smacks the skeleton in the skull. Fire Innate Spellcasting. The monster hunter's spellcasting
bursts forth from the hammer and the skeleton's ability is Wisdom (spell save DC 13, +5 to hit with spell
bones crack into pieces.
attacks). It can cast the following spells innately,
without expending material components.
Quick Features 3/Day each: absorb elements, chromatic orb, detect
magic, detect poison and disease
Reactions
Slayer's Counter. When the monster hunter's prey
forces it to make a saving throw, the monster hunter
can use its reaction to immediately make one weapon
attack against the prey, which it makes before the
saving throw. If the attack hits, the monster hunter
automatically succeeds on the saving throw against the
prey's effect.
169
Nightstalker (DAPC
(DAPC))
Lost in the Shadowfell, nightstalkers are forced to turn to Nightstalker
shadowy magics in order to survive, binding the corruption of Medium humanoid (any race), any alignment
the Shadowfell to unsuspecting beasts and bending them to
their will. The beasts have been stripped of their physical Armor Class 14 (hide armor)
bodies and exist only as extensions of the nightstalker. Although Hit Points 55 (10d8 + 10)
the nightstalker has since torn their way out of the Shadowfell Speed 30 ft.
and back to civilisation, they find it nearly impossible to return
to normal life with the constant reminder of their dark deeds
STR DEX CON INT WIS CHA
simmering in a pocket dimension in their brain, with only one
carefully spoken word the barrier to being released once more. 11 (+0) 14 (+2) 12 (+1) 11 (+0) 16 (+3) 11 (+0)
Nightstalkers are naturally drawn to one another, as they are
the only ones in the world who can understand. Skills Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Alternative Beasts Languages any one language
Challenge 2 (450 XP)
A given nightstalker may have chosen a different form for its
animal thrall. If so, replace the nightstalker's Piercing Howl Shadow Thrall. The nightstalker has a shadowy thrall
action with a new action listed below, based on the animal. which relies on the nightstalker to determine how it
acts during combat. The nightstalker can summon or
Beast Action dismiss its thrall as a bonus action. The thrall appears
Roar (Recharges after a Short or Long Rest). The within 5 feet of the nightstalker when summoned. The
bear lets out a roar that infuses nearby creatures thrall is automatically dismissed if the nightstalker
Bear with false energy. The nightstalker and up to 3 starts its turn more than 120 feet from its thrall. The
creatures of its choice within 30 feet of the wolf thrall has the base speed of the animal form it has
gain 10 (3d6) temporary hit points. taken, plus it gains a flying speed of 30 feet if it can't fly
already. As a bonus action, the nightstalker can
Electric Zipper (Recharge 5-6). The eel flies 30 feet magically swap places with its thrall. The thrall is an
in a straight line. Each creature within 5 feet of any illusion. Attacks made against the thrall automatically
Eel position along that line must succeed on a miss. It cannot be made to make a saving throw. It is
Dexterity saving throw or take 7 (2d6) lightning immune to magical effects. Truesight and other
damage. methods of seeing through illusions reveal the animal
Shadow Splash (Recharge 5-6). The octopus casts to be nothing more than a twitching black ball of dark
Octopus color spray as a 2nd level spell, emitting black oil energy.
instead of a rainbow of colours.
Pounce. The panther moves up to 30 feet towards a Actions
creature. If it ends this movement within 5 feet of
Panther Multiattack. The nightstalker makes two attacks. It can
the target, the target must succeed on a Strength
saving throw or be knocked prone. replace one of its attacks with either its Thrall Strike
action or its wolf's Piercing Howl.
Pursuit. The raven moves up to 45 feet towards a
creature. If it ends this movement within 5 feet of Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Raven ft., one target. Hit: 5 (1d6 + 2) piercing damage.
the target, the target's movement speed on its next
turn is halved.
Longbow. Ranged Weapon Attack: +4 to hit, range
Venom Strike. A target within 5 feet of the snake 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
must succeed on a Constitution saving throw or damage.
Snake
take 9 (2d8) poison damage and become poisoned
until the end of its next turn. Thrall Strike. Melee Spell Attack: +5 to hit, reach 5 ft.,
one target within 5 feet of its animal thrall. Hit: 11
(2d10) necrotic damage. The animal thrall can move up
A shadow dances upon the walls of the castle with the to its speed before or after making this attack.
flickering of torch light. The guard yawns. There Send Thrall. The nightstalker's thrall moves up to its
haven't been any murders in at least three weeks. speed.
What's all the fuss about, anyway?
But the shadow peels itself off the wall, taking the Piercing Howl (Recharges after a Short or Long Rest).
form of a shiny black panther, an animal the country The wolf lets out a terrifying howl. Each creature
boy guard has never seen before in his life. As he tries within 30 feet of it must succeed on a Wisdom saving
to make out what it is, it pounces and knocks him throw or become frightened of the nightstalker for 1
clean over the edge of the wall. minute. An affected creature can remake this save at
the end of each of its turns, ending the effect on a
success.
170
Primeval Guardian (UA
(UA))
Primeval guardians are rangers who were entranced by dryads Primeval Guardian
and gifted the power to transform into trees. This gift came Large plant, any alignment (usually chaotic)
with a curse, however, as soon a tree became the only thing
they could turn into. Soon the tree form was all they knew. It Armor Class 15 (natural armor)
was all they had ever known. All they had ever been. Hit Points 204 (24d10 + 72)
Speed 20 ft.
"Why is it so hard to move through the bush in these
thick patches here?" you complain. "Aren't you STR DEX CON INT WIS CHA
supposed to be a guide?"
"I never said it would be easy. Oh no --" Your guide 19 (+4) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 10 (+0)
disappears into the bushes with a puff of leaves and
vines. Senses passive Perception 13
"Vendros?" you ask, meekly. "Are you there?" Languages Sylvan plus any one language
A branch with curling thorns flies out of the Challenge 8 (3,900 XP)
darkness, ripping your shirt to shreds.
Guardian Soul. The primeval guardian gains 10
temporary hit points at the beginning of each of its
Quick Features turns.
Rooted Defense. The ground within 30 feet of the
Entangle. The primeval guardian summons grasping guardian is difficult terrain.
vines in a 20-foot square centered on a point the Sylvan Thorns. The guardian's weapon attacks are
primeval guardian can see within 60 feet of its position. magical. When the primeval guardian hits a creature
Each creature in the area of effect must succeed on a with a slam attack, it deals an additional 7 (2d6)
DC 14 Strength saving throw or be restrained by the piercing damage (included in the attack).
entangling plants. An affected creature can be freed
with a Strength check (DC primeval guardian's
Wisdom). The vines are difficult terrain. All of the
Actions
effects end after 1 minute or until the primeval Multiattack. The guardian makes two slam attacks.
guardian ends the effects as an action.
Slam. Melee Weapon Attack: +7 to hit, reach 15 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7
(2d6) piercing damage.
Entangle. The primeval guardian summons grasping
vines in a 20-foot square centered on a point the
primeval guardian can see within 60 feet of its position.
Each creature in the area of effect must succeed on a
DC 14 Strength saving throw or be restrained by the
entangling plants. An affected creature can be freed
with a DC 14 Strength check. The vines are difficult
terrain. All of the effects end after 1 minute or until the
primeval guardian ends the effects as an action.
171
The Swarm (TCE) The Swarm
During the summer months when the fields are abuzz with Medium plant, chaotic neutral or chaotic evil
activity, legends tell of an ephemeral being that incites the tiny
creatures of the world to ravage the hubristic creations of man.
Armor Class 14 (natural armor)
Farmers and kings alike shake in fear of the one called ... The Hit Points 165 (30d8 + 30)
Swarm. Speed 40 ft., climb 40 ft., fly 10 ft. (hover)
The Swarm is accompanied by 3d6 swarms of insects or
another type of swarm associated with it.
This monster uses features from the Swarmkeeper ranger. STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 13 (+1) 10 (+0) 20 (+5) 15 (+2)
Types of Swarms
You can use a swarm of insects as a generic statblock to Senses passive Perception 15
represent the swarms created and controlled by The Swarm, or Languages any one language
you can choose a different swarming creature as below. Challenge 8 (3,900 XP)
You can provide an optional benefit to The Swarm based on
the creature type. The Swarm's challenge rating is unaffected. Spellcasting. The Swarm is a 13th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to
Creature Adjustments Benefit to The Swarm hit with spell attacks). It has the following ranger spells
Swarm of velociraptors Condition Immunities prepared.
Badgers
(next page) frightened
Cantrips (at will): mage hand (the hand takes the form
Senses blindsight 60 of swarming creatures)
Bees Swarm of bees (wasps) 3rd level (3 slots): gaseous form, plant growth
poison
4th level (3 slot): freedom of movement, giant insect
Centipedes
Swarm of insects
(centipedes)
Damage Immunities
poison
Actions
Multiattack. The Swarm makes two vortex attacks.
Senses blindsight 30
Crabs Swarm of insects
ft. Writhing Vortex. Melee Weapon Attack: +7 to hit, reach
Swarm of quippers (no 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning,
Fish Speed swim 30 ft. piercing, or slashing damage (The Swarm's choice).
blood frenzy)
Swarm of quippers (no Storm of Minions (Recharge 5-6). The Swarm summons
Frogs Speed swim 30 ft. a 30 ft. radius sphere of enraged swarming minions
blood frenzy)
centred on a point it can see within 120 feet of it. Each
Hawks Swarm of ravens Speed fly 30 ft. (hover) creature in the area must make a DC 16 Constitution
Lizards Swarm of insects Speed climb 50 ft. saving throw. On a failed save, a creature takes 27
Locusts Swarm of insects (wasps) Speed fly 30 ft. (hover) (6d8) necrotic damage and is blinded until the end of
its next turn. On a successful save, it takes half as much
Swarm of stirges (next damage and isn't blinded. The Swarm is unaffected by
Mosquitos Speed fly 30 ft. (hover)
page) its storm of minions. The Swarm is healed by the total
Owls Swarm of ravens Speed fly 30 ft. (hover) amount of damage dealt.
Quippers Swarm of quippers Speed swim 30 ft.
Damage Immunities
Legendary Actions
Rats Swarm of rats The Swarm can take 2 legendary actions, choosing
poison
from the options below. Only one legendary action
Ravens Swarm of ravens Speed fly 30 ft. (hover) option can be used at a time, and only at the end of
Swarm of insects Damage Immunities another creature's turn. The Swarm regains spent
Scorpions
(centipedes) poison legendary actions at the start of its turn.
Swarm of insects Swarm Splitter. The Swarm summons a swarm of insects
Spiders Speed climb 50 ft.
(spiders) (or another swarm) by sacrificing hit points equal to
Swarm of poisonous Damage Immunities the total hit points of the summoned swarm. The
Snakes
snakes poison summoned swarm appears in an unoccupied or
occupied space within 5 feet of The Swarm.
Damage Immunities
Wasps Swarm of insects (wasps)
poison Swarming Tide. The Swarm moves up to its speed
Swarm of velociraptors without provoking opportunity attacks.
Weasels Speed climb 50 ft.
(next page)
172
More swarms are included on this page and the next.
Creature
Type Features Benefit to The Swarm
Swarm of Velociraptors
Large swarm of Tiny beasts, unaligned
Cranium Swarm of cranium rats Damage Immunities
Rats (VGM) poison
Armor Class 13
Stirges Swarm of stirges Speed fly 30 ft. Hit Points 66 (12d10)
Velociraptors Swarm of velociraptors Speed 50 ft. Speed 50 ft.
Demiliches Swarm of demiliches --
STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 10 (+0) 3 (-4) 13 (+1) 6 (-2)
Swarm of Stirges Skills Perception +3
Medium swarm of Tiny beasts, unaligned Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
Armor Class 13 paralyzed, petrified, prone, restrained, stunned
Hit Points 36 (8d8) Senses passive Perception 13
Speed 10 ft., fly 40 ft. Languages --
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA Swarm. The swarm can occupy another creature's
4 (-3) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 6 (-2) space and vice versa, and the swarm can move through
any opening large enough for a Tiny velociraptor. The
Damage Resistances bludgeoning, piercing, slashing swarm can't regain hit points or gain temporary hit
Condition Immunities charmed, frightened, grappled, points.
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 9
Languages --
Actions
Challenge 1/2 (100 XP) Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one
target in the swarm's space. Hit: 18 (4d8) piercing
Blood Drain. At the start of each of its turns, the swarm damage, or 9 (2d8) piercing damage if the swarm has
half of its hit points or fewer. The attack roll is made
drains the blood of one creature within its space. The
with advantage.
creature loses 10 (4d4) hit points due to blood loss, or
5 (2d4) hit points if the swarm has half of its hit points
or fewer.
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move through
any opening large enough for a Tiny stirge. The swarm
can't regain hit points or gain temporary hit points.
Actions
Attach. Melee Weapon Attack: +5 to hit, reach 0 ft.,
one creature. Hit: The swarm attaches to the target.
While attached, the swarm can move up to its speed
on the target's turn to remain in the target's space. The
target can detach itself from the swarm by succeeding
on a DC 13 Strength check.
173
Swarm of Demiliches Life Drains. The swarm targets all creatures in its space
plus up to three creatures within 30 feet of it. Each target
Large swarm of Tiny undead, neutral evil
must make a DC 21 Constitution saving throw, taking 63
(18d6) necrotic damage on a failed save, or half as much
Armor Class 20 (natural armor) damage on a successful one. When the swarm is at half
Hit Points 275 (50d10) its hit points or fewer, creatures take no damage on a
Speed 0 ft., fly 30 ft. (hover) successful save.
174
Warden (IW) Warden
As protectors of the natural world and an expert at living at one Medium humanoid or fey (any race), any alignment
with the land, it is the duty of a warden to extend protection to
anyone who is an ally of the forests, and to strike down any who
Armor Class 14 (hide armor)
threaten the natural order of things. Unlike a druid, the Hit Points 104 (19d8 + 19)
warden's smaller pool of spells is focused around making itself Speed 30 ft.
a greater threat in combat.
The warden represents a ranger that aligns with the Primal
Warden archetype. STR DEX CON INT WIS CHA
For another interpretation of the warden, see the Primal 10 (+0) 17 (+3) 13 (+1) 12 (+1) 19 (+4) 10 (+0)
Warden in the Long Ranger section.
Skills Nature +4, Perception +7, Survival +7
Quick Features Senses passive Perception 22
Languages Sylvan plus any one language
Challenge 5 (1,800 XP)
Spellcasting. The warden is a 4th-level spellcaster. Its
spellcasting ability is Wisdom. It has the following Follow Prey. The warden has advantage on checks to
spells prepared. track a target, and its passive Perception is increased
Cantrips (at will): druidcraft, guidance, mold earth
by 5.
1st level (4 slots): absorb elements, alarm, ensnaring Innate Spellcasting. The warden's innate spellcasting
strike, hail of thorns
Actions
Multiattack. The warden makes two attacks with its
longbow.
Longbow. Ranged Weapon Attack: +8 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
175
Rogues
B
lades flash in the darkness. Thugs surround the Espionage missions often end with dramatic chases across
helpless and the downtrodden. Thieves make rooftops or on boats racing through canals and city streets, so
their escape through a crowd of hapless an espionage agent needs to be calm, cool, suave, and unafraid
onlookers. Rogues don't need the blessings of to impale a few unnamed goons with a crossbow bolt now and
gods or a mark of fate to stake their claim on their then.
own little corner of the world. They just need
their wits and their hands. Arcane Thieves
Assassins
Demographics Masterminds
Swashbucklers
A rogue gang might include ... Shadow Rogues
Thieves
20 rogues, which may include spies, master thieves,
assassins, and bandit captains Reconnaissance
10 thugs, bandits, or dirty fighters as enforcers Squads of rogues in the military band together for strength in
10 wretched commoners, such as hobos and street numbers. Their strong social bond makes them ideal for
urchins, who exchange information for scraps of food carrying out dangerous missions in enemy territory without
5 city watch guards on the take being seen. These might include assassinations, target
5 contacts (commoners) who can get them what they need extractions, kidnappings, intelligence gathering, or setting
2 nobles susceptible to bribery deadly traps. When the mission inevitably goes south, everyone
in the gang has each other's backs.
Modus Operandi Assassins
Espionage Guerilla Scouts
Whether recruited for shady corporate embezzlement, Masterminds
blackmail on a political rival, or even private detective work, an Swashbucklers
espionage agent blends in and tries not to make themselves Shadow Rogues
noticed. Their job is to gather information, not valuables. Of
course, most rogue gangs struggle to keep a low profile forever,
and these missions usually come with an expiration date:
things will soon start to unravel.
176
Gang Strategies
Friends Close, Enemies Closer. If a gang of rogues doesn't
Crime Boss
have to fight, they'll avoid it. They'd rather keep up
Medium humanoid (any), any non-good alignment
appearances until there is absolutely no other option.
Location, Location, Location. Ideally, a gang plans out its Armor Class 16 (breastplate)
engagements ahead of time, casing the encounter location with Hit Points 110 (20d8 + 20)
traps, cover, and methods of escape. Speed 30 ft.
Always Have a Getaway Plan. When a job goes south,
rogues scatter. Each rogue has its own individual escape STR DEX CON INT WIS CHA
planned out, making it impossible to capture the entire gang at
13 (+1) 17 (+3) 13 (+1) 18 (+4) 17 (+3) 19 (+4)
once. The rogues fan out across the entire city and wait for the
heat to die down.
Saving Throws Dex +7, Int +8, Wis +7
Skills Deception +12, History +8, Insight +11,
Rogue Tactics Intimidation +12, Perception +8, Persuasion +8,
Sleight of Hand +7, Stealth +7, Thieves' Tools +11
Sneak Attack. A rogue's tactics revolve wholly around
Senses blindsight 10 ft., passive Perception 17
maximising the potential of their sneak attack damage.
Languages Thieves' Cant, plus any two languages
Generally, they achieve this in the following ways: Challenge 12 (8,400 XP)
Strike from the Shadows. Rogues prepare ambushes
ahead of time so that when they pop out to make their
Evasive. When the crime boss is targeted by an effect
that forces the crime boss to make a Dexterity saving
attack, the enemy is caught unawares and advantage is
throw to take only half damage, it instead takes no
granted on the attack roll.
damage if it succeeds and half if it fails.
Send Out the Goons. Allies of the rogues without sneak
attack, such as thugs and bandits, are sent out to engage Elusive. No attack roll has advantage against the crime
tough enemies in melee combat. With an ally in melee range, boss while it isn't incapacitated.
a rogue can land its sneak attack more easily. For rogues
Legendary Resistance (3/Day). When the crime boss
that use daggers and shortswords rather than bows, their fails a saving throw, it can choose to succeed instead.
allies might go one step further and use the Shove action to
knock an enemy prone so that the rogue can gain advantage Loyal Goons. When the crime boss is targeted by an
on attacks to kick the poor bastard while they're down. attack and an ally is within 10 feet of it, the crime
boss's ally can use its reaction to swap places with the
Help. It's better for one rogue to gain sneak attack than for
crime boss, and the ally becomes the target instead.
two to strike without it, so rogues will often use the Help
action to distract and disorient their foes so their ally can Master of Tactics. The crime boss can use the Help
land a precise shot. action as a bonus action. When used to assist an ally in
attacking a creature, the target of the attack can be
within 30 feet of the crime boss.
Sneak Attack (1/Turn). The crime boss deals an extra 24
(7d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the crime boss
that isn't incapacitated and the crime boss doesn't
have disadvantage on the attack roll.
Actions
Multiattack. The crime boss makes two attacks with its
rapier.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions
Uncanny Dodge. The crime boss halves the damage
that it takes from an attack that hits it. The crime boss
must be able to see the attacker.
177
Tricksters Magnanimous
Crime Lord Modus Operandi. Grifts
Medium humanoid (any), any non-good alignment
Featured Subclass. Arcane Trickster
What's the point of training for years to master a skill if you
Armor Class 17 (half plate)
can just use magic to fill in the gaps? Won't you have more time
Hit Points 220 (40d8 + 40)
Speed 30 ft. to focus on all the fun stuff? Well, it's worked pretty effectively
for the Tricksters Magnanimous, one of the most notorious
rogue gangs in the city, equally cursed for their thieving ways
STR DEX CON INT WIS CHA and swooned over for their rakish charm.
13 (+1) 19 (+4) 13 (+1) 20 (+5) 18 (+4) 20 (+5) Unfortunately for the gang, after a burglary went wrong and
their youngest member was killed in the ensuing escape, the
Saving Throws Dex +10, Int +11, Wis +10 Tricksters Magnanimous broke up and returned to their regular
Skills Deception +17, History +11, Insight +16, boring lives in the city. They haven't been heard from since. At
Intimidation +17, Perception +10, Persuasion +11, least until now.
Sleight of Hand +10, Stealth +10, Thieves' Tools The leader of the Tricksters Magnanimous has been
+16 approached by a mysterious benefactor who wishes to steal a
Senses blindsight 10 ft., passive Perception 20 dangerous magic item from a party of adventurers in town. The
Languages Thieves' Cant, plus any two languages payoff will be great, and the reckless challenge of stealing from
Challenge 17 (18,000 XP) adventurers is irresistible. All that's gotta happen now is
getting the gang back together for one last score.
Evasive. When the crime boss is targeted by an effect
that forces the crime boss to make a Dexterity saving
throw to take only half damage, it instead takes no The Leader
damage if it succeeds and half if it fails. Lucian Webb, former administrator in the Weaver's Guild, has
Elusive. No attack roll has advantage against the crime been pulled out of retirement by a mysterious benefactor. He
boss while it isn't incapacitated. has two jobs: convince all the former members of the Tricksters
Magnanimous to get the gang back together, and somehow
Legendary Resistance (3/Day). When the crime boss make a plan to swindle an adventuring party out of their hard-
fails a saving throw, it can choose to succeed instead. earned magic items. He lives for the score. If he's not cheating
Loyal Goons. When the crime boss is targeted by an someone out of their money, he's not living his best life.
attack and an ally is within 10 feet of it, the crime Lucian is a mastermind who lies as easily as he breathes.
boss's ally can use its reaction to swap places with the Outwardly handsome and charming, his inner mind is a turmoil
crime boss, and the ally becomes the target instead. of dark thoughts pushed away. He'll say whatever he needs to
Master of Tactics. The crime boss can use the Help say to get what he wants.
action as a bonus action. When used to assist an ally in
attacking a creature, the target of the attack can be
within 30 feet of the crime boss.
The Muscle
Vano "Big Daddy" Burns and Veya "Big Momma" Marshall are
Sneak Attack (1/Turn). The crime boss deals an extra 42 the two meanest half-orc bouncers this side of the city. Their
(12d6) damage when it hits a target with a weapon
previous job as muscle for the Tricksters Magnanimous
attack and has advantage on the attack roll, or when
solidified them as devoted partners (ain't nothing like stepping
the target is within 5 feet of an ally of the crime boss
that isn't incapacitated and the crime boss doesn't on a few necks to bring a couple closer together) and after The
have disadvantage on the attack roll. Accident, they now work for a gambling den as guards.
Lucian convinces these two thugs to join to save their failing
Actions relationship. Without skulls to crush, the magic isn't there.
179
Arcane Thief (PHB)
Thieves steal. Arcane thieves steal with dramatic flair. An Arcane Thief
invisible hand lifts an ancient vase and smacks it against the Medium humanoid (any race), any non-lawful
head of the auctioneer trying to sell it off. A burglar climbs a alignment
convenient rope and disappears impossibly into the ceiling. A
guard freezes in horror as someone with his own face brazenly Armor Class 15 (studded leather)
takes the keys out of his hands. Arcane thieves use magic even if Hit Points 77 (14d8 + 14)
it would be easier to just grab the gold and run. Speed 30 ft.
This rogue fits the archetype of the Arcane Trickster.
STR DEX CON INT WIS CHA
You feel your pockets. Nothing. God dammit, not 10 (+0) 16 (+3) 12 (+1) 15 (+2) 13 (+1) 15 (+2)
again. You dash around the corner to see Madame
Puffretty, your trusted friend, hiking up her skirt as she
Skills Deception +4, Sleight of Hand +7, Stealth +5,
makes off with the amulet. And as she runs, her
Thieves' Tools +7
disguise melts away to reveal a scrawny urchin girl
instead. "You!" you shout. "Not this time, not after Senses passive Perception 11
Languages Thieves' Cant plus any two languages
you got away with my earrings last week!"
The girl giggles and chucks pocket sand -- powdered Challenge 3 (700 XP)
corn? -- onto a rope strewn about in the alley. The
rope rises high into the air like a dancing snake, and as Invisible Hand. The thief gains additional benefits when
she wraps a curly piece of parchment around it, she it casts mage hand. For a creature to notice the hand or
shoots up the rope into a pocket in reality itself, the tasks the hand is performing, it must succeed on a
disappearing into thin air. You lunge for the rope, but Wisdom (Perception) check.
she pulls it out of your reach. The little door between The hand created by the spell is invisible.
dimensions shrinks to a close, giving you one last The thief can use the hand to stow or retrieve one
glimpse of her blowing a raspberry at you. object into or from a container worn or carried by
another creature, or to use its Thieves' Tools.
Quick Features The thief can use its bonus action to control the
hand, or to distract a creature within range of the
spell. If it distracts a creature, it gains advantage on
Invisible Hand. The thief gains additional benefits when attack rolls against the target until the end of the
it casts mage hand. For a creature to notice the hand or thief's turn.
the tasks the hand is performing, it must succeed on a
Wisdom (Perception) check. Sneak Attack (1/Turn). The thief deals an extra 10 (3d6)
The hand created by the spell is invisible. damage when it hits a target with a weapon attack and
The thief can use the hand to stow or retrieve one has advantage on the attack roll, or when the target is
object into or from a container worn or carried by within 5 feet of an ally of the thief that isn't
another creature, or to use its Thieves' Tools. incapacitated and the thief doesn't have disadvantage
The thief can use its bonus action to control the on the attack roll.
hand, or to distract a creature within range of the Spellcasting. The thief is a 4th-level spellcaster. Its
spell. If it distracts a creature, it gains advantage on spellcasting ability is Intelligence (spell save DC 12, +4
attack rolls against the target until the end of the to hit with spell attacks). It knows the following wizard
thief's turn. spells.
Cantrips (at will): mage hand, prestidigitation,
Alternative Spell Lists shocking grasp
You can use the scholarly wizard spell lists as variations on this 1st level (4 slots): charm person, disguise self, silent
NPC's spellcasting. Recommended spell lists for this NPC are image, sleep
enchantment and illusion. 2nd level (3 slots): invisibility, rope trick, suggestion
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage.
180
Assassin (PHB)
Assassins kill people really well. They are as varied in their Discount Assassin
methods and their motives as the rest of all people in the world. Medium humanoid (any race), any alignment
"You said you'd make her sleep with the fishes," you STR DEX CON INT WIS CHA
say, sternly.
"I know," your assassin says. "Stuck her in the neck 10 (+0) 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
with a blowdart and she fell off the gondola into the
water. She was technically asleep, I think, and there Skills Stealth +6
were fishes." Senses passive Perception 10
"She survived!" Languages Thieves' Cant plus any one language
"I fulfilled my end of the bargain! Where's my Challenge 1 (200 XP)
twenty gold?"
Ambusher. The assassin has advantage on attack rolls
against creatures it has surprised.
Quick Features
Sneak Attack (1/Turn). The assassin deals an extra 7
(2d6) damage when it hits a target with a weapon
Ambusher. The assassin has advantage on attack rolls attack and has advantage on the attack roll, or when
against creatures it has surprised. the target is within 5 feet of an ally of the assassin that
isn't incapacitated and the assassin doesn't have
disadvantage on the attack roll.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
Poisoned Blowgun. Ranged Weapon Attack: +4 to hit,
range 25/100 ft., one target. Hit: 1 piercing damage
plus 5 (2d4) poison damage.
181
Guerilla Scout (XGE)
Great commanders aren't enough. A proper army needs people Guerilla Scout
who can sneak up on other people, murder them brutally, and Medium humanoid (any race), any alignment
get away clean.
The guerilla scout is most effective with the element of Armor Class 14 (leather armor)
surprise, where it can punch well above its weight class (i.e. Hit Points 44 (8d8 + 8)
challenge rating). After the first turn, or if the scout can't Speed 40 ft.
surprise its foe, it is much less effective and much more easily
defeated. For a weaker, more generic scout statblock, you can
STR DEX CON INT WIS CHA
use the scout from the Monster Manual.
This rogue fits the archetype of the Scout. 10 (+0) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 10 (+0)
Reactions
Skirmisher. When a creature ends its turn within 5 feet
of the scout, the scout can move up to 20 feet without
provoking opportunity attacks.
182
Inquisitor (XGE)
In a world under siege by inconceivably powerful magic, Inquisitor
inquisitors can achieve all they can and more with nothing but Medium humanoid (any race), any lawful alignment
a few choice words and a knowing look. The people they lock
up often describe them as "emotionally terrifying". Armor Class 15 (chain shirt)
This rogue fits the archetype of the Inquisitive. Hit Points 66 (12d8 + 12)
Speed 30 ft.
A dark room. A swinging hooded lantern. Broad
shadows cast on the walls beyond the small pool of STR DEX CON INT WIS CHA
light you sit under. A halfling woman hops up onto the
seat across from you. You can't see her guards, but 9 (-1) 15 (+2) 13 (+1) 17 (+3) 16 (+3) 15 (+2)
they sound big by their footsteps. She places an
amulet on the table and turns it towards you with a Skills Insight +7, Intimidation +6, Investigation +5,
scrape. Perception +5
"Recognise it?" Senses passive Perception 20
"Never seen it before --" Languages Thieves' Cant plus any three languages
"Lie." Challenge 2 (450 XP)
"What? Okay, fine, it was an heirloom --"
"Lie." Eye for Detail. The inquisitor has advantage on Wisdom
"How -- what? Okay, okay, you got me. I stole it (Perception) and Intelligence (Investigation) checks.
from an old mariner on the docks. You know how us
halflings get. We see something shiny, we gotta get Sneak Attack (1/Turn). The inquisitor deals an extra 10
our hands on it. I was meaning to give it back. You (3d6) damage when it hits a target with a weapon
gotta trust me." attack and has advantage on the attack roll, or when
"That's not true at all." the target is within 5 feet of an ally of the inquisitor
"What, you never stole nothing? Gimme a break, that isn't incapacitated and the inquisitor doesn't have
halfling girl." disadvantage on the attack roll. The inquisitor also
"That's not true because you're not a halfling." doesn't need advantage if it has detected the presence
Your blood runs cold. She knows. You grit your teeth of deceptive magic from its target creature using its
defiantly at her. "I'm not afraid of you." Unerring Eye.
"Lie." Unerring Eye (3/Day). The inquisitor can use a bonus
action to sense the presence of illusions,
shapechangers not in their original form, and other
Quick Features magic designed to deceive the senses within 30 feet of
it, provided it isn't blinded or deafened. The inquisitor
senses only the presence of these effects, not their
Unerring Eye (3/Day). The inquisitor can use a bonus form.
action to sense the presence of illusions,
shapechangers not in their original form, and other
magic designed to deceive the senses within 30 feet of
Actions
it, provided it isn't blinded or deafened. The inquisitor Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft.,
senses only the presence of these effects, not their one target. Hit: 7 (1d8 + 3) piercing damage.
form.
Light Crossbow. Ranged Weapon Attack: +4 to hit,
range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing
Battlemaster Maneuvers damage.
This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 12) in addition to the features Reactions
here. See the list of Battlemaster Maneuvers.
Parry. The inquisitor adds 2 to its AC against one melee
attack that would hit it. To do so, the inquisitor must
Alternative Spell Lists see the attacker and be wielding a melee weapon.
This NPC isn't a spellcaster, but you can make it one by using
the scholarly wizard spell lists. The recommended spell list for
this NPC is divination.
183
Mastermind (SCAG, XGE)
A thousand strong warriors have died in battle, but if a Mastermind
mastermind is to believed, no smart one has. Medium humanoid (any race), any alignment
You've never seen orcs working together like this Armor Class 14 (leather armor)
before. Their chieftain is a half-orc, skinny by orc Hit Points 55 (10d8 + 10)
standards, but his eyes show a remarkable Speed 30 ft.
intelligence.
"Shank the mage!" he shouts, and your wizard goes
STR DEX CON INT WIS CHA
down in a hail of javelins. But he's made a mistake --
he's revealed that he's the one keeping the orcs in 10 (+0) 16 (+3) 13 (+1) 20 (+5) 15 (+2) 18 (+4)
synchronisation. If you find out what he's thinking, the
battle will be yours. You flip a copper piece in the air Skills Arcana +7, Deception +8, History +9,
and feel your mind connecting with his, but to your Persuasion +6, Stealth +5
horror, there is nothing inside. Senses passive Perception 12
He's empty. Languages Thieves' Cant plus any four languages
He looks to you and grins. "Found another mage." Challenge 2 (450 XP)
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage.
184
The Phantom (TCE)
The phantom's blood ran cold the day they first remembered The Phantom
their past lives. All those years, lost to time, like tears in rain. Medium humanoid or undead (any race), any
These lives now haunt the phantom, driving them to madness alignment
and terror.
Armor Class 14 (leather armor)
Quick Features Hit Points 44 (8d8 + 8)
Speed 30 ft.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage.
185
Privateer (SCAG, XGE)
Privateers man warships in search of lawbreakers to hunt Privateer
down, but they can also be tempted towards lawbreaking Medium humanoid (any race), any alignment
themselves without proper measures of control from their
superiors. Armor Class 15 (studded leather)
This rogue fits the archetype of the Swashbuckler. Hit Points 60 (9d8 + 9)
Speed 40 ft., climb 40 ft., swim 40 ft.
Swashbuckler, VGM 217
The swashbuckler from Volo's Guide to Monsters is a good
statblock to represent a rogue with the swashbuckler
STR DEX CON INT WIS CHA
archetype. Presented is an alternate interpretation that uses 12 (+1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 15 (+2)
further roguish tricks to supplement its fighting style, much
closer to how a swashbuckler feels as a subclass. Skills Acrobatics +5, Athletics +3, Survival +3,
Vehicles (Water) +3
Senses passive Perception 11
The pirate glides and dances from one of your Languages Thieves Cant plus any two languages
crewmates to the next, slashing an arm here, a leg Challenge 3 (700 XP)
here, shooting off a crossbow bolt into someone's
beloved parrot at one moment, and pushing your
Cunning Action. The privateer can take the Dash,
quartermaster into the water the next.
Disengage, or Hide actions as a bonus action on its
"For Umberlee's sake, someone grab hold of him!"
It's no use. Now he's halfway up the bloody mast. turn.
Fancy Footwork. During the privateer's turn, if it makes
a melee attack against a creature, that creature cannot
Quick Features make opportunity attacks against it until the end of the
privateer's turn.
Fancy Footwork. During the privateer's turn, if it makes Sneak Attack (1/Turn). The privateer deals an extra 7
a melee attack against a creature, that creature cannot (2d6) damage when it hits a target with a weapon
make opportunity attacks against it until the end of the attack and has advantage on the attack roll, or when
privateer's turn. the target is within 5 feet of the privateer and has no
allies within 5 feet of it, as long as the privateer doesn't
have disadvantage on the attack roll.
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 13) in addition to the features
Actions
here. See the list of Battlemaster Maneuvers. Multiattack. The privateer makes two attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit,
range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
186
Psionic Assassin (TCE)
The psionic assassins are highly sought after, for their blades Psionic Assassin
leave no mark. Medium humanoid (any race), any non-good
This rogue adheres to the archetype of the Soulknife. alignment
Actions
Multiattack. The assassin makes two attacks with its
soul knives.
Soul Knife. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d6 +
3) psychic damage. This is a magic weapon that can be
summoned or dismissed by the assassin at will.
Invisibility. The assassin magically turns invisible until it
attacks, or until its concentration ends (as if
concentrating on a spell). Any equipment the assassin
wears or carries is invisible with it.
187
Shadow Rogue (DAPC
(DAPC))
A non-evil creature slain by a shadow has a new shadow rise up Shadow Rogue
from its corpse. Should the creature be returned to life, Medium humanoid (any race), any alignment
however, the undead monster remains. The creature's true
shadow disappears while its monstrous shadow stalks it, Armor Class 14 (leather armor)
waiting for the right moment to drain the life of its former host. Hit Points 44 (8d8 + 8)
Some deft rogues, however, are slippery enough to both cheat Speed 30 ft.
death and escape the consequences, and have formed a pact
with their monstrous shadow for greater collective power.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 15 (+2)
You stand over the boy. It's distasteful killing someone
so young, but you can't let them live with the secrets
they possess. And the fact that he didn't have a Skills Deception +6, Stealth +7
shadow ... that just creeped you out. You take a few Senses passive Perception 12
hours to clean the scene and pose the body to look Languages Thieves' Cant plus any two languages
like an accident. As you turn to leave, something Challenge 1 (200 XP)
makes you stop. You look back at the body, and it's
gone. Shadow Pact. The rogue casts no shadow. It has
A whisper in your ear. "I should thank you. It's been advantage on Dexterity (Stealth) checks in dim light or
a while since I've been reunited with my old friend." A darkness. Its shadow, represented by the shadow
chill runs down your spine, and with a pinch of dust statblock, has a mental connection with the rogue
sprinkled across your face, you fall unconscious to the while they are within 500 feet of each other. Within
floor. this range, they have two-way telepathy. Additionally,
as a bonus action, they can teleport to the other's
location as long as they are both on the same plane of
existence. They also share the Black Eyes action.
Shadowy Magic. The rogue and the shadow share the
same innate spellcasting abilities, drawing from the
same pool of available spells. Spells unavailable to the
rogue also become unavailable to the shadow, and vice
versa. Their shared innate spellcasting ability is
Wisdom (spell save DC 10, +2 to hit with spell attacks).
They can cast the following spells.
At will: chill touch, dancing lights, thaumaturgy
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage. The rogue deals an additional 10
(3d6) necrotic damage if it has advantage on the attack
roll or if its shadow is within 5 feet of the target and
isn't incapacitated.
Black Eyes. The rogue becomes blind and deaf through
its own senses and instead sees and hears through the
senses of the shadow, or vice versa. Either the rogue or
the shadow can end this effect as an action.
188
Thief (PHB)
Thieves are as varied as anyone else. Anyone from a poor
urchin to a bratty nobleman's son looking for adventure can be
a thief. All they need is a total disregard for the concept of
ownership.
Quick Features
189
Sorcerers
B
lood is thicker than water. Friends are for life, but
family is forever. When magic affinity is passed Demographics
down through bloodlines, those who inherit the
In a family of 20 people ...
power of their mother and father might still have
to contend with the overwhelming power that 1 is a matriarch (sorcerer)
still rests within that very same mother and that 1 is a patriarch (sorcerer)
very same father, and perhaps even further back 1 is a mother (sorcerer or commoner)
into the bloodline. Sorcerers that intermarry and produce off- 1 is a father (sorcerer or commoner)
spring even more powerful than their ancestors must stick 2 are children (sorcerers)
together against the tide of misunderstanding and hatred that 2 are uncles (sorcerers or commoners)
could follow them throughout the known world. 2 are aunts (sorcerers or commoners)
4 are cousins (sorcerers)
Sorcerer Families 1 is a bachelor (sorcerer)
1 is a spinster (sorcerer)
A sorcerer family is a line of several generations of sorcerers 4 are duds (commoners)
that live together under a collective roof. They are often rich,
inheriting the collective wealth of all the generations above
them in a home that was constructed well before their time.
Sources of Power
The secrets of a sorcerous family are jealously guarded and The Touch of Death
pressure for children to keep the bloodline pure can be A distant ancestor survived a harrowing encounter with an
overwhelming. Idiosyncrasies are passed down just as easily as undead and was permanently scarred by the touch of undeath.
powers. Paranoia is spread the same as seed. Their family home transformed into a dark, gothic castle that
Dysfunctional. Sorcerer families are never normal, and has remained in a permanent state of decay for hundreds of
their relationships to one another are often strained almost but years, incapable of repair yet also incapable of finally and
not quite to the point of breaking. Given the nature of their mercifully falling into ruin.
powers and the fear of outsiders, this breaking point is further
than most families and the weirdness of each family member is Deathtouched Sorcerer
accentuated beyond what any normal person would find
acceptable. Abuse and gaslighting are as common as eating and
Draconic Bloodline
A polymorphed dragon seduced and mated with a human, and
sleeping. Love is intermingled with hate.
the children produced as a result became draconic sorcerers. As
Corruptive. Depending on the nature of a sorcerer's magical
they grew of age, they found that the only creatures that
powers, the family home takes on some of the aspects of the
appealed to them as partners were dragonborn, half-dragons,
people within it, and subsequent generations are corrupted by
and other draconic sorcerers. Regular humanoids became ugly
the same aspects that the home embodies. A sorcerer prone to
and imperfect. Subsequent generations quickly shed away the
fits of violent rage will imbue his home with crashing shuttered
typical homes of their people in favour of dungeons filled with
windows, rocking towers, and bursts of fire exploding from the
glorious mountains of loot.
hearth, and each of his children will be filled with the same
untamed rage, only this time turned inward at the house rather Dragon Sorcerers
than at the source of their pain. A sorcerer who shakes and
shivers from her fear of the outside world will find her house Divine Intervention
boarded up, pushed underground, with cold breezes preventing Gods may take particular interest in a mortal that embodies
a good night's sleep while the world chatters outside, and her their values perfectly throughout their life, gifting that mortal
children's eyes will grow dark circles as every night is spent with a touch of the divine. These favoured sorcerers spread that
vigilant against intrusion from the outside world. divine touch throughout generation after generation, each
expected to complete greater and greater deeds than the
generation before them. They live in great palaces, lavished
with wealth and praise, as every act that supports their god
puts them in the way of even greater fortune.
Favoured Chosen
190
Searing Flame A Vampire's Kiss
There are many forms of resurrection, but none provide the The matriarch or patriarch of a vampiric sorcerer family might
benefits of being reborn by the flames of a phoenix. They are be an actual vampire instead of a sorcerer, having sired a
granted power over flame, and their firstborn child is born a generation of mortal children from their greatest love, mortal
husk, soulless and empty, a vessel for the sorcerer to inhabit children who adopt some aspects of vampirism without
once their mortal body decays. While the first of the family line becoming true vampires themselves. A castle of towering spires
can be assured that they have been granted something close to and sprawling gardens is where such a vampire would make its
immortality, any additional children by the same sorcerer can home, attempting to replace the coldness of its heart with the
only discover whether the flame rests in themselves as well by warmth of a beautiful home.
tasting the threshold of death, a risk that many are unwilling to
take. Instead, they live out their lives in their family's Vampiric Sorcerer
suffocating forge, always with the ultimate question unspoken
on their lips.
Raw Magic
Not all sorcery can be explained. Sometimes someone is born
Phoenix Sorcerer with magic in their blood, and on even rarer occasions this
magic can be passed down. The homes of wild magic sorcerers
The Song of the Sea are particularly susceptible to change, constantly modifying
Floating together on a houseboat, families of sea sorcerers are themselves dramatically to the momentary unconscious whims
nomadic, sailing the oceans and the rivers ever in search of of whoever is inside them, leading to houses that look like they
something that none can put into words but all share a deep were cobbled together from spare parts and keep their shape
yearning for. Their ancestors were seduced by sirens, and that as easily as a blob of wet clay. Children who grow up in a wild
yearning has been passed down for centuries. magic sorcerer family's home might have little conception of
how ordinary houses tend to stay the same over time, or in fact
Sea Sorcerer that ordinary people aren't as volatile as their own family.
Storm Sorcerer
191
Metamagic Options The Lovelace Family
Any sorcerer NPC can use metamagic. You can add any of the Race. Human.
following options to any sorcerer. These metamagic options Source of Power. The Shadowfell.
apply to all spells with no restrictions (unless listed) to help Featured Subclass. Shadow Sorcerer.
limit the DM's need for bookkeeping.
The Lovelace family lives in a mansion (called Shadowmend)
on a hill above a sparkling lake, an idyllic plot of land that
flourishes and thrives in the day but becomes hard with frost at
Careful Spell. The sorcerer's allies automatically night. Starting at dusk, howling winds cause shutters to slam
succeed on saving throws against its spells. periodically. The glow of the moon turns threateningly green in
the reflection of the water. A thick black fog creeps up the side
of the hill, pawing at the slats of the mansion's supports,
threatening to bring the whole thing crashing down into the
Distant Spell. The sorcerer's spells have double their lake until finally the first rays of the sun in the morning push
usual range, or up to 30 feet if the spell has a range of back the darkness. Once the light of dawn strikes the house, the
Touch. terrors of the night are over.
These terrors come from the troubled dreams of the family's
patriarch, once a powerful noble who funded, with
considerable expense, several expeditions into the Shadowfell
Empowered Spell. The sorcerer can reroll the damage in the hopes that what the adventurers he had hired brought
dice of its spells. If it does so, it must use the new back with them would be enough to off-set the cost and propel
result. him into a more venerable position at his university. On the last
expedition, only one survivor returned, and once the patriarch
had welcomed him back, that survivor evaporated into black
fog and pressed itself into the screaming professor's skin.
Extended Spell. The sorcerer's spells have double their While no side effects were observed at the time, the
usual duration, up to a maximum of 24 hours. professor's wife soon had a baby that undoubtedly carried with
it the taint of the Shadowfell. And thus that shadow's bloodline
was passed down with the professor's. More than half a century
later and the entire family is consumed with the taint of the
Heightened Spell (3/Day). The sorcerer can force one Shadowfell, still somehow obsessed with retaining their
creature targeted by its spell to roll the first saving family's venerable position as nobility.
throw of the spell with disadvantage.
192
Professor Lovelace has a fierceness to his gaze, his voice, and With Batilda now forty years old and having lost none of her
his actions that has remained with him despite his age. He is beauty, her seventy-year-old fisherman husband looks
strongly opinionated about political concerns and still thinks extremely out of place in Shadowmend amidst the weirdness of
that the academy should have recognised him for his the Lovelace family. Some days he wonders if he had traded one
contributions to the world's understanding of the Shadowfell. life of sadness for another, and he spends most afternoons out
He expects his children and his grandchildren to continue his on the lake fishing. He knows well not to stay out past dusk.
academic pursuits. Often a crafty "investor" will attempt to Batilda sometimes joins him, though the difference in their age
siphon some of his family's money for a fruitless undertaking, is starting to catch up with her and she spends much more time
but the professor will have none of it. He can sense scammers with her two children and on shopping trips to the nearby
from a mile away, he claims. Instead, he has invested a cities.
considerable amount of his family's money in property and Batilda is represented by a shadow sorcerer statblock.
renovations for a few different academies. It's what his late wife Hector is represented by a commoner statblock with
Batilda would have wanted. proficiency in Survival (+2).
193
Isette is often overcome with lethargy, fainting over the
slightest surprise and carrying herself like a delicate Ursula Crighton
hummingbird. She rarely ventures outside the house due to her
The only child of Sable and Karver, Ursula is a quiet child who
fears of the outside world.
takes the responsibility of being a shadow sorcerer very
Ashley wants to be an actress like her mother and practices seriously. Despite only being ten years old, she tries to be a
inspirational speeches in front of a beautiful silver hand mirror mediator for her misbehaving cousins whenever possible. On
that she carries around with her. In the night she can often be some days she quietly replaces one of Ethel's stolen relics with
found sleepwalking with her mirror, muttering about the a faithful copy. When Beatrix forgets to feed her owls, Ursula is
inimitable courage of mankind or whatnot. there with a small morsel from dinner. When Grandfather starts
Beatrix is obsessed with nocturnal wildlife and keeps two shrieking about the failure of the university to live up to his
owls locked up in her room, feeding them dead mice she keeps expectations, Ursula is there to calm him down with a light
finding in the cellar. Being wild animals, they snap fiercely at touch on the palm of his hand.
anyone who comes close. The pecking, clawing, and biting
She can sense that her mother feels trapped here and tries to
against the bars of their cages can be heard nonstop throughout make it as easy for her as possible. Unfortunately, the only way
the night. she knows how to do this is by driving a wedge between
Each of the three sisters are represented by the shadow Grandfather and his son-in-law Karver. As long as Karver still
sorcerer statblock adjusted to be teens (i.e. with the Reckless reveres Grandfather, Sable will be trapped here, miserable and
trait). lonely.
Ursula is represented by a child shadow sorcerer statblock.
Ethel and Finch Morgan She has a skill in Persuasion (+7).
Batilda's spoiled little brats are Ethel, fourteen, and Finch,
twelve. The only people who seem to love them are Batilda. Argent
Even Hector has grown exhausted by their antics. His daily Argent is a shadow mastiff (VGM) fiercely loyal to Ellison
fishing trips are in part an excuse to get away from the two
Lovelace, though he is willing to protect and can be summoned
snivelling little rodents he calls his children. by anyone from the family using their Hound of Ill Omen. He
Ethel has little concept of ownership, having been given tirelessly patrols the lake at night.
practically everything she has desired for her entire life. She While he has the appearance of a fiery black hound, he is
frequently steals jewellery off of Aunt Sable's dresser, costumes otherworldly. He has the soul of a devil trapped in the
from Aunt Amelia's wardrobe, and relics from Grandfather's Shadowfell and corrupted in much the same way as Ellison
private study, decorating her room with her prizes without the Lovelace. He can speak Common, Dwarven, Elvish, and Infernal,
slightest fear of reproach. Each time Hector has dared to return
though he speaks only rarely and only to members of the family
something she's stolen to its rightful owner, he has had to deal with sorcerous powers.
with screaming tantrums that can last for weeks. He's learned
Argent has a friendship with Ellison Lovelace. He enjoys the
to just accept her thieving ways and no longer makes any
company of Isaiah Lovelace and Ursula Crighton, both for their
attempt to try to teach her that her actions are wrong. Her
patience. He has a fondness for Ashley Norwood-Lovelace and
mother doesn't just enable her behaviour, she sometimes
has spent more than a few late nights talking with her about the
actually encourages it.
philosophical tribulations of mankind. The rest of the sorcerous
Finch is a dud -- he has inherited no sorcerous powers from side of the family (Batilda, Isette, Beatrix, and Ethel) are not
his mother. Despite this, he insists that he be treated as though quite up to his high standards and though he obeys their
he were a sorcerer. He keeps a mastiff named Nightshade as a summons he isn't enthusiastic about it. The non-sorcerous
pet that he smears black paint all over to make it look like a members of the family (Amelia, Hector, Karver, and Finch) are
hound of ill omen. When he screams "DARKNESS" his mother
not worth his attention at all, possibly with the exception of
insists that everyone closes their eyes, and each time he enters Hector. During the day, Argent sits in the shade underneath a
a room his mother races to extinguish every lit candle. He loves
great oak tree and watches Hector fish in his little dinghy out
most of all screaming "FEAR" and demanding that everyone on the lake. Hector sometimes looks over to Argent and waves,
kneel to him in deference. If he doesn't get his way, the and Argent will lift his head in acknowledgement. They don't
screaming fit can be exceptionally destructive. Again, Hector speak, but they seem to have a sort of understanding.
has given up on his brat of a son while his mother goes out of
her way to enable his every deluded whim.
Ethel is a child shadow sorcerer. Finch is a child
commoner.
194
An Illicit Affair
Shadowmend One of the party members is having an affair with Batilda
The mansion's name is a reference to the Shadowfell and, quite Morgan. She hasn't told them that she is related to Ellison
explicitly by Isaiah, an attempt to represent the mending of the Lovelace by blood, nor that she has a family.
fractured Lovelace family by gathering them all back together While Hector has since resigned himself to the fact that he is
under the same roof. Although Isaiah may not be ready to admit too old and frail to prevent his wife from being led astray, her
it, his attempt at reconciliation may have enabled his father to father Ellison doesn't care about age or frailty and demands
wrestle greater control over the family, and being of closer that the homewrecker be brought to justice before the family.
proximity may not necessarily translate to being closer Batilda goes along with his plan simply because she likes the
spiritually. The family has never been more at odds with one drama, and to be perfectly frank much of the family would also
another until now. like to see some drama.
The mansion is three stories high and seems to teeter For a few of the members of the family, namely Ellison,
precariously above the lake, as though the slightest gust of Batilda, and the two Morgan children, "some drama" most likely
wind could knock it clean over (though of course it never does). includes screaming and pain.
Given the obsessions of the architect's father, it borrows Batilda invites the party over for dinner to "meet the family".
designs from ancient civilisations, particularly the shadar-kai
and darklings of the Shadowfell whose structures are designed An Academic Curiosity
to block out light with the least amount of materials possible, After recovering a mysterious artifact from an ancient dungeon,
allowing for intricate criss-crossing patterns along the roof and the party is contacted by a representative of Karver Crighton to
walls and including built-in umbrellas and canopies for shade. set up a meeting. If they accept, they meet Karver in Waterdeep
Within the house, the interplay of light and shadow can who explains that his father-in-law is a collector of ancient
sometimes give the illusion of doors and walls that are actually artifacts and he would love to have them over to their lake
opaque blocks of darkness and not material at all. The children house to discuss the relic.
run recklessly through what look like solid walls, only for the While Karver's intentions are benign, he hasn't quite
adults to find that there was nothing there at all in the first considered the consequences of bringing a bunch of armed
place. Ellison Lovelace moves at his slow pace through the adventurers over to Shadowmend. His father-in-law will
house with expert precision; he knows this place better than its certainly be interested in their relic, but he may not take so
own architect. Meanwhile, the non-sorcerous members of the kindly to the intrusion, and he will certainly not be willing to let
family constantly bash their heads and shins on things they them leave, not when he could bend them to his will.
didn't know were there and stumble and fall over nothing.
At night, the howl of the Shadowfell seeps through the walls,
quietly at first, before coming to a thunderous crescendo at
midnight. Proper sleep is nearly impossible.
Conflict
The party might come into conflict with the family in one or
more of the following ways, or through another way that fits
more directly with your campaign.
Ideally, each of these conflicts brings the party into
Shadowmend and forces them to confront the disturbing
torturous life of the family, similar to pieces of media like the
Texas Chainsaw Massacre. Through all of the interesting
characters presented, the reality is that the members of the
Lovelace family are deeply abusive to one another, and it all
stems from the twisted will of the patriarch.
195
Aberrant Mind Sorcerer (TCE)
With their psyche wrapped up within the tendrils of the Far Aberrant Mind Sorcerer
Planes, an aberrant mind sorcerer's ancestry is as twisted as Medium humanoid (any race), any alignment
the knots of spacetime itself.
Armor Class 16 (psychic armor)
Quick Features Hit Points 135 (18d8 + 54)
Speed 30 ft.
4th level (1 slot): Evard's black tentacles Aura of Reality Warping. A creature that starts its turn
within 10 feet of the sorcerer takes 11 (2d10) psychic
damage as its mind is addled with rippling psychic
energy.
Spellcasting. The sorcerer is a 7th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to
hit with spell attacks). The sorcerer can cast the
following sorcerer spells.
Cantrips (at will): minor illusion, thaumaturgy
Actions
Mind Sliver. The sorcerer telepathically links minds with
a creature within 60 feet of it that knows at least one
language. The target must succeed on a DC 15
Intelligence saving throw or take 7 (2d6) psychic
damage and incur disadvantage on the next saving
throw it makes before the end of the sorcerer's next
turn.
196
Emergent Aberrant Mind Elder Aberrant Mind
Sorcerer Sorcerer
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 19 (+4) 10 (+0) 15 (+2) 20 (+5)
1st level (2 slots): catapult, comprehend languages Careful Spell. The sorcerer's allies automatically
succeed on saving throws against its spells.
Actions Spellcasting. The sorcerer is a 20th level spellcaster. Its
Mind Sliver. The sorcerer telepathically links minds with spellcasting ability is Charisma (spell save DC 18, +10 to
a creature within 60 feet of it that knows at least one hit with spell attacks). It can cast the following sorcerer
language. The target must succeed on a DC 12 spells.
Intelligence saving throw or take 3 (1d6) psychic Cantrips (at will): dancing lights, mage hand, message,
damage and incur disadvantage on the next saving minor illusion, thaumaturgy
throw it makes before the end of the sorcerer's next 1st-level (4 slots): arms of Hadar, catapult, dissonant
turn. whispers
Actions
Mind Sliver. The sorcerer telepathically links minds with
a creature within 60 feet of it that knows at least one
language. The target must succeed on a DC 15
Intelligence saving throw or take 14 (4d6) psychic
damage and incur disadvantage on the next saving
throw it makes before the end of the sorcerer's next
turn.
197
Clockwork Soul (TCE)
Exposed to the limitless factories of Mechanus, a clockwork Clockwork Soul
soul returns to the material plane with unusual powers Medium humanoid (any race), any alignment
punctuated by the ticking of a clock. Now bolstered by their
unusual powers, they vigilantly seek out anyone who acts in Armor Class 13 (16 with mage armor)
such a way to cause chaos, such as pesky adventuring parties. Hit Points 135 (18d8 + 54)
Speed 30 ft.
Quick Features
STR DEX CON INT WIS CHA
Spellcasting. The sorcerer is a 7th-level spellcaster. Its 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)
spellcasting ability is Charisma. The sorcerer can cast
the following sorcerer spells. Senses passive Perception 13
Languages any two languages
Cantrips (at will): light, mage hand, mending,
thunderclap
Actions
Multiattack. The clockwork soul uses Restore Balance. It
can then cast a spell.
Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or
7 (1d8 + 3) bludgeoning damage if used with two
hands to make a melee attack.
Restore Balance. The clockwork soul ends one magical
effect or condition affecting it.
198
Emergent Clockwork Soul Elder Clockwork Soul
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 19 (+4) 10 (+0) 15 (+2) 20 (+5)
Aura of Balance. When a creature the clockwork soul Absolute Order. When making an attack roll, saving
can see within 30 feet of it rolls with advantage or throw, or ability check, the clockwork soul can treat a
disadvantage, the clockwork soul can choose to roll of 9 or lower as a 10.
prevent the roll from being affected by advantage or
disadvantage. Aura of Balance. When a creature the clockwork soul
can see within 30 feet of it rolls with advantage or
Spellcasting. The sorcerer is a 1st-level spellcaster. Its disadvantage, the clockwork soul can choose to
spellcasting ability is Charisma (spell save DC 12, +4 to prevent the roll from being affected by advantage or
hit with spell attacks). The sorcerer can cast the disadvantage.
following sorcerer spells.
As All Things Should Be. After casting shield or
Cantrips (at will): light, thunderclap
Actions
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4
(1d8) bludgeoning damage if used with two hands to
make a melee attack.
Restore Balance. The clockwork soul ends one magical
effect or condition affecting it. The clockwork soul can
take this action even if it's incapacitated.
199
Deathtouched Sorcerer (DAPC
(DAPC))
Survivors of an attack by an undead creature may find that the Deathtouched Sorcerer
necromantic energy fueling that creature has seeped into their Medium humanoid (any race), any alignment
very bones, unlocking a dark and costly power within them.
Deathtouched sorcerers often take on visual aspects of the Armor Class 13
creature that nearly killed them, such as sharp fangs for Hit Points 41 (7d8 + 14)
survivors of a vampire's bite, deathly pale skin for those that Speed 30 ft.
withstood the paralysis of a ghoul, or empty, glassy eyes for
victims of a ghost's possession.
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 10 (+0) 13 (+1) 16 (+3)
"Lady Maria, are you quite alright? That must have
been quite a shock." Her butler dabs at the sweat on
her brow. She fans herself and rises. Skills Stealth +6, Survival +4
"I think I'm alright. Whoever that woman was, with Senses passive Perception 11
her eyes all clouded like frosted glass, I'm sure she's Languages any one language
gone now." Challenge 1 (200 XP)
The butler nods and leaves to fetch her some tea.
She can't hold back a smile of satisfaction. Soon, Innate Spellcasting. The sorcerer's innate spellcasting
they'll all pay. They'll all pay! ability is Charisma (spell save DC 14, +6 to hit with spell
attacks). The sorcerer can cast the following spells
innately.
Quick Features
At will: invisibility, speak with dead
3/day: etherealness
Innate Spellcasting. The sorcerer's innate spellcasting Spellcasting. The sorcerer is a 4th-level spellcaster. Its
ability is Charisma. The sorcerer can cast the following spellcasting ability is Charisma (spell save DC 14, +6 to
spells innately. hit with spell attacks). It knows the following sorcerer
spells.
At will: invisibility, speak with dead
3/day: etherealness Cantrips (at will): chill touch, dancing lights, message,
minor illusion
sorcerer spells.
2nd level (3 slots): darkness, levitate, misty step
Cantrips (at will): chill touch, dancing lights, message,
minor illusion
200
Elder Deathtouched Spellcasting. The sorcerer is a 20th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 18, +10 to
Sorcerer hit with spell attacks). It knows the following sorcerer
spells.
Medium humanoid (any race), any alignment
Cantrips (at will): chill touch, dancing lights, mage hand,
Armor Class 13 (16 with mage armor) message, minor illusion, mold earth
Hit Points 170 (20d8 + 80) 1st-level (4 slots): charm person, disguise self, false life,
Speed 15 ft. ray of sickness
STR DEX CON INT WIS CHA 4th-level (3 slots): blight, charm monster
10 (+0) 16 (+3) 19 (+4) 10 (+0) 15 (+2) 20 (+5) 5th-level (3 slots): cone of cold, seeming
201
Dragon Sorcerers (PHB)
Dragon sorcerers gain their powers in a myriad of ways, from Red Dragon Sorcerer
being born as a result of a polymorphed dragon mating with a Medium humanoid (any race), any alignment
human, or other ways. It's mostly the polymorph thing.
The included statblock is for a red, gold, or brass dragon Armor Class 15 (natural armor)
sorcerer. For other subtypes, remove the fire immunity and Hit Points 117 (18d8 + 36)
make the following changes. Speed 30 ft., fly 30 ft.
Cantrips (at will): acid splash, dancing lights, minor illusion, Skills Arcana +3, Persuasion +7
friends
Damage Immunities fire
1st level (4 slots): charm person, chromatic orb (acid only), Senses passive Perception 10
silent image, sleep
the following.
grasp
image
Actions
4th level (2 slots): blight, storm sphere Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
Green Dragon Sorcerer 2) piercing damage.
Damage Immunities poison
Challenge 6 (2,300 XP)
Spellcasting. The sorcerer replaces its list of spells with "You dare challenge me?" says the dragonborn, scales
the following.
roaring flame.
4th level (2 slots): blight, confusion As you step back to avoid the heat, you see the
sorcerer stride through the flames, unharmed, his
Silver or White Dragon Sorcerer cloak evaporating away and his eyes blazing hotter
Damage Immunities cold than the stars.
Challenge 8 (3,900 XP) "I carry the magic of the gold dragons combined
Spellcasting. The sorcerer replaces its list of spells with with the power of the red dragons! Nothing can stop
the following.
me!"
Cantrips (at will): frostbite, gust, ray of frost, shape water
202
Favoured Chosen (XGE)
A favoured chosen is a mortal being chosen by the gods for Favoured Chosen (Good)
mysterious reasons. Through absolutely no hard work or effort Medium humanoid (any race), chaotic good
on their part whatsoever, they are suddenly saddled with
extreme divine power. Most of them go completely insane as a Armor Class 15 (breastplate)
result. Hit Points 247 (26d8 + 130)
This sorcerer has the bloodline of the Divine Soul. Speed 30 ft., 30 ft. fly
"Back, demon!" yells the queen. Her make-up is STR DEX CON INT WIS CHA
strewn down her face like melted ice cream. Her hair
is wild and ragged. Her eyes shine with beams of 20 (+5) 13 (+1) 20 (+5) 15 (+2) 15 (+2) 20 (+5)
yellow light, and so does her mouth when she opens it
to scream. She reaches into what's left of her ripped- Saving Throws Dex +6, Con +10, Wis +7, Cha +10
up purple robes and produces a magnifying glass, the Skills Arcana +7, Intimidation +10, Persuasion +10,
same one that you yourself gave her for her birthday, Religion +7
and as she looks through its lens, the beam of light Damage Immunities necrotic, radiant
from her eyes concentrates into a white-hot blast that Senses passive Perception 12
burns a hole through the wall. Languages Celestial plus any one language
It was only a matter of time. Challenge 14 (11,500 XP)
Favored by the Gods. The chosen magically adds 5 (2d4) Spellcasting. The chosen is an 18th-level spellcaster.
to the result of each attack roll, ability check, and The chosen's spellcasting ability is Charisma (spell save
saving throw it makes. DC 18, +10 to hit with spell attacks). The chosen knows
the following sorcerer spells.
Spellcasting. The chosen is an 18th-level spellcaster.
At will: light, mending, sacred flame, thunderclap
languages, cure wounds (good), inflict wounds (evil), 3rd level (3 slots): crusader's mantle, mass healing
magic missile
2nd level (3 slots): detect thoughts, enhance ability, 4th level (3 slots): banishment, polymorph
3rd level (3 slots): crusader's mantle, fireball (evil), 6th level (1 slot): heal, sunbeam
Actions
8th level (1 slot): earthquake (evil), holy aura (good),
sunburst
203
Favoured Chosen (Evil) Emergent Favoured
Medium humanoid (any race), chaotic evil
Chosen
Armor Class 15 (breastplate) Medium humanoid (any race), chaotic good (75%) or
Hit Points 247 (26d8 + 130) chaotic evil (25%)
Speed 30 ft., 30 ft. fly
Armor Class 12
Hit Points 9 (2d8)
STR DEX CON INT WIS CHA Speed 30 ft.
20 (+5) 13 (+1) 20 (+5) 15 (+2) 15 (+2) 20 (+5)
STR DEX CON INT WIS CHA
Saving Throws Dex +6, Con +10, Wis +7, Cha +10
Skills Arcana +7, Deception +10, Intimidation +10, 10 (+0) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 14 (+2)
Religion +7
Damage Immunities necrotic, radiant Senses passive Perception 10
Senses passive Perception 12 Languages Abyssal, Celestial, or Infernal, plus any one
Languages Abyssal or Infernal, plus any one language language
Challenge 14 (11,500 XP) Challenge 1/2 (100 XP)
Favored by the Gods. The chosen magically adds 5 (2d4) Favored by the Gods. The chosen magically adds 5 (2d4)
to the result of each attack roll, ability check, and to the result of each attack roll, ability check, and
saving throw it makes. saving throw it makes.
Spellcasting. The chosen is an 18th-level spellcaster. Spellcasting. The sorcerer is a 1st-level spellcaster. Its
The chosen's spellcasting ability is Charisma (spell save spellcasting ability is Charisma (spell save DC 12, +4 to
DC 18, +10 to hit with spell attacks). The chosen knows hit with spell attacks). The sorcerer can cast the
the following sorcerer spells. following sorcerer spells.
At will: light, mending, sacred flame, thunderclap
1st level (4 slots): charm person, comprehend 1st level (2 slots): charm person, cure wounds (good),
languages, inflict wounds, magic missile
Actions
Multiattack. The chosen makes two attacks with its
royal scepter.
Royal Scepter. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage
plus 9 (2d8) necrotic damage. This is a magic weapon.
204
Phoenix Sorcerer (UA
(UA))
Humanoids reborn by the fires of a phoenix may inherit some Phoenix Sorcerer
of the phoenix's abilities, which may only manifest in times of Medium humanoid (any race), any alignment
stress, or even remain latent until their children's children feel
the fires awakening within them. Armor Class 12
They are among the least subtle sorcerers in the world, given Hit Points 187 (22d8 + 88)
that they literally give off light and they have giant fiery wings Speed 40 ft., fly 40 ft.
erupting from their back.
At will: control flames, create bonfire, fire bolt, light, 2nd level (3 slots): agnazzar's scorcher, continual
produce flame
flame, flame blade, flaming sphere, heat metal, 4th level (3 slots): conjure minor elementals (magmin
pyrotechnics, scorhing ray
205
Sea Sorcerer (UA
(UA))
Sons and daughters of a siren or a merfolk who've enraptured a Sea Sorcerer
mortal landlubber can manifest the power of the sea ... but most Medium humanoid (any race), any alignment
never realize their true potential. Their powers are only
unlocked by scraping the veil of death through drowning. Armor Class 12
Hit Points 65 (10d8 + 20)
Speed 30 ft., swim 30 ft.
"First, I'll deal with you, the one who won't stop his
incessant screaming!" cackles the sea witch. She
swallows a legume seed and breathes out, just a puff, STR DEX CON INT WIS CHA
as if blowing out a candle, and Yerk the Strong is sent
flying helplessly through the air. He lands with a splash 10 (+0) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
in the sea behind the ship's wake. "Next, that slippery
little twit!" Jumplegee the goblin tries to skitter up Damage Resistances fire; bludgeoning, piercing, and
next to her, but she crushes an ice cube with her foot slashing damage from nonmagical weapons
and a flurry of magic snow surrounds him. His legs Senses passive Perception 10
freeze over and lock him in place. "And lastly, that Languages Primordial plus any one language
troublesome genasi girl who raided my home in the Challenge 6 (2,300 XP)
first place!" She raises her fingers to you, and clutched
between them is a burned twig. From the twig sprouts Amphibious. The sorcerer can breathe on land and
a crackling bolt of lightning. You scream. under water.
Curse of the Sea. When a sorcerer targets a creature
Quick Features with a spell that deals cold damage, deals lightning
damage, or forces the target to move, the target
suffers additional effects on a hit or on a failed save, as
Curse of the Sea. When a sorcerer targets a creature listed below.
with a spell that deals cold damage, deals lightning Cold Damage. The target's speed is reduced by 15 feet.
damage, or forces the target to move, the target Lightning Damage. The target takes an additional 7
suffers additional effects on a hit or on a failed save, as (2d6) lightning damage.
15 feet.
Lightning Damage. The target takes an additional 7 Spellcasting. The sorcerer is a 6th-level spellcaster. The
(2d6) lightning damage.
sorcerer's spellcasting ability is Charisma. It knows the 1st level (4 slots): chromatic orb (cold or lightning
following sorcerer spells. only), create or destroy water, thunderwave, witch bolt
At will: gust, ray of frost, shape water, shocking grasp
only), create or destroy water, thunderwave, witch bolt 3rd level (3 slots): lightning bolt, wall of water, water
2nd level (3 slots): gust of wind, Snilloc's snowball breathing, water walk
swarm, warding wind
Reactions
Watery Defense. When a creature hits the sorcerer with
an attack, the sorcerer can move up to its speed
without provoking opportunity attacks.
206
Shadow Sorcerer (XGE)
Shadow sorcerers draw their power from the Shadowfell. The Shadow Sorcerer
wrath, anguish, despair, and hopelessness of an entire doomed Medium humanoid (any race), any evil alignment
realm fuels the shadow sorcerer with their magic, and this is
reflected in their deathly appearance. Armor Class 13
This sorcerer has the bloodline of Shadow Magic. Hit Points 41 (7d8 + 14)
Speed 30 ft.
"You know," you say to the quiet girl in the back of the
carriage. "I don't think I've seen you blink once this STR DEX CON INT WIS CHA
entire ride."
She grins a grin you've only seen on skulls and takes 10 (+0) 17 (+3) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
your hand in hers. Cold as ice. "Best keep it to
yourself." Skills Deception +7, Stealth +6
You hear a mournful howl from outside the Damage Immunities necrotic
carriage. Senses darkvision 120 ft., passive Perception 10
"I'll keep it to myself." Languages any two languages
"Good boy." Challenge 5 (1,800 XP)
summons a shadow mastiff (VGM) or hell hound (MM) 3/day each: blindness/deafness, disguise self, fear, ray
to an empty space within 30 feet of it. The summoned of sickness
hound is fiercely loyal to the sorcerer and returns from 1/day each: blink, circle of death, invisibility
whence it came after 1 minute or when the sorcerer
dismisses it as an action. Undead Fortitude. If damage reduces the sorcerer to 0
hit points, it must make a Constitution saving throw
with a DC of 5 plus the damage taken, unless the
damage is radiant or from a critical hit. On a success,
the sorcerer drops to 1 hit point instead.
Actions
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage.
Summon Hound of Ill Omen (1/Day). The sorcerer
summons a shadow mastiff (VGM) or hell hound (MM)
to an empty space within 30 feet of it. The summoned
hound is fiercely loyal to the sorcerer and returns from
whence it came after 1 minute or when the sorcerer
dismisses it as an action.
207
Emergent Shadow Elder Shadow Sorcerer
Sorcerer Medium humanoid (any race), any alignment
Medium humanoid (any race), any alignment Armor Class 13 (16 with mage armor)
Hit Points 170 (20d8 + 80)
Armor Class 12 Speed 15 ft.
Hit Points 9 (2d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 19 (+4) 10 (+0) 15 (+2) 20 (+5)
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 14 (+2) Skills Deception +10, Stealth +8
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 10 Condition Immunities frightened
Languages any two languages Senses darkvision 120 ft., passive Perception 12
Challenge 1/2 (100 XP) Languages any two languages
Challenge 16 (15,000 XP)
Douser of Light. Natural fires and other light sources
not worn or carried by a creature are magically Darkness Incarnate. The sorcerer can cast darkness at
extinguished when the sorcerer starts its turn within 10 will as a bonus action without expending verbal or
feet of them. material components. The sorcerer can ignore the
restrictions related to casting spells as a bonus action if
Spellcasting. The sorcerer is a 1st-level spellcaster. Its it does so.
spellcasting ability is Charisma (spell save DC 12, +4 to
hit with spell attacks). The sorcerer can cast the Douser of Light. Natural fires and other light sources
following sorcerer spells. not worn or carried by a creature are magically
extinguished when the sorcerer starts its turn within 30
Cantrips (at will): chill touch, minor illusion
Actions
Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage.
Summon Monster of Ill Omen (1/Day). The sorcerer
summons a gray render (MTF) or hydra (MM) to an
empty space within 30 feet of it, or a hell hound or
shadow mastiff that uses either of the above monsters'
statistics. The summoned monster is fiercely loyal to
the sorcerer and returns from whence it came after 1
minute or when the sorcerer dismisses it as an action.
208
Stone Sorcerer (UA
(UA))
When a humanoid is unjustly buried alive, their cries are Stone Sorcerer
sometimes answered by the elemental plane of earth. Like a Medium humanoid (any race), any alignment
revenant, they return from the dead to wreak their revenge.
Gifted with weapons that do not break and a resolve that will Armor Class 16 (natural armor)
not shatter, they hunt down and personally duel anyone who Hit Points 170 (24d8 + 80)
had wronged them in life. Speed 30 ft., burrow 30 ft.
"You don't seem so big to me," laughs the hill giant. STR DEX CON INT WIS CHA
She brings down her greatclub upon the poor mage,
and with a crunch, the mage disappears under the 19 (+4) 10 (+0) 17 (+3) 10 (+0) 16 (+3) 16 (+3)
weight of the tree he was hit with. Seems like the
giant literally pounded him into the dirt. Skills Intimidation +7, Investigation +4, Perception +7
But he climbs out of the hole and dusts the dirt off Damage Resistances bludgeoning, piercing, and
his cloak. He draws his hammer, shouts "Heave!" and slashing damage from nonmagical weapons
strikes the hill giant in the knee. The sound Senses Tremorsense 30 ft., passive Perception 17
reverberates up the giant's bone structure and rattles Languages Primordial plus any one language
around in her brain, and she takes a few stumbling Challenge 11 (7,200 XP)
steps back before collapsing into the mud. "You don't
sound so big to me, either," taunts the mage, and he Blessed by Stone. The sorcerer's weapon attacks are
hits her again. magical. When the sorcerer hits a creature with a
melee weapon attack, it deals an additional 22 (4d10)
force damage (included in the attack).
Quick Features
Earth Aegis. Up to three friendly creatures of the
sorcerer's choice within 30 feet of it also benefit from
Damage Resistances bludgeoning, piercing, and the sorcerer's resistances to bludgeoning, piercing, and
slashing damage from nonmagical weapons slashing damage from nonmagical weapons.
Spellcasting. The sorcerer is an 8th-level spellcaster. Spellcasting. The sorcerer is an 8th-level spellcaster.
The sorcerer's spellcasting ability is Charisma. It knows The sorcerer's spellcasting ability is Charisma (spell
the following sorcerer spells. save DC 15, +7 to hit with spell attacks). It knows the
following sorcerer spells.
At will: booming blade, gust, mold earth, thunderclap
1st level (4 slots): absorb elements, compelled duel, At will: booming blade, gust, mold earth, thunderclap
209
Storm Sorcerer (SCAG, XGE)
Storm sorcerers are often found in the employ of merchant Storm Sorcerer
ships, as their powers lend themselves well to good winds and Medium humanoid (any race), neutral
strong currents.
Armor Class 12
"Can't you keep the bloody wind in our sails? What Hit Points 54 (12d8)
are we even paying you for?" The captain scowls at Speed 30 ft., 30 ft. fly
the mage who stands defiantly on the bow of his ship,
waving her arms against the storm.
STR DEX CON INT WIS CHA
"Silence, I'm concentrating. Here we go, a good
gust." 10 (+0) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 18 (+4)
With creaking wood and buffetting sails, the wind
carries the ship forward at breakneck speed. They'll Damage Immunities lightning, thunder
make port in no time. Senses passive Perception 11
Languages Primordial plus any one language
Challenge 5 (1,800 XP)
Quick Features
Breath of the Wind. The sorcerer doesn't trigger
opportunity attacks when it flies out of a hostile
Innate Spellcasting. The sorcerer's spellcasting ability is creature's reach.
Charisma. The sorcerer can cast the following spells
innately. Conductor of the Wind. The sorcerer can use its bonus
action to change the direction of the wind within a
At will: gust, shocking grasp, thunderclap, 100-foot radius around it. The sorcerer can choose the
thunderwave
1/day each: call lightning, storm sphere, warding wind, Innate Spellcasting. The sorcerer's spellcasting ability is
wind wall Charisma (spell save DC 15, +7 to hit with spell attacks).
The sorcerer can cast the following spells innately.
Wind's Lash (Reaction). When the sorcerer is hit by an
attack, it can use its reaction to force its attacker to At will: gust, shocking grasp, thunderclap,
make a Constitution saving throw (DC sorcerer's thunderwave
Charisma). On a failed save, the target takes 14 (4d6) 3/day each: gust of wind, shatter, thunderous smite
thunder damage and is pushed 20 feet in a direction of 1/day each: call lightning, storm sphere, warding wind,
the sorcerer's choice. On a successful save, the target wind wall
takes no damage and is pushed 10 feet.
Actions
Lightning Dagger. Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d4 + 2) piercing damage plus 2 (1d4) lightning
damage, and the target must succeed on a DC 15
Constitution saving throw or be stunned until the end
of its next turn. This is a magic weapon.
Reactions
Wind's Lash. When the sorcerer is hit by an attack, it
can use its reaction to force its attacker to make a DC
15 Constitution saving throw. On a failed save, the
target takes 14 (4d6) thunder damage and is pushed 20
feet in a direction of the sorcerer's choice. On a
successful save, the target takes no damage and is
pushed 10 feet.
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Vampiric Sorcerer (DAPC
(DAPC))
Not all vampires turn their thralls into other vampires. Vampiric Sorcerer
Sometimes mortals are more useful as slaves. Mortals under Medium humanoid (any race, shapechanger), any
the servitude of a vampire are permanently scarred by their alignment (usually evil)
experiences, and this scarring may travel down their bloodline
to reawaken in their children's children as unholy powers, Armor Class 12
mimicking the best and worst of the vampiric curse. While Hit Points 105 (14d8 + 42)
some vampiric sorcerers attempt to use their evil powers for Speed 30 ft.
good, others revel in cruelty and make arrangements to become
true vampires after death.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 19 (+4)
"Oh, I'm not technically a vampire," he says, wiping
the blood off his mouth. He drops the noblewoman to
Saves Dex +4, Wis +3, Cha +6
the ground. She groans in pain, bleeding from the
Skills Perception +3, Stealth +5
neck. "There's ... uh ... no need for that stake." He
disappears in a puff of mist. Senses darkvision 30 ft., passive Perception 13
Languages any two languages
Challenge 4 (1,100 XP)
Quick Features
Misty Escape. When the sorcerer drops to 0 hit points,
it can instead drop to 1 hit point and cast gaseous form
Spellcasting. The sorcerer is a 4th-level spellcaster. Its on itself without expending a spell slot or components.
spellcasting ability is Charisma. It knows the following If it can't cast this spell, it drops to 0 hit points as usual.
sorcerer spells.
Partial Regeneration. The sorcerer gains 10 temporary
Cantrips (at will): friends, infestation, minor illusion, hit points at the start of its turn if it has at least 1 hit
thaumaturgy
Actions
Multiattack. The sorcerer makes two unarmed strikes. It
can swap one unarmed strike with its bite.
Bite. The sorcerer bites a creature it is grappling. The
target takes 7 (2d6) piercing damage, and the sorcerer
regains the same number of hit points.
Unarmed Strike (Humanoid Form Only). Melee Spell
Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
bludgeoning damage. Instead of dealing damage, the
sorcerer can grapple the target (escape DC 13). This is a
magic weapon attack.
211
Wild Magic Sorcerer (PHB)
If anyone knew how wild magic sorcerers were created, they Elder Wild Magic Sorcerer
would probably shut it down somehow. Medium humanoid (any race), any alignment
You can alternatively choose to roll only once and accept the Empowered Spell. The sorcerer can reroll the damage
results, for a less controllable outcome. You can also choose to dice of its spells. If it does so, it must use the new
roll a d20 and have the surge trigger only on a roll of 1 to more result.
accurately match the class feature.
Heightened Spell (3/Day). The sorcerer can force one
creature targeted by its spell to roll the first saving
You sigh and question your choices as the apprentice throw of the spell with disadvantage.
mage you hired to clean up the leylines in the shrine
now lies incinerated as a pile of ash, surrounded by Spellcasting. The sorcerer is a 20th level spellcaster. Its
scorched leylines. Fireball centered on self. spellcasting ability is Charisma (spell save DC 18, +10 to
hit with spell attacks). It can cast the following sorcerer
spells.
Cantrips (at will): dancing lights, mage hand, message,
Emergent Wild Magic minor illusion, prestidigitation, shocking grasp
Medium humanoid (any race), any alignment 4th-level (3 slots): confusion, polymorph
STR DEX CON INT WIS CHA Wild Magic Surge. When the sorcerer casts a spell of
1st-level or higher, it rolls twice on the Wild Magic
10 (+0) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 14 (+2) Surge Table (PHB 104) and uses either result.
Actions
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 1 bludgeoning damage.
212
Warlocks
N
ever in history will the world ever starve for
lack of warlocks. Wherever there is a great
The Great Old One
Cults of the great old one hopelessly look for signs that their
being with power to share, followers will
patron notices their existence. They read into the stars, into tea
flock to its side. Even creatures that don't
leaves, into the words not written on the page, for even the
want to mentor some puny mortal
slightest indication that their existence is worthwhile. And, for
eventually give in if it suits their interests in
most, the lack of evidence only strengthens their belief. Their
the Prime Material plane.
minds become twisted and mad, and their power stems from
this madness alone.
Warlock Cults
Megalomaniacal beings of great power attract cults devoted to
The Hexblade
Cults of the hexblade are generally much smaller than others,
their worship. No matter how obscure, a cult or two will
focused around a central figure of great power who wields a
inevitably pop up in the hopes of being noticed and blessed
weapon of the Shadowfell. These cults of personality are led by
with otherworldly power. Just ask a great old one that has
the whims of the hexblade wielder, for better or for worse.
never even heard of the Material plane, or Bael, a devil that has
actively attempted to squash his own cults only to find more The Leviathan
and more of them desperately seeking his approval. Waves crashing against the bow of a broken ship. Salty mist in
the air. Wind whipping through ripped sails. Cults of the
Demographics leviathan take to the seas as pirates.
In a cult of 20 people ...
The Raven Queen
1 is a warlock Cults of the Raven Queen are sombre affairs. Cultists meditate
2 are cult fanatics on the role of death in their lives and seek counsel from the
2 are cultists with a small degree of power Raven Queen on how to maintain the balance. Without the
15 are regular cultists formal structure of a church, their methods of determining the
Raven Queen's will are ... unorthodox at best.
213
Tier Two
Hexblade Wielder (Vorpal Greataxe) (NPC 163) Cult of She Who Sleeps
Kraken Priest (VGM 215) Otherworldly Patron. The Leviathan
The Undying (NPC 164) Featured Subclass. Warlock of the Leviathan
Warlock of the Archlich (NPC 166)
The Cult of She Who Sleeps is a crew of Whipping Wave, a
Warlock of the Fiend (VGM 219)
ship that should have sunk years ago. Its wooden panels are
Warlock of the Great Old One (VGM 220)
warped. Its sails are ripped. Its rudder is broken. By all
Warlock of the Leviathan (NPC 169)
accounts, it should be an immobile, unmaneuverable wreck at
Tier Three the bottom of the sea. And yet, by the power granted to the cult
Hexblade Wielder (Blackrazor) (NPC 163) by their kraken, the ship floats.
Tier Four
In the highest tiers of play, the party should be fighting the
Captain Laodora
Captain Laodora is a human warlock of the leviathan. She
patrons, not the warlocks. Example patrons are listed on each
warlock's page (in Celestial Gifts). has the Voice of the Kraken ability shared by her kraken priests,
through which she claims to make known the will of She Who
Cult Strategies Sleeps, an ancient kraken that has grown weak through lack of
fear. By spreading the word of She Who Sleeps, more and more
Dark Devotion. With few exceptions, cultists throw will come to know and fear her, and the kraken will rise in
themselves at their enemies with no regard for their own power once again.
personal safety. The life of one individual is nothing compared Captain Laodora has a gift from her kraken: a giant squid
to the glory of their patron. The leader of a cult sees its (using the statistics of a giant octopus). The squid has a flying
followers as utterly disposable. speed of 30 ft. (hover) and can be summoned to the captain's
Hidden Secrets. Cults operate outside of the light of side as a bonus action.
civilised society, in dark basements and narrow alleys, in
abandoned lots and under crumbling bridges. A cult works best Kraken Priests
when nobody is paying attention to it.
The two human kraken priests are Captain Laodora's first
Overwhelming Madness. The biggest threat to anyone
and second mates, Ichthyaltamis and Menilliphon. They are
trying to take a cult down is the sheer audacity of their beliefs.
Captain Laodora's eyes and ears (literally; she can choose to see
A detective who thought he's seen it all will be so appalled at a
through their senses instead of hers). Like the rest of the crew,
cult that he may drink himself to death trying to investigate
these kraken priests' bodies are almost completely taken over
them. A noble paladin might give up their oath when they are
by brine and coral.
pushed to slaughter the cult rather than let them continue. A
king may find the finances of his entire kingdom in ruin when
his family is drawn into a predatory cult without his Cultists of the Leviathan
knowledge. Cults are maddening, sickening, dreadful, and The crew is primarily made up of cultists of the leviathan
useful to those who would wish the world harm. (12 in total). They are the deck crew and primary fighting force
when the ship engages in piracy. The cultists find it hard to
Warlock Tactics obey avoid whipping everyone they meet to death. The cultists
just want to kill, but without survivors, who will be left to fear
Eldritch Blast. Warlocks are very good at using eldritch blast.
the kraken? There must be a modicum of restraint. The good
Many of them bolster this spell with extra damage and effects, ship Whipping Wave plays catch and release, not catch and kill.
such as pushing or pulling people, sniping from great distances,
and causing agonising pain. It's popular for a reason.
Hit Hard or Not at All. Warlocks give the first few rounds
Sea Spawn
of a fight everything they've got. No sense dying with resources In the lower deck of Whipping Wave, where sloshing water has
and abilities unused. Once the fight is over, they can rest for an risen up to one's knees, live 5 sea spawn (VGM 189). These
hour and get it all back, making them just as dangerous in the agents of the kraken emerge only to repel invaders or when
next battle as they were in the last. they are summoned through the voice of Captain Leodora to
Pact Boons. Most warlocks have access to a pact boon from strike fear in the hearts of those she has captured. See these
their patron. Those who take the Pact of the Blade are more wretched creatures? Soon you will join their ranks! Flee! Flee
comfortable in melee range, picking spells and abilities that while you still have the chance!
give them extra defenses. Those who take the Pact of the Chain
use their familiar in tandem with their eldritch blast, swooping
in and out of the fray to give them advantage on their attacks.
Conflict
Those who take the Pact of the Tome prepare exhaustively for Whipping Wave launches an attack on the party's ship at sea,
every conceivable outcome, paranoid that a possibility has intending to instill fear of She Who Sleeps in their hearts.
slipped their mind.
214
Celestial Servant (XGE)
Servants of angels and other great celestial beings are often Celestial Servant
granted small boons to assist them in their work. Medium humanoid (any race), lawful good (75%) or
This warlock's patron is the Celestial. lawful evil (25%)
Quick Features
levitate, locate object, jump 1st-2nd level (2 2nd-level slots): feather fall, levitate,
locate object, jump
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
Actions
battlemaster maneuver (save DC 12) in addition to the features Star Chain. Melee Weapon Attack: +4 to hit, reach 10
here. See the list of Battlemaster Maneuvers.
ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage
plus 3 (1d6) force damage. This is a magic weapon.
216
Hexblade Wielder (XGE)
Like shadow sorcerers, wielders of a hexblade draw their Hexblade Wielder
power from mighty creatures from the Shadowfell. These Medium humanoid (any race), chaotic neutral or the
warlocks' powers are often presented in the form of legendary alignment of its bonded weapon
weapons such as Blackrazor, the Life Drinker, and without
such weapons they are rendered powerless or killed outright. Armor Class 17 (half plate)
Hexblade wielders in your campaign might have different Hit Points 97 (15d8 + 30)
weapons to Blackrazor. You can replace the bonded weapon Speed 30 ft.
with a sentient weapon listed in the DMG or with a custom
weapon of your design. Note that the challenge rating might not
STR DEX CON INT WIS CHA
accurately reflect the power of other weapons.
This warlock's patron is the Hexblade.
10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 18 (+4)
survive without the lost head. A creature is immune to 1st-3rd level (2 3rd-level slots): blur, shield, wrathful
this effect if it is immune to slashing damage, doesn't smite
have or need a head, if it has legendary actions, or if it
is too big for its head to be cut off in this way. Such a Weapon Bond: Blackrazor. The hexblade wielder's
creature instead takes an extra 27 (6d8) slashing bonded weapon is Blackrazor, a chaotic neutral
damage from the hit. This is a +3 magic weapon that sentient greatsword that can speak Common and Deep
ignores resistance to slashing damage. Speech (Int 21, Wis 17, Cha 25). Blackrazor is a
legendary +3 magic weapon.
and together we will rage against the dying of the 1st-5th level (2 5th-level slots): aura of life,
light. With affection, your once and forever prince, blindness/deafness, contagion, deafness, death ward,
Charming." false life, feign death, legend lore, ray of sickness,
Philip the dead man stirs. Your blood runs cold. silence, speak with dead
218
Quick Features
Warlock of the Archfey (PHB)
The archfey of the Feywild are fickle beings known for making
promises they cannot possibly hope to keep. Those who fall Spellcasting. The warlock is a 11th-level spellcaster. Its
prey to such false promises become their warlocks. spellcasting ability is Charisma. It regains its expended
spell slots when it finishes a short or long rest. It knows
Warlock of the Archfey, VGM 219 the following warlock spells.
The warlock in Volo's Guide to Monsters is sufficient to
Cantrips (at will): dancing lights, eldritch blast, friends,
represent this subclass. mage hand, minor illusion, prestidigitation, vicious
mockery
219
For popular archfey such as Queen Titania and Oberon, throngs
of adoring fanatics seek out their patronage every day. Not all
are lucky enough to become warlocks. The vast majority are
given a few minor gifts and sent on their way.
Cultist of the Archfey
Medium humanoid (any race), any chaotic alignment
Cultists use their skill in Deception, the spell charm person,
and the friends cantrip to get their way even if it leaves a trail of Armor Class 13 (leather armor)
broken people behind them. They use minor illusion more for Hit Points 9 (2d8)
themselves than anyone else, creating beautiful representations Speed 30 ft.
of fey courts to tide their longing for one more day. Perhaps this
day will be the day they are accepted.
STR DEX CON INT WIS CHA
"How many of these cults are there, exactly?" asks 10 (+0) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 12 (+1)
your wife. You shrug. Well, the couple that slays
together stays together, as they always said. What Skills Arcana +2, Deception +3
exactly did these archfey worshippers think would Senses passive Perception 10
happen when they tried to charm a pair of married Languages any one language
elves? Challenge 1/4 (50 XP)
Actions
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.
220
Warlock of the Archlich (DAPC
(DAPC))
Ancient liches who first uncovered the secrets of lichdom are Warlock of the Archlich
powerful enough to promise foolish mortals a taste of their Medium humanoid (any race), any evil alignment
magic through a pact of evil. Just as the archlich amasses
warlocks, so too can their warlocks often be found surrounded Armor Class 12
by cultists and zealots, none of whom truly understand the Hit Points 114 (12d8 + 60)
price that such power demands from them. Speed 30 ft.
There is no escape for you. You should never have 2/day: animate dead
come here.
Spellcasting. The warlock is an 11th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to
Quick Features hit with spell attacks). It knows the following warlock
spells.
Spellcasting. The warlock is an 11th-level spellcaster. Its Cantrips (at will): chill touch, mage hand, minor
spellcasting ability is Charisma. It knows the following illusion, prestidigitation
221
Powerful liches don't ask for followers, they demand them.
Cultists of the archlich are forced to learn dark powers and
serve their master against their will. Cultist of the Archlich
Cultists mainly perform daily chores for the archlich, Medium humanoid (any race), any alignment
performing upkeep on the dungeon or cleaning out the bodies
of failed adventuring parties. Their mage hand and unseen Armor Class 13 (leather armor)
servant help them get more done in a day than a regular maid Hit Points 11 (2d8 + 2)
or cleaner would. Occasionally, a servant might inadvertently Speed 30 ft.
cast chill touch instead of mage hand, reminding them that they
live only at the whim of their dark master.
STR DEX CON INT WIS CHA
Ghostly hands trail over your husband's shoulders. 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
"Hey," you say. "No enjoying that. It's not a massage.
We've got cultists to slay." Skills Arcana +2, Deception +2
Senses passive Perception 10
Languages any one language
Challenge 1/4 (50 XP)
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
222
Warlock of Cirrus (IW)
Cirrus the Jester is a trickster spirit. They tell jokes to soothe Warlock of Cirrus
their addled, sickened mind. But nothing suffices. Cirrus can Medium humanoid or fey (any race), chaotic neutral
shapeshift at will into any mortal that has ever laughed at their
jokes. Armor Class 12 (leather armor)
Hit Points 60 (11d8 + 11)
Quick Features Speed 30 ft.
Innate Spellcasting. The warlock's innate spellcasting STR DEX CON INT WIS CHA
ability is Charisma. It can cast the following spells 10 (+0) 13 (+1) 12 (+1) 11 (+0) 15 (+2) 18 (+4)
innately.
At will: Tasha's hideous laughter
1/day: trick
Spellcasting. The warlock is an 11th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +6 to
hit with spell attacks). It regains its expended spell slots
when it finishes a short or long rest. It knows the
following warlock spells.
Cantrips (at will): friends, vicious mockery
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
1) piercing damage.
Reactions
Penny Circus. When a creature hits the warlock with an
attack roll and it can see and hear the warlock, the
warlock can force the attacker to succeed on a DC 14
Wisdom saving throw or become frightened of the
warlock until the end of the warlock's next turn.
223
Warlock of Dailili (IW)
Dailili was once a dryad whose many children in the material Warlock of Dailili
realm were cut down by an overzealous woodsman. She slew Medium humanoid or fey (any race), chaotic evil
the woodsman but was banished to the Feywild for the crime of
murder. In the Feywild, she grew to the power of an archfey on Armor Class 11 (16 with barkskin)
spite alone. She now sits on her rooted throne, plotting her Hit Points 60 (11d8 + 11)
revenge, growing ever stronger. A tree has sprouted from her Speed 30 ft.
fey court, an extension of her very will, that is fated to consume
all of existence.
STR DEX CON INT WIS CHA
Quick Features 10 (+0) 13 (+1) 12 (+1) 11 (+0) 15 (+2) 18 (+4)
At will: barkskin
1st-5th level (3 5th-level slots): blight, entangle, 1/day: speak with plants
grasping vine
Spellcasting. The warlock is an 11th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +6 to
hit with spell attacks). It regains its expended spell slots
when it finishes a short or long rest. It knows the
following warlock spells.
Cantrips (at will): druidcraft, thorn whip
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
1) piercing damage.
224
Warlock of the Fiend (PHB) Whip. Melee Weapon Attack. +5 to hit, reach 10 ft.,
While devils are more likely to approach mortals with deals one target. Hit: 4 (1d4 + 2) slashing damage. This is a
they can't possibly refuse, demons are often the ones being magic weapon attack.
approached instead, offering powers beyond comprehension
and giving the insane the hope that others may see the world
like they do. Yugoloths are more rare, but some yugoloths, like a
pyramid trickling down, employ mercenaries to serve the
Pike. Melee Weapon Attack. +3 to hit, reach 10 ft., one
master that they themselves have been employed to serve. target. Hit: 5 (1d10) piercing damage. This is a magic
weapon attack.
Warlock of the Fiend, VGM 219
The warlock in Volo's Guide to Monsters is sufficient to
represent this subclass.
Poisoned Shortsword. Melee Weapon Attack. +5 to hit,
Fiend Gifts reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage
plus 7 (2d6) poison damage. This is a magic weapon
Patron Chain Blade Tome
attack.
A dagger that A book that has
A
Arcanaloth functions as a always been and
jackalwere
quill pen will always be
A jet-black book of Greataxe. Melee Weapon Attack. +3 to hit, reach 5 ft.,
A spined
Asmodeus A whip incomprehensible one target. Hit: 7 (2d6) slashing damage. This is a
devil
runes magic weapon attack.
A silk gown with
An A three-
Belial embroidery that
incubus pronged pike
carries deep magic
A randomly A book written in Flail. Melee Weapon Attack. +3 to hit, reach 5 ft., one
determined an assortment of target. Hit: 4 (1d8) bludgeoning damage. This is a
A weapon that incompatible magic weapon attack.
Demogorgon
cockatrice changes form languages that
before every screeches when
attack opened The leader of the cultists steps forward, splendid in
An elven book her silken gown. She tosses rainbow crystals at you.
A giant A poisoned whose pages rot You stare at these crystals hanging in mid-air and your
Lolth spider shortsword and twist in one's mind slips far back into the deepest, darkest recesses
hands of your consciousness.
Severed wings
A giant A wicked
Nycaloth
boar greataxe
cured and branded Quick Features
with runes
A mace in the
form of a A flesh-bound Spellcasting. The warlock is a 17th-level spellcaster. Its
A crawling spellcasting ability is Charisma. It regains its expended
Orcus scepter topped book with a human
claw spell slots when it finishes a short or long rest. It knows
with a spine encasing it
woman's skull the following warlock spells.
A mace that A cracked red book Cantrips (at will): eldritch blast, fire bolt, friends, mage
Pit Fiend A magmin sizzles with whose pages smell hand, minor illusion, prestidigitation, shocking grasp
225
Demon princes and arch devils are vain, egotistical, narcissistic,
and sociopathic, and, unfortunately, many people are attracted
to those traits. Cultists of fiends learn evil magic in the hopes of
impressing their future patron.
Cultist of the Fiend
Medium humanoid (any race), any evil alignment
Cultists hope to go out in a blaze of glory. They create blazing
fires with produce flame for attention, lie and cheat their way to Armor Class 13 (leather armor)
success with friends, and welcome the consequences, hoping to Hit Points 11 (2d8 + 2)
cast hellish rebuke on anyone who dares raise a hand against Speed 30 ft.
them.
"Web?" you ask. Your wife nods. "Web." STR DEX CON INT WIS CHA
A bit of spiderweb plucked from the cave walls and 10 (+0) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 13 (+1)
the whole floor is covered in thick white sticky
strands. The cultists scream out something Skills Deception +3, Performance +3
incomprehensible, probably about how a rebuke from Senses passive Perception 10
the very depths of the nine hells is in store for you if Languages any one language
you so much as think about laying a hand on them, Challenge 1/4 (50 XP)
but you tune it out and light the webs with your torch.
That oughtta do it. They can't rebuke a bunch of Dark Devotion. The cultist has advantage on saving
burning spiderweb, now, can they? throws against being charmed or frightened.
Initiate Spellcasting. The cultist is a magic initiate. Its
spellcasting ability is Charisma (spell save DC 11, +3 to
hit with spell attacks). It can cast the following warlock
spells.
At will: friends, produce flame
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
226
Warlocks of the Genie (TCE)
Rather than make a wish, a roaming adventurer may instead Warlock of the Djinni
pledge allegiance to the genie in the lamp, and in so doing Medium humanoid (any race), any alignment
unlock great potential. Perhaps "true love" or "endless riches"
can wait another day. Armor Class 14 (studded leather)
The warlock can serve a dao, a djinni, an efreeti, or a Hit Points 88 (16d8 + 16)
marid. If the warlock's genie vessel is destroyed, you can Speed 30 ft., fly 30 ft. (hover)
decide that the destruction of the vessel summons forth the
warlock's patron genie. Potential genie vessels are reprinted as
STR DEX CON INT WIS CHA
follows.
10 (+0) 14 (+2) 12 (+1) 10 (+0) 15 (+2) 17 (+3)
d6 Genie Vessel
1 Oil lamp Senses passive Perception 13
Languages any two languages
2 Urn Challenge 3 (700 XP)
3 Ring with a compartment
4 Stoppered bottle Innate Spellcasting. The warlock's innate spellcasting
ability is Charisma (spell save DC 13, +5 to hit with spell
5 Hollowed statuette attacks). It can cast the following spells innately.
6 Ornate lantern
At will: demiplane (connects only to the demiplane in
The warlock included here serves a djinni. Spell lists for the genie vessel, and the genie can't pass through the
alternative genies are included below. Serving a different genie door)
does not change the warlock's challenge rating. Spellcasting. The warlock is a 9th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to
Warlock of the Dao hit with spell attacks). It regains its expended spell slots
when it finishes a short or long rest. If its genie vessel is
destroyed (AC 13, HP 10) it can't cast spells. It knows
Cantrips (at will): minor illusion, prestidigitation, the following warlock spells.
thunderclap
1st-5th level (2 5th-level slots): banishment, Cantrips (at will): eldritch blast, gust, minor illusion
counterspell, create food and water, creation, detect 1st-5th level (2 5th-level slots): create food and water,
evil and good, earthbind, hold monster, meld into creation, detect evil and good, dream, fly, gaseous
stone, phantasmal force, phantasmal killer, sanctuary, form, greater invisibility, gust of wind, phantasmal
spike growth, stone shape, wall of stone force, phantasmal killer, seeming, shatter,
thunderwave, wind wall
227
Quick Features
Warlock of the Great Old One
(PHB) Spellcasting. The warlock is a 14th-level spellcaster. Its
Most Great Old Ones are too vast and powerful to even spellcasting ability is Charisma. It regains its expended
understand that warlocks draw their power from them, much spell slots when it finishes a short or long rest. It knows
like humans have no comprehension of the lives of the mites the following warlock spells.
that live in their eyelashes, feasting on their dead skin.
Cantrips (at will): chill touch, eldritch blast, guidance,
"Gifts" from a Great Old One are usually constructed (or
mage hand, minor illusion, prestidigitation, shocking
recruited) by the warlock themselves. The Great Old One
grasp
provides nothing but inspiration. 1st-5th level (3 5th-level slots): armor of Agathys, arms
of Hadar, crown of madness, clairvoyance, contact
Warlock of the Great Old One, VGM 220 other plane, detect magic, detect thoughts, dimension
The warlock in Volo's Guide to Monsters is sufficient to door, dissonant whispers, dominate beast, jump,
represent this subclass. levitate, mage armor, speak with dead, telekinesis,
vampiric touch
Great Old One "Gifts" Whispering Aura. At the start of each of the warlock's
Patron Chain Blade Tome turns, each creature of its choice within 5 feet of it
must succeed on a Wisdom saving throw (DC warlock's
A heavy Charisma) or take 10 (3d6) psychic damage.
Illusory texts
Ghaunadaur, crossbow with a
that only the
That Which A spectator spyglass
holder of a glass
Lurks mounted on the
eye can see
top
A flesh-bound
Great A giant
A hooked glaive book that reeks
Cthulhu octopus
of fish
Tharizdun, A small empty Tattoos inscribed
A
the Chained cage turned into over the
homunculus
God a maul warlock's body
Increase the warlock's Strength to 14 (+2) for the glaive and the
maul.
228
Cultists of the Great Old One don't worship their deity in the
same way that other cultists might. Instead, the deity is merely
a conduit for dark powers that allow the cultist to achieve its
sinister goals. They are usually aware of the disastrous
Cultist of the Great Old
consequences of their meddling, but simply choose to ignore One
them. Medium humanoid (any race), chaotic neutral or
Cultists weave visions of terrible futures with minor illusion chaotic evil
and demonstrate their otherworldly power with thaumaturgy.
Those who get in the way of their research shall suffer at the Armor Class 13 (leather armor)
arms of Hadar. Hit Points 9 (2d8)
Speed 30 ft.
Casting that spell of silence may have been a bit
overboard for just a bunch of cultists, but you have to
STR DEX CON INT WIS CHA
respect your husband's pragmatism. There won't be
any speaking the name of ancient horrors if one can't 10 (+0) 14 (+2) 10 (+0) 12 (+1) 8 (-1) 11 (+0)
speak any names at all.
Skills Deception +2, Investigation +3
Senses passive Perception 9
Languages any one language
Challenge 1/4 (50 XP)
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
229
Warlock of the Leviathan (TCE,
CaelReader))
CaelReader Warlock of the Leviathan
Medium humanoid (any race), any alignment
At the bottom of the world lie awesome and terrible creatures
tempered by the weight of the ocean above them and hardened Armor Class 12
by freezing cold and darkness. Their power can be borrowed, Hit Points 91 (14d8 + 28)
but it cannot be controlled. Speed 30 ft.
The warlock's patron can be the leviathan by Caelreader or
the Fathomless from Tasha's Cauldron of Everything.
STR DEX CON INT WIS CHA
Kraken Priest, VGM 215 14 (+2) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
The kraken priest is an unusual statblock given that it calls
upon the naming conventions of the priest in the MM and Saving Throws Wis +4, Cha +7
clearly has abilities based on class features, yet is not Damage Resistances cold, lightning, thunder
represented in any way by any published subclasses. The Senses darkvision 60 ft., passive Perception 11
kraken priest is sufficient to represent a warlock of the Languages any two languages
leviathan, but a more specific statblock is included on the right. Challenge 6 (2,300 XP)
Leviathan Gifts Amphibious. The warlock can breathe air and water.
Patron Chain Blade Tome Curse of the Sea. When the warlock damages a
creature, it can impose one of the following effects.
Iplix the A A war pick in The effects last until the end of the warlock's next turn.
A turtle shell with draconic
Dragon giant the shape of a
runes on the inside Calm Before the Storm. The target takes an
Turtle turtle turtle's beak
additional 9 (2d8) cold, lightning, or thunder
A A thick rubbery A book inked by a squid
The damage (warlock's choice).
giant whip layered that lives in a glass case
Kraken Rolling Fog. The target's vision is obscured by
squid with suckers strapped to the side
illusory fog, giving them disadvantage on attack
Leviathan A A quarterstaff rolls and Wisdom (Perception) checks made against
of giant tipped with a A holy censer of Umberlee creatures more than 15 feet from them. Creatures
Umberlee shark conch shell that can see through illusions are unaffected.
Treading Water. The target's speed is reduced to 0.
War Pick. Melee Weapon Attack. +4 to hit, reach 5 ft., Spellcasting. The warlock is an 11th-level spellcaster. Its
one target. Hit: 6 (1d8 + 2) piercing damage. This is a spellcasting ability is Charisma (spell save DC 15, +7 to
magic weapon attack. hit with spell attacks). It knows the following warlock
spells.
Whip. Melee Weapon Attack. +4 to hit, reach 10 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage. This is a Cantrips (at will): frostbite, mage hand (a tentacle),
magic weapon attack. minor illusion, prestidigitation, shape water
Actions
You go after the captain, the one with that ugly war
pick strapped to his back. You manage to land a punch Dagger. Melee or Ranged Weapon Attack: +4 to hit,
to the back of his head, but ink spills from his ears and reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
everything goes pitch black. You feel cold steel sinking
into your ribs. Electricity jolts through your body and
stops your heart dead. Reactions
Inky Escape (Recharges after a Short or Long Rest).
When the warlock takes damage, it can cast darkness
centered on itself. It doesn't need to expend a spell slot
and it doesn't need to concentrate on the spell.
230
Ungodly monsters of the sea will sometimes rescue drowning
sailors if they pledge their loyalty to its ultimate destructive
power. Those who accept are granted powers and equipment as
a cultist. The leviathan relies much more on its cultists than
Cultist of the Leviathan
Medium humanoid (any race), any alignment
other patrons might, as they are often its only link to the land
above.
Armor Class 13 (leather armor)
Cultists gather in great numbers to terrorise local villages. Hit Points 16 (3d8 + 3)
Their tentacle whip, bolstered with hex and booming blade, can Speed 30 ft.
kill most commoners outright in a single blow, demonstrating
the storming might of their patron. This proves a dangerous
combination even for any heroes who dare cross them. STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 13 (+1)
"Really? Silence, again?" says your wife, sternly. "We
did that last time." Skills Deception +3, Survival +3
"Don't knock it if it works!" is what you would have Senses passive Perception 11
said if you weren't under the effects of silence. Languages any one language
The cultist just sits down and gives up. Booming Challenge 1/2 (100 XP)
blade was his whole thing and now it doesn't work.
What's even the point? Amphibious. The cultist can breathe air and water.
Your wife sighs. She says something snide, but you
can't hear her. You know, with the silence and all. Dark Devotion. The cultist has advantage on saving
You're thinking something rather rude about how throws against being charmed or frightened.
maybe you should make this a habit when she starts Initiate Spellcasting. The cultist is a magic initiate. Its
to nag, but those thoughts evaporate when you see spellcasting ability is Charisma (spell save DC 11, +3 to
her signing a love heart. You smile and sign a love hit with spell attacks). It can cast the following warlock
heart back. Enough cynicism. This is nice. Maybe after spells.
this the two of you can find a nice inn and --
No, wait, she's warning you that the cultist is gonna At will: booming blade, true strike
strangle you. Gonna have to deal with that first. 1/day: hex
Actions
Tentacle Whip. Melee Weapon Attack: +5 to hit, reach
10 ft., one target. Hit: 5 (1d4 + 3) slashing damage. This
is a +1 magic weapon.
231
Warlock of Lord Cals (IW)
Lord Cals of the Litter and the Peat is an ancient archfey, Warlock of Lord Cals
perhaps older than the Feywild itself. He is as patient as the Medium humanoid or fey (any race), neutral evil
winds that flatten a mountain. He is as determined as a root
that grows in a crack in a stone. He waits, sometimes for Armor Class 12 (leather armor)
millennia, as eventually all good things shall fall into his lap. Hit Points 60 (11d8 + 11)
Lord Cals knows that the problem of Endercoast will soon go Speed 30 ft.
away. He only has to nudge it along.
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
1) piercing damage.
Reactions
Halt the Impudent. In response to being targeted with
an attack roll, the warlock can prevent the attacker
from making any further attacks against the warlock
until the start of the warlock's next turn.
232
Warlock of the Raven Queen
(UA
UA)) Warlock of the Raven
Warlocks of the raven queen are lawful servants of Her Deathly Queen
Grace tasked with seeking out those who would cheat death, Medium humanoid (any race), any lawful alignment
bringing them towards the black void like everyone else.
Armor Class 14 (studded leather)
Raven Queen Gifts Hit Points 44 (8d8 + 8)
Speed 30 ft.
Patron Chain Blade Tome
The Raven A black silken A black curving A black velvet
Queen raven sickle book STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 15 (+2) 17 (+3)
You take a pot shot at the ravens on the scarecrow.
Skills Perception +6
They caw and scatter. Good. No distractions. You creep
Damage Resistances necrotic
up on the farm. He's here. You signal to the other Condition Immunities frightened
rogues and they circle around to the back of the
Senses darkvision 60 ft., passive Perception 16
house. He's surrounded.
Languages any two languages
As you approach the window, you don't notice the
Challenge 1/2 (100 XP)
spectral scythe swinging down on you from behind.
Raven Queen's Servant. The warlock has a familiar in
Quick Features the form of a raven. While the raven is perched on its
shoulder, it cannot be targeted by attacks, spells, or
other harmful effects, it can't take damage, and it is
Spellcasting. The warlock is a 3rd-level spellcaster. Its incapacitated until the warlock releases it from its
spellcasting ability is Charisma. It regains its expended shoulder as a bonus action. The warlock can perceive
spell slots when it finishes a short or long rest. It knows through the raven's senses at will (remaining aware
the following warlock spells. through its own senses) and the raven can use its
action to teleport to a space within 5 feet of the
Cantrips (at will): chill touch
Actions
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.
233
Locked away in the Shadowfell, the Raven Queen needs
warlocks and other servants to carry out her wishes on other
planes. For small tasks, she will revive commoners who have
recently and unfairly died before their time and instruct them
Raven Servant
Medium humanoid (any) or undead, any neutral
on what to do to earn back their lives. If the cultist can't alignment
complete its goal in sufficient time, the Raven Queen will
rescind her offer and the cultist will fall dead on the spot.
Armor Class 15 (studded leather)
If a cultist or warlock succeeds in their mission, the Raven Hit Points 60 (8d8 + 24)
Queen will offer them the choice to either go back to their lives Speed 30 ft.
as they once were or join her as a raven servant
Cultists and servants of the Raven Queen make heavy use of
their raven familiar, scouting out locations, warning of danger, STR DEX CON INT WIS CHA
and even sometimes using the raven to protect others from 10 (+0) 17 (+3) 17 (+3) 12 (+1) 12 (+1) 16 (+3)
dying before their time. Most of their tasks involve
reconnaissance and stealth. Skills Deception +5, History +3, Sleight of Hand +5,
Stealth +7
Senses passive Perception 11
Languages any one language
Cultist of the Raven Queen Challenge 3 (700 XP)
Medium undead, any neutral alignment
Dark Devotion. The raven servant has advantage on
Armor Class 13 (leather armor) saving throws against being charmed or frightened.
Hit Points 26 (4d8 + 8) Spellcasting. The raven servant is a 3rd-level spellcaster.
Speed 30 ft. Its spellcasting ability is Charisma (spell save DC 13, +5
to hit with spell attacks). It can cast the following
warlock spells.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 12 (+1) Cantrips (at will): chill touch, minor illusion,
thaumaturgy, spare the dying
Initiate Spellcasting. The cultist is a magic initiate. Its Spy for the Raven Queen. The raven servant does not
spellcasting ability is Charisma (spell save DC 11, +3 to appear undead. A DC 18 Wisdom (Medicine) check can
hit with spell attacks). It can cast the following warlock determine the raven servant's undead nature.
spells. Undead Nature. The raven servant doesn't need to eat,
At will: minor illusion, spare the dying
234
Warlock of Tettlebug
Moonflower (IW) Warlock of Tettlebug
The pixie Princess of Dewdrops brings rain, fog, and chill in her Moonflower
endless dance, wreaking havoc across the Feywild as she revels Medium humanoid or fey (any race), chaotic neutral
in the melancholy of distant thunder.
Armor Class 11 (14 with mage armor)
Quick Features Hit Points 60 (11d8 + 11)
Speed 30 ft.
Innate Spellcasting. The warlock's innate spellcasting
ability is Charisma. It can cast the following spells STR DEX CON INT WIS CHA
innately.
10 (+0) 13 (+1) 12 (+1) 11 (+0) 15 (+2) 18 (+4)
At will: mage armor (self only)
Actions
Thunderclap. The warlock emits a burst of sound that
can be heard up to 100 feet away. Each creature that
can hear the thunderclap within 15 feet of the warlock
must make a DC 14 Constitution saving throw, taking
10 (3d6) thunder damage on a failed save, or half as
much damage on a successful one.
Reactions
Misty Escape (Recharges after a Short or Long Rest). In
response to taking damage, the warlock turns invisible
and teleports up to 60 feet to an unoccupied space it
can see. It remains invisible until the start of its next
turn or until it attacks, makes a damage roll, or casts a
spell.
235
Wizards
E
asily the most varied of any type of
spellcaster, wizards learn the old-fashioned
Conjuration
Academies of conjuration teach students to create objects out
way: sitting down at a desk with a tome the
of thin air and summon creatures from the Outer Planes. These
size of a horse and studying until their
schools are watched particularly carefully by higher institutions
eyelids fall off. You'd think wizards would be
as the potential for disastrous outcomes is high. There can
mad at warlocks, who just bargain for their
sometimes be as many templars in an academy of conjuration
power, or sorcerers, who are born with it.
as there are students. Without these measures in place, the risk
But, no, wizards are as inscrutable as the ancient magic that
is high of students summoning a demon, or worse, subversively
they draw their power from. One would sooner speculate on
studying to become a reawakener that calls forth the spirits of
the inner workings of a god than a wizard.
the dead.
Hemomancers
Wizard Tactics
Reawakeners Antimagic. A wizard knows that as long as they are the only
Necromancers ones casting spells, the battle is theirs to win. Many high-
Theurges levelled wizards take antimagic field to cripple other
spellcasters. Without access to antimagic field, most wizards
Transmutation rely on dispel magic and counterspell in response to enemy
Often seen as a joke by other academies, academies of mages. Many wizard battles devolve into using counterspell on a
transmutation center around altering the physical properties of counterspell to ensure their magic gets off, and some take it
objects and creatures. They may not be as powerful as evokers, further by preparing a contingency to cast counterspell against
as mysterious as illusionists, or as confident as diviners, but the counterspell that countered their counterspell. Some
dammit, transmutation is as useful a school of magic as any wizards even prepare dozens of scrolls of counterspell for their
other. allies to blindly read off.
Frustrated by the lack of respect, some students secretly
construct magical suits of armor and experiment with chaotic
arcana to prove the naysayers wrong. These are inventors.
Inventors
Transmuters
237
Unpredictability. The biggest strength of wizards is the sheer While everyone else laughs at the clumsy girl and the angry
variety of spells they have access to. It's not possible to gnome, Xadia quietly cleans up the mess with prestidigitation
adequately prepare for a wizard's strategies, as every wizard and attempts to use mending to repair the potion bottle. She
has access to a wholly unique set of spells. Sure, there are some learns through doing this that mending can restore a physical
mainstays like fireball and shield that no wizard would be object but can't return its magic.
caught dead without, but beyond the obvious, a wizard's Master Finnickwits returns with two potions, one of which
greatest strength is that you just never know what they're he claims is a potion of healing and one of which is actually a
going to do next. For very powerful wizards, the limitations of potion of poison which he has disguised with illusion magic.
shapechange can be overcome by transforming into creatures Now they have to identify the damn things. If you can't tell him
with powerful Innate Spellcasting (such as mind flayers, onis, which is the real potion, he'll make you drink it. The class shuts
and hags), which gives the wizard even further options in battle up and follows his orders after that, and there are no further
far beyond what would be expected of them. issues for the rest of the two-and-a-half-hour class.
238
1300 Hours 1530 Hours
The academy's lunch break is quite long. Xadia eats with her Xadia is called to the headmaster's office. Headmaster
friends then heads off to touch base with Master Sellistraneth Brickshan is an old human archmage whose eyes flash with
again, but on the way, she is stopped by two of the school's different colours depending on his mood. In his office,
many templars, plus their boss, a human inquisitor named Inquisitor Shane presents the amulet as proof of Xadia's
Henry Shane. Shane interrogates Xadia about where she has subversive ways. The headmaster asks Xadia to confirm that
been all day, and Xadia, unable to conceal her nervousness, the amulet is magical and Xadia, trusting in her master,
triggers the inquisitor's Unerring Eye. He searches her and confidently claims that it is not. It is a family heirloom.
finds the amulet of proof against detection and location. Unsure Headmaster Brickshan casts identify on the amulet and, sure
about what the amulet does, he pulls his two templars to the enough, finds that it is nonmagical. He returns it to Xadia and
side to discuss the matter with them, and Xadia takes the dismisses her. As Xadia leaves, she can hear the headmaster
opportunity to cast greater invisibility on herself and escape. and the inquisitor getting into a screaming match about
respecting the poor students of this fine establishment.
1400 Hours
The final class of the day is a short aptitude test on what the 1600 Hours
students have learned in the morning. Xadia arrives a little bit The students are free for the rest of the day. Xadia rejoins her
early, still shaken from her encounter with the templars. When friends and they play card games, study homework, practice
everyone else arrives and the test is passed out, she can't think cantrips, and gossip about other students. They have dinner,
clearly enough to answer the trick questions and is reasonably resume their activities, and head back to their dormitories to go
certain she failed. She complains to her friends about how hard to sleep.
the test was afterwards, but they claim it was actually quite
easy today, making her feel even worse.
2130 Hours
1500 Hours Xadia tosses and turns for hours until, finally, she goes to sleep.
Some days she wishes she could avoid setting an alarm and just
Xadia slips into the secret passageway and meets with Master sleep in as long as she wants. Tomorrow will not be that day.
Sellistraneth. She can't help but burst into tears about losing There is much yet to learn.
the amulet that her master gave her. Sellistraneth says it was
actually a fake amulet with no magical power. Didn't Xadia
think to cast identify on it? No matter. The amulet being
Conflict
confiscated is necessary to reduce the templar's control, as it The party might come into conflict with the Orimorts Academy
will go unfavourably with the headmaster that they terrorised a in the following ways.
young student and stole her precious amulet passed down for
generations in her family. Isn't that right, Xadia? It's an old 21 Levitate Street
family heirloom, isn't it? Xadia just nods. The party is tasked with identifying Shrouded Arts wizards in
Onto the main test of her skill as a Shrouded Arts wizard: the academy, as well as finding and confiscating any and all
Xadia is to remain invisible while concentrating on an illusion Shrouds of Oblivion. To do so, they must pose as students so as
spell. Xadia can cast silent image fine (in fact, better than fine -- not to raise suspicion and risk the subversive wizards going
she's a prodigy, which is why she was chosen for the Shrouded into hiding. It's an undercover mission.
Arts). However, after escaping from the inquisitor, she can't cast
any invisibility spells anymore. She asks Master Sellistraneth to
pass her anyway, as she knows the trick answer: greater
invisibility doesn't require concentration, so she can have it
active while also casting other spells. Doesn't that count for
something?
No. If Xadia knew the answer to the test, she shouldn't have
used greater invisibility earlier in the day. Preparation is what
separates a wizard from other spellcasters. A wizard must
anticipate the spells they need and make sure that they are
available at the critical moment. This is even more important
for the Shrouded Arts, which must be concealed at all costs.
Xadia may have known the answer, but she has failed the test.
239
Spellbooks Conjurer's Spellbook
Illustrations on the page come to life, dancing and sending
Use these spellbooks for wizard and mage NPCs using the same
sparks of prestidigitation into your face.
rules as found in Tasha's Cauldron of Everything.
These spellbooks do not represent the full amount of spells
that such a mage would have access to. You can justify this by
explaining that much of the book was damaged in the fight to 1st level: unseen servant
obtain it, or that the wizard's contingencies activated to destroy 2nd level: cloud of daggers, misty step, web
many of the pages. Or you could just not address it all. 3rd level: stinking cloud
If you would like spellbooks that more reasonably represent 4th level: Evard's black tentacles
all of the spells available to a wizard, you can adapt the 5th level: cloudkill, conjure elemental
scholarly wizard spell lists. The spells from that section contain
full spell lists for wizards up to 20th level, so you can cut them Diviner's Spellbook
down as needed to fit lower-level wizards easily. This gives you
On an inconspicuous page in the middle of the spellbook, you
more control over the power level of enemy mages. see a floridly-written journal entry describing its new owner,
you. The journal entry is dated six months ago.
Abjurer's Spellbook
This book emits a painfully loud warning siren when it is
touched. The siren fades after about ten minutes.
1st level: detect magic
Enchanter's Spellbook
7th level: symbol A literal web of lies is scrawled in the final pages of the
spellbook in a desperate attempt to keep track of all the
deception the previous owner had wrapped themselves up in.
Bladesinger's Spellbook
You wince as the sharp edge of the pages of the spellbook gives
you a papercut.
1st level: charm person
Evoker's Spellbook
Chronomancer's Spellbook The words glow brightly on the page, and the paper is hot to
This spellbook's first page is its last, its last page its first. You the touch.
feel deja vu as you open it.
240
Illusionist's Spellbook Theurge's Spellbook
You keep flipping the same page over and over, only to find that It's more of a scroll than a book. As you open it, about thirty
you haven't gotten any further into the book. feet worth of parchment unravels in front of you.
Necromancer's Spellbook
You can feel baleful energy radiating off the book. Even just
1st level: absorb elements, grease, mage armor
affront to all that is natural and good. 3rd level: counterspell, protection from energy
Witch's Spellbook
1st level: false life, ray of sickness
The spellbook is old, worn, bound with bark and written using
2nd level: blindness/deafness, ray of enfeeblement
use.
6th level: circle of death
The book's front and back cover are jet black, blacker than any
3rd level: babble*, bestow curse
black you've ever seen before. It's impossible to make out its
4th level: despair*
Spells with an asterisk are unique to the witch and are included
1st level: illusory script, sleep
241
Scholarly Wizard Spell Lists Abjurer
Use the table below to determine the spell slots appropriate for
the level of your wizard. Give the wizard all of the available Spellcasting. The abjurer's spellcasting ability is
spells for slots that it has access to based on its spell level, using Intelligence. The abjurer has the following wizard spells
the lists on this and the following pages. prepared.
Don't worry about how many spells the wizard should be
able to prepare. Give them all the spells of appropriate level. Cantrips (at will): blade ward. dancing lights, mending,
message, ray of frost
level slots, and 2 3rd-level slots. It has access to all spells from
2nd level: arcane lock, invisibility
Wizard Level Highest Spell Slot Total Spell Slots 4th level: banishment, stoneskin
3rd 2nd 4, 2
9th level: prismatic wall
4th 2nd 4, 3
5th 3rd 4, 3, 2
6th 3rd 4, 3, 3
Conjurer
7th 4th 4, 3, 3, 1
8th 4th 4, 3, 3, 2 Spellcasting. The conjurer's spellcasting ability is
9th 5th 4, 3, 3, 3, 1 Intelligence. The conjurer has the following wizard
spells prepared.
10th 5th 4, 3, 3, 3, 2
11th 6th 4, 3, 3, 3, 2, 1 Cantrips (at will): acid splash, mage hand, poison
spray, prestidigitation
12th 6th 4, 3, 3, 3, 2, 1 1st level: mage armor, magic missile, unseen servant
14th 7th 4, 3, 3, 3, 2, 1, 1
4th level: Evard's black tentacles, stoneskin
242
Enchanter Necromancer
Spellcasting. The enchanter's spellcasting ability is Spellcasting. The necromancer's spellcasting ability is
Intelligence. The enchanter has the following wizard Intelligence. The necromancer has the following wizard
spells prepared. spells prepared.
Cantrips (at will): friends, mage hand, mending, Cantrips (at will): chill touch, dancing lights, mage
message
hand, mending
web
5th level: hold monster, dominate person, modify 4th level: blight, dimension door, stoneskin
memory
invulnerability
9th level: power word kill 8th level: clone, control weather
Evoker
Transmuter
Spellcasting. The evoker's spellcasting ability is
Intelligence. The evoker has the following wizard spells Spellcasting. The transmuter's spellcasting ability is
prepared. Intelligence. The transmuter has the following wizard
spells prepared.
Cantrips (at will): fire bolt, light, prestidigitation, ray of
frost
of frost
armor
243
Bladesingers (SCAG, TCE)
There exists a community of elves who believe that martial Red Tiger Bladesinger
mastery and arcane mastery are fundamentally interlinked. Medium humanoid (elf), any alignment
Master over the body equals mastery over the mind. These
bladesingers, as they're called, wield weapons according to Armor Class 21 (studded leather)
their affiliated faction and literally carve their spells out of the Hit Points 78 (12d8 + 24)
air. Speed 40 ft.
Included is a Red Tiger bladesinger. Your NPC bladesinger
might be affiliated with a different bladesinger faction and as a
STR DEX CON INT WIS CHA
result wield a different weapon, such as a whip or a longsword.
It uses its Dexterity for any one-handed melee weapon it 10 (+0) 20 (+5) 15 (+2) 18 (+4) 13 (+1) 15 (+2)
wields. Changing the bladesinger's weapon does not affect its
challenge rating. Saves Con +5
Skills Acrobatics +8, Perception +4, Performance +8
Lion Bladesinger Senses darkvision 60 ft., passive Perception 13
Languages Elvish plus any two languages
Challenge 5 (1,800 XP)
Longsword. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 13 (1d8 + 9) slashing damage. Bladesong. While the bladesinger isn't wearing Medium
or Heavy armor or using a shield, its AC includes its
Intelligence modifier, and it has advantage on
Eagle Bladesinger Constitution saving throws made to maintain
concentration on a spell.
Handaxe. Melee or Ranged Weapon Attack: +8 to hit, Fey Ancestry. The bladesinger has advantage on saving
reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + throws against being charmed, and magic can't put it
9) slashing damage. to sleep.
Spellcasting. The bladesinger is a 5th-level spellcaster. It
Raven Bladesinger spellcasting ability is Intelligence (spell save DC 15, +7
to hit with spell attacks). It has the following wizard
spells prepared.
War Pick. Melee Weapon Attack: +8 to hit, reach 5 ft., Cantrips (at will): gust, mending, prestidigitation, ray
one target. Hit: 13 (1d8 + 9) piercing damage. of frost
Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., 3rd Level (2 slots): counterspell, fly, haste
one target. Hit: 11 (1d4 + 9) slashing damage. Victorious Blades. The bladesinger's melee weapon
attacks are magical, and it adds its Intelligence modifier
to the weapon's damage (included in the attack). The
You can't help but admire the dancer even as she bladesinger can also use its Dexterity to wield one-
knocks away your weapons and slices a gash into your handed weapons that aren't heavy.
cheek. "Where'd you learn to fight like that, elf girl?"
"Why even ask?" she retorts. "They'd never accept Actions
you."
That hurt. You pull out a ramrod-straight iron rod Multiattack. The bladesinger makes two attacks with its
and vibrate it in accordance with her dance -- hold scimitar.
person -- but she casually waves off your spell with a Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft.,
flick of her wrist. Swords only, remember? one target. Hit: 12 (1d6 + 9) slashing damage.
Quick Features
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
Victorious Blades. The bladesinger's melee weapon battlemaster maneuver (save DC 16) in addition to the features
attacks are magical, and it adds its Intelligence modifier here. See the list of Battlemaster Maneuvers.
to the weapon's damage. The bladesinger can also use
its Dexterity to wield one-handed weapons that aren't
heavy.
244
Chronomancer
(TehlalTheAllTelling
TehlalTheAllTelling)) Chronomancer
Medium humanoid (any race), any alignment
Manipulators of time, a chronomancer takes on an appearance
that sparks pity to fool any who underestimate them. They Armor Class 13 (16 with mage armor)
often have an eccentricity that can indicate their unfamiliarity Hit Points 81 (18d8)
with the way that time passes for other beings. You can roll Speed 30 ft.
randomly to determine your chronomancer's eccentricity, or
pick from the following list (reprinted from the class
document). STR DEX CON INT WIS CHA
This wizard studies the school of Chronomancy. 10 (+0) 16 (+3) 11 (+0) 17 (+3) 13 (+1) 11 (+0)
Sometimes the chronomancer's beard or fingernails are 1st level (4 slots): longstrider, mage armor, magic
5 shorter at the end of the day than they were in the
missile, shield, sleep, snare, unseen servant
6 impatient, and sometimes one after the other 3rd level (3 slots): clairvoyance, counterspell, dispel
interchangeably. magic, haste, slow
meeting on the battlefield to test your mettle. You 6th level (1 slot): contingency, true seeing
can't remember which one of you was the first to 7th level: (1 slot): delayed blast fireball, simulacrum,
shout "STOP!" but you both end up in the same place, time stop (considered to be a 7th-level spell)
surrounded by a raging battle put on pause. An arrow 8th level (1 slot): clone, mind blank, power word stun
has already begun to dig its way through a soldier's 9th level (1 slot): foresight
armor. An axe waits patiently for an exposed neck.
And there's your rival, already preparing his spells for
your time-frozen duel.
Actions
Improved Ready Action. The chronomancer readies a
spell without needing to concentrate. It can then cast a
Quick Features spell with a casting time of one action.
3rd level (3 slots): clairvoyance, counterspell, dispel Drift Together. When a creature the chronomancer can
magic, haste, slow
246
Inventor (UA
(UA))
Inventors hole themselves up in complicated suits of armor Inventor
bolstered by hundreds upon hundreds of runes that give the Medium humanoid (any race), any alignment (usually
inventor unmitigated protection and power at the expense of chaotic)
control over one's own magic.
This wizard studies the school of Invention. Armor Class 15 (arcanomechanical armor)
Hit Points 117 (18d8 + 36)
Speed 30 ft., fly 30 ft.
The inventor jolts around the room as his mechanical
armor sputters and spits hot jets of flame. "Ha ha ha
ha ha! You'll never catch me! Abrakadabra!" STR DEX CON INT WIS CHA
Levitate. The inventor floats up to the roof and stays
there, stuck. 10 (+0) 16 (+3) 14 (+2) 19 (+4) 10 (+0) 17 (+3)
"Um ... alakazam!"
The wizard grows to twice his size and plummets to Skills Arcana +6, Persuasion +5, Tinker's Tools +6
the ground with a crash. Senses passive Perception 10
"Ow. Presto." Languages any three languages
The wizard vibrates so fast your eyes hurt. Challenge 4 (1,100 XP)
"Okay, I'll stop."
Antimagic Susceptibility. The inventor is incapacitated
while it wears its armor in the area of an antimagic
Quick Features field. If targeted by dispel magic while wearing its
armor, the inventor must succeed on a Constitution
saving throw against the caster's spell save DC or
Reckless Spellcasting. The inventor is a 4th-level become incapacitated for 1 minute.
spellcaster. Its reckless spellcasting ability is
Intelligence. When the inventor casts a spell, it rolls a Reckless Spellcasting. The inventor is a 4th-level
d10 twice from the list of cantrips or the list of spells of spellcaster. Its reckless spellcasting ability is
the same level of the spell slot consumed and chooses Intelligence (spell save DC 14, +6 to hit with spell
either result. If the inventor rolls a 10 and chooses to attacks). When the inventor casts a spell, it rolls a d10
roll again, it can cast both of the new results, but if twice from the list of cantrips or the list of spells of the
either of the new results are 10, it wastes the action same level of the spell slot consumed and chooses
and the spell slot. It knows the following wizard spells. either result. If the inventor rolls a 10 and chooses to
roll again, it can cast both of the new results, but if
Cantrips (at will): 1: acid splash, 2: chill touch, 3: fire either of the new results are 10, it wastes the action
bolt, 4: light, 5: poison spray, 6: ray of frost, 7: sacred and the spell slot. It knows the following wizard spells.
flame, 8: shocking grasp, 9: thorn whip, 10: roll again
Cantrips (at will): 1: acid splash, 2: chill touch, 3: fire
1st level (4 slots): 1: burning hands, 2: chromatic orb, bolt, 4: light, 5: poison spray, 6: ray of frost, 7: sacred
3: color spray, 4: faerie fire, 5: false life, 6: fog cloud, flame, 8: shocking grasp, 9: thorn whip, 10: roll again
again
Actions
Arcanomechanical Blast. Ranged Spell Attack: +6 to hit,
range 30 ft., one target. Hit: 5 (2d4) force damage.
247
Lore Master (UA
(UA))
Lore masters prefer theory over practice. Although they have Lore Master
fought fewer battles and cast fewer spells overall than some of Medium humanoid (any race), any alignment
their contemporaries, particularly war wizards, the lore
masters know enough about the mechanics behind spellcasting Armor Class 12 (15 with mage armor)
that they can change the very nature of spells themselves. Hit Points 99 (18d8 + 18)
This wizard studies the school of Lore Mastery. Speed 30 ft.
A speck of dust spins around the group, speeding 2nd level (3 slots): arcane lock, detect thoughts,
Force invisibility, knock, locate object, see invisibility,
up (particle accelerator)
shatter
Lightning A soft, felt carpet (static shock) 3rd level (3 slots): counterspell, clairvoyance, fireball,
Necrotic A strange patch of mould (flesh-eating bacteria) sending
A single green rock lands in the middle of the
Radiant
group (uranium) Actions
A small humming device rolls towards a black box Pencil. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Thunder target. Hit: 1 piercing damage.
(amplifier and feedback loop)
248
Reawakener (DAPC
(DAPC))
Reawakeners are dual practitioners of necromancy and
conjuration, taking the souls of creatures they have slain and
turning those souls against their former allies.
This wizard studies the school of Reawakening.
249
Necromancer, VGM 217
Scholarly Wizards (PHB) Necromancers have a stereotype for committing atrocities.
These wizards study the schools of Abjuration, Conjuration, Their stereotype is earned, unfortunately.
Divination, ENchantment, Evocation, Illusion, Necromancy, and
Transmutation.
"Can't a guy raise a family in peace?"
Abjurer, VGM 209
Abjurers use magic to protect those who cannot fend for Transmuter, VGM 218
themselves. They are often employed as champions to defeat Transmuters look at the state the world is in and whisper to
other wizards. themselves, "No. That simply shall not do."
"The best solution to any problem is prevention, "Don't you think you'd look better with red hair? No?
idiot." Damn, okay, uh, word of advice, avoid mirrors for the
next few days. Sorry about that."
Conjurer, VGM 212
Conjurers create something out of nothing and bind the spirits Quick Features
of extraplanar beings to their will. Use the Scholarly Wizard Spell Lists.
250
Scribe (TCE) Lost Scholar Personalities
The scribe's spellbook was infused with the spirit of its creator
Young wizards are given the boring tasks of keeping careful
who now haunts its very pages.
records of magical phenomena. Far from meaningless
busywork, this task offers not just responsibility but also d8 Personality Trait
potential, for there is secret knowledge recorded in these
I refuse to accept that the world has changed since I've
tomes. 1
died.
A scribe's power comes from its spellbook, which is a
sentient magic item. I get huffy if my wizard uses a cantrip or a spell not found
2
in my book.
Apprentice Mage, VGM pg 209 3 I blather on about obscure esoteric topics constantly.
Mage, MM 347 4
I have a kind voice and take on a mentor's role with
whoever possesses me.
Archmage, MM 342.
Any of these statblocks, or any other mage, can represent a I say out loud all the vocal components of my spells
scribe, or you can give any NPC a list of spells from the 5 because I don't trust my owner to pronounce them
scholarly wizard spell lists appropriate for its level to make
properly.
them a scribe. I constantly compare my owner with an old apprentice of
6
For a wizard that can manipulate the damage type of spells, mine who is probably still alive somewhere.
as well as other effects that change spells, you can use the lore 7 I refuse to believe that I am an apparition.
master from the wizard section of this book.
8 I pressure my owner into uncovering secrets of my past.
251
Shrouded Wizard (SargeBriar
(SargeBriar))
The shrouded arts of magic are not taught using textbooks. Shrouded Wizard
Prospective learners must first prove themselves among the Medium humanoid (any race), any alignment
best and brightest among their classes, at which point they are
handpicked by a master to learn new techniques and spells Armor Class 13
through rote memorisation alone. This allows the wizards to be Hit Points 54 (12d8)
more effective spies, inflitrators, and assassins. Speed 30 ft.
This wizard studies the school of Shrouded Arts.
wizard's innate spellcasting ability is Intelligence. It can 3/day each: greater invisibility, modify memory
cast the following spells innately, using the shroud as 1/day each: mind blank, Nystul's magic aura
its focus.
Spellcasting. The wizard is a 10th-level spellcaster. The
At will: disguise self, nondetection
Alternative Spell Lists 1st level (4 slots): charm person, color spray, fog
Use the scholarly wizard spell lists as variations on this NPC's cloud, illusory script, silent image, sleep, Tasha's
spell list. Recommended variations for this NPC are hideous laughter, unseen servant
enchantment and illusion. 2nd level (3 slots): arcane lock, darkness, detect
thoughts, hold person, invisibility, knock, phantasmal
force, rope trick, suggestion
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage.
252
Theurge (UA
(UA))
The gods of magic don't always compel their followers to be Theurge
clerics. Sometimes, a god is more esoteric in nature and needs Medium humanoid (any race), any alignment
to be studied, not just believed. Just as arcana clerics bring in
elements of wizardry into their magic, theurges bring in Armor Class 12
elements of the clergy. Hit Points 66 (12d8 + 12)
This wizard studies the school of Theurgy. Speed 30 ft.
Leira, Goddess of Illusion Knowledge of the Ages (Recharges after a Short or Long
Followers have a knack for spotting illusions and tend to Rest). As a bonus action, the theurge chooses one skill
examine their world in more detail. or tool and gains proficiency in it until they use this
ability again.
Mystra, Goddess of Magic Spellcasting. The theurge is a 4th-level spellcaster. Its
Opposing magic always seems to just barely miss followers. spellcasting ability is Intelligence (spell save DC 13, +5
They're just outside of the blast of a fireball, or the eldritch to hit with spell attacks). It has the following wizard
blast strikes their ally instead, or a paladin decides to use his and cleric spells prepared.
words rather than a zone of truth.
Cantrips (at will): light, mage hand, minor illusion,
prestidigitation, sacred flame, thaumaturgy
Oghma, God of Knowledge 1st level (4 slots): alarm, charm person, command,
Followers are occasionally struck by facts they would have had
feather fall, identify, protection from evil and good,
no way of figuring out on their own. thunderwave, unseen servant
253
War Wizard (XGE)
War wizards are bored senseless by the academic pursuits of War Wizard
their cohorts and believe warfare to be the true final exam of Medium humanoid (any race), any alignment
any self-respecting arcane scholar.
Armor Class 12 (15 with mage armor)
"My contemporary evokers might jest to their peers Hit Points 72 (16d8)
that the best defense is a fireball to the immediate Speed 30 ft.
area. Fools. The best defense is a good defense."
STR DEX CON INT WIS CHA
Quick Features 12 (+1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 13 (+1)
Cantrips (at will): blade ward, fire bolt, mending, Spellcasting. The wizard is a 6th-level spellcaster. The
shocking grasp
254
Witch (IW)
Witches sequester themselves away to study magic the way Witch
that they've always known it should be done: holistically, Medium humanoid or fey (any race), any non-lawful
naturally, and for personal satisfaction. alignment
bonus is +5. 1st level (4 slots): bane, detect magic, disguise self,
The witch can spend an hour brewing additional potions (up goodberry, knight's hop, protection from evil and
to 6 infused potions total), infusing them with one of its good, unseen servant, witch bolt
prepared spells. When it brews a potion, it requires the 2nd level (3 slots): detect thoughts, invisibility, lesser
components of the spell as well as additional components restoration, magic mouth, mirror image, mouse, our
rolled randomly from the Extra Potion Components table. The little secret, protection from poison
255
Babble Extract Dream
3rd level enchantment 5th level divination, ritual
Available to: bards, clerics, druids, warlocks, wizards Available to: clerics, druids, warlocks, wizards
Casting Time: 1 action Casting Time: 10 minutes
Range: 60 ft. Range: Touch
Components: V, S, M (a weasel's tongue) Components: V, S, M (a spinning top)
Duration: Concentration, up to 1 minute Duration: 10 minutes
You inflict a curse of uncontrollable bouts of gibberish. Choose You extract the ectoplasmic energy of dreams by laying your
a humanoid or fey that you can see within range. The target hands upon a sleeping humanoid or fey. The target makes a
must succeed on a Wisdom saving throw or babble Charisma saving throw. On a failed save, the target's dreams, if
incoherently for the duration. While babbling, the target can't it has any, appear in a hazy bubble above its head. The dreams
speak, make bite attacks, use breath weapons, or use spells that are, by nature, meaningful only to the dreamer. A person
require a vocal component. At the end of each of its turns, the viewing the dream in this way can make a DC 20 Wisdom
target can make another Wisdom saving throw. On a success, (Insight) check to fathom the meaning of the dream, learning a
the spell ends for the target. secret about the dreamer on a success.
At Higher Levels. When you cast this spell using a spell slot If the dreamer is being targeted by the spell dream, a
of 4th level or higher, you can target one additional humanoid representation of its nightmares materialises as a living
or fey for each slot level above 3rd. The humanoids or fey must nightmare, such as a terrible monster, the caster of dream, or
be within 30 feet of each other when you target them. even the dreamer themselves. The living nightmare is any CR 4
or higher creature with the following changes.
Coin Toss
Transmutation cantrip Its hit points are halved.
Its type is abberation.
Available to: bards, clerics, sorcerers, warlocks, wizards
It has resistance to bludgeoning, piercing, and slashing
Casting Time: 1 action
damage, and it has immunity to necrotic and poison
Range: 30 feet
damage.
Components: V, S, M (a coin, which the spell consumes)
It has the Incorporeal trait of a ghost (MM 147).
Duration: Instantaneous
It can't move further than 30 feet from the dreamer.
You enchant a coin and flip it. The coin hovers and spins for a If the dreamer dies or is no longer unconscious, the living
split second, then darts towards a creature you can see within nightmare disappears.
range, bursting on impact with a flash of energy. Make a ranged If the living nightmare dies, the dreamer can sleep more
spell attack roll against the target. On a hit, roll a d2. The target soundly for a while. If the same caster of dream attempts to
takes 1 force damage on a roll of 1 and 8 force damage on a roll cast it again on the dreamer in the next 42 (4d20) days, the
of 2. spell fails.
At Higher Levels. This spell's damage increases either by 1
on a roll of 1 or by 8 on a roll of 2 when you reach 5th level (2, Knight's Hop
16), 11th level (3, 24), and 17th level (4, 32). 2nd level transmutation
Available to: sorcerers, wizards
Despair Casting Time: 1 action
4th level enchantment Range: 5 ft.
Available to: bards, sorcerers, warlocks, wizards Components: V, S, M (a small carved figure of a horse)
Casting Time: 1 action Duration: Instantaneous
Range: 60 ft. You move a creature as though they were a knight on a dragon's
Components: V, S, M (the skull of a Tiny beast) chess board. Make a melee spell attack against a Medium or
Duration: Concentration, up to 1 minute smaller creature within range. On a hit, you move the target in a
You remind your target of the hopelessness of existence. straight line 10 feet in any direction and then 5 feet in a
Choose a humanoid or fey that you can see within range. The perpendicular direction, as long as there is space to do so. You
target must succeed on a Charisma saving throw or become can choose to move the target 5 feet and then 10 feet
despondent. A creature with 5 or less Intelligence or that is perpendicular instead. Against a willing target, you don't need
immune to being charmed automatically succeeds on this to hit them with a melee spell attack, you just need to touch
saving throw. While despondent, the target is incapacitated, it them.
automatically fails any ability checks or saving throws made to
resist being grappled or restrained, and attack rolls have
advantage against it. At the end of each of the target's turns or
when the target takes damage, it can make another Charisma
saving throw. On a success, the spell ends for the target.
256
Mouse
2nd level transmutation
Available to: bards, druids, wizards
Dearest Gran
Medium fey, neutral
Casting Time: 1 action
Range: 30 ft.
Components: V, S, M (a little winding handle)
Armor Class 17 (natural armor)
Hit Points 135 (30d8)
Duration: 1 minute
Speed 15 ft., fly 60 ft.
You animate an object with the speed and timidness of a mouse.
Choose an Tiny object within range. The target grows four little
furry legs and becomes an animated mouse for the duration, STR DEX CON INT WIS CHA
immediately rolling initiative and attempting to escape to a 8 (-1) 13 (+1) 10 (+0) 19 (+4) 22 (+6) 19 (+4)
hiding spot. It sees all other creatures as deadly threats,
including you. The effects end if the animated mouse is reduced Saving Throws Int +9, Wis +11, Cha +9
to 0 hit points (which destroys the object) or if a creature can Skills Nature +9, Perception +11, Stealth +6, Survival
see the animated mouse when the spell ends. Otherwise, it +11
remains an animated mouse indefinitely. Senses Truesight 60 ft., passive Perception 21
Languages Bullywug, Common, Druidic, Elvish, Giant
Elk, Giant Owl, Giant Raven, Sylvan
Challenge 14 (11,500 XP)
Animated Mouse Innate Spellcasting. Dearest Gran's innate spellcasting
Tiny construct, unaligned
ability is Wisdom (spell save DC 19, +11 to hit with spell
attacks). She can cast the following spells innately.
Armor Class 15
Hit Points 1 (1d4 - 1) At will: babble, bestow curse, detect magic,
Speed 25 ft. polymorph, ray of sickness, unseen servant, witch bolt
3/day each: conjure fey, counterspell, death ward,
despair, detect thoughts, dimension door, dispel
STR DEX CON INT WIS CHA magic, finger of death, mouse, scrying, teleport
2 (-4) 20 (+5) 9 (-1) 2 (-4) 6 (-2) 2 (-4) 1/day each: animal shapes, antimagic field, dream,
extract dream, eyebite, feeblemind, mirror image,
Skills Stealth +7 transport via plants, true polymorph
A
rtificers unlock the power in technology. For
thousands of years, civilisation is dominated by
those who can invent new items to further the
goals of their society. But in a world with dragons
Artifice Freelancer
Medium humanoid (any race), any alignment
and magic, there is less of a pressing need for
using what the earth naturally provides. There is
Armor Class 20 (+1 black dragon scale mail, +1 shield
less need for invention. Or is there? A sect of
of missile attraction)
creators, weavers, designers, tinkerers, and artists says no, that Hit Points 78 (12d8 + 24)
shall not do. There is need for the inventions within the minds Speed 30 ft.
of sentient beings. Not all problems can be solved with magic.
Armor Class 18 (half plate of invulnerability) Armor Class 25 (iron avenger suit)
Hit Points 90 (12d8 + 36) Hit Points 204 (24d8 + 96)
Speed 30 ft. Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 17 (+3) 13 (+1) 13 (+1) 14 (+2) 18 (+4) 18 (+4) 20 (+5) 15 (+2) 18 (+4)
Saves Str +3, Dex +4, Con +8, Int +8, Wis +2, Cha +2 Damage Resistances nonmagical bludgeoning,
Damage Immunities nonmagical damage piercing, and slashing
Skills Smith's Tools +7, Tinker's Tools +7 Skills Smith's Tools +11, Tinker's Tools +11
Senses passive Perception 11 Senses blindsight 60 ft., darkvision 120 ft., passive
Languages any three languages Perception 12
Challenge 10 (5,900 XP) Languages any three languages
Challenge 20 (25,000 XP)
Bandolier. The tech master carries 3 energy cells for its
antimatter rifle (one energy cell fully reloads the rifle) Evasion. When the iron avenger is subjected to an
and 3 of each type of grenade it can use. effect that allows it to make a Dexterity saving throw to
take only half damage, it instead takes no damage if it
Cloak of Protection. The tech master's AC and saving succeeds on the saving throw, and only half damage if
throws are increased by 1 while it is wearing its cloak it fails.
of protection.
Actions Actions
Multiattack. The iron avenger makes two attacks with
Multiattack. The tech master makes one ranged
its blasters, then uses its seeker missiles.
weapon attack and can use one of its grenades.
Blaster. Ranged Weapon Attack: +10 to hit, range
Antimatter Rifle. Ranged Weapon Attack: +7 to hit,
100/300 ft., one target. Hit: 16 (3d8 + 3) radiant
range 120/360 ft., one target. Hit: 30 (6d8 + 3) necrotic
damage.
damage. The tech master must spend an action to
reload this weapon after making 2 attacks. Seeker Missiles. The iron avenger targets three
creatures it can see within range of its blindsight. Each
Black Hole Grenade. The tech master throws the
target takes 10 (4d4) piercing damage. This damage
grenade at a point it can see within 60 feet of it. Each
can be blocked with the shield spell.
creature within 40 feet of that point must make a DC
15 Constitution saving throw. On a failed save, the
creature takes 13 (3d8) radiant damage if it's within 40 Legendary Actions
feet of the grenade, or 22 (5d8) radiant damage if it's The iron avenger can take 3 legendary actions,
within 20 feet of the grenade. Then, the creature is choosing from the options below. Only one legendary
pulled up to 20 feet towards the grenade. On a action option can be used at a time and only at the end
successful save, the creature takes half as much of another creature’s turn. The iron avenger regains
damage and isn't pulled. spent legendary actions at the start of its turn.
Geneva Grenade. The tech master throws the grenade Blaster. The iron avenger makes an attack with its
at a point it can see within 60 feet of it. The grenade blasters.
emits a cloud of smoke that creates a heavily-obscured
area in a 40-foot radius. A creature that starts its turn Field Repairs. The iron avenger regains 10 hit points.
within the smoke must make a DC 15 Constitution Laser Spin (Costs 3 Actions). Each creature within 30
saving throw. On a failed save, the creature takes 14 feet of the iron avenger must make a DC 18 Dexterity
(4d6) poison damage and is poisoned for 1 minute. On saving throw, taking 45 (10d8) radiant damage on a
a successful save, the creature takes half as much failed save, or half as much on a successful one.
damage and isn't poisoned. Once out of the area of
effect, a creature can repeat the save at the end of Threat Seeker. The iron avenger extends its blindsight to
each of its turns, ending the poisoned condition on a 120 feet until the end of its next turn.
success.
259
Tinker Trinkets Cloak of Elvenkind. Wisdom (Perception) checks made
You can give one of the following trinkets to any artificer. A to locate the artificer are made with disadvantage, and
trinket can be any object of your choice that could reasonably the artificer has advantage on Dexterity (Stealth)
be held, carried, or worn by the artificer. This does not affect its checks made to hide.
challenge rating.
Light Emitter. The artificer's trinket emits bright light in Hat of Disguise. The artificer can cast disguise self at
a 10 foot radius and dim light for 10 feet beyond that. will (DC 15 to ascertain the disguise). The spell ends if
the hat is removed.
260
Antimatter Rifle. Ranged weapon attack (120/360 ft.) Dynamite Bundle. The artificer lights a fuse and throws
that deals 6d8 necrotic damage. The artificer must the dynamite bundle at a point it can see within 60 feet
spend an action to reload this weapon after making 2 of it. The artificer can set the dynamite bundle to
attacks. explode immediately after thrown, or at the start of
the artificer's turn in 1 to 6 rounds. Each creature
within 20 feet of the dynamite bundle when it
explodes must make a DC 12 Dexterity saving throw,
Automatic Rifle. Ranged weapon attack (80/240 ft.) that taking 35 (10d6) thunder damage on a failed save, or
deals 2d8 piercing damage. The artificer must spend an half as much damage on a successful one.
action to reload this weapon after making 30 attacks.
Burst Fire. The artificer can spend 10 pieces of
ammunition from its automatic rifle to burst fire the Fragmentation Grenade. The artificer throws the
weapon. Each creature within a 30-foot cone in front of grenade at a point it can see within 60 feet of it. Each
the artificer must succeed on a DC 15 Dexterity saving creature within 20 feet of that point must make a DC
throw or take 9 (2d8) piercing damage. 15 Dexterity saving throw, taking 17 (5d6) piercing
damage on a failed save, or half as much on a
successful one.
Dynamite. The artificer lights a fuse and throws the Laser Rifle. Ranged weapon attack (100/300 ft.) that
dynamite at a point it can see within 60 feet of it. The deals 3d8 radiant damage.
artificer can set the dynamite to explode immediately
after thrown, or at the start of the artificer's turn in 1
to 6 rounds. Each creature within 5 feet of the
dynamite when it explodes must make a DC 12 Mine. The artificer places a mine within 5 feet of its
Dexterity saving throw, taking 10 (3d6) thunder position. The first creature to enter the mine's space
damage on a failed save, or half as much damage on a must make a DC 12 Dexterity saving throw, taking 10
successful one. (3d6) thunder damage on a failed save, or half as much
damage on a successful one. The mine can be
disarmed with a DC 12 Dexterity (Thieves' Tools) check.
261
Mortar. When using a grenade or dynamite, the Seeker Missiles. The artificer targets three creatures it
artificer's range is 1,500 ft. The grenade lands and can see within 60 feet of it. Each target takes 10 (4d4)
explodes at the start of the artificer's next turn. A piercing damage. This damage can be blocked with the
creature can ascertain the precise location the grenade shield spell.
will land with a DC 15 Wisdom (Perception) check.
Repeater Crossbow. Ranged weapon attack (100/400 Driven by maddening visions of eternal warfare placed in their
ft.) that deals 1d10 piercing damage. The artificer must minds by their god, Maglubiyet, the goblin engineers have
spend an action to reload this weapon after making 15 begun a crazed initiative to build the largest, meanest, baddest
attacks. war machine to ever threaten a castle. This engine of their
siege, the Ravageslicer, is nearly complete. The only thing left to
Burst Fire. The artificer can spend 10 pieces of do is to acquire the spell focus of at least six 5th-level or higher
ammunition from its repeater crossbow to burst fire spellcasters to fuel it.
the weapon. Each creature within a 20-foot cone in
front of the artificer must succeed on a DC 15 Dexterity
saving throw or take 5 (1d10) piercing damage. The Host
The Engineers of Maglubiyet serve a goblinoid host, which is a
vast army of goblins, hobgoblins, and bugbears that scours the
landscape in service of their conquering god. The host has the
Shoulder-Mounted Cannon. Ranged weapon attack following demographics, not including the key foes listed
(80/320 ft.) that deals 3d12 bludgeoning damage. The afterwards.
artificer can take a -5 attack penalty to deal an
40 goblins (combatants)
additional 10 damage on a hit. After making an attack
90 goblin commoners, usually with a skill in Animal
with this weapon, the artificer is pushed backwards 5
ft., and the artificer must spend an action to reload the Handling, Cook's Utensils, or Survival
cannon before it can fire it again. 2 goblin siege mages, one of which is a wild magic
sorcerer
12 bugbears
24 hobgoblins
1 hobgoblin devastator
2 ogres
30 worgs
262
Due to the presence of the Engineer's Guild, many of the
combatants use artificer weapons. Goblins carry potion vials Dakka
and smoke grenades. Hobgoblins carry pistols in addition to Dakka is an artillerist, like Clocksy, who has fashioned an
their regular weapons, and some use mortars to launch
arcane turret that looks exactly like himself, if you squint
dynamite. Bugbears plant mines and wield portable rams. your eyes and accept an abstract interpretation. A narcissist
Ogres are equipped with shoulder-mounted cannons (with a through and through, Dakka believes that his true nature is one
goblin on the other shoulder to help reload). of machine, not flesh, and intends to merge his mind with the
Ravageslicer when it is completed.
Clocksy Booyahg
The head artificer of the engineers is Clocksy Booyahg, a one- Boss Moodle
eyed, one-legged goblin woman that makes use of a magically- Moodle is an old, crusty goblin boss with so many wrinkles in
constructed spyglass and a prosthetic leg. Clocksy gave birth a his face that they often overlap his eyes. He has disadvantage on
few weeks into the formation of the host, and her child is
Wisdom (Perception) checks. Boss Moodle thinks he runs the
known by other goblins as the Warborn, a symbol of imminent host, and although that may be true of the 130 or so goblins
victory who is carried into battle on his mother's back for good under his command, the truth is that the hobgoblins are the
luck. Clocksy's son often fiddles with her spyglass eye, and he is ones who truly run the show. Insecure about his position of
protected by a mechanically-operated +1 shield of missile leadership, Moodle will frequently launch himself into the thick
attraction also strapped to her back. Ranged shots are of the battle, armed with the repeater crossbow Clocksy gave
redirected at Clocksy instead of her Warborn son. him as a birthday present. An ogre is usually sent in after him to
Clocksy uses the statistics of an artifice freelancer. She make sure he doesn't end up dead.
wears +1 red dragon scale mail (taken from the remains of a
dead red dragon wyrmling after the host conquered a kobold
tribe). Two goblins follow her, each equipped with a bandolier Volvelod the Engineer
of their own for back-up: an additional three fragmentation As the only hobgoblin who has entertained the wild ramblings
grenades, three smoke grenades, and 10 pieces of hunting rifle of the goblin engineers, Volvelod is a hobgoblin captain who
ammunition each. She is also followed by an arcane turret, as has assisted with Clocksy's machinations and now wears three
she specialises as an artillerist. A third goblin carries the turret magic items he is attuned to: a repulsive amulet (jammed into a
around when it falls behind the others. slot in his shield), boots of the winding path (fitted in
consideration of his painful club feet), and eyes of the eagle (a
Acidface pair of spectacles that wrap over his head because his nose isn't
big enough to hold them naturally). Volvelod is worried that his
Acidface's entire jaw melted into goop after he mistook a potion old age has made him weak compared to his trusted warriors,
of healing for an acid vial. He carries that same attention to even though his hobgoblins assure him that they value his
detail in battle. leadership. Like Moodle, he is wracked with insecurity.
Acidface is an alchemist, and he can make two attacks with
his potion vials each turn, rather than just one. Whenever he
makes an attack with a potion vial, roll a d8.
The Ravageslicer
Inert, for the moment, the Ravageslicer is a towering behemoth
d8 Potion of wood and metal outfitted with buzzsaws, a cannon, and a
1- belching flame thrower. Should five spellcasters fall to the host,
Acidface successfully throws a potion vial as intended.
5 it will be activated. But for now, it is only a symbol of victory yet
Acidface throws a potion of healing. On a hit or a miss, to come.
6 The Ravageslicer can move on its turn even when inactive. It
the target regains 7 (2d4 + 2) hit points.
is ridden by 2 hobgoblins firing dynamite from mortars and 4
Acidface throws a potion of growth. On a hit or a miss,
goblins, two of which work together to man a shoulder-
the target gains the "enlarge" effect of the
7 enlarge/reduce spell for 1d4 hours. The target has the mounted cannon (the Ravageslicer can't use it without them)
option to make a DC 10 Constitution saving throw at the and two of which lob a seemingly-unlimited supply of potion
end of each of its turns, ending the effect on a success. vials at anyone who gets near. The riders engage in combat
with the rest of the host even while the Ravageslicer hasn't
Acidface throws a potion of gaseous form. On a hit or a
been activated yet.
miss, the target gains the effect of the gaseous form
8 spell for 1 hour. The target has the option to make a DC
10 Constitution saving throw at the end of each of its
turns, ending the effect on a success.
263
Mission 1: Acidface's Raid
The Ravageslicer Acidface leads a raid on a small wizard school, backed by 11
other goblins, each riding a worg and wielding potion vials
Gargantuan construct, chaotic evil and smoke grenades. An ogre with a goblin on its shoulder to
help with a shoulder-mounted cannon brings up the rear. The
Armor Class 18 (armored plating) school is quite small, barely the size of a classroom. It has 6
Hit Points 210 (20d20 + 100) apprentice wizards and a mage, their teacher.
Speed 45 ft. The party can get the drop on the raiding party by disguising
themselves as apprentice wizards and assisting the teacher in
fighting off the raiding party.
STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 21 (+5) 4 (-3) 4 (-3) 2 (-4) Mission 2: Boss Moodle's Duel
Insecure about his leadership over the host, Boss Moodle has
Damage Immunities poison, psychic challenged an orc tribe's chieftain to single combat in order to
Condition Immunities charmed, exhaustion, frightened, prove his worth. Maglubiyet and Gruumsh have always been
paralyzed, petrified, poisoned enemies, after all. The orc war chief is a 5th-level diviner
Senses passive Perception 7 (NPC), but the chief can't divine that Moodle is sneaking in 8
Languages understands Goblin but can't speak
bugbear murderers to boobytrap the fighting field, assassinate
Challenge 12 (8,400 XP)
the orc guards, and help Moodle in the fight. An ogre with a
goblin on its shoulder to help with a shoulder-mounted
Inactive. The Ravageslicer can't take actions or
cannon is also planning on crashing the duel and ensuring
reactions until it is fed the spell focuses of six 5th-level
Moodle's victory.
spellcasters or higher.
To prevent Moodle's victory, the party can make a temporary
Actions alliance with the orc chief. They look out for any foul play and
discover the bugbear murderers before they strike.
Multiattack. The Ravageslicer makes two attacks with its
buzzsaws. It can't make both attacks against the same Mission 3: Dakka's Siege
target. Dakka leads a siege on a fortified wizard's tower. The wizard is
a war wizard who was once consulted by the host for arcane
Buzzsaw. Melee Weapon Attack: +9 to hit, reach 5 ft., training, which they are now using against him. Dakka is
one target. Hit: 32 (5d10 + 5) slashing damage. bringing his two siege mages, one of which is a wild magic
Fire Breath (Recharges after a Short or Long Rest). The sorcerer, which are launched by catapult into the windows of
Ravageslicer belches fire in a 60-foot cone. Each the tower. Four bugbears lead the ground assault with portable
creature in that area must make a DC 17 Dexterity rams, while four hobgoblins launch mortars into the tower to
saving throw, taking 63 (18d6) fire damage on a failed try to flush the wizard out. Twelve goblins assist. Waiting for
save, or half as much damage on a successful one. the wizard at the entrance of the tower is a hobgoblin
devastator who wishes to defeat the very wizard who taught
him much of his arcane technique.
Conflict The party can prevent Dakka from defeating the war wizard
by sabotaging his siege efforts.
The host is pursuing spellcasters for its Ravageslicer, but the
squads of adventurers sent to stop them don't know that this is
The Ravageslicer Assault
their goal. Clocksy, Acidface, Dakka, Boss Moodle, and Volvelod
While the others were off on their own mission, Volvelod has
the Engineer take great pleasure in taking out foolish
successfully acquired six spellcasting focuses entirely on his
adventurers who thought they could stop them.
own, using his well-trained hobgoblin squad. However, the rest
Recently, a guerilla scout escaped the host and has revealed of the host, impatient, have already begun the attack.
to the party that the host is specifically targeting spellcasters.
When the Ravageslicer begins its attack on a major city,
He mentions that they have a massive inert war machine
Volvelod must rush the focuses to the Ravageslicer to activate it
covered head to toe in buzzsaws and fire. He tells the party that
before the city defenses can repel the host's assault. The party,
they can slow down whatever dark goal the host is pursuing by
already in the thick of combat, must stop him from reaching the
attempting to stop as many of the following missions as they
Ravageslicer at all costs. Clocksy personally steps in to defend
can. The scout is too exhausted to assist; they must do it alone.
Volvelod and hold off the party. She is supported by any of the
This task is suitable for a party of 8th-level adventurers. Engineers of Maglubiyet that have not yet been defeated.
264
Alchemist (TCE)
Not all magic is conducted through books. Sometimes, the true Alchemist
potential of magic can only be unlocked through rigorous Medium humanoid (any race), any alignment
experimentation unchained by the puritanical concerns of
"ethics" or "common decency". Armor Class 13
While most spellcasters conjure forth spells from the aether, Hit Points 63 (14d8)
alchemists instead use tools and physical objects to produce the Speed 30 ft.
effects (though the result is still magical in nature). An acid
splash may literally be a vial of magical acid chucked at a foe.
STR DEX CON INT WIS CHA
Invisibility might be an array of mechanical scales covering the
alchemist that mimic the environment around them. Identify 12 (+1) 17 (+3) 10 (+0) 18 (+4) 12 (+1) 13 (+1)
might involve a set of miniature drones that hover above the
item, scanning it with their mechanical eyeballs before Skills Alchemist's Supplies +8, Herbalism Kit +5
reporting back. Imagination is key to getting across how an Damage Resistances acid, poison
alchemist differentiates its spellcasting from wizards. Condition Immunities poisoned
Senses passive Perception 11
Most alchemists have created for themselves a homunculus
Languages any two languages
to function as their familiar, as per the familiar sidebar on the
Challenge 2 (450 XP)
homunculus page in the Monster Manual.
Innate Spellcasting. The alchemist's innate spellcasting
"Oil!" shouts the alchemist. He tosses a bottle of ability is Intelligence (+6 to hit with spell attacks, spell
yellow, slimy liquid which shatters and spreads all over save DC 14, +6 to hit with spell attacks). The alchemist
the floor. You take a step but the greasy liquid slides can cast the following spells innately.
under your feet and you fall down on your ass.
"Camouflage!" shouts the alchemist. Mechanical 4/day: lesser restoration
scales all over his body flip over and shimmer with the 1/day: greater restoration
image of the wall behind him. You roll your eyes, but Spellcasting. The alchemist is a 4th-level spellcaster.
suddenly, he's completely gone. Where'd he go? The alchemist's spellcasting ability is Intelligence (spell
"Disinfectant!" shouts the alchemist, pouring a save DC 14, +6 to hit with spell attacks). The alchemist
clear, odourless liquid over your dinner plate. You start knows the following artificer spells.
to ask what exactly that's supposed to do, until the
plate is completely cleaned. Huh. Cantrips (at will): acid splash, prestidigitation
"Crab!" shouts the alchemist, rubbing some sort of 1st level (4 slots): alarm, detect magic, grease, identify,
cream between his palms. You wonder what the hell purify food and drink, ray of sickness
he means by crab, but, sure enough, his hands turn 2nd level (3 slots): alter self, invisibility, magic mouth,
into crab claws. Well, that explains it. He clacks his Melf's acid arrow, spider climb, web
claws and runs towards you. "CRAAAAAB!!"
Actions
Quick Features Multiattack. The alchemist makes two attacks with its
compound hand crossbow. It can replace one of these
attacks with its Potion Vial action.
Potion Vial. Ranged weapon attack (15/40 ft.). On a hit, Compound Hand Crossbow. Ranged Weapon Attack:
the target and all other creatures within 5 feet of the +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4)
target take 10 (3d6) damage of a type of the piercing damage. This crossbow does not have the
alchemist's choosing. The type can be acid, cold, fire, loading property of crossbows and does not need to be
poison, or lightning. reloaded between attacks. This is a +1 magic weapon.
Potion Vial. Ranged Weapon Attack: +5 to hit, range
15/40 ft., one target. Hit: The target and all other
creatures within 5 feet of the target take 10 (3d6)
damage of a type of the alchemist's choosing. The type
can be acid, cold, fire, poison, or lightning.
265
Included here is a tougher threat, a mad scientist. Mad
scientists are usually accompanied by flesh golems and
skeletons and have minions such as crawling claws and
flameskulls.
Mad Scientist
Medium humanoid (any race), any alignment
Actions
Multiattack. The mad scientist throws two potion vials.
Geneva Grenade. The mad scientist throws the grenade
at a point it can see within 60 feet of it. The grenade
emits a cloud of smoke that creates a heavily-obscured
area in a 40-foot radius. A creature that starts its turn
within the smoke must make a DC 15 Constitution
saving throw. On a failed save, the creature takes 14
(4d6) poison damage and is poisoned for 1 minute. On
a successful save, the creature takes half as much
damage and isn't poisoned. Once out of the area of
effect, a creature can repeat the save at the end of
each of its turns, ending the poisoned condition on a
success.
Potion Vial. Ranged Weapon Attack: +5 to hit, range
15/40 ft., one target. Hit: The target and all other
creatures within 5 feet of the target take 10 (3d6)
damage of a type of the mad scientist's choosing. The
type can be acid, cold, fire, poison, or lightning.
Seeker Missiles. The mad scientist targets three
creatures it can see within 60 feet of it. Each target
takes 10 (4d4) piercing damage. This damage can be
blocked with the shield spell.
266
Armorer (TCE)
Cocooned in nigh-impenetrable magical armor, an artificer who Infiltrator Armorer
follows the armorer archetype draws threats away from its Medium humanoid, any alignment
allies and tanks hits that would kill a lesser person.
These two armorers have taken the magic initiate feat in Armor Class 21 (power armor plate mail, shield)
order to gain access to the spell shield. Hit Points 55 (10d8 + 10)
Speed 35 ft.
Armor Class 19 (power armor plate mail) Skills Smith's Tools +5, Stealth +4
Hit Points 55 (10d8 + 10) Senses passive Perception 11
Speed 30 ft. Languages any two languages
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA Initiate Spellcasting. The armorer is a magic initiate. Its
15 (+2) 10 (+0) 15 (+2) 17 (+3) 12 (+1) 10 (+0) spellcasting ability is Intelligence (spell save DC 13, +5
to hit with spell attacks). It can cast the following
wizard spells.
Skills Smith's Tools +5
Senses passive Perception 11 At will: mending, shocking grasp
267
Artillerist (TCE)
Many wizards see magic as an opportunity to do good in the Artillerist
world. Artillerists would call them naive. Every use of magic is Medium humanoid (any race), any alignment
just a roundabout way to cause destruction and death. Why not
embrace that and just start with the mindset of blowing Armor Class 13
everything to smithereens? Hit Points 63 (14d8)
You can reflavour the artillerist's spells such that they Speed 30 ft.
explode out of the barrel of a gun. Mending can be a glue gun
that shoots rapidly-drying paste. Expeditious retreat can be gun
STR DEX CON INT WIS CHA
boots strapped haphazardly to the artillerist's feet. Blur, shield,
and shield of faith can take the form of sizzling gunpowder that 12 (+1) 17 (+3) 10 (+0) 18 (+4) 12 (+1) 13 (+1)
distracts the attacker with flashes and bangs. Continual flame
can be a stick of dynamite that does not stop exploding. Skills Tinker's Tools +8, Woodcarver's Tools +6,
Artillerists use arcane turrets in battle. The arcane turret is
Smith's Tools +6
included here as a statblock for reference.
Senses passive Perception 11
Languages any two languages
Challenge 2 (450 XP)
Damage Immunities poison, psychic 1st level (4 slots): expeditious retreat, false life,
Condition Immunities blinded, charmed, deafened, longstrider, shield, shield of faith, thunderwave
exhaustion, frightened, incapacitated, paralyzed, 2nd level (3 slots): blur, continual flame, enhance
petrified, poisoned, stunned, unconscious ability, heat metal, scorching ray, shatter
Senses passive Perception 5
Languages understands the languages of its creator Actions
but can't speak
Challenge 1 (200 XP) Multiattack. The artillerist makes two attacks with its
compound hand crossbow.
Arcane Repairs. If mending is cast on the turret, it Compound Hand Crossbow. Ranged Weapon Attack:
regains 10 (3d6) hit points. +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4)
piercing damage. This crossbow does not have the
Actions loading property of crossbows and does not need to be
reloaded between attacks. This is a +1 magic weapon.
Flamethrower. The turret exhales fire in a 15-foot cone.
Each creature in the area must make a DC 14 Dexterity
saving throw, taking 9 (2d8) fire damage on a failed
save or half as much damage on a successful one. The You and the two guards look from up high on the
fire ignites any flammable objects in the area that tower walls at the lone bespectacled figure standing
aren't being worn or carried. on the other side of the moat. He aims a mechanised
crossbow and launches a bolt over the wall, barely
Force Arrow. Ranged Spell Attack: +6 to hit, range 120 missing the guard on the left. "Oh no you don't," you
ft., one target. Hit: 13 (3d8) force damage, and if the mutter, slamming a ballista on the ramparts. The
target is a creature, it is pushed up to 5 feet away. artillerist throws up a bag of gunpowder and lights it,
Detonation. Each creature within 10 feet of the turret shrouding himself in a sizzling, popping cloud of black
must make a DC 14 Dexterity saving throw, taking 14 fire. Your ballista bolt goes wide. "Dammit. Get the
(4d6) force damage on a failed save or half as much archers. Go!" But as the two guards leave you up on
damage on a successful one. The turret is destroyed. the wall, you hear a clank ... clank ... up the side. You
peer over the edge and see a mechanical spider-like
construct making its way slowly up. It swivels its main
gun to face you and lets loose a jet of flame.
268
The trebucheter, a more powerful artillerist, makes use of a
trebuchet and an arcane turret in combat.
Trebucheter
Medium humanoid (any race), any alignment
Trebuchet Armor Class 14 (leather armor)
Huge construct
Hit Points 119 (14d8 + 56)
Speed 30 ft.
Armor Class 13
Hit Points 40
STR DEX CON INT WIS CHA
With a trebuchet, an artificer can use a counterweight 12 (+1) 17 (+3) 18 (+4) 18 (+4) 12 (+1) 13 (+1)
to launch a 650 pound stone projectile over 300 feet.
Refer to the trebucheter's statblock. Skills Tinker's Tools +8, Woodcarver's Tools +6,
Smith's Tools +6
Senses passive Perception 11
The arcane turret gains the following extra action. Languages any two languages
Challenge 6 (2,300 XP)
Actions
Multiattack. The trebucheter launches two sticks of
dynamite, then uses its trebuchet, if available.
Dynamite Mortar. The trebucheter launches a stick of
dynamite at a point it can see within 1,500 feet of it.
The dynamite lands and explodes at the start of the
trebucheter's next turn. A creature can ascertain the
precise location the dynamite will land with a DC 15
Wisdom (Perception) check. Each creature within 5
feet of the dynamite when it explodes must make a DC
12 Dexterity saving throw, taking 10 (3d6) thunder
damage on a failed save, or half as much damage on a
successful one.
Launch Trebuchet (Recharge 5-6). Ranged Weapon
Attack: +5 to hit, range 300/900 ft., one target. Hit: 27
(6d8) bludgeoning damage. This attack deals double
damage to objects and structures.
269
Attuner (UA
(UA))
Spells are ephemeral. Items are not. Attuners mutilate the Attuner
weave until it lets them take more than most are allowed to Medium humanoid (any race), any alignment
handle, folding and tearing it even beyond that until it
generates clockwork monstrosities and explosive weapons for Armor Class 12
them as well. Hit Points 66 (12d8 + 12)
This artificer doesn't conform to a specific specialisation, but Speed 30 ft.
can be used to represent a flavour of artificers in general.
270
Battle Smith (TCE)
Battle smiths perform repairs in the thick of battle. If your Battle Smith
sword breaks, if your shield snaps, if you're feeling sad, always Medium humanoid (any race), any alignment
remember that a battle smith will be there to help you ... as long
as your general has shelled out for their exorbitant price. Armor Class 19 (+1 scale mail, shield)
Battle smiths employ constructs to help fend off enemy Hit Points 78 (12d8 + 24)
forces while making battlefield repairs. You can use the Speed 30 ft.
mechanical servant from the Attuner in OUTCLASSED,
reprinted here, or use a clay golem, helmed horror,
STR DEX CON INT WIS CHA
pentadrone, or shield guardian for extra challenge.
16 (+3) 15 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0)
20 (+5) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 7 (-2) 1st level (4 slots): expeditious retreat, faerie fire,
heroism, sanctuary, searing smite
271
Blood Hunters
F
or blood hunter flavour similar to the twelve
primary Dungeons and Dragons classes, you can
adapt the ranger watches to suit blood hunters. Ghostbane Blood Hunter
Medium humanoid (any race), any alignment
Armor Class 16 (half plate)
Hit Points 112 (15d8 + 45)
Ghostbane Blood Hunter (Matt
(Matt Speed 30 ft.
Mercer))
Mercer
STR DEX CON INT WIS CHA
The process of becoming a blood hunter and steeling oneself
against evil can take a blood hunter close to death. The 16 (+3) 12 (+1) 16 (+3) 12 (+1) 15 (+2) 11 (+0)
imbibement of the hunter's bane, a ritual sacred to the blood
hunters, can induce a state that is indistinguishable, for a Skills Insight +6, Intimidation +4, Survival +6
moment, from death itself. Many blood hunters embrace this
Senses truesight 60 ft., passive Perception 12
aspect of their identity and seek to untether their souls from
Languages any one language
Challenge 9 (5,000 XP)
their body to fight on past the darkness.
The blood hunter's spirit, a ghost, replaces all of its actions
Beyond Death. When the blood hunter is reduced to 0
with the following attack:
hit points, it falls unconscious and its spirit rises from
its body. Its spirit is a ghost that replaces its actions
with only the Rite Scythe attack. If the blood hunter
Rite Scythe. Melee Spell Attack: +5 to hit, reach 5 ft., dies, its spirit also dies, and vice versa. If the spirit
one target. Hit: 12 (2d8 + 3) slashing damage plus 4 reduces a creature to 0 hit points, the blood hunter
(1d8) necrotic damage plus 4 (1d8) radiant damage. If regains 9 (2d8) hit points. The blood hunter's spirit
the damage reduces a creature to 0 hit points, the immediately returns to its body if the blood hunter
blood hunter regains 9 (2d8) hit points. wakes up by any means.
Hunter's Bane. The blood hunter has advantage on
Wisdom (Survival) checks to track fey, fiends, and
You sink your rapier into his heart. Finally. This gnarled undead, and on Intelligence checks to recall
old man took down three of your best mercenaries information about them.
and nearly got one over on you as well, particularly
when you thought you'd taken care of his mastiff only
for the dog to make one last bite at your leg. But
Actions
you've got him. He's dead. Multiattack. The blood hunter makes three attacks with
To your horror, the body twitches and writhes. A its rite weapon.
spectral image of the hunter rises from the corpse: a
ghost, with a flickering copy of that damned glowing Rite Scythe. Melee Weapon Attack: +7 to hit, reach 5
scythe still clutched in its hands. ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 4
You grab your magic dagger. It's not over yet. (1d8) necrotic damage plus 4 (1d8) radiant damage. If
the damage reduces a creature to 0 hit points, the
blood hunter regains 9 (2d8) hit points. This is a magic
Quick Features weapon.
Reactions
Rite Scythe. Melee weapon attack that deals 2d8
slashing damage plus 1d8 necrotic damage plus 1d8 Blood Curse of the Fallen Puppet. When an ally of the
radiant damage. If the damage reduces a creature to 0 blood hunter is reduced to 0 hit points while within 30
hit points, the blood hunter regains 9 (2d8) hit points. feet of it, the blood hunter can give the creature a final
This is a magic weapon. act of aggression. Before it falls unconscious or dies,
the ally can make one weapon attack against a target
of the blood hunter's choice within weapon range.
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 15) in addition to the features
here. See the list of Battlemaster Maneuvers.
272
Lycan Blood Hunter (Matt
(Matt
Mercer))
Mercer Lycan Blood Hunter
Medium humanoid (any race, shapechanger), any
Blood hunters that embrace the aspect of the wolf in their alignment
rituals are among the most feared and the least trusted of their
order. Some turn to the order as penance for atrocities Armor Class 17 (half plate)
committed while under the influence of the full moon, in an Hit Points 112 (15d8 + 45)
attempt to do enough good in the world to counteract the bad. Speed 40 ft.
Others deliberately undergo a ceremony to inflict lycanthropy
upon themselves, seduced by the potential it brings them.
STR DEX CON INT WIS CHA
Sirens blare. Prisoners pour out of the cell blocks. 20 (+5) 14 (+2) 16 (+3) 10 (+0) 17 (+3) 8 (-1)
Fighting breaks out immediately, not just between the
prisoners and guards, but between the prisoners as Skills Insight +6, Intimidation +5, Survival +6
well. If only you had your spells, but these damn anti- Damage Resistances bludgeoning, piercing, and
magic cuffs could be the death of you. slashing damage from weapons that aren't silvered
"You want to live?" says your cell mate, a middle- Senses passive Perception 12
aged woman with a face you could only get from a Languages any one language
tough life. She grits her teeth. "You want to make it Challenge 6 (2,300 XP)
out of this?"
"Yeah." Hunter's Bane. The blood hunter has advantage on
"Then get me out of these cuffs." Wisdom (Survival) checks to track fey, fiends, and
The only way to get out of these types of cuffs is to undead, and on Intelligence checks to recall
cut off the hand. She nods. You steal a handaxe from a information about them.
guard's body and swing through flesh and bone, one
strike after the other, blood spraying against your face, Keen Hearing and Smell. The blood hunter has
and when her hand is only attached by a few sinews, advantage on Wisdom (Perception) checks that rely on
she just rips the rest of it off herself. As her severed hearing or smell.
hand flops against the ground, magic surges back into Lycan Resistance. The blood hunter's damage
her body, and she transforms. resistances function only while in its hybrid form.
Fur sprouts from the pores in her skin. Her eyes
turn yellow and bloodshot. Her facial features Feral Desperation. While in hybrid form, the blood
elongate into a canine snarl. She dives into the fray of hunter has advantage on ability checks and saving
rioters and clears you a path with her terrible claws. throws using Strength, and it has a +2 bonus to melee
attack and damage rolls (included in the attack).
Pack Tactics. The blood hunter has advantage on attack
Quick Features rolls against a creature if at least one of its allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Feral Desperation. While in hybrid form, the blood
hunter has advantage on ability checks and saving Shapechanger. The blood hunter can use its bonus
throws using Strength, and it has a +2 bonus to melee action to polymorph into a wolf-humanoid hybrid, or
attack and damage rolls. back into its true form, which is humanoid. Its statistics
are the same in each form. Any equipment it is wearing
Shapechanger. The blood hunter can use its bonus or carrying isn't transformed. It reverts to its true form
action to polymorph into a wolf-humanoid hybrid, or if it dies.
back into its true form, which is humanoid. Its statistics
are the same in each form. Any equipment it is wearing
or carrying isn't transformed. It reverts to its true form
Actions
if it dies. Multiattack. The blood hunter makes two Rite Strikes.
Rite Strike (Hybrid Form Only). Melee weapon attack Spear (Humanoid Form Only). Melee or Ranged
that deals 2d8 slashing damage. This is a magic Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft.,
weapon attack. one target. Hit: 8 (1d6 + 5) piercing damage or 9 (1d8 +
5) piercing damage if wielded with two hands to make
a melee attack.
Rite Strike (Hybrid Form Only). Melee Weapon Attack:
+10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7)
slashing damage. This is a magic weapon attack.
273
Mutant Blood Hunter (Matt
(Matt
Mercer))
Mercer Mutant Blood Hunter
Medium humanoid (any race), any alignment
Enchanted by the process of mutating their bodies in their
hunter's bane ritual, some blood hunters seek out new methods Armor Class 13 (half plate)
of mutating their bodies to suit their needs, side effects be Hit Points 112 (15d8 + 45)
damned. Speed 25 ft.
274
Profane Blood Hunter (Matt
(Matt
Mercer))
Mercer Profane Blood Hunter
Medium humanoid (any race), any alignment
Profane blood hunters make pacts with minor evils, a necessary
moral compromise to make in the face of greater threats. Armor Class 17 (half plate)
Hit Points 112 (15d8 + 45)
Profane Pacts Speed 30 ft.
The profane blood hunter in this statblock has made a pact with
a fiend, such as an erinyes or a barlgura. As a result, its rite STR DEX CON INT WIS CHA
weapon deals fire damage and it has resistance to fire damage.
12 (+1) 16 (+3) 16 (+3) 12 (+1) 15 (+2) 11 (+0)
For other pacts, you can replace the damage resistance and the
damage inflicted by its rite weapon with other types based on
Skills Insight +5, Intimidation +3, Survival +5
the creature it has made its pact with at your discretion. One of Damage Resistances fire
its spells might also be swapped for a different spell depending Senses passive Perception 12
on its pact. Some examples are listed below, none of which Languages any one language
affect the blood hunter's challenge rating. Challenge 5 (1,800 XP)
Patron Damage Spell Replaces ...
Hunter's Bane. The blood hunter has advantage on
Barbed Devil fire sword burst chill touch Wisdom (Survival) checks to track fey, fiends, and
Green Hag necrotic invisibility earthbind undead, and on Intelligence checks to recall
information about them.
Ice Devil cold frostbite chill touch
Incubus/ Spellcasting. The blood hunter is a 5th-level spellcaster.
necrotic suggestion hold person Its spellcasting ability is Wisdom (spell save DC 13, +5
Succubus
to hit with spell attacks). It regains its expended spell
Lamia psychic calm emotions earthbind slots when it finishes a short or long rest. It knows the
Oni cold sleep charm person following warlock spells, and can cast them using its
crown of rite weapon as its spellcasting focus.
Medusa poison blindness/deafness
madness Cantrips (at will): blade ward, chill touch, mage hand
Mindflayer psychic phantasmal force earthbind 1st-3rd level (2 3rd-level slots): charm person, crown
of madness, earthbind, fear, hold person, ray of
Mummy necrotic mending mage hand enfeeblement
"Why? Why would you serve him? He took our child Actions
from us!" Paul pleads. "How could you possibly do Multiattack. The blood hunter can either make two
this? Did our baby mean nothing to you" attacks with its rite weapon or cast a cantrip and make
His wife's face is cold. "Unless I do this, there won't one weapon attack.
be a world for her to have grown up in anyway." She
plucks a cricket from the grass, blows it a kiss, and lets Dagger. Melee or Ranged Weapon Attack: +6 to hit,
it jump to her husband's shoulder. He collapses to the reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
ground. Asleep. When the spell wears off, he'll hate 3) piercing damage.
her, but hell, it was already too late for that.
Rite Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
Quick Features damage plus 4 (1d8) fire damage. If the damage from
this attack reduces a creature to 0 hit points, the blood
hunter regains an expended spell slot. This is a magic
Spellcasting. The blood hunter is a 5th-level spellcaster. weapon.
Its spellcasting ability is Wisdom. It regains its Diabolic Channel. The blood hunter makes one attack
expended spell slots when it finishes a short or long with its rite longbow against a creature. If the attack
rest. It knows the following warlock spells, and can cast hits, the blood hunter can cast one spell on the target,
them using its rite weapon as its spellcasting focus. regardless of the regular rules for range, affecting only
that target. If the spell requires an attack roll, it
Cantrips (at will): blade ward, chill touch, mage hand
275
Long Rangers
F
or long ranger flavour similar to the twelve
primary Dungeons and Dragons classes, you can
adapt the ranger watches to suit long rangers. Beast Tamer
Medium humanoid (any race), any alignment
Armor Class 15 (studded leather)
Hit Points 71 (13d8 + 13)
Beast Tamer (WR
(WR)) Speed 40 ft.
With a loyal beast by its side to help it track down and tear
apart its foe, beast tamers are feared not for their strength but STR DEX CON INT WIS CHA
for their resourcefulness. The central tactic that underlines a
14 (+2) 17 (+3) 13 (+1) 10 (+0) 18 (+4) 15 (+2)
beast tamer's approach is maneuverability, working in tandem
with its beast to expertly skirt around the lines of battle in a
Skills Animal Handling +8, Athletics +4, Perception +6
whirlwind of death. Senses passive Perception 21
A beast tamer's animal companion can be any beast that Languages any two languages
seems thematically appropriate to the encounter. You can add Challenge 4 (1,100 XP)
the following traits to that beast to make it more effective in
combat and demonstrate its connection with its master. These Follow Prey. The beast tamer and its animal companion
traits function while the animal companion is within 1 mile of have advantage on checks to track a target, and its
its beast tamer. passive Perception is increased by 5.
Thrown Weapon Specialist. The beast tamer can use its
Dexterity instead of Strength to make ranged attacks
Distracting Claws. When the beast hits a creature with with its handaxes. If it does so, it gains a +2 to its attack
an attack, each attack made against that creature by roll (included in the attack). The beast tamer has 12
the beast tamer before the end of the beast tamer's handaxes available.
next turn is made with advantage.
Tracker's Mark. As a bonus action, the beast tamer
Through Bared Fangs (Recharges after a Long Rest). chooses one target within 60 feet of its position that it
When the beast takes damage that would reduce it to can see, or replaces its mark with a new target it can
0 hit points without killing it outright, it can choose to see within range. The weapon attacks of the beast
regain all of its hit points instead of taking damage. tamer and its animal companion ignore any damage
resistances of the marked target and deal an additional
Vicious Loyalty. As a bonus action, the beast can move 7 (2d6) damage to the marked target. The mark lasts
up to its speed towards the beast tamer if it can see until the beast tamer completes a long rest.
the beast tamer.
Actions
You can also give the beast the following reaction: Multiattack. The beast tamer makes three attacks with
its handaxes.
Handaxe (Melee). Melee Weapon Attack: +4 to hit,
Distance Keeper. When a hostile creature ends its turn reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing
within 5 feet of the beast, the beast can move up to damage. After making this attack, the beast tamer and
half its speed without provoking opportunity attacks. its beast can both move up to 5 feet without expending
movement.
For suggestions on what kind of beasts might be appropriate Handaxe (Thrown). Ranged Weapon Attack: +7 to hit,
for the beast tamer, you can consult the beastmaster's page in range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing
this document and draw from the same set of creatures. damage. After making this attack, the beast tamer and
its beast can both move up to 5 feet without expending
Other Beast Tamers movement.
Actions
Multiattack. The bounty hunter makes two attacks with
its heavy crossbow.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit,
range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing
damage, and the target must succeed on a DC 14
Dexterity saving throw or be knocked prone.
Restrain. The bounty hunter attempts to restrain a
prone creature within 5 feet of its position. The target
must succeed on a DC 14 Dexterity or Strength saving
throw (its choice) or become grappled and restrained
by the bounty hunter (escape DC 14).
Reactions
Distance Keeper. When a hostile creature ends its turn
within 5 feet of the bounty hunter, the bounty hunter
can move up to 15 feet without provoking opportunity
attacks.
277
Primal Warden (WR
(WR))
As protectors of the natural world and an expert at living at one Primal Warden
with the land, it is the duty of a primal warden to extend Medium humanoid (any race), any alignment
protection to anyone who is an ally of the forests, and to strike
down any who threaten the natural order of things. Unlike a Armor Class 14 (hide armor)
druid, the primal warden's smaller pool of spells is focused Hit Points 104 (19d8 + 19)
around making itself a greater threat in combat. Speed 30 ft.
"Don't move." The elf is androgynous, slender, with STR DEX CON INT WIS CHA
long brown hair and skin the colour of bark. It draws
an arrow to its bow. 10 (+0) 17 (+3) 13 (+1) 12 (+1) 19 (+4) 10 (+0)
You're about to dive behind a tree, but you think
better of it. You couldn't see it before, but now with Skills Nature +4, Perception +7, Survival +7
some time to look around, you notice that the entire Senses passive Perception 21
undergrowth of this area is spiked with thorns as Languages any two languages
sharp as knives. "I'm sorry. I'm here to speak with the Challenge 5 (1,800 XP)
faerie queen."
"Stay there. The spikes will bleed you out if you Follow Prey. The primal warden has advantage on
move. And there are creatures here who slobber at checks to track a target, and its passive Perception is
the smell of blood. One moment." The elf backs up increased by 5.
against a tree, and then seems to sink into its wood
like an arrow into water. Innate Spellcasting. The primal warden's innate
spellcasting ability is Wisdom (spell save DC 15, +7 to
hit with spell attacks). It can cast the following spells
Battlemaster Maneuvers innately.
This NPC is skilled in single combat and might have a 1/day each: alter self, gaseous form, polymorph, tree
battlemaster maneuver (save DC 14) in addition to the features stride
here. See the list of Battlemaster Maneuvers.
Longbow Specialist. The primal warden ignores half
cover and three quarters cover when it makes attacks
with its longbow, and it has a +2 to ranged weapon
attack rolls (included in the attack).
Spellcasting. The primal warden is a 4th-level
spellcaster. Its spellcasting ability is Wisdom (spell save
DC 15, +7 to hit with spell attacks). It has the following
spells prepared.
Cantrips (at will): druidcraft, guidance, mold earth
Actions
Multiattack. The primal warden makes two attacks with
its longbow.
Longbow. Ranged Weapon Attack: +8 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
278
Mystics
F
or mystic flavour similar to the twelve primary
Dungeons and Dragons classes, you can adapt the
wizard academies to suit mystics. Awakened Mystic
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 45 (10d8)
Awakened Mystic (UA
(UA)) Speed 30 ft.
This mortal form is merely a stepping stone for a mystic to
achieve the purest state of being: mental energy, and nothing STR DEX CON INT WIS CHA
else, floating in the void of existence.
8 (-1) 14 (+2) 10 (+0) 20 (+5) 15 (+2) 10 (+0)
Ultimate Form Saves Str +1, Con +2, Int +7, Wis +4
Skills Insight +6, Perception +4, Religion +7
Some awakened mystic achieve their ultimate form and
Senses truesight 30 ft., passive Perception 14
transcended their humanoid bodies, becoming a powerful
Languages all, telepathy 120 ft.
celestial being.
Challenge 1 (200 XP)
Solar (MM 18) Borrow Expertise (Recharges after a Short or Long Rest).
A solar can be used to represent such a mystic. Instead of
As a bonus action, the mystic chooses one creature
presenting itself as a humanoid figure, the solar appears
with whom it is communicating telepathically. The
instead as a Large bauble of glowing white energy. It removes mystic gains one skill, tool, or weapon proficiency of
its damage resistances and the Angelic Weapons trait, that creature (mystic's choice), lasting until it finishes a
replaces any reference to radiant damage with psychic damage, short or long rest. The mystic can choose to use the
and makes the following additional changes to its statblock. target's bonus to ability checks, attack rolls, and
These changes do not affect its challenge rating. damage rolls with the chosen proficiency, rather than
its own.
Large celestial, any alignment
Speed 0 ft., fly 150 ft. (hover) Innate Spellcasting (Psionics). The mystic’s innate
Damage Immunities psychic; nonmagical bludgeoning, spellcasting ability is Intelligence (spell save DC 15, +7
piercing, and slashing to hit with spell attacks). It can innately cast the
Condition Immunities exhaustion, grappled, paralyzed, following spells, requiring no components:
petrified, poisoned, prone, restrained, unconscious At will: spare the dying, vicious mockery
Languages can't speak but understands all languages, 3/day each: calm emotions, cure wounds, fear, lesser
telepathy 600 ft. restoration
Incorporeal Movement. The solar can move through other 1/day each: charm monster, clairvoyance, greater
creatures and objects as if they were difficult terrain. It restoration, remove curse
takes 5 (1d10) force damage if it ends its turn inside an
object. Actions
Psychic Weapons. The solar's weapon attacks are magical,
Mind Thrust. The mystic blasts psychic energy at a
and its weapons are illusions visible only to the solar and creature it can see within 5 feet of it. The target must
the target of the attack. When the solar hits with any succeed on a DC 15 Intelligence saving throw or take
weapon, the weapon deals an extra 6d8 psychic damage 12 (2d6 + 5) psychic damage and be pushed up to 10
(included in the attack). feet away from the mystic.
The solar can also add the spells from the awakened mystic's
Innate Spellcasting trait to its own Innate Spellcasting.
Actions
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage plus 13
(3d8) psychic damage.
Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
one target. Hit: 7 (1d4 + 5) piercing damage plus 13
(3d8) psychic damage.
280
Rouges
F
or rouge flavour similar to the twelve primary
Dungeons and Dragons classes, you can adapt the
bard bands to suit rouges. Clown
Medium humanoid (any race), any alignment (usually
chaotic evil)
Empty Doll. Creatures have disadvantage on Wisdom 1st level (4 slots): charm person, colour spray, disguise
(Insight) checks made to gain insight on the clown's self, expeditious retreat, jump, mage armor, Tasha’s
thoughts or behaviour. hideous laughter
Venomous Ivy. The clown kisses a humanoid creature 4th level (2 slots): confusion, divination, freedom of
on the lips. The target takes 13 (3d8) poison damage. movement, polymorph
An unwilling creature must succeed on a DC 14
Dexterity saving throw to avoid being kissed. Tumbler. As a bonus action, the clown can take the
Disengage action.
Actions
Shadowy Stalker. The clown can take the Hide action as Clown’s Club. Melee or Ranged Weapon Attack: +4 to
a bonus action while in dim light or darkness. hit, reach 5 ft. or range 20/60 ft., one target. Hit: The
target takes 5 (1d6 + 2) bludgeoning damage.
281
Effects Master (WR)
Giddy and gleeful, the effects master weaves illusions to Effects Master
confuse and entertain others. Behind their veneer of Medium humanoid (any race), any alignment
playfulness, however, they harbour a dark and pressing need
for validation that can never be fulfilled. Armor Class 13 (16 with mage armor)
An effects master might be wearing different make-up than Hit Points 66 (12d8 + 12)
usual. You can replace its Special Effect feature with one of the Speed 30 ft.
following options. Aside from Special Effect, an effects master
might usually be found wearing Empty Doll or Shadowy Stalker
STR DEX CON INT WIS CHA
make-up.
10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 19 (+4)
Eyes of Horus. The effects master has advantage on Fearful Magic. When a creature fails a saving throw
Wisdom (Perception) checks that rely on sight. against one of the effects master's spells of 1st level or
higher, it is also frightened of the effects master for the
This increases the effects master's passive Perception to 15.
duration of the spell.
Illusory Visage. Creatures do not form memories of the
effects master's face unless they are immune to being
Empty Doll. Creatures have disadvantage on Wisdom charmed. A creature can remember the effects master
(Insight) checks made to gain insight on the effects in other ways, such as its clothes, its build, its actions,
master's thoughts or behaviour. its equipment, or its voice, but its face appears as a
blurry smear in their memory. The effects master can
choose specific creatures to ignore this effect.
Special Effect. The effects master's face is a shifting
Venomous Ivy. The effects master kisses a humanoid miasma of shapes and colours. As an action, it can
creature on the lips. The target takes 13 (3d8) poison reshape its make-up to form a scene from its memory
damage. An unwilling creature must succeed on a DC or imagination, creating a rough visual approximation
14 Dexterity saving throw to avoid being kissed. within the limitations of its make-up.
Spellcasting. The fashionista is an 8th level spellcaster.
Its spellcasting ability is Charisma (spell save DC 14, +6
to hit with spell attacks). It can cast the following rouge
Shadowy Stalker. The effects master can take the Hide spells.
action as a bonus action while in dim light or darkness. Cantrips (at will): booming blade, guidance,
prestidigitation, minor illusion, resistance,
thaumaturgy
"If it's a show you want, I'll give you a show!" says the 1st-level (4 slots): charm person, color spray,
magician with the inky face. You rush him with your comprehend languages, detect magic, disguise self,
torch, but with a snap of his fingers the torch explodes mage armor, silent image
in your hands. You're blinded by white-hot light. When 2nd-level (3 slots): alter self, blur, enlarge/reduce,
your vision returns, you are at the spot ... invisibility, mirror image, pass without trace,
... at the spot where your sister died. By the cave phantasmal force, pyrotechnics
entrance. Where she fell in. 3rd-level (3 slots): fear, hypnotic pattern, major image,
You fall to your knees. nondetection, tongues
She didn't die when she fell in, did she? She's still in 4th-level (2 slots): greater invisibility, hallucinatory
there. You left her there. You left her to go get help. terrain, phantasmal killer
But you could have saved her, couldn't you? You could
have pulled her out yourself.
You hold your head in your hands. You sob as she
Actions
calls your name. Dagger. Melee or Ranged Weapon Attack: +5 to hit,
And out of the corner of your eye, you see the reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
audience clapping. 3) piercing damage.
What a show.
282
Fashionista (WR)
When a fashionista steps out onto the stage, there can be no Fashionista
doubt in anyone's minds that they were always meant to be Medium humanoid (any race), any alignment
here. Their make-up doesn't conceal their face; it is their face.
It's impossible to look away. Armor Class 13 (16 with mage armor)
A fashionista might be wearing different make-up than usual. Hit Points 66 (12d8 + 12)
You can replace its Gliding Model feature with one of the Speed 30 ft.
following options. Aside from Gliding Model, a fashionista
might usually be found wearing Blushing Bride, Eyes of Horus,
STR DEX CON INT WIS CHA
or Venomous Ivy make-up.
8 (-1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 20 (+5)
Eyes of Horus. The fashionista has advantage on Charming Magic. When a creature fails a saving throw
Wisdom (Perception) checks that rely on sight. against one of the fashionista's spells of 1st level or
higher, it is also charmed by the fashionista for the
This increases the fashionista's passive Perception to 18.
duration of the spell.
Fashion Statement. As a bonus action, the fashionista
can activate or deactivate its glow. While its glow is
Empty Doll. Creatures have disadvantage on Wisdom active, it sheds bright light up to 10 feet and dim light
(Insight) checks made to gain insight on the for 10 feet beyond that. A creature in the bright light
fashionista's thoughts or behaviour. has disadvantage on melee attack rolls against the
fashionista unless it can see the fashionista through
senses other than sight (such as blindsight or
tremorsense).
Venomous Ivy. The fashionista kisses a humanoid Gliding Model. The fashionista has advantage on saving
creature on the lips. The target takes 13 (3d8) poison throws and ability checks made to avoid being knocked
damage. An unwilling creature must succeed on a DC prone, and it can ignore the effects of difficult terrain.
15 Dexterity saving throw to avoid being kissed. Spellcasting. The fashionista is an 8th level spellcaster.
Its spellcasting ability is Charisma (spell save DC 15, +7
to hit with spell attacks). It can cast the following rouge
spells.
Shadowy Stalker. The fashionista can take the Hide Cantrips (at will): dancing lights, friends, guidance,
action as a bonus action while in dim light or darkness. prestidigitation, thaumaturgy, vicious mockery
faerie dust sprinkles down over the audience. They 2nd-level (3 slots): dragon's breath, enhance ability,
light up like reflections of moonlight in rippling waves, enlarge/reduce, enthrall, mirror image, pyrotechnics
and each audience member leans closer in their seats, 3rd-level (3 slots): daylight, hypnotic pattern, tongues
just to be closer to this ... goddess. 4th-level (2 slots): dominate beast, freedom of
That's when the bandits strike. movement, hallucinatory terrain, polymorph
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage.
283
Goth (WR)
As darkness falls, the ignorant masses put their heads to rest, Goth
unaware that their flimsy walls and locks can do little to protect Medium humanoid (any race), any alignment
them from the terrors of the night. Those whose nightmares
keep them up can whittle away the time with distractions, but Armor Class 13 (16 with mage armor)
that sense of helplessness, of being locked in one's own mind, Hit Points 66 (12d8 + 12)
never goes away. The most fearless of the sleepers, however, Speed 30 ft.
can take control of their nightmares and use them to combat
the real terrors of the world. The worst isn't inside of us. Inside
STR DEX CON INT WIS CHA
of us is the power to ensure that no innocent person will lay
awake in fear again. 8 (-1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 19 (+4)
A goth might be wearing different make-up than usual. You
can replace its Veil of Death feature with one of the following Skills Deception +6, Intimidation +6, Perception +4,
options. Aside from Veil of Death, a goth might usually be found Sleight of Hand +5, Stealth +5
wearing Eyes of Horus, Empty Doll, Venomous Ivy, or Shadowy Senses passive Perception 14
Stalker make-up.
Languages any one language
Challenge 4 (1,100 XP)
(Insight) checks made to gain insight on the goth's 2nd-level (3 slots): blur, darkvision, darkness, detect
thoughts or behaviour. thoughts, gentle repose, invisibility, pass without
trace, see invisibility
Venomous Ivy. The goth kisses a humanoid creature on 5th-level (1 slot): dispel evil and good, dream
the lips. The target takes 13 (3d8) poison damage. An
unwilling creature must succeed on a DC 14 Dexterity Veil of Death. While motionless, the goth is
saving throw to avoid being kissed. indistinguishable from a corpse.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Shadowy Stalker. The goth can take the Hide action as a reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
bonus action while in dim light or darkness. 3) piercing damage.
Blanket of Darkness. The goth melds into an area of dim
"You don't want to have anything to do with me," he light or darkness, becoming invisible until the end of its
says to you, hiding his face. "You don't want to see me next turn or until it makes an attack roll or forces a
like this. Not without my mask. Not without ... my creature to make a saving throw. While invisible, the
face." goth's speed is 0, but, as a bonus action, it can teleport
"But Jonathan," you gasp. "I'm the only one who up to 30 feet away to an empty space of dim light or
can see you for who you truly are." darkness it can see.
284
Pretty Face (WR)
Have you ever stopped and stared at someone walking by on Pretty Face
the street and marvelled at just how astoundingly, paralyzingly Medium humanoid (any race), any alignment
beautiful they were? Perhaps you noticed a rouge specialising
in its pretty face. If that were the case, it was probably best you Armor Class 14 (17 with mage armor)
were too nervous to approach. Their powers of suggestion also Hit Points 66 (12d8 + 12)
make you enamoured for them, sometimes for most of the day, Speed 30 ft.
oblivious until it wears off and you are far from home.
A pretty face might be wearing different make-up than usual.
STR DEX CON INT WIS CHA
You can replace its White as Snow feature with one of the
following options. Aside from White as Snow, a pretty face 8 (-1) 18 (+4) 12 (+1) 12 (+1) 15 (+2) 20 (+5)
might usually be found wearing Blushing Bride, Empty Doll, or
Venomous Ivy make-up. Skills Acrobatics +6, Deception +7, Insight +4,
Persuasion +9, Sleight of Hand +6
Senses passive Perception 12
Languages any one language
Blushing Bride. The pretty face has advantage on Challenge 4 (1,100 XP)
Charisma checks to flirt with humanoid creatures.
Charming Magic. When a creature fails a saving throw
against one of the pretty face's spells of 1st level or
higher, it is also charmed by the pretty face for the
Eyes of Horus. The pretty face has advantage on duration of the spell.
Wisdom (Perception) checks that rely on sight.
Spellcasting. The pretty face is a 6th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to
This increases the pretty face's passive Perception to 17. hit with spell attacks). It can cast the following rouge
spells.
Cantrips (at will): friends, guidance, mending,
Empty Doll. Creatures have disadvantage on Wisdom resistance, thaumaturgy, vicious mockery
(Insight) checks made to gain insight on the pretty 1st-level (4 slots): armor of Agathys, charm person,
face's thoughts or behaviour. command, cure wounds, detect poison and disease,
feather fall, mage armor, protection from evil and
good, sanctuary
285
Miscellaneous
S
tatblocks included in this section don't conform to
specific subclasses, but can still be used to
represent NPCs with class levels, usually at low
levels.
Archer
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 5 (1d8 + 1)
Archer (WR) Speed 30 ft.
It's important to have archers and other ranged fighters on the
battlefield. You can't always trust soldiers to just run up and STR DEX CON INT WIS CHA
whack their enemies all the time.
12 (+1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
This archer is an alternative to the surprisingly hardy archer
found in Volo's Guide to Monsters. The archer here is more akin
Skills Perception +4
to a regular soldier than a specialist bowman like in VGM. For a Senses passive Perception 14
decent middle-ground, you can use the scout from the Monster Languages any one language
Manual. Challenge 1/4 (50 XP)
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 12) in addition to the features
here. See the list of Battlemaster Maneuvers.
286
Bait Mage (WR)
If you need a magical security system, there's no one better Bait Mage
than a bait mage. Bait mages refuse to fight in combat for their Medium humanoid (any race), any neutral alignment
employers. Spells in their book such as fireball, sleep, and web
are meant to be paired with glyph of warding as traps, not as Armor Class 12
spells to be used against people actively trying to kill them. A Hit Points 27 (6d8)
bait mage is a security consultant, not a god damn evoker. Speed 30 ft.
Cost is spell level squared times 25 gp, plus components.
"So they get past the arcane lock, first of all, you call 1st level (4 slots): alarm, ice knife, ray of sickness,
me to reinstall it, half price. That's my guarantee.
sleep, snare, Tasha's hideous laughter, thunderwave
287
Brawler (WR)
Brawlers prefer to get up close and personal, forgoing the Brawler
weight of decent armor for the weight of a meaty strike to the Medium humanoid (any race), any alignment
temple. They can be found as boxers and ring fighters, as
acrobats and clowns in a sinister circus, or even stoic monks in Armor Class 13 (padded armor)
a temple. What they don't share in origin, they share in dogged Hit Points 19 (3d8 + 6)
determination and an unwillingness to retreat from danger. Speed 30 ft.
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 12) in addition to the features
here. See the list of Battlemaster Maneuvers.
288
Church Hand (WR)
Priests aren't always available to help out the general public. Church Hand
There are always more pressing matters to attend to. If demand Medium humanoid (any race), any alignment
for a church's services becomes too high, they will ask their
clerics in training -- church hands -- to deal with the sick and Armor Class 10
dying while the priests tackle the real problems. Hit Points 9 (2d8)
Speed 30 ft.
"You're my nurse, huh? Where'd they find you?" flirts
the bard. You roll your eyes. He shouldn't have this STR DEX CON INT WIS CHA
much energy in him after all the stings he took to the
face. 10 (+0) 11 (+0) 10 (+0) 10 (+0) 13 (+1) 10 (+0)
"Oh, I was a gardener until gnolls flayed my mother
and father and two sisters in front of me," says the Skills Religion +2, Medicine +3
nurse, matter-of-factly. She tightens the bandages too Senses passive Perception 11
tight. She ignores the bard's horrified expression and Languages any one language
continues, without dropping her tone even one bit, Challenge 1/8 (25 XP)
"Tore off my leg, too, tried to feed it to me. Had to
crawl here while I was still bleeding and beg for the Initiate Spellcasting. The church hand is a magic initiate.
church to help me while they could still hear the howls Its spellcasting ability is Wisdom (spell save DC 11, +3
outside. Gnolls were using me to lure out the priests, to hit with spell attacks). It can cast the following cleric
and they got the head priest as he rushed out to save spells.
me, tore him to shreds, cackling like maniacs. Deacon
Samuel dragged me in. Took me two years before Sam At will: guidance, spare the dying
forgave me for the death of his father. Never got my 1/day: cure wounds
leg back, which you'd be able to see if you weren't
lying down on the cot. Got it replaced with a peg Actions
because the severed part was too far mangled for Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one
regeneration to work, and the church doesn't have the target. Hit: 3 (1d6) bludgeoning damage.
money for a divine miracle of that power right now,
certainly not reserved for the girl who got the head
priest torn apart by gnolls. Now I work here to settle
my debts. Maybe one day I'll be a cleric. What about
you? What brings you to the church?"
"... Bees?"
289
Commander (WR)
Commanders have seen better days, better battles, better men. Commander
But they still have a fire left in them, and years of experience in Medium humanoid (any race), any alignment
warfare have made them excellent leaders and strategists.
Commanders can be sergeants in an army, political leaders with Armor Class 18 (plate)
martial training, criminal lords, pirate captains, or even old Hit Points 33 (6d8 + 6)
women who have raised their children and grandchildren to be Speed 30 ft.
merciless protectors of their estate.
You can grant the commander an additional battlemaster
STR DEX CON INT WIS CHA
maneuver. The commander's save DC is 12.
15 (+2) 12 (+1) 13 (+1) 12 (+1) 12 (+1) 15 (+2)
Alternative Weapons Skills Animal Handling +3, History +3, Intimidation
Instead of a greatsword, a commander might use any of the +4, Persuasion +4
following weapons. This does not affect the commander's Senses passive Perception 11
challenge rating. Languages any two languages
Challenge 1 (200 XP)
290
Courtier (WR)
Courtiers aren't really cut out for the whole killing business. Courtier
However, they are often found in fights despite their best efforts Medium humanoid (any race), any alignment
to stop it ... or perhaps they self-sabotage because secretly they
enjoy the thrill. Nonetheless, courtiers use their natural Armor Class 11
charisma and ability to read others' emotional states to twist Hit Points 9 (2d8)
the battle to their liking and support their allies. Courtiers can Speed 30 ft.
be literal courtiers in a noble's palace, or they may have other
roles such as a young duke, the daughter of a master general, or
STR DEX CON INT WIS CHA
an entertainer in a bar.
10 (+0) 13 (+1) 10 (+0) 12 (+1) 10 (+0) 15 (+2)
"Yeah! There! Hit him right in the ear! Yeah! Knock
him into next year! What? Do something with my Skills History +3, Insight +4, Persuasion +4
Senses passive Perception 10
dagger? No, it's a family heirloom. You guys got this!
Languages any two languages
Go team!"
Challenge 1/8 (25 XP)
291
Defender (WR)
Weighed down by enormous armor and a hefty shield, Defender
defenders are often hired as guards and escorts. Their shield is Medium humanoid (any race), any alignment
an extension of their arm, compensating for their numerous
personality deficiencies. Defenders can be knights for a lowly Armor Class 20 (plate, shield)
lord, protectors of a general, or even priests without a blessing Hit Points 26 (4d8 + 8)
from their god. Some come from lowly stock, but most have Speed 30 ft.
enough money for armor.
292
Dirty Fighter (WR)
Some people prefer slinking about and stabbing someone in the Dirty Fighter
dark than running up foolishly and hitting a slavering monster Medium humanoid (any race), any alignment
with a stick. Those people are pretty smart. Dirty fighters rely
on opportunities and cheap tricks to get the upper hand. Dirty Armor Class 13 (leather)
Fighters can be princesses taught to use their slight frames to Hit Points 11 (2d8 + 2)
their advantage, gladiators who skirt around their opponents to Speed 30 ft.
tire them out, or squires to knights that can't quell their own
bloodlust.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
You cringe in pain. Right between the legs. Can he
even do that? Is that allowed?
Skills Stealth +6
Senses passive Perception 10
Battlemaster Maneuvers Languages any one language
This NPC is skilled in single combat and might have a Challenge 1/2 (100 XP)
battlemaster maneuver (save DC 12) in addition to the features
here. See the list of Battlemaster Maneuvers. Sneak Attack (1/Turn). The dirty fighter can deal an
extra 7 (2d6) damage to one creature it hits with an
attack if it has advantage on the attack roll. The dirty
fighter doesn't need advantage on the attack roll if
another enemy of the target is within 5 feet of it, that
enemy isn't incapacitated, and the dirty fighter doesn't
have disadvantage on the attack roll.
Actions
Multiattack. The dirty fighter makes two melee weapon
attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
293
Duelist (WR)
Duelists taunt their opponents into a hasty strike before Duelist
making a few quick cuts or jabs and darting away. They prefer Medium humanoid (any race), any alignment
one-on-one battles where they can show off their expert
dexterity and handiwork. Duelists can be swashbuckling pirates Armor Class 15 (chain shirt)
trading barbs, a noble who would die for his family's honor, or Hit Points 16 (3d8 + 3)
an old man relying on his old skills to defend his home from Speed 30 ft.
thieves.
You can grant the duelist an additional battlemaster
STR DEX CON INT WIS CHA
maneuver. The duelist's save DC is 12.
10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Alternative Weapons Senses passive Perception 10
Instead of a rapier, a duelist might use any of the following Languages any one language
weapons. This does not affect the duelist's challenge rating. Challenge 1 (200 XP)
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Multiattack. The duelist makes two melee weapon
ft., one target. Hit: 7 (1d6 + 4) piercing damage. attacks.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Clang! Sparks fly as blade meets blade. The nobleman
isn't going down without a fight. You take a step back Hand Crossbow. Ranged Weapon Attack: +4 to hit,
to catch your breath. Most noblemen just practice range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
their swordcraft recreationally. Seems like he's put a damage.
bit more effort into it than you'd expected.
Reactions
Battlemaster Maneuvers Parry. The duelist adds 2 to its AC against one melee
This NPC is skilled in single combat and might have a attack that would hit it. To do so, the duelist must see
battlemaster maneuver (save DC 12) in addition to the features the attacker and be wielding a melee weapon.
here. See the list of Battlemaster Maneuvers.
294
Eco-Terrorist (WR)
The world was not always dominated by men and humanoids Eco-Terrorist
like them. The world once was young, and it was green, and it Medium humanoid (any race), any chaotic alignment
was vibrant. While the 'civilised' races of the world compete to
see who can create larger and larger artificial habitats for Armor Class 14 (hide armor)
themselves, eco-terrorists recognise expansionism as Hit Points 27 (5d8 + 5)
fundamentally destructive to the way that things should be. Speed 30 ft.
"This is for the trees!" shout the terrorists to the STR DEX CON INT WIS CHA
throngs of terrified commoners. Animated vines hoist
the filthy mayor by his neck, displaying him for all to 13 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
see. "You thought your expansionism would bring you
profit! You thought it would bring you glory!" One by Skills Nature +2, Survival +4
one, the terrorists throw out spiked vines, lashing the Senses passive Perception 12
mayor's naked back until it bleeds. "But the only thing Languages Druidic plus any one language
it has brought you is an end to your precious little Challenge 1/4 (50 XP)
town!"
Spellcasting. The eco-terrorist is a magic initiate. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). It can cast the following druid
spells.
At will: druidcraft, thorn whip
1/day: entangle
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or
5 (1d8 + 1) bludgeoning damage if used with two
hands.
295
Elemental Benders (WR)
Monks who obsess over the four elements of the world can Earth Bender
unlock the power to control them. Medium humanoid (any race), any alignment
For a wielder of all four elements, you can use the quadruple
master. For other wielders of elemental power, refer to the Armor Class 16 (natural armor)
Elements section in the table of contents. Hit Points 22 (4d8 + 4)
Speed 25 ft.
296
Joker (WR)
We live in a society where everything that's interesting enough Joker
to write down has the ability to kill you. Where respect for your Medium humanoid (any race), any chaotic alignment
abilities is only measured in terms of how much damage you
can do before you are inevitably taken out. When the world is a Armor Class 11
joke on mortals, what can a mortal do but laugh? Hit Points 9 (2d8)
Speed 30 ft.
"You know who the most oppressed people are in this
world? The elves? The gnomes? Maybe the orcs, how STR DEX CON INT WIS CHA
about them? No, no, when all the races go out and
slaughter each other with swords and burn each other 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 13 (+1)
with fireballs, nobody bats an eye. It's all part of the
story. But one adventuring party gets crushed by Skills Performance +3
falling rocks, and everyone loses their minds! Who's Senses passive Perception 10
really in charge of our lives, do you think? Because it Languages any one language
sure ain't us! The most oppressed people in the world Challenge 1/8 (25 XP)
are the ones without a story!"
Spellcasting. The joker is a magic initiate. Its
spellcasting ability is Charisma (spell save DC 11, +3 to
hit with spell attacks). It can cast the following bard
spells.
At will: friends, vicious mockery
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
1) piercing damage.
297
King / Queen (WR)
Kings and queens are the highest authority in the land. Some King / Queen
are royalty out of pure merit, but most because of birthright or Medium humanoid (any race), any lawful alignment
through force or deception. You win the right to sit on the
throne, or you die. Armor Class 18 (+3 glamoured breastplate)
Kings and queens generally equip themselves with a host of Hit Points 90 (20d8)
magical items and surround themselves with highly capable Speed 30 ft.
knights, particularly paladins like sovereign knights.
Actions
Greatsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage. This
is a +3 magic weapon.
Medallion of Thoughts (3/Day). The king or queen casts
detect thoughts (spell save DC 15). The king or queen
is attuned to this magic item.
Rod of Rulership (1/Day). Each creature that can see
and hear the king or queen within 120 feet of it must
succeed on a DC 15 Wisdom saving throw or be
charmed by the king or queen for 8 hours. While
charmed in this way, the target regards the king or
queen as its trusted leader. The effect ends if the king
or queen's actions harm the creature or if it is
commanded to do something contrary to its nature.
The king or queen is attuned to this magic item.
298
Mariner (WR)
Some fighters prefer to take a fighting style that allows them to Mariner
more easily maneuver around ships, climbing ropes and Medium humanoid (any race), any alignment
swimming through salty seas. Mariners advertise themselves as
mercenaries for ships that need extra protection or just have a Armor Class 16 (chain shirt)
shortage of crew members. Hit Points 22 (4d8 + 4)
You can grant the mariner a battlemaster maneuver. The Speed 30 ft., climb 30 ft., swim 30 ft.
mariner's save DC is 12.
Actions
Multiattack. The mariner makes two attacks with its
scimitars. It can trade one of these attacks for an attack
with its hand crossbow.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit,
range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
299
Medic (WR)
Not everyone has access to (or can afford) a divine spellcaster Medic
in the field of battle. Most armies instead employ medics who Medium humanoid (any race), any alignment
can give nonmagical first aid under fire.
Armor Class 12 (leather)
"Hey, hey, you're gonna be fine. You're gonna be fine. Hit Points 11 (2d8 + 2)
Look at me. What's your name? Can you tell me your Speed 30 ft.
name, buddy? No, no, that's alright, keep breathing,
that's good, your airway's not blocked. Can you follow
STR DEX CON INT WIS CHA
my finger with your eyes? You're conscious, you're
breathing, that's a good start. Drink this. No, it's not a 10 (+0) 12 (+1) 12 (+1) 10 (+0) 13 (+1) 10 (+0)
health potion, it's brandy. Big breath for me, small
incision, and ... arrow's out. Okay, go, go, on your feet, Skills Medicine +3
lean on me, that's it, let's get the hell out of range!" Senses passive Perception 11
Languages any one language
Challenge 1/8 (25 XP)
Actions
Scalpel. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.
Healer's Kit (10/Day). The medic targets a creature. If
the creature is unconscious, it is stabilised and regains
1 hit point. Otherwise, it regains 7 (1d6 + 4) hit points,
plus additional hit points equal to the creature's
maximum number of hit dice. A creature must finish a
short or long rest before it can receive the latter
benefit again.
300
Mercenary (WR)
Some guys and gals subsist on a couple scraps of armor and a Mercenary
big honking weapon. Whether they're a young farmboy seeking Medium humanoid (any race), any alignment
his destiny, a top thug for a criminal gang, a young woman
trying to return a sword to her ancestral home, or just your Armor Class 16 (half plate)
regular rank and file soldier, a mercenary is a valuable Hit Points 19 (3d8 + 6)
companion in a fight. Most people with the skills to wield a big Speed 30 ft.
weapon will happily accept money for murder.
You can grant the mercenary a battlemaster maneuver. The
STR DEX CON INT WIS CHA
mercenary's save DC is 12.
15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Alternative Weapons Senses passive Perception 10
Instead of a longsword, a mercenary might use any of the Languages any one language
following weapons. This does not affect the mercenary's Challenge 1 (200 XP)
challenge rating.
Actions
Multiattack. The mercenary makes two melee weapon
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft.,
attacks.
one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10
+ 2) slashing damage if used with two hands to make a Longsword. Melee Weapon Attack: +4 to hit, reach 5
melee attack. ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
(1d10 + 2) slashing damage if used with two hands to
make a melee attack.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
target. Hit: 7 (1d10 + 2) piercing damage. damage.
"I've got one rule, and that's no kids. Unless the kid's
got, like, some magical nonsense attached to him, like
he's heir to a throne of fire, something like that, that's
fair game. I'll totally kill a kid who's heir to a throne of
fire."
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 12) in addition to the features
here. See the list of Battlemaster Maneuvers.
301
Officiant (WR)
When two people love each other very much, they find a Officiant
witness who will confirm that they promise to live in the same Medium humanoid (any race), any alignment
house together until they die, usually making a baby sometime
before the dying part. In major cities, the witness is a priest. In Armor Class 10
smaller towns, they will have to settle for an officiant. Hit Points 9 (2d8)
In many religions, the binding of two people together is more Speed 30 ft.
than a binding, it is a mending of one heart that until this
moment had been split in two, lost and forever searching for its
STR DEX CON INT WIS CHA
other half. Before the ceremony, a ribbon is cut in two. During
the ceremony, each half is wrapped around one of the 10 (+0) 10 (+0) 10 (+0) 13 (+1) 15 (+2) 10 (+0)
celebrant's wrists, and the ribbon is reconstructed with
mending to represent one heart put back together the way it Skills Religion +3
was always meant to be. Senses passive Perception 12
An officiant carries a sword for ceremonial purposes but will
Languages any one language
Challenge 1/8 (25 XP)
generally refuse to fight.
1/day: ceremony
Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 4 (1d8) slashing damage, or 5
(1d10) slashing damage if used with two hands.
302
Outlaw (WR)
An outlaw is a lone wanderer who has been banished, exiled, or Outlaw
forcibly removed from their previous home, usually for some Medium humanoid (any race), any alignment
terrible transgression. Some outlaws seek redemption. Others
embrace the life of a wanderer. Others seek revenge. Armor Class 13 (padded armor)
The outlaw might have different reasons for becoming an Hit Points 19 (3d8 + 6)
outlaw. Three common backgrounds for the outlaw are Speed 30 ft.
included below.
1/day: bane
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or
6 (1d8 + 2) bludgeoning damage if used with two
Discharged Soldier hands.
The outlaw has the following extra features.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Skills Athletics +4, Dragon Dice +3, Intimidation +3
Challenge 1/2 (100 XP)
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 "Hey, don't I recognise you from somewhere?" asks
ft., one target. Hit: 9 (2d6 + 2) slashing damage. the woman at the bar. She's still got her sergeant's
uniform on. Must be her day off. You eavesdrop into
her conversation.
Additionally, you can grant the outlaw a battlemaster maneuver. The man growls. "Must have me mistaken for
The outlaw's save DC is 12. someone else."
"Second division, right? I'd recognise a sword like
Exiled Mage that anywhere. Is it true they got you fighting in
The outlaw has the following extra features. skirts?"
"Kilts," he says, then, hastily, "You got the wrong
guy."
"Thought you'd be parading around Neverwinter
Skills Arcana +3 after your victory last fortnight. What are you doing in
this crapsack town?"
Challenge 1/2 (100 XP) "Minding my own business. I suggest you do the
Initiate Spellcasting. The outlaw is a magic initiate. Its same. And your friend, too, yeah, you. The one who's
spellcasting ability is Intelligence (spell save DC 11, +3 eavesdropping. Don't think I didn't notice you over
to hit with spell attacks). It can cast the following there. Bloody elves." He sucks back the rest of his ale.
wizard spells. "I'm out of here."
At will: prestidigitation, mending
303
Siege Mage (WR)
Siege mages have been trained with only a few magical abilities Siege Mage
that will allow them to break through the defenses of a castle. Medium humanoid (any race), any alignment
Siege mages are all-rounders who can hold their own in a fight
as well as cast spells to get out of (and into) trouble. Armor Class 15 (splint mail)
Contingents of siege mages are notorious for their recklessness Hit Points 26 (4d8 + 8)
and undeserved delusions of invincibility. Their performative Speed 30 ft.
antics are seen with amusement at best and hatred at worst.
A common tactic for siege mages is to be loaded into a
STR DEX CON INT WIS CHA
trebuchet and flung over the castle walls. They can then float
gracefully down with feather fall and begin with the murdering. 16 (+3) 14 (+2) 15 (+2) 13 (+1) 8 (-1) 12 (+1)
They also use mold earth to dig through enemy entrenchments
and expose them to ranged attacks, and light as a signal to the Skills Athletics +5, Performance +3
rest of their force that it's clear to move in. Senses passive Perception 12
Languages any one language
Challenge 1 (200 XP)
No amount of drills could have prepared you for the
enemy launching their soldiers over the walls with a Initiate Spellcasting. The siege mage is a magic initiate.
trebuchet. These ridiculous floating soldiers land on Its spellcasting ability is Intelligence (spell save DC 11,
the parapets next to you and with a flash of a black +3 to hit with spell attacks). It can cast the following
bomb, your eyes sting and fill with tears. You think you wizard spells.
hear the sound of clapping ... no ... your vision clears
and ... they're giving each other high fives? At will: light, mold earth
Actions
Battering Ram. Melee Weapon Attack: +5 to hit, reach 5
ft., one object (a door or a wall). Hit: 17 (4d6 + 3)
bludgeoning damage. The siege mage requires the
assistance of at least one ally to use this ram.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or
8 (1d10 + 3) bludgeoning damage if used with two
hands.
Pepper Bomb (1/Day). The siege mage throws a pepper
bomb at a point within 30 feet of it that it can see.
Each creature within a 10 foot radius of that point must
succeed on a DC 11 Constitution saving throw or
become blinded for 1 minute. A target can repeat this
save at the end of each of its turns, ending the effect
on a success.
304
Squire (WR)
A squire is a knight in training. Squires serve a knight in the Squire
hopes of gaining the skills needed to one day become a knight Medium humanoid (any race), any alignment
themselves. The skills they learn as a squire, however, are skills
that they themselves will neglect in ten years when they order Armor Class 17 (splint mail, shield)
their own squire to do those nasty things for them instead. Hit Points 11 (2d8 + 2)
The squire might have extra abilities it has learned from its Speed 30 ft.
knight. To differentiate a character's squire, choose from the
following list and add the appropriate feature, or simply choose
STR DEX CON INT WIS CHA
a squire feature that best fits the knight. If the knight isn't on
the list, choose the type of knight that best represents it. The 14 (+2) 12 (+1) 13 (+1) 11 (+0) 12 (+1) 11 (+0)
squire's challenge rating isn't affected.
Skills Animal Handling +3, Athletics +4
Knight Squire Feature Senses passive Perception 11
Archer (VGM) Archer Squire Languages any one language
Challenge 1/4 (50 XP)
Banneret (NPC) Martial Squire
Battlemaster (NPC) Martial Squire
Cavalier (NPC) Mounted Squire
Actions
Death Priest (NPC) Strife Squire Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Forge Priest (NPC) Martial Squire
Kingsguard (NPC) Healing Squire Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
Knight (MM) Martial Squire damage.
Knight Conqueror (NPC) Strife Squire
Life Priest (NPC) Healing Squire
Martial Squire
Protection Priest (NPC) Martial Squire
Noble (MM) Martial Squire
Armor Assistant. With the squire's help, its knight can
Samurai (NPC) Martial Squire
don or doff armor in one minute.
Sharpshooter (NPC) Archer Squire
Another Set of Hands (Reaction). At its knight's verbal
Sovereign Knight (NPC) Martial Squire
request, as long as the squire is within 5 feet of the
Standard Bearer (NPC) Mounted Squire knight and can see the knight, the squire can draw or
Valor Bard (NPC) Strife Squire stow the knight's weapon, put on or take off the
knight's shield, or perform the somatic components of
War Priest (VGM) Martial Squire the knight's spell.
Winter Knight (NPC) Strife Squire
Spotter. When the squire takes the Help action to assist Saddle Up. If the knight is within 5 feet of the squire
its knight in attacking a creature, the target can be and a mount the squire is riding, the squire can use its
within 30 feet of the squire. bonus action to pull the knight onto the mount. The
knight takes control of the mount.
Healing Squire
Strife Squire
Magic Initiate. The squire is a magic initiate. Its
spellcasting ability is Wisdom (spell save DC 11, +3 to Initiate Spellcasting. The squire is a magic initiate. Its
hit with spell attacks). It can cast the following cleric spellcasting ability is Wisdom (spell save DC 11, +3 to
spells. hit with spell attacks). It can cast the following bard
spells.
At will: resistance, spare the dying
1/day: bane
305
Soldier (WR)
Historically, the bulk of armies were made up of people who Soldier
had just been taught how to use a spear. They were equpped Medium humanoid (any race), any alignment
with little more than padded armor and a shield to protect
them. This statblock represents the typical drafted soldier: a Armor Class 14 (padded armor, shield)
barely-trained commoner. Hit Points 5 (1d8 + 1)
For more capable soldiers, you can use the mercenary Speed 30 ft.
statblock from this chapter, or you can look through the "War"
section in the table of contents.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
"Can you hold a spear?"
"Yes, sir!"
"Can you hold a shield?" Skills Athletics +3, Dragon Dice +2
"Yes, sir!" Senses passive Perception 10
"Then you're ready to fight that ice devil. Charge!" Languages any one language
Challenge 1/8 (25 XP)
Battlemaster Maneuvers
This NPC is skilled in single combat and might have a
Actions
battlemaster maneuver (save DC 11) in addition to the features Spear. Melee or Ranged Weapon Attack: +3 to hit,
here. See the list of Battlemaster Maneuvers. reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
1) piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.
306
Spell Sniper (WR)
The longest nonmagical range of a weapon falls to the longbow, Spell Sniper
which in the right hands can strike true at six hundred feet. Medium humanoid (any race), any alignment
With magic, however, even someone with barely any training or
experience can hit targets at the same distance with less effort. Armor Class 11
The signature spell of a spell sniper is fire bolt, which they Hit Points 9 (2d8)
shoot out from cover they create with mold earth. They can also Speed 30 ft.
cast chaos bolt, which has the same range with more power but
less predictable results, and, due to their inexperience with
STR DEX CON INT WIS CHA
magic, will almost always result in a wild magic surge.
10 (+0) 13 (+1) 10 (+0) 10 (+0) 14 (+2) 14 (+2)
You don't even see where the shot comes from. You
Skills Perception +4
just know that suddenly you've got a painful ringing in
Senses passive Perception 14
your ears and there seem to be jellyfish rolling down a
Languages any one language
hill some distance away.
Challenge 1/4 (50 XP)
Actions
Sling. Ranged Weapon Attack: +3 to hit, range 20/60
ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
307
Templar (WR)
Templars are trained as slayers of those who use arcane power. Templar
They consider themselves the shields that protect the sanctity Medium humanoid (any race), any lawful alignment
of society at large. Templars are often employed as guards in
major cities to detect and destroy unlawful mages, or as Armor Class 20 (plate, shield)
mercenaries against wizards and sorcerers who have grown too Hit Points 39 (6d8 + 12)
great in power for the comfort of local lords. For difficult Speed 30 ft.
investigations, they act as enforcers for inquisitors.
This NPC is skilled in single combat and might have a 1/day: detect magic
battlemaster maneuver (save DC 13) in addition to the features Mage Slayer. The templar has advantage on saving
here. See the list of Battlemaster Maneuvers. throws against spells cast by creatures within 5 feet of
its position. Additionally, when the templar damages a
creature concentrating on a spell, the target has
disadvantage on the saving throw it makes to maintain
concentration.
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used with two hands.
Reactions
Spell Breaker. When a creature within 5 feet of the
templar casts a spell, the templar can make a melee
weapon attack against that creature. The templar's
attack hits before the spell is cast. The target must
make a Constitution saving throw as though it were
maintaining concentration on the spell. On failed save,
the target fails to cast the spell.
308
Witch Doctor (WR)
Many communities on the outskirts can't afford the protection Witch Doctor
of a church, so they turn to the old magics of the wilds. Witch Medium humanoid (any race), any alignment
doctors provide care in exchange for unusual requests far
beyond mortal comprehension. Armor Class 13 (hide armor)
These requests might be one of the following suggestions. Hit Points 18 (4d8)
Speed 30 ft.
Your fingerprints
Two dozen maple leaves
A recommendation for a good book STR DEX CON INT WIS CHA
A single electrum piece 10 (+0) 13 (+1) 11 (+0) 12 (+1) 15 (+2) 9 (-1)
A peck upon the lips
Material components for two of the witch doctor's spells Skills Animal Handling +4, Arcana +3, Medicine +4,
Nature +3, Survival +4
In addition, witch doctors generally have a familiar. Use the
Senses passive Perception 12
find familiar spell to determine the rules and creature type of Languages Druidic plus any one language
this familiar. Challenge 1/4 (50 XP)
Lastly, before casting a spell with the witch doctor, read
through the components of the spell and play up the Spellcasting. The witch doctor is a 1st-level spellcaster.
theatricality. The witch doctor uses material components Its spellcasting ability is Wisdom (spell save DC 12, +4
directly and does not have a component pouch or other focus. to hit with spell attacks). It has the following druid
spells prepared.
"Uhh ... how about "The Summer When the World Cantrips (at will): druidcraft, guidance, thorn whip
Was Aflame" by Magnus Shanks?" 1st level (2 slots): cure wounds, detect poison and
"Wonderful suggestion! Consider your tea purified disease, find familiar, purify food and drink, speak with
of taint." animals
"I mean, boiling the water does the trick --"
"Purified!"
Actions
Shillelagh Staff. Melee Spell Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
This is a magic weapon attack.
309
Wrestler (WR)
Lethal fighting rings are common, but the majority simply Wrestler
feature wrestlers who take down their opponents using non- Medium humanoid (any race), any alignment
lethal pins. Their opponents are wrestled into submission, not
murdered in the ring. Wrestlers can usually find side jobs as Armor Class 12
bouncers and enforcers for minor establishments. Hit Points 19 (3d8 + 6)
While watching two wrestlers fight, they will make opposed Speed 30 ft.
grappling checks until one of them is pinned, at which point the
grappler makes unarmed strikes against the target while the
STR DEX CON INT WIS CHA
target attempts to escape from the grapple. Generally, three to
four hits takes out an opponent in this fashion. 16 (+3) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
For a wrestling match, the two participants wear no armor,
wield no weapons, and cast no spells. Other class abilities are Skills Athletics +5, Performance +2
alright. Participating in a wrestling match is a good challenge
Senses passive Perception 10
for a 1st- or 2nd-level fighter, barbarian, or paladin, or for other
Languages any one language
Challenge 1/8 (25 XP)
characters up to 4th level with a Strength score of at least 13.
Characters in the second tier of play or higher should find
Grappler. The wrestler has advantage on attack rolls
tougher opponents to test their mettle against.
against creatures it is grappling.
"One ..."
You strain against the wrestler's impressive bulging
Actions
biceps. It's not over yet. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
"Two ..." 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Come on ... just a little more ... A creature reduced to 0 hit points by this attack is
"Three! That's game!" stabilised.
Dammit. The wrestler releases you. You're drenched
in sweat, and you don't know whether it's mostly Pin. The wrestler attempts to grapple a creature within
yours or mostly his. You'd rather not think about it. 5 feet of it (escape DC 15). On a success, while the
The wrestler shakes your hand and, with a genuine target is grappled, the wrestler and the target are
smile of enthusiasm, asks, "Rematch?" restrained.
310
Scout (MM 349)
Other (MM, VGM) The scout might be a fighter, a ranger, or a rogue, or it might be
There exist many statblocks from the Monster Manual and a good fit for the Long Ranger homebrew class.
Volo's Guide to Monsters for NPCs that have not otherwise been
listed in this document. They've been placed here for reference. Thug (MM 350)
The thug could be a fledgling fighter given enough training, but
Acolyte (MM 342) its domain seems to firmly be in the underworld of crime;
The acolyte can represent a cleric or a paladin in training. giving it some thief rogue features like Thieves' Cant and
Second Story Work could add colour to your thugs. Some thugs
Archer (VGM 210) may even pivot their skill set to become a Blood Hunter as per
The archer can represent a fighter, a ranger, or a rogue with a the homebrew class by Matt Mercer.
specialty in longbows. It's also a good pick to represent the
homebrew Long Ranger class. Tribal Warrior (MM 350)
The tribal warrior is a good fit for a barbarian, but may also be
Bandit (MM 343) receptive to training as a druid, fighter, ranger, rogue, or long
The bandit might be a person on the path to become a fighter, ranger.
rogue, or barbarian.
311
Volo's Guide to Monsters
Sidekicks
You can use the following NPCs from the Monster Manual, Spellcasters
Volo's Guide to Monsters, and OUTCLASSED to be used with the Apprentice Mage (209)
sidekick rules in Tasha's Cauldron of Everything. Each of these
NPCs has a challenge rating of 1/2 or lower. Keep in mind that Non-Humanoid Sidekicks
the categorisations of expert, spellcaster, or warrior are Dolphin (208)
suggestions, not limitations. Any NPC listed here can become an Gazer (126; speaks a language)
expert, spellcaster, or warrior if you'd like. Velociraptor (140)
You can assign any of these NPCs a quick race from the
Applying Races section. OUTCLASSED: The NPC Statblock
Sidekicks do not need to be humanoid. A list of non- Compendium
humanoid suggestions for sidekicks is also included.
The most highly recommended statblocks from these lists Experts
are the outlaw and squire from OUTCLASSED which have a Courtier
range of different features to customise them further. Dirty Fighter
Medic
Monster Manual Officiant
Outlaw
Experts Rune Scribe
Cultist (345) Squire
Noble (348) Witch Doctor
Scout (349)
Spellcasters
Spellcasters Celestial Servant
Acolyte (342) Church Hand
Cultist of the Archfey
Warriors Cultist of the Archlich
Bandit (343) Cultist of the Fiend
Cultist (345) Cultist of the Great Old One
Guard (347) Cultist of the Leviathan
Scout (349) Cultist of the Raven Queen
Thug (350) Eco-Terrorist
Tribal Warrior (350) Faith Seeker
Jester
Non-Humanoid Sidekicks Joker
Consider using these non-humanoid creatures as sidekicks. Officiant
They can only become a spellcaster if they speak a language. Outlaw
Rune Scribe
Black Bear (318) Squire
Blink Dog (318) Spell Sniper
Boar (319) Warlock of the Raven Queen
Crocodile (320) Witch Doctor
Flying Sword (20)
Magmin (212; speaks a language) Warriors
Mastiff (332) Archer
Monodrone (224; speaks a language) Brawler
Needle Blight (32) Dirty Fighter
Skeleton (272) Outlaw
Warhorse (340) Soldier
Wolf (341) Squire
Worg (341; speaks a language) Wrestler
Zombie (316)
312
Appendices
Feats Lucky
Included in this section are feats you can add to an NPC.
These feats do not affect the NPC's challenge rating. Lucky (3/Day). The NPC rerolls an attack roll, saving
throw, or ability check and must use the new roll.
Alert
Mage Slayer
The NPC has advantage on initiative checks, and other
creatures don’t gain advantage on attack rolls against
the NPC as a result of being hidden from it. Antimagic Strike (Reaction). Immediately before a
creature within 5 feet of the NPC casts a spell, it can
make a melee weapon attack against that creature. On
Athlete a hit, in addition to the attack's damage, the spell fails
and the spell slot is wasted.
Speed climb 30 ft.
Mobile
When the NPC is prone, standing up uses only 5 feet of
its movement.
Speed +10 ft.
Observant
Bulwark
Resilient
Durable
The NPC adds +1 to all saving throws.
Damage Resistances nonmagical bludgeoning, piercing,
and slashing Sentinel
Grappler
The NPC can take opportunity attacks against creatures
that have taken the Disengage action (unless the target
Skills Athletics also has the sentinel feat).
As a bonus action, the NPC can attempt to grapple a Sentinel Strike (Reaction). The NPC makes an
target within reach. opportunity attack against a creature within 5 feet of
the NPC that makes an attack against a target other
than the NPC.
313
Tough The Devil
The NPC's hit points increase by 5 times its challenge Languages Infernal
rating (minimum 5).
Fulfill Your Contract (Reaction; Recharges after a Short or
Long Rest). When an ally of the NPC is reduced to 0 hit
Victorious Strikes points and the NPC is within 30 feet of the ally, shares
the same patron as the ally, and can see the ally, the
NPC can choose to give its ally up to 15 temporary hit
When the NPC scores a critical hit with or reduces a points by reducing its own hit points by the same
creature to 0 hit points, it can make one weapon attack amount. The ally can't die or be knocked unconscious
as a bonus action. as a result of having 0 hit points while it still has these
temporary hit points, and the temporary hit points
disappear if the ally is healed.
Patron Invocations
Included in this section are additional features you can add to The Fathomless
an NPC (or a party of adventurers) that are granted to them
based on a patron. You can combine these with group patrons
from Tasha's Cauldron of Everything. Some invocations are Damage Resistances cold
magical in nature, and others are mundane. Warlock patrons
typically provide magical invocations whereas group patrons Link of the Amphibian. While touching an ally that
like the ones found in Tasha's Cauldron of Everything typically shares the same patron, the NPC and the ally have a
provide mundane invocations. swim speed of 30 ft. and can breathe air and water.
Invocations do not affect an NPC's challenge rating.
Languages Celestial
The Great Old One
Link of Faith. When the NPC is within 5 feet of an allied
creature that shares the same patron, both the NPC
and its ally gain a +1 to their armor class. A creature Languages Deep Speech, telepathy 30 ft. (only with
can benefit from only one Link of Faith at a time. other creatures who share the same patron)
Synaptic Tripwire (Recharges after a Short or Long Rest).
The Demon The NPC forms an instantaneous mental connection
with another creature within 30 feet of it that shares
the same patron, creating a 5-foot wide line of psychic
Languages Abyssal energy between them. Each creature in the area must
make a Wisdom saving throw (DC NPC's Intelligence),
Link of Chaos (Reaction; Recharge 5-6). When an ally of taking 10 (3d6) psychic damage on a failed save, or half
the NPC within 30 feet of it that shares the same as much damage on a successful one. If the ally has
patron makes a damage roll, the NPC can give the ally this action, their use of it is also expended.
the option to reroll all of the damage dice once.
314
The Lich
Fulfill Your Contract (Reaction; Recharges after a Short or
Long Rest). When an ally of the NPC is reduced to 0 hit
Damage Resistances necrotic, radiant points and the NPC is within 30 feet of the ally, shares
the same patron as the ally, and can see the ally, the
Shared Fate. As a bonus action, the NPC chooses a NPC can choose to give its ally up to 15 temporary hit
willing creature within 30 feet of it that can see and points by reducing its own hit points by the same
hear it and that shares the same patron. Until the start amount. The ally can't die or be knocked unconscious
of the NPC's next turn, the NPC has resistance to all as a result of having 0 hit points while it still has these
damage, and each time the NPC takes damage, the temporary hit points, and the temporary hit points
target takes the same amount of damage (which can't disappear if the ally is healed.
be reduced in any way).
The Yugoloth
The NPC's innate spellcasting ability is Charisma. It can
cast the following spells innately.
Languages telepathy 30 ft. (only with other creatures 1/day: hold monster
who share the same patron)
315
Devil's Sight Misty Visions
Senses darkvision 120 ft. The NPC's innate spellcasting ability is Charisma. It can
cast the following spells innately.
Magical darkness doesn't impede the NPC's vision.
At will: silent image
Dreadful Word
One with Shadows
The NPC's innate spellcasting ability is Charisma. It can
cast the following spells innately. When the NPC is in an area of dim light or darkness, it
can use its action to become invisible until it moves or
1/day: confusion takes an action or a reaction.
The NPC's innate spellcasting ability is Charisma. It can The NPC's innate spellcasting ability is Charisma. It can
cast the following spells innately. cast the following spells innately.
The NPC can read all writing. The NPC's innate spellcasting ability is Charisma. It can
cast the following spells innately.
The NPC's innate spellcasting ability is Charisma. It can Thief of Five Fates
cast the following spells innately.
At will: false life The NPC's innate spellcasting ability is Charisma. It can
cast the following spells innately.
The NPC's innate spellcasting ability is Charisma. It can Whispers of the Grave
cast the following spells innately.
At will: disguise self The NPC's innate spellcasting ability is Charisma. It can
cast the following spells innately.
316
Mundane Invocations Private Investigations
These mundane invocations can be given out by any
nonmagical patron typical of group patrons from Tasha's
Cauldron of Everything.
Skills Insight, Investigation
Alchemy
Riches Beyond Compare
Damage Resistances poison
The NPC's weapons and armor are mastercrafted and
The NPC receives 3 randomly-determined potions.
can't break under the normal stress of combat.
Beasts of Burden The NPC receives 2,500 gold pieces and 250 platinum pieces.
Spiritual Matters
Skills Animal Handling
Muscle
The Anvil
Skills Intimidation
AC +1
The NPC receives a humanoid sidekick (see Sidekicks).
317
The Arrow in Flight The Dagger of Blood
The NPC's ranged weapon attacks ignore half and three When the NPC reduces a creature to 0 hit points, that
quarters cover. creature dies and the NPC can immediately cast one of
the following spells without material components,
triggering its effects immediately. Once it has cast one
The Axe of the Barbarian of these ritual spells, it can't cast the same spell using
this tattoo until it finishes a long rest. Wisdom is its
spellcasting ability for these spells.
At the start of its turn, the NPC can gain advantage on
all melee weapon attack rolls during that turn, but Ritual Spells: augury, find familiar, silence
attack rolls against it have advantage until the start of
its next turn.
The Elk
The Bear
Speed +5 ft.
Hostile creatures within 5 feet of the NPC that can see
and hear it have disadvantage on attack rolls against The Empty Doll
creatures other than the NPC.
The NPC can use the Help action as a bonus action. Nature's Wrath (1/Day). The NPC targets a creature it
When used to assist an ally in attacking a creature, the
can see within 30 feet of it. The creature must succeed
target of the attack can be within 30 feet of the NPC. on a Dexterity saving throw (DC NPC's Wisdom) or be
restrained by magical vines for 1 minute. The target
The Crossed Fingers can repeat this saving throw at the end of each of its
turns, ending the effect on a success.
318
The Holy Symbol The Tiger
Turn Undead (1/Day). The NPC presents its tattoo and The NPC's long jump is up to 20 feet and its high jump
speaks a prayer. Each undead that can see or hear the is up to 10 feet, with or without a running start.
NPC must make a Wisdom saving throw (DC NPC's
Wisdom). On a failed save, the target is turned for 1
minute or until it takes any damage. A turned creature The Tumbling Fool
moves up to its speed away from the NPC and can't
willingly move within 30 feet of it. It can't take
reactions and must either use the Dash action or try to As a bonus action, the NPC can take both the Dash and
escape from an effect that stops it from moving. If it Disengage actions.
can't move, it can take the Dodge action.
The Wary Hawk
Alternatively, this tattoo can turn any creature of evil alignment.
The Maw of the Abyss The NPC can see to a distance of 1 mile as though it
were 5 feet away.
The Shimmering Cloak Inspiring Surge (1/Day). As a bonus action, the NPC
targets up to two friendly creatures within 60 feet of it
that can see and hear it. A target can immediately use
Cloak of Shadows (1/Day). The NPC becomes invisible its reaction to make one melee or ranged weapon
until the end of its next turn, or until it takes an action attack.
or casts a spell.
The Book of the Wizard
The Skull
The NPC is a 3rd-level spellcaster. Its spellcasting ability
When the NPC converses with undead or dead is Intelligence. It has the following wizard spells
humanoids, it can communicate as if they share a prepared.
language.
319
The Lute of the Bard
Cantrips (at will): mending, prestidigitation, ray of
frost
Alternatively, you can give the NPC any spell list of any level
1st level (4 slots): charm person, disguise self,
from the scholarly wizard spell lists. If you wish to adapt this thunderwave
tattoo for a player character, just use the spell list above. 2nd level (2 slots): silence
The Chalice of Eternal Life
The Moon
Preserve Life (1/Day). The NPC targets up to six
creatures it can see within 30 feet of it. The NPC heals Change Shape (1/Day). The NPC magically polymorphs
the targets, dividing up to 60 hit points between them. into a beast or elemental with a challenge rating of 2 or
less, and can remain in this form for up to 2 hours. The
The Contract of the Warlock NPC can choose whether its equipment falls to the
ground, melds with its new form, or is worn by the new
form. The NPC reverts to its true form as a bonus
The NPC is a 3rd-level spellcaster. Its spellcasting ability action or if it is knocked to 0 hit points, with excess
is Charisma. It regains its expended spell slots when it damage carrying over to its true form. While in a new
finishes a short or long rest. It knows the following form, the NPC retains its game statistics and ability to
warlock spells. speak, but its AC, movement modes, Strength,
Dexterity, and Constitution are replaced by those of
Cantrips (at will): eldritch blast, friends
The first time a creature attacks the NPC on a turn, the When the NPC is subjected to an effect that allows it to
attacker must make a Charisma saving throw (DC NPC's make a Dexterity saving throw to take only half
Charisma). On a failed save, it can't attack the NPC on
damage, it instead takes no damage if it succeeds on
this turn, and it must choose a new target for the the saving throw, and only half damage if it fails.
attack or the attack is wasted.
and remains in the material realm for 1 minute or until 1st level (4 slots): cure wounds, guiding bolt, purify
the NPC dismisses it as an action. food and drink
320
The Rising Sun The Twin Bats
As a bonus action, the NPC gains 10 temporary hit Draining Touch. The NPC touches a creature within 5
points, plus advantage on melee weapon attacks until feet of it. The creature must make a Constitution saving
the end of its turn. throw (DC NPC's Charisma), taking 14 (4d6) necrotic
damage on a failed save, or half as much on a
successful one. The NPC regains hit points equal to the
The Screaming Ghost necrotic damage dealt.
321
Applying Races
Not all of the NPCs that your players face will be human. Some of them will be common races such as elves, dwarves, and halflings.
Others will be uncommon, like tieflings or half-orcs. Others still will be exotic races like firbolgs or aasimar. And, of course, you will
employ plenty of NPCs from monstrous humanoids such as orcs and goblins. Further still, you might want to give a class template to
intelligent monstrosities such as druidic centaurs or sorcerous harpies.
For all of these needs, you can check out the DMG 282 for suggestions on how to apply a humanoid template to your NPCs. I want to
streamline the process, so I've selected only one or two key features from each race, as well as a roleplaying suggestion, in order to
quickly get across the flavour of that race without having to adjust its ability scores and therefore also having to recalculate its skills,
saves, attacks, spellcasting, save DCs, and challenge rating. Aspects like languages and darkvision have also been left out as they should
be self-evident based on the creature's environment (give them their race's languages plus Common if you like, and give them
Darkvision if they live in the dark -- no biggie). The idea is that if you can get across the few features included here, you will have
believably identified the NPC as a member of your chosen race.
For simplicity, don't bother adjusting the challenge rating of the creature, and instead of recalculating hit dice and hit points for non-
Medium creatures, simply use the hit points given in the statblock without change. For save DCs, adjust it based on the formula 8 +
proficiency bonus + relevant ability modifier. Don't forget that, for NPCs, proficiency bonus is tied to challenge rating, not class level.
With all of this in mind, here are simple adjustments to emphasize the racial aspect of an NPC. Just adding these traits is enough,
though you are always free to laboriously add every racial feature instead.
Scourge: Fire Aura. Creatures that start their turn within 5 feet of the aasimar or hit it with a melee
Aasimar
attack take 3 (1d6) fire damage.
Hates lying.
(VGM)
Fallen: Frightful Presence (1/Day; Action). Each creature within 30 feet of the aasimar must succeed on
a Wisdom saving throw (DC aasimar's Charisma) or become frightened of the aasimar until the end of
their next turn.
Bugbear Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of Bursts of
(MM, VGM) combat, the target takes an extra 7 (2d6) damage from the attack. energy.
Bullywug Swim 40 ft.; Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10
Croaks.
(MM) feet, with or without a running start.
Monstrosity; Large; 60 ft. movement.; Charge. If the centaur moves at least 30 feet straight toward a
Centaur (MM, Despises
target and then hits it with a melee weapon attack on the same turn, the target takes an extra 10
UA) weakness.
(3d6) damage.
Demon/Devil Fiend; cold, fire, lightning, poison, and nonmagical bludgeoning, piercing, and slashing resistance;
Corruptive
(MM, MTF, Magic Resistance. The demon or devil has advantage on saving throws against spells and other
force.
VGM) magical effects.
Dragonborn Use an appropriate dragon breath (30 ft. line or cone, 2d6 damage); give it an appropriate damage Can't use
(PHB) resistance. lips.
Reduce movement speed by 5 ft.; poison resistance; Dwarven Resilience. The dwarf has advantage on
Dwarf (MM,
saving throws against being poisoned.
Gruff.
PHB)
Duergar: Enlarge (Action). The duergar casts the spell enlarge/reduce on itself (enlarge only).
Fey Ancestry. The elf has advantage on saving throws to resist being charmed, and magic can't put it
to sleep.
High: Can cast one wizard cantrip at will (Intelligence), usually message, prestidigitation, or fire bolt.
Shadar-Kai: Shadow Jaunt. As a bonus action, the shadar-kai magically teleports up to 15 feet to an
unoccupied space it can see and gains resistance to all damage until the start of its next turn.
322
Race Features Roleplaying
Ettercap Drooling
Monstrosity; climb 30 ft.; can cast web at will (Constitution).
(MM) hungrily.
Firbolg Large; can cast speak with animals at will and detect magic, disguise self, invisibility, and speak with
Serene.
(VGM) plants 3/day (Wisdom).
Air-headed;
Uses Constitution for racial spellcasting.
Down-to-
Air: Can cast gust of wind and levitate 1/day each.
earth;
Genasi
Earth: Can cast earth tremor and pass without trace 1/day each.
Hot-
(EE)
Fire: Fire resistance; can cast produce flame at will.
headed;
Water: Swim 30 ft.; can cast shape water at will and create or destroy water 1/day. Go-with-
the-flow.
Can cast mage hand at will and the hand is invisible.
Gith (MM,
Githyanki: Can cast telekinesis 1/day and misty step 3/day (Intelligence).
Bitter.
MTF)
Githzerai: Can cast shield 3/day and detect thoughts 1/day (Wisdom).
Gnoll Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can Blindly
(MM) take a bonus action to move up to half its speed and make a bite attack. monstrous.
Small; reduce movement speed by 5 ft.; Gnome Cunning. The gnome has advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Gnome Rock: Has a construct as a companion. I recommend a monodrone (MM) or bronze scout (MTF).
Twinkly.
(EE, PHB) Forest: Can cast minor illusion and speak with animals at will (Wisdom).
Svirfneblin: Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in
rocky terrain.
Goblin
Small; Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
(MM, Cowardly.
turns.
VGM)
Goliath Large; Stone's Endurance (1/Day; Reaction). When the goliath takes damage, it can choose to take half
Principled.
(EE, VGM) damage instead.
Grimlock Clicking
Blindsight 30 ft. (blind beyond this radius)
(MM) tongues.
Small; Poisonous Skin. A creature that touches the grung or hits it with a melee attack takes 3 (1d6) Sizzling
Grung
poison damage.
croaky
(VGM)
The variant Grung Poison is also highly recommended; check Volo's Guide to Monsters. gasps.
Half-Elf Fey Ancestry. The half-elf has advantage on saving throws against being charmed, and magic can't put it
Narcissistic.
(PHB) to sleep.
Tusks
Half-Orc Relentless Endurance (1/Day). When the half-orc is reduced to 0 hit points and not killed outright, it can getting in
(PHB) choose to drop to 1 hit point instead. the way of
speech.
Halfling Small; reduce movement speed by 5 ft.; Lucky. When the halfling rolls a 1 on an attack roll, ability check,
Cheerful.
(PHB) or saving throw, it can reroll the dice. It must use the new result.
Monstrosity; fly 40 ft.; Enthralling Song (Action). The harpy sings to a creature that can hear it within 30
feet of it. The target must succeed on a Wisdom saving throw (DC harpy's Charisma) or become charmed
Harpy by the harpy until the end of the harpy's next turn. While charmed, the target will attempt to protect the
Mournful.
(MM) harpy with its life. A charmed target automatically fails its saving throw against the harpy's enthralling
song on subsequent turns for up to one minute, after which the charm ends even if the harpy continues
to sing. After the charm ends, the target is immune to the enthralling song of all harpies for 24 hours.
Hobgoblin
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits
(MM, Disciplined.
with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
VGM)
Human
-- --
(PHB)
Uses
Kenku
Mimicry. The kenku can mimic sounds it has heard, including voices. A creature that hears the sounds it interesting
(MM,
makes can tell they are imitations with a successful Wisdom (Insight) check (DC kenku's Charisma). sound
VGM)
effects.
Kobold
Small; Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the
(MM, Manic.
kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
VGM) 323
Race Features Roleplaying
Sounds like a
Kuo-Toa Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it drug-addled squid
(MM) that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. splashing around
in a bubble bath.
Doesn't
Lizardfolk
understand
(MM, Swim 30 ft.
sarcasm or
VGM)
metaphors.
Monstrosity; Petrifying Gaze (1/Turn). Without spending an action, the medusa casts flesh to Refuses to self-
Medusa
stone with a range of 60 feet on a creature it can see as long as the target can also see the reflect figuratively
(MM)
medusa. If petrified, the creature remains petrified indefinitely. or literally.
Merfolk
Swim 40 ft. Teasing.
(MM)
Monstrosity; Large; Charge. If the minotaur moves at least 10 feet straight toward a target and
Takes forever to
Minotaur then hits it with a melee weapon attack on the same turn, the target takes an extra 9 (2d8)
get to its main
(MM, UA) piercing damage. If the target is a creature, it must succeed on a Strength saving throw (DC
point.
minotaur's Strength) or be pushed up to 10 feet away and knocked prone.
Orc (MM, Aggressive. As a bonus action, the orc can move up to its speed towards a hostile creature it can
Aggressive.
VGM) see.
Sahuagin Swim 40 ft.; Blood Frenzy. The sahuagin has advantage on attack rolls against any creature that Dull, black,
(MM) doesn't have all its hit points. featureless eyes.
Channels the
Tabaxi
Increase movement speed by 20 ft.; climb speed equal to movement speed. mercurial nature
(VGM)
of a cat.
Tiefling Fire resistance; can cast thaumaturgy at will and darkness and hellish rebuke 1/day each
Shifty.
(PHB) (Charisma).
Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and
Thri-Kreen No sense of
texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to
(MM) individuality.
hide.
Increase AC by 2; Shell Defense (Action). The tortle retreats into its shell. While in its shell, it is
Tortle
prone, its speed is 0 and can't increase, it has full cover from outside effects, its AC increases by 4, Patient.
(MTF)
and it is incapacitated (except to emerge from its shell as a bonus action).
Triton
Cold resistance; can cast fog cloud, gust of wind, and wall of water 1/day each (Charisma). Haughty.
(VGM)
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte
Troglodyte must succeed on a Constitution saving throw (DC troglodyte's Constitution) or be poisoned until No concept of
(MM) the start of the creature's next turn. On a successful saving throw, the creature is immune to the personal space.
stench of all troglodytes for 1 hour.
Warforged Unwaveringly
Construct; increase AC by 2.
(UA) lawful.
Yuan-Ti
Poison immunity; Magic Resistance. The yuan-ti pureblood has advantage on saving throws
Pureblood
against spells and other magical effects; can cast poison spray at will and suggestion 1/day Sibilant.
(MM,
(Charisma).
VGM)
324
Young and Old NPCs
Child Dwarf Noble Child. You can create a child NPC by taking any statblock of CR
Small humanoid (dwarf), lawful neutral 1/4 or lower, removing any armor or weapons, reducing its
size category by 1, reducing its hit points by half, and
Armor Class 11 changing its challenge rating to 0.
Hit Points 3 (2d6 halved) Elder. You can create an elder NPC by taking any statblock and
Speed 25 ft. reducing its hit points and base movement speed by half.
This doesn't change its challenge rating.
Teen. You can create a teenaged NPC by taking any statblock
STR DEX CON INT WIS CHA
and giving it the Reckless trait: "At the start of its turn, the
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) teen can gain advantage on all melee weapon attack rolls
during that turn, but attack rolls against it have advantage
Damage Resistances poison until the start of its next turn." This doesn't change its
Skills Deception +5, Insight +4, Persuasion +5 challenge rating.
Senses passive Perception 12
Languages Common, Dwarvish
Challenge 0 (0 XP)
Teen Dwarf Noble
Dwarven Resilience. The noble has advantage on saving Medium humanoid (dwarf), chaotic neutral
throws against being poisoned.
Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 25 ft.
Elder Dwarf Noble
Medium humanoid (dwarf), lawful neutral STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
Armor Class 15 (breastplate)
Hit Points 4 (2d8 halved)
Damage Resistances poison
Speed 10 ft.
Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
STR DEX CON INT WIS CHA Languages Common, Dwarvish
Challenge 1/8 (25 XP)
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
Dwarven Resilience. The noble has advantage on saving
Damage Resistances poison throws against being poisoned.
Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12 Reckless. At the start of its turn, the noble can gain
Languages Common, Dwarvish advantage on all melee weapon attack rolls it makes
Challenge 1/8 (25 XP) during that turn, but attack rolls against it have
advantage until the start of its next turn.
Dwarven Resilience. The noble has advantage on saving
throws against being poisoned. Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Actions one target. Hit: 5 (1d8 + 1) piercing damage.
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage. Reactions
Parry. The noble adds 2 to its AC against one melee
Reactions attack that would hit it. To do so, the noble must see
Parry. The noble adds 2 to its AC against one melee the attacker and be wielding a melee weapon.
attack that would hit it. To do so, the noble must see
the attacker and be wielding a melee weapon.
325
Applying Classes
Sometimes you just want the least amount of effort possible to Default Warrior
make an NPC part of a class. This is what this section is for. Medium humanoid (any race), any alignment
Included in this chapter are generic statblocks for a warrior
and a mage, including plug-and-play features to identify them Armor Class 15 (any armor)
as part of a class. The challenge rating assumes that a class Hit Points 39 (6d8 + 12)
feature has been added. Speed 30 ft.
You can apply these features to any pre-existing NPC
statblock, not just the default warrior or mage, in order to
STR DEX CON INT WIS CHA
identify them as part of the associated class. For example, add
the paladin features to a regular "orc" statblock to create an orc 15 (+2) 15 (+2) 15 (+2) 11 (+0) 11 (+0) 11 (+0)
paladin! Just remember to adjust the weapon attack and
damage bonuses to match the NPC's Strength or Dexterity. Senses passive Perception 10
Languages any one language
Remember that proficiency bonus is added to attack rolls,
Challenge 1 (200 XP)
not damage rolls, and attack and damage rolls add Strength
unless the weapon is finesse. Practice using this default warrior
Blank Slate. Add a set of features associated from a
statblock.
class on this page to give this default warrior an
Don't forget that, for NPCs, proficiency is tied to challenge identity tied to a martial class.
rating, not class level. DMG guide (pgs. 274-282).
Barbarian Actions
Bow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Reckless. At the start of its turn, the NPC can gain
advantage on all melee weapon attack rolls during that
turn, but attack rolls against it have advantage until the Paladin
start of its next turn.
Multiattack. The NPC makes two melee weapon attacks. Sword. Magical melee weapon attack that deals 1d10
Axe. Melee weapon attack that deals 1d10 slashing slashing damage plus 1d8 radiant damage.
damage. Lay on Hands (1/Day). The NPC touches a willing
creature. The target regains 5 hit points.
Fighter
Ranger
Commander's Strike (Recharge 5-6). As a bonus action,
the NPC chooses one friendly creature within 30 feet of Skills Perception
it that can see and hear it. That creature can
immediately use its reaction to make one weapon Multiattack. The NPC makes two ranged weapon
attack. attacks.
Multiattack. The NPC makes two weapon attacks. Knife. Melee weapon attack with finesse that deals 1d4
piercing damage.
Sword. Melee weapon attack that deals 1d10 slashing
damage.
Rogue
Maneuvers for fighters, based on the battlemaster subclass, are
listed on the next page.
Sneak Attack (1/Turn). The NPC deals an extra 3 (1d6)
damage when it hits a target with a weapon attack and
Monk has advantage on the attack roll, or when the target is
within 5 feet of an ally of the NPC that isn't
Multiattack. The NPC makes four unarmed strikes. incapacitated and the crime boss doesn't have
disadvantage on the attack roll.
Unarmed Strike. Melee weapon attack that deals 1d4
bludgeoning damage. Multiattack. The NPC makes two melee weapon attacks.
Knife. Melee weapon attack with finesse that deals 1d4
piercing damage.
326
When adding a spellcasting feature to a pre-existing NPC,
remember to adjust the mage's spell attack bonus and spell
save DC to match its relevant ability score. Remember that spell
attack bonus is proficiency bonus plus modifier, and spell save
Default Mage
Medium humanoid (any race), any alignment
DC is proficiency bonus plus 8 plus modifier. Practice using this
default mage statblock.
Armor Class 10
Don't forget that, for NPCs, proficiency is tied to challenge Hit Points 27 (6d8)
rating, not class level. Check the DMG guide (pgs. 274-282). Speed 30 ft.
Bard
STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 11 (+0) 15 (+2) 15 (+2) 15 (+2)
Spellcasting. The NPC is a 3rd-level spellcaster. Its
spellcasting ability is Charisma. It knows the following
bard spells. Senses passive Perception 12
Languages any one language
Cantrips (at will): friends, vicious mockery
Cleric Actions
Knife. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Spellcasting. The NPC is a 3rd-level spellcaster. Its target. Hit: 2 (1d4) piercing damage.
spellcasting ability is Wisdom. It has the following cleric
spells prepared.
Warlock
Cantrips (at will): light, sacred flame, thaumaturgy
327
Will
As an educator, archer, fencer, painter, and creative professional, Will
Will's skills are matched only by his dashing good looks. Medium humanoid (human), chaotic good
Having been mysteriously transported to a fantastical plane
of existence, Will must locate a powerful enough spellcaster to Armor Class 13 (padded armor)
plane shift him back the way he came. Perhaps a conjurer, or, if Hit Points 18 (4d8)
he's desperate, a warlock of the fiend. He is armed only with his Speed 30 ft.
fencing equipment, a shortbow, a ridiculously long green Scarf
of Tongues, a cool book he found, and, if luck is on his side, a
STR DEX CON INT WIS CHA
cooperative adventuring party who will help him find his way
home. 8 (-1) 15 (+2) 10 (+0) 16 (+3) 9 (-1) 15 (+2)
Will's Level HP Features Jack of All Trades. When Will makes an ability check for
a skill he isn't proficient in, he adds 1 to the result.
1st 18 (4d8) Refer to Will's statblock.
Sneak Attack. Will deals an extra 10 (3d6) damage
+ Cunning Action.
when he hits a target with a weapon attack and has
2nd 22 (5d8)
+ Padded Armor Master. advantage on the attack roll, or when the target is
3rd 27 (6d8) + Spellcasting (1st level spellcaster). within 5 feet of an ally of Will that isn't incapacitated
4th 31 (7d8) + Spellcasting (2nd level spellcaster). and Will doesn't have disadvantage on the attack roll.
5th 36 (8d8) + Spellcasting (3rd level spellcaster). Actions
Fencing Foil. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Cunning Action. As a bonus action, Will can take the
Dash, Disengage, or Hide action. Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
Padded Armor Master. Will does not incur disadvantage damage.
on Stealth checks while using padded armor. Otherworldly Knowledge. Will makes a DC 10
Spellcasting (1st level spellcaster). Will is a 1st-level Intelligence (Investigation) check to identify a creature
spellcaster. His spellcasting ability is Intelligence (spell he can see. He has advantage on this roll if the creature
save DC 13, +5 to hit with spell attacks). He knows the has a statblock presented in OUTCLASSED: The NPC
following wizard spells. Statblock Compendium. On a successful roll, he knows
the creature's statistics as though he had full access to
Cantrips: dancing lights, mending, true strike
328
NPC
Statblock
Compendium:
November 2020
Created by
William Rotor
Changelog
Added subclasses from the Hourglass Desert,
Into Wonderland, and Tasha's Cauldron of
Everything.
Added in the artificer class section.
Added in all of the extra NPC features like
tattoos and patron invocations from Tasha's
Panopticon of Nemeses, which is now
redundant.
Removed the outdated "general discussion"
section.
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