Essential NPC S
Essential NPC S
On the Cover
Umbrakiir depicts tarot cards representing classic fantasy
archetypes. Who will be friend, and who will be foe? All are
important on the heroes’ journey.
1
Essential NPCs
Contents
Introduction ........................................................ 4 Non-Combat Archetypes ................................212
Assassin .....................................................................21
Berserker ...................................................................28
Blackguard ................................................................35
Blademaster ..............................................................42
Bodyguard .................................................................49
Brute ...........................................................................56
Captain .......................................................................63
Commando ................................................................70
Guard ..........................................................................78
Inventor ......................................................................84
Knight .........................................................................95
2
Essential NPCs
Introduction
Introduction
At the heart of every great fantasy story are people. Owlbears and
otyughs may hunt the heroes through forests and dungeons, but it
Friend and Foe
is people who populate the villages, guilds, and castles of the The NPCs in this book have been designed with abilities that
world. They fill stories with complex motives and relatable trials, make them interesting antagonists in combat encounters.
and in many cases, they are the ones behind the most heartfelt However, sometimes NPCs serve as allies or sidekicks instead.
moments of victory or defeat. The support abilities of the archetypes in this book, such as those
of the Priest of Light, the Alchemist, or the Performer, were
Within this book, you will find game statistics to help you created with this alternate use in mind, so they make as
represent those people. With 344 entries across 28 different interesting allies as they do enemies.
archetypes, you now have every non-player character you need to
challenge or aid your players as they fulfill their heroic destinies.
What’s in the Book?
An Array of Archetypes Chapter 1, “Archetype Overview,” serves as a quick reference to
the NPC archetypes presented in the book. It gives an idea of
Fantasy stories are filled with “archetypes”: fundamental story what to expect from each archetype to help quickly find the right
roles that individual characters are based on. The new recruit one for any situation.
from the City Watch who stands nervously atop the gate at night;
the warden who safeguards the imperial gardens; the hired Chapter 2, “NPC Archetypes,” contains stat blocks for over 300
muscle who makes sure only people with appointments bother NPCs divided into 26 classic fantasy archetypes. Each archetype
the boss…. All of these are examples of the Guard archetype. is represented at a wide variety of challenge ratings: 1/4, 1/2, 1, 2,
3, 5, 7, 9, 11, 13, 15, 17, and 20.
The archetypes in this book include everything from crafty
Thieves to powerful Mages, and deadly Assassins to ingenious Chapter 3, “Non-combat Archetypes,” contains stat blocks for
Inventors. Each has been constructed to fulfill the fantasy its two NPC archetypes, the Expert and the Noble, that are less likely
archetype represents in your encounters while staying flexible to be used as part of a standard combat encounter, but for whom
enough to use in a wide variety of story roles. In some cases you it may be useful to have game statistics.
will stay close to an archetype’s most traditional representation;
you might use a Shaman stat block to depict an NPC Druid. In Chapter 4, “Modifying NPCs,” gives direction in making changes
other cases, you will stretch convention; you could use a to the NPCs presented in Chapter 2, including which alterations
Necromancer stat block to portray a renowned healer who is affect challenge rating, how to make small challenge rating
guarded by the spirits of those they tried to save but failed. adjustments, and considerations for legendary creatures.
Whatever your style, most NPCs in your adventures can be
matched to one of the archetypes in this book. Chapter 5, “Common Questions,” includes a few of the most
frequently asked questions about the NPCs in this book.
A Spread of Challenges
Not every character of an archetype is going to wield the same
level of power. The conscripted peasants of a hamlet’s militia will
not be nearly as deadly as the fabled Platinum Legion of Warlord
Kurvos, yet both might be members of the Soldier archetype. That
is why every archetype presented here includes stat blocks across
a wide range of CRs: 1/4, 1/2, 1, 2, 3, 5, 7, 9, 11, 13, 15, 17, and
20. You’ll be prepared with appropriate NPCs no matter whose
bad side your players are on.
4
Essential NPCs
Chapter 1
Archetype Overview
Archetype Overview
Below you will find a short description of each of this book’s Lawkeepers maintain order in a land where adventurers are
archetypes to help you decide the most appropriate NPC for your commonplace. Equal parts investigator and enforcer, they use
campaign. You can find non-combat archetypes in Chapter 3. magical abilities to lock down adversaries and neutralize spell
casters.
Alchemists mix strange compounds and chemicals. They throw
vials that spread volatile substances on the battlefield and Mages have unsurpassed skill in arcane magic. Fire and frost roil
administer potions that mimic the effects of body-altering spells. at their command, attacks are swatted aside by shields of force,
and enemy spells are snuffed out like feeble flames.
Archers specialize in firing at enemies from a distance. With time
to aim, they can line up especially dangerous shots. Martial Artists eschew steel and instead train to make their very
bodies into weapons. With a flurry of punches and kicks, a martial
Assassins are stealthy killers who use surprise to their artist can cripple an opponent, send them sprawling, or even
advantage. They carefully approach a chosen target, strike hard hamper their spellcasting abilities.
when they have the upper hand, and then make their escape.
Necromancers treat death as a plaything. The waves of undead
Berserkers eagerly charge into battle with reckless abandon. minions they summon may be fragile, but they are never-ending,
When seriously injured, they become enraged and begin fighting and while would-be heroes are dealing with skeletons and spirits,
with even greater speed and ferocity. the Necromancer’s spells hungrily drain their life and spoil their
flesh.
Blackguards wield fear alongside cruel weapons, intimidating
those who would stand against them. After weakening their Performers use song and illusion in a spectacle that is as much
victims with profane magic and auras, they deal injuries that leave art as it is magic. Their glamours can confound and charm as well
their targets even more vulnerable to harm. as inspire, and they can even twist the minds of their audience to
turn friend into foe.
Blademasters seek to perfect their skill with a particular weapon.
They are adept at setting up counterattacks, disarming opponents, Priests of Darkness work debilitating magic in service of higher
and moving nimbly around the battlefield. powers. Their spells sow fear and weaken those who oppose
them, and the fanatic devotion they inspire can keep their allies
Bodyguards commit themselves to the protection of a ward, even fighting when they should have fallen dead.
at the cost of their own lives. While a bodyguard still stands,
assailants will have a difficult time harming the bodyguard’s Priests of Light serve their gods by healing and safeguarding
chosen charge. their fellows. In battle, they mend the wounds of their allies, ward
them against harm, and cast spells to detain any who would seek
Brutes are slow, implacable mountains of muscle. They are to threaten them.
resistant to injury (until a lucky hero finds their weak spot), and
when they eventually get their hands on a victim, a brute will Shamans wield the might of nature itself. Their magic calls on
either crush the life out of them or hurl them into whatever hurts root and stone to batter and impede, and they can take the shapes
most. of bears, eagles, and other fearsome beasts of the wild to tear
apart their foes.
Captains lead troops in battle. They can forgo their own attacks
to direct their allies’ assault or rally them into advantageous Soldiers fight cooperatively with their comrades in arms, moving
positions. smoothly through formations to provide cover or create openings
for attack.
Commandos hunt their quarry solo as well as part of a tactical
squad. Equally dangerous with a sword or a bow, they also deploy Spellswords master weapons and spells alike. They infuse their
traps to thwart their enemies. blades with magic, fire blasts of elemental energy, and block
incoming attacks and hostile magic with sorcerous wards.
Guards keep watch over strongholds, treasures, and private
chambers. With a little warning, they can take up a defensive Templars bring justice to those who deserve it, whichever form
stance that will stop any would-be trespassers in their tracks. that justice may take. Their aura and healing touch bolster those
who fight at their side even as their weapon strikes leave lingering
Inventors create bizarre devices that spew lightning, project magic that punishes those who continue to cause pain.
images, manipulate gravity, and more. They can wield these
devices by hand, affix them to constructs, or place them Thieves are as slippery as they come, nabbing valuables and
strategically around their workshops to create a truly hazardous wriggling out of harm’s way with frustrating finesse. If they do
field of battle. happen to get cornered, a thief knows how to use their daggers to
turn any advantage into a dangerous attack.
Knights stride nobly to war equipped with superior arms and
armor. They issue challenges to honorable single combat, where Thugs don’t have any special training, but they’re willing to fight
they flexibly switch between combat styles to suit the opponent at dirty. Whether it’s sand in the eyes or a kick to the groin, a thug
hand. Some knights also ride mounts and wield lances that deal will do anything to make sure it’s not a fair fight.
devastating blows when they charge.
6
Essential NPCs
NPC Archetypes
Chapter 2
NPC Archetypes
Alchemist
Alchemists brew potions that distill magic into bottled form.
Using exotic ingredients or experimentation in new sciences, they
create bottles of liquid flame, potions that heal wounds, and
concoctions that enhance the body. The ingredients and
knowledge each alchemist uses vary greatly, but all alchemists’
work seems strange and esoteric to the rest of the world.
Alchemist Examples
The owner or supplier of a potions shop.
A gnomish experimenter dabbling in chemistry that they don’t fully
understand.
An herbalist hoping to learn the family trade from their wise
grandmother.
A coven of witches whose cauldron produces magical brews from
chicken teeth and lizard lips.
A naturalist versed in the magical properties of their environment’s
flora and fauna.
The harried physician of an aging emperor, tasked with finding a tonic
of immortality.
A mutated test subject whose body spews caustic ichor and gasses.
Members of a scientific laboratory where devastating potions are
weaponized for warfare.
Alchemist’s Potions
Players may want to take the potions from a defeated alchemist.
Whether or not other people can use an alchemist’s potions is up
to you. It’s possible that administering or activating the potions
requires special knowledge, or that the potions are useless to
anyone other than the alchemist.
8
Essential NPCs
Alchemist (CR 1/4)
Medium Humanoid (Artificer), Any Alignment
Armor Class 10
Hit Points 13 (3d8)
Speed 30 ft.
Actions
Alchemist (CR 1/2)
Medium Humanoid (Artificer), Any Alignment Volatile Concoction. The alchemist throws a vial at a point within 30
feet of it, causing the vial to shatter in a five foot radius sphere of fire,
Armor Class 10 acid, or poison (alchemist’s choice). Each creature within the area
Hit Points 22 (5d8) must make a DC 12 Dexterity (for fire or acid) or Constitution (for
Speed 30 ft. poison) saving throw or take 10 (3d6) fire, acid, or poison damage.
Alchemical Potion. The alchemist administers a potion to itself or a
STR DEX CON INT WIS CHA creature within 5 feet of it. The potion creates the effect of a spell,
10 (+0) 10 (+0) 10 (+0) 13 (+1) 12 (+1) 10 (+0) affecting the creature it was administered to instead of its normal
targets. If the spell would ordinarily require concentration, it loses the
Saving Throws CON +2 concentration requirement and instead lasts for its full duration.
Skills Arcana +3, Medicine +3 The alchemist has prepared potions that can create the following spell
Senses Passive Perception 11 effects, using Intelligence as the spellcasting ability (spell save DC 12):
Languages Any two languages
1 each: cure wounds, enhance ability, invisibility, lesser restoration,
Challenge 1/2 (100 XP) Proficiency Bonus +2
enlarge/reduce
Actions
Volatile Concoction. The alchemist throws a vial at a point within 30
feet of it, causing the vial to shatter in a five foot radius sphere of fire,
acid, or poison (alchemist’s choice). Each creature within the area
must make a DC 11 Dexterity (for fire or acid) or Constitution (for
poison) saving throw or take 7 (2d6) fire, acid, or poison damage.
Alchemical Potion. The alchemist administers a potion to itself or a
creature within 5 feet of it. The potion creates the effect of a spell,
affecting the creature it was administered to instead of its normal
targets. If the spell would ordinarily require concentration, it loses the
concentration requirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the following spell
effects, using Intelligence as the spellcasting ability (spell save DC 11):
1 each: cure wounds, enhance ability, enlarge/reduce
9
Essential NPCs
Alchemist (CR 2) Alchemist (CR 3)
Medium Humanoid (Artificer), Any Alignment Medium Humanoid (Artificer), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 15 (+2) 12 (+1) 10 (+0)
10
Essential NPCs
Alchemist (CR 5) Alchemist (CR 7)
Medium Humanoid (Artificer), Any Alignment Medium Humanoid (Artificer), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 10 (+0)
Saving Throws CON +3, INT +5 Saving Throws CON +3, INT +6
Skills Arcana +5, Medicine +4 Skills Arcana +6, Medicine +5
Damage Resistances one of the following: acid, fire, or poison Damage Resistances one of the following: acid, fire, or poison
Senses Passive Perception 11 Senses Passive Perception 12
Languages Any three languages Languages Any three languages
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3
Actions Actions
Hazardous Compound. The alchemist throws a vial at a point within Hazardous Compound. The alchemist throws a vial at a point within
30 feet of it, causing the vial to shatter on impact and fill a 5 foot 30 feet of it, causing the vial to shatter on impact and fill a 5 foot
radius sphere with a cloud of fire, acid, or poison (alchemist’s choice). radius sphere with a cloud of fire, acid, or poison (alchemist’s choice).
When a creature enters the cloud’s area for the first time during its When a creature enters the cloud’s area for the first time during its
turn or starts its turn there, it must make a DC 13 Dexterity (for fire or turn or starts its turn there, it must make a DC 14 Dexterity (for fire or
acid) or Constitution (for poison) saving throw or take 32 (9d6) fire, acid) or Constitution (for poison) saving throw or take 42 (12d6) fire,
acid, or poison damage. The cloud lingers in the area for one minute acid, or poison damage. The cloud lingers in the area for one minute
before becoming inert. before becoming inert.
Glue Explosion (2/day). The alchemist hurls a specially prepared Glue Explosion (2/day). The alchemist hurls a specially prepared
container at a point within 30 feet of it, where it explodes and coats container at a point within 30 feet of it, where it explodes and coats
every surface in a 10-foot radius with a potent glue. These surfaces every surface in a 10-foot radius with a potent glue. These surfaces
become difficult terrain, and creatures that touch them risk becoming become difficult terrain, and creatures that touch them risk becoming
stuck. When a creature touches a coated surface for the first time stuck. When a creature touches a coated surface for the first time
during its turn or starts its turn in contact with one, it must make a during its turn or starts its turn in contact with one, it must make a
DC 13 Strength saving throw. On a failed save, the creature’s speed is DC 14 Strength saving throw. On a failed save, the creature’s speed is
reduced to 0 and it has disadvantage on Dexterity saving throws until reduced to 0 and it has disadvantage on Dexterity saving throws until
the start of its next turn. The glue dissolves after 1 day. the start of its next turn. The glue dissolves after 1 day.
Healing Tonic (1/day). The alchemist administers a specialized Healing Tonic (1/day). The alchemist administers a specialized
healing potion to itself or a willing creature within 5 feet of it. The healing potion to itself or a willing creature within 5 feet of it. The
target regains 31 (7d8) hit points. target regains 40 (9d8) hit points.
Alchemical Potion. The alchemist applies a potion to itself or a Alchemical Potion. The alchemist applies a potion to itself or a
creature within 5 feet of it. The potion creates the effect of a spell, creature within 5 feet of it. The potion creates the effect of a spell,
affecting the creature it was applied to instead of its normal targets. If affecting the creature it was applied to instead of its normal targets. If
the spell would ordinarily require concentration, it loses the the spell would ordinarily require concentration, it loses the
concentration requirement and instead lasts for its full duration. concentration requirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the following spell The alchemist has prepared potions that can create the following spell
effects, using Intelligence as the spellcasting ability (spell save DC effects, using Intelligence as the spellcasting ability (spell save DC
13): 14):
2 each: barkskin, enlarge/reduce, invisibility 2 each: barkskin, enlarge/reduce, enhance ability
1 each: enhance ability, lesser restoration 1 each: greater invisibility, lesser restoration
11
Essential NPCs
Alchemist (CR 9) Alchemist (CR 11)
Medium Humanoid (Artificer), Any Alignment Medium Humanoid (Artificer), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 16 (+3) 10 (+0) 18 (+4) 16 (+3) 10 (+0)
Saving Throws CON +4, INT +7 Saving Throws CON +4, INT +8, WIS +7
Skills Arcana +7, Medicine +6 Skills Arcana +7, Medicine +6
Damage Resistances one of the following: acid, fire, or poison Damage Resistances one of the following: acid, fire, or poison
Senses Passive Perception 12 Senses Passive Perception 13
Languages Any three languages Languages Any three languages
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Actions Actions
Hazardous Compound. The alchemist throws a vial at a point within Hazardous Compound. The alchemist throws a vial at a point within
30 feet of it, causing the vial to shatter on impact and fill a 5 foot 30 feet of it, causing the vial to shatter on impact and fill a 5 foot
radius sphere with a cloud of fire, acid, or poison (alchemist’s choice). radius sphere with a cloud of fire, acid, or poison (alchemist’s choice).
When a creature enters the cloud’s area for the first time during its When a creature enters the cloud’s area for the first time during its
turn or starts its turn there, it must make a DC 15 Dexterity (for fire or turn or starts its turn there, it must make a DC 16 Dexterity (for fire or
acid) or Constitution (for poison) saving throw or take 52 (15d6) fire, acid) or Constitution (for poison) saving throw or take 63 (18d6) fire,
acid, or poison damage. The cloud lingers in the area for one minute acid, or poison damage. The cloud lingers in the area for one minute
before becoming inert. before becoming inert.
Glue Explosion (2/day). The alchemist hurls a specially prepared Glue Explosion (2/day). The alchemist hurls a specially prepared
container at a point within 30 feet of it, where it explodes and coats container at a point within 30 feet of it, where it explodes and coats
every surface in a 10-foot radius with a potent glue. These surfaces every surface in a 10-foot radius with a potent glue. These surfaces
become difficult terrain, and creatures that touch them risk becoming become difficult terrain, and creatures that touch them risk becoming
stuck. When a creature touches a coated surface for the first time stuck. When a creature touches a coated surface for the first time
during its turn or starts its turn in contact with one, it must make a during its turn or starts its turn in contact with one, it must make a
DC 15 Strength saving throw. On a failed save, the creature’s speed is DC 16 Strength saving throw. On a failed save, the creature’s speed is
reduced to 0 and it has disadvantage on Dexterity saving throws until reduced to 0 and it has disadvantage on Dexterity saving throws until
the start of its next turn. The glue dissolves after 1 day. the start of its next turn. The glue dissolves after 1 day.
Healing Tonic (1/day). The alchemist administers a specialized Healing Tonic (1/day). The alchemist administers a specialized
healing potion to itself or a willing creature within 5 feet of it. The healing potion to itself or a willing creature within 5 feet of it. The
target regains 49 (11d8) hit points. target regains 58 (13d8) hit points.
Alchemical Potion. The alchemist applies a potion to itself or a Alchemical Potion. The alchemist applies a potion to itself or a
creature within 5 feet of it. The potion creates the effect of a spell, creature within 5 feet of it. The potion creates the effect of a spell,
affecting the creature it was applied to instead of its normal targets. If affecting the creature it was applied to instead of its normal targets. If
the spell would ordinarily require concentration, it loses the the spell would ordinarily require concentration, it loses the
concentration requirement and instead lasts for its full duration. concentration requirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the following spell The alchemist has prepared potions that can create the following spell
effects, using Intelligence as the spellcasting ability (spell save DC effects, using Intelligence as the spellcasting ability (spell save DC
15): 16):
2 each: barkskin, enlarge/reduce, enhance ability 2 each: barkskin, enlarge/reduce, enhance ability, lesser restoration
1 each: flesh to stone, greater invisibility, lesser restoration 1 each: flesh to stone, greater invisibility
12
Essential NPCs
Alchemist (CR 13) Alchemist (CR 15)
Medium Humanoid (Artificer), Any Alignment Medium Humanoid (Artificer), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 18 (+4) 16 (+3) 10 (+0) 10 (+0) 16 (+3) 10 (+0) 20 (+5) 18 (+4) 10 (+0)
Saving Throws CON +5, INT +9, WIS +8 Saving Throws CON +5, INT +10, WIS +9
Skills Arcana +9, Medicine +8 Skills Arcana +10, Medicine +9
Damage Resistances one of the following: acid, fire, or poison Damage Resistances one of the following: acid, fire, or poison
Senses Passive Perception 13 Senses Passive Perception 14
Languages Any three languages Languages Any three languages
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Actions Actions
Hazardous Compound. The alchemist throws a vial at a point within Hazardous Compound. The alchemist throws a vial at a point within
30 feet of it, causing the vial to shatter on impact and fill a 5 foot 30 feet of it, causing the vial to shatter on impact and fill a 5 foot
radius sphere with a cloud of fire, acid, or poison (alchemist’s choice). radius sphere with a cloud of fire, acid, or poison (alchemist’s choice).
When a creature enters the cloud’s area for the first time during its When a creature enters the cloud’s area for the first time during its
turn or starts its turn there, it must make a DC 17 Dexterity (for fire or turn or starts its turn there, it must make a DC 18 Dexterity (for fire or
acid) or Constitution (for poison) saving throw or take 77 (22d6) fire, acid) or Constitution (for poison) saving throw or take 87 (25d6) fire,
acid, or poison damage. The cloud lingers in the area for one minute acid, or poison damage. The cloud lingers in the area for one minute
before becoming inert. before becoming inert.
Glue Explosion (2/day). The alchemist hurls a specially prepared Glue Explosion (2/day). The alchemist hurls a specially prepared
container at a point within 30 feet of it, where it explodes and coats container at a point within 30 feet of it, where it explodes and coats
every surface in a 10-foot radius with a potent glue. These surfaces every surface in a 10-foot radius with a potent glue. These surfaces
become difficult terrain, and creatures that touch them risk becoming become difficult terrain, and creatures that touch them risk becoming
stuck. When a creature touches a coated surface for the first time stuck. When a creature touches a coated surface for the first time
during its turn or starts its turn in contact with one, it must make a during its turn or starts its turn in contact with one, it must make a
DC 17 Strength saving throw. On a failed save, the creature’s speed is DC 18 Strength saving throw. On a failed save, the creature’s speed is
reduced to 0 and it has disadvantage on Dexterity saving throws until reduced to 0 and it has disadvantage on Dexterity saving throws until
the start of its next turn. The glue dissolves after 1 day. the start of its next turn. The glue dissolves after 1 day.
Healing Tonic (1/day). The alchemist administers a specialized Healing Tonic (1/day). The alchemist administers a specialized
healing potion to itself or a willing creature within 5 feet of it. The healing potion to itself or a willing creature within 5 feet of it. The
target regains 72 (16d8) hit points. target regains 81 (18d8) hit points.
Alchemical Potion. The alchemist applies a potion to itself or a Alchemical Potion. The alchemist applies a potion to itself or a
creature within 5 feet of it. The potion creates the effect of a spell, creature within 5 feet of it. The potion creates the effect of a spell,
affecting the creature it was applied to instead of its normal targets. If affecting the creature it was applied to instead of its normal targets. If
the spell would ordinarily require concentration, it loses the the spell would ordinarily require concentration, it loses the
concentration requirement and instead lasts for its full duration. concentration requirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the following spell The alchemist has prepared potions that can create the following spell
effects, using Intelligence as the spellcasting ability (spell save DC effects, using Intelligence as the spellcasting ability (spell save DC
17): 18):
2 each: barkskin, enlarge/reduce, flesh to stone, lesser restoration 2 each: barkskin, enlarge/reduce, flesh to stone, lesser restoration
1 each: disintegrate, greater invisibility 1 each: disintegrate, greater invisibility
13
Essential NPCs
Alchemist (CR 17) Alchemist (CR 20)
Medium Humanoid (Artificer), Any Alignment Medium Humanoid (Artificer), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 20 (+5) 18 (+4) 10 (+0) 10 (+0) 16 (+3) 10 (+0) 22 (+6) 18 (+4) 10 (+0)
Saving Throws CON +6, INT +11, WIS +10 Saving Throws CON +6, INT +12, WIS +10
Skills Arcana +11, Medicine +10 Skills Arcana +11, Medicine +10
Damage Resistances one of the following: acid, fire, or poison Damage Resistances one of the following: acid, fire, or poison
Senses Passive Perception 14 Senses Passive Perception 14
Languages Any three languages Languages Any three languages
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge 20 (25,000 XP) Proficiency Bonus +6
Actions Alchemical Immortality. The alchemist has unlocked the most potent
secret of its art: immortality. The alchemist cannot die, does not age,
Hazardous Compound. The alchemist throws a vial at a point within and regains 20 hit points at the start of each of its turns. If its body is
30 feet of it, causing the vial to shatter on impact and fill a 5 foot destroyed, it reforms the next round in an unoccupied space nearest
radius sphere with a cloud of fire, acid, or poison (alchemist’s choice). to its previous location.
When a creature enters the cloud’s area for the first time during its In order to maintain its immortality, the alchemist consumes a unique
turn or starts its turn there, it must make a DC 19 Dexterity (for fire or potion that it must create every day by spending an hour in
acid) or Constitution (for poison) saving throw or take 101 (29d6) fire, uninterrupted work using alchemist’s supplies. If the alchemist is
acid, or poison damage. The cloud lingers in the area for one minute prevented from consuming its potion for more than 24 hours, the
before becoming inert. effects of the potion cease. If any creature other than the alchemist
Glue Explosion (2/day). The alchemist hurls a specially prepared drinks the potion, it makes a DC 20 Constitution saving throw or dies
container at a point within 30 feet of it, where it explodes and coats instantly.
every surface in a 10-foot radius with a potent glue. These surfaces
become difficult terrain, and creatures that touch them risk becoming
Actions
stuck. When a creature touches a coated surface for the first time Hazardous Compound. The alchemist throws a vial at a point within
during its turn or starts its turn in contact with one, it must make a 30 feet of it, causing the vial to shatter on impact and fill a 5 foot
DC 19 Strength saving throw. On a failed save, the creature’s speed is radius sphere with a cloud of fire, acid, or poison (alchemist’s choice).
reduced to 0 and it has disadvantage on Dexterity saving throws until
the start of its next turn. The glue dissolves after 1 day. When a creature enters the cloud’s area for the first time during its
turn or starts its turn there, it must make a DC 20 Dexterity (for fire or
Healing Tonic (1/day). The alchemist administers a specialized acid) or Constitution (for poison) saving throw or take 119 (34d6) fire,
healing potion to itself or a willing creature within 5 feet of it. The acid, or poison damage. The cloud lingers in the area for one minute
target regains 94 (21d8) hit points. before becoming inert.
Alchemical Potion. The alchemist applies a potion to itself or a Glue Explosion (2/day). The alchemist hurls a specially prepared
creature within 5 feet of it. The potion creates the effect of a spell, container at a point within 30 feet of it, where it explodes and coats
affecting the creature it was applied to instead of its normal targets. If every surface in a 10-foot radius with a potent glue. These surfaces
the spell would ordinarily require concentration, it loses the become difficult terrain, and creatures that touch them risk becoming
concentration requirement and instead lasts for its full duration. stuck. When a creature touches a coated surface for the first time
The alchemist has prepared potions that can create the following spell during its turn or starts its turn in contact with one, it must make a
effects, using Intelligence as the spellcasting ability (spell save DC DC 20 Strength saving throw. On a failed save, the creature’s speed is
19): reduced to 0 and it has disadvantage on Dexterity saving throws until
the start of its next turn. The glue dissolves after 1 day.
2 each: barkskin, enlarge/reduce, flesh to stone, lesser restoration
1 each: disintegrate, greater invisibility Healing Tonic (1/day). The alchemist administers a specialized
healing potion to itself or a willing creature within 5 feet of it. The
target regains 112 (25d8) hit points.
Alchemical Potion. The alchemist applies a potion to itself or a
creature within 5 feet of it. The potion creates the effect of a spell,
affecting the creature it was applied to instead of its normal targets. If
the spell would ordinarily require concentration, it loses the
concentration requirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the following spell
effects, using Intelligence as the spellcasting ability (spell save DC 20):
2 each: barkskin, enlarge/reduce, flesh to stone, lesser restoration
1 each: disintegrate, greater invisibility
14
Essential NPCs
Archer
Striking a target at range can determine survival in the wilderness
or success on the battlefield, and none strike more swiftly or more
surely than an archer. Archers use ranged weapons—usually
bows—to take down enemies before those enemies can escape or
retaliate. Given a moment to aim, they can land devastating shots
against heavily armored targets and fire precisely over extreme
distances. Enemies hoping to overcome an archer must either
match their ranged abilities, or learn the hard way why those
abilities are so valued on the battlefield.
Archer Examples
Bandits waiting beside a forest road with bows readied for an ambush.
Defenders atop fortress battlements during a siege.
An aristocrat who practices archery as a sport and challenges
adventurers to compete.
A hunter at the edge of civilization, using their bow to put food on the
table.
Soldiers in the ranged corps, providing support to standard infantry.
Caravan guards hired to keep bandits and dangerous animals from
getting too close.
A Dwarven artillerist with a dangerous new portable siege weapon.
A demigod of the Hunt, whose arrows never miss.
Actions
Longbow. Ranged Weapon Attack: +3 to hit, ranged 150/600 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
Aim. The archer targets a creature or object it can see. The archer’s
ranged attacks against the target have advantage. This effect ends if
the archer moves 5 feet or more, if it attacks another target, or if it
uses this ability again.
15
Essential NPCs
Archer (CR 1/2) Archer (CR 2)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
Archer (CR 1)
Medium Humanoid, Any Alignment
16
Essential NPCs
Archer (CR 5)
Medium Humanoid, Any Alignment
Multiattack. The archer makes two Longbow or Shortsword attacks. Saving Throws DEX +8
Longbow. Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one Skills Perception +6, Stealth +8, Survival, +6
target. Hit: 14 (3d6 + 4) piercing damage. Senses Passive Perception 16
Languages Any two languages
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Hit: 7 (1d6 + 4) piercing damage.
Deadly Aim. The archer targets a creature or object it can see. The
archer’s ranged attacks against the target have advantage and deal an Cover Specialist. If the archer has half cover against an attack, it has a
additional 9 (2d8) damage. This effect ends if the archer moves 5 feet +5 bonus to AC instead of +2.
or more, if it attacks another target, or if it uses this ability again.
Actions
Multiattack. The archer makes three Longbow or Shortsword attacks.
Longbow. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft., one
Archer (CR 7) target. Hit: 17 (3d8 + 4) piercing damage. Once on each of its turns,
Medium Humanoid, Any Alignment the archer can turn a successful attack into a hindering shot. If it does
so, the target must make a DC 16 Strength saving throw. On a failed
Armor Class 15 (leather armor) save, the archer chooses one of the following:
Hit Points 93 (17d8 +17) ● The target’s speed is halved until the beginning of the archer’s next
Speed 30 ft. turn.
● The target falls prone if it is Large or smaller.
STR DEX CON INT WIS CHA
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
10 (+0) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
Hit: 9 (1d10 + 4) piercing damage.
Saving Throws DEX +7 Deadly Aim. The archer targets a creature or object it can see. The
Skills Perception +5, Stealth +7, Survival +5 archer’s ranged attacks against the target have advantage and deal an
Senses Passive Perception 15 additional 11 (2d10) damage. This effect ends if the archer moves 5
feet or more, if it attacks another target, or if it uses this ability again.
Languages Any two languages
Challenge 7 (2,900 XP) Proficiency Bonus +3
Cover Specialist. If the archer has half cover against an attack, it has a
+5 bonus to AC instead of +2.
Actions
Multiattack. The archer makes three Longbow or Shortsword attacks.
Longbow. Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
Deadly Aim. The archer targets a creature or object it can see. The
archer’s ranged attacks against the target have advantage and deal an
additional 9 (2d8) damage. This effect ends if the archer moves 5 feet
or more, if it attacks another target, or if it uses this ability again.
17
Essential NPCs
Archer (CR 11) Archer (CR 13)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 10 (+0)
Cover Specialist. If the archer has half cover against an attack, it has a Cover Specialist. If the archer has half cover against an attack, it has a
+5 bonus to AC instead of +2. +5 bonus to AC instead of +2.
Actions Actions
Multiattack. The archer makes three Longbow or Shortsword attacks. Multiattack. The archer makes three Longbow or Shortsword attacks.
Longbow. Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one Longbow. Ranged Weapon Attack: +10 to hit, ranged 150/600 ft., one
target. Hit: 19 (4d6 + 5) piercing damage. Once on each of its turns, target. Hit: 23 (4d8 + 5) piercing damage. Once on each of its turns,
the archer can turn a successful attack into a hindering shot. If it does the archer can turn a successful attack into a hindering shot. If it does
so, the target must make a DC 17 Strength saving throw. On a failed so, the target must make a DC 18 Strength saving throw. On a failed
save, the archer chooses one of the following: save, the archer chooses one of the following:
● The target’s speed is halved until the beginning of the archer’s next ● The target’s speed is halved until the beginning of the archer’s next
turn. turn.
● The target falls prone if it is Large or smaller. ● The target falls prone if it is Large or smaller.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. ● The target deals half damage with melee weapon attacks until the
Hit: 10 (1d10 + 5) piercing damage. end of its next turn.
Deadly Aim. The archer targets a creature or object it can see. The Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
archer’s ranged attacks against the target have advantage and deal an Hit: 12 (2d6 + 5) piercing damage.
additional 13 (3d8) damage. This effect ends if the archer moves 5 Deadly Aim. The archer targets a creature or object it can see. The
feet or more, if it attacks another target, or if it uses this ability again. archer’s ranged attacks against the target have advantage and deal an
additional 14 (4d6) damage. This effect ends if the archer moves 5
feet or more, if it attacks another target, or if it uses this ability again.
18
Essential NPCs
Archer (CR 15) Archer (CR 17)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 10 (+0)
Cover Specialist. If the archer has half cover against an attack, it has a Cover Specialist. If the archer has half cover against an attack, it has a
+5 bonus to AC instead of +2. +5 bonus to AC instead of +2.
Actions Actions
Multiattack. The archer makes four Longbow or Shortsword attacks. Multiattack. The archer makes four Longbow or Shortsword attacks.
Longbow. Ranged Weapon Attack: +10 to hit, ranged 150/600 ft., one Longbow. Ranged Weapon Attack: +11 to hit, ranged 150/600 ft., one
target. Hit: 19 (4d6 + 5) piercing damage. Once on each of its turns, target. Hit: 23 (4d8 + 5) piercing damage. Once on each of its turns,
the archer can turn a successful attack into a hindering shot. If it does the archer can turn a successful attack into a hindering shot. If it does
so, the target must make a DC 18 Strength saving throw. On a failed so, the target must make a DC 19 Strength saving throw. On a failed
save, the archer chooses one of the following: save, the archer chooses one of the following:
● The target’s speed is halved until the beginning of the archer’s next ● The target’s speed is halved until the beginning of the archer’s next
turn. turn.
● The target falls prone if it is Large or smaller. ● The target falls prone if it is Large or smaller.
● The target deals half damage with melee weapon attacks until the ● The target deals half damage with melee weapon attacks until the
end of its next turn. end of its next turn.
Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) piercing damage. Hit: 12 (2d6 + 5) piercing damage.
Deadly Aim. The archer targets a creature or object it can see. The Deadly Aim. The archer targets a creature or object it can see. The
archer’s ranged attacks against the target have advantage and deal an archer’s ranged attacks against the target have advantage and deal an
additional 13 (3d8) damage. This effect ends if the archer moves 5 additional 14 (4d6) damage. This effect ends if the archer moves 5
feet or more, if it attacks another target, or if it uses this ability again. feet or more, if it attacks another target, or if it uses this ability again.
19
Essential NPCs
Archer (CR 20)
Medium Humanoid, Any Alignment
Cover Specialist. If the archer has half cover against an attack, it has a
+5 bonus to AC instead of +2.
Actions
Multiattack. The archer makes four Longbow or Shortsword attacks.
Longbow. Ranged Weapon Attack: +12 to hit, ranged 150/600 ft., one
target. Hit: 27 (6d6 + 6) piercing damage. Once on each of its turns,
the archer can turn a successful attack into a hindering shot. If it does
so, the target must make a DC 20 Strength saving throw. On a failed
save, the archer chooses one of the following:
● The target’s speed is halved until the beginning of the archer’s next
turn.
● The target falls prone if it is Large or smaller.
● The target deals half damage with melee weapon attacks until the
end of its next turn.
Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 6) piercing damage.
Perfect Aim. The archer targets a creature or object it can see. The
archer’s ranged attacks automatically hit the chosen target and deal
an additional 18 (4d8) damage. This effect ends if the archer moves 5
feet or more, if it attacks another target, or if it uses this ability again.
20
Essential NPCs
Assassin
Assassins are trained to study their mark, approach without
notice, and deliver a killing stroke before making their escape.
Their abilities are focused on reconnaissance, stealth, and making
a single deadly attack. Assassins prefer to avoid prolonged
combat, and often retreat if an assassination attempt starts to turn
into an all-out brawl. If forced to fight, assassins use their deadly
skills to finish the job or carve a path out.
Assassin Examples
A hired blade sent by a disgraced lord to eliminate meddling heroes.
A bounty hunter who brings in marks dead or alive.
A spy who will do anything to avoid being caught.
An elite team of silencers who work for the cabal controlling the city
government.
A partygoer at a royal gala who flirts and charms their way to their real
objective: a seat at dinner close enough to kill the duke.
Low level hitmen who deal with anyone asking too many questions
about the thieves’ guild.
A horrific killer who is slaying members of the town one by one. Even
when they think they have escaped, the killer is just ahead of them.
Honor-bound members of an order dedicated to exterminating every
descendant of the Efreeti lord who cursed their ancestor.
21
Essential NPCs
Assassin (CR 1/4)
Medium Humanoid, Any Alignment
Skills Stealth +4
Senses Passive Perception 10
Assassin (CR 1)
Medium Humanoid, Any Alignment
Languages Any two languages
Challenge 1/4 (50 XP) Proficiency Bonus +2 Armor Class 14 (leather armor)
Hit Points 36 (8d8)
Actions Speed 30 ft.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range STR DEX CON INT WIS CHA
20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 11 (+0)
Assassin’s Mark. The assassin targets a creature it can see. The
assassin’s attacks against the target have advantage, and the first Skills Acrobatics +5, Stealth +5
attack the assassin scores against the target deals an extra 5 damage Senses Passive Perception 10
if the target has not acted in combat. The assassin loses these Languages Any two languages
benefits after one minute, or if it targets another creature with this Challenge 1 (200 XP) Proficiency Bonus +2
ability.
Actions
Multiattack. The assassin makes two Dagger attacks.
Assassin (CR 1/2) Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
Medium Humanoid, Any Alignment 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Armor Class 13 (leather armor) Assassin’s Mark. The assassin targets a creature it can see. The
Hit Points 27(6d8) assassin’s attacks against the target have advantage, and the first
attack the assassin scores against the target deals an extra 5 damage
Speed 30 ft.
if the target has not acted in combat. The assassin loses these
benefits after one minute, or if it targets another creature with this
STR DEX CON INT WIS CHA
ability.
10 (+0) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 11 (+0)
Bonus Actions
Skills Stealth +4
Senses Passive Perception 10 Exit Strategy. The assassin takes the Disengage action.
Languages Any two languages
Challenge 1/2 (100 XP) Proficiency Bonus +2
Actions
Multiattack. The assassin makes two Dagger 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.
Assassin’s Mark. The assassin targets a creature it can see. The
assassin’s attacks against the target have advantage, and the first
attack the assassin scores against the target deals an extra 5 damage
if the target has not acted in combat. The assassin loses these
benefits after one minute, or if it targets another creature with this
ability.
22
Essential NPCs
Assassin (CR 2) Assassin (CR 3)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 12 (+1)
Skills Acrobatics +5, Deception +3, Performance +3, Stealth +5 Saving Throws DEX +5
Senses Passive Perception 10 Skills Acrobatics +5, Deception +3, Performance +3, Stealth +5
Languages Any two languages Senses Passive Perception 10
Challenge 2 (450 XP) Proficiency Bonus +2 Languages Any three languages
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Actions
Multiattack. The assassin makes two Shortsword attacks.
Multiattack. The assassin makes two Shortsword attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 3) piercing damage. The attack instead deals 10 (2d6 + Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
3) piercing damage if the assassin has advantage on the attack roll or Hit: 10 (2d6 + 3) piercing damage. The attack instead deals 13 (3d6 +
if the target is within 5 feet of one of the assassin’s allies. 3) piercing damage if the assassin has advantage on the attack roll or
if the target is within 5 feet of one of the assassin’s allies.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. The attack instead deals 10 Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
(2d6 + 3) piercing damage if the assassin has advantage on the attack target. Hit: 12 (2d8 + 3) piercing damage. The attack instead deals 16
roll or if the target is within 5 feet of one of the assassin’s allies. (3d8 + 3) piercing damage if the assassin has advantage on the attack
roll or if the target is within 5 feet of one of the assassin’s allies.
Assassin’s Mark. The assassin targets a creature it can see. The
assassin’s attacks against the target have advantage, and the first Assassin’s Mark. The assassin targets a creature it can see. The
attack the assassin scores against the target deals an extra 5 damage assassin’s attacks against the target have advantage, and the first
if the target has not acted in combat. The assassin loses these attack the assassin scores against the target deals an extra 5 damage
benefits after one minute, or if it targets another creature with this if the target has not acted in combat. The assassin loses these
ability. benefits after one minute, or if it targets another creature with this
ability.
Bonus Actions Spellcasting. The assassin casts one of the following spells, using
Exit Strategy. The assassin takes the Disengage action. Intelligence as the spellcasting ability:
2/day each: disguise self, jump
Bonus Actions
Exit Strategy. The assassin takes the Disengage action.
23
Essential NPCs
Assassin (CR 5) Assassin (CR 7)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 10 (+0) 14 (+2) 10 (+0) 14 (+2)
Bonus Actions
Exit Strategy. The assassin takes the Disengage action.
24
Essential NPCs
Assassin (CR 9) Assassin (CR 11)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 20 (+5) 10 (+0) 16 (+3) 10 (+0) 16 (+3)
Saving Throws DEX +8, INT +6 Saving Throws DEX +9, INT +7
Skills Acrobatics +8, Deception +6, Perception +4, Performance +6, Skills Acrobatics +9, Deception +7, Perception +4, Performance +7,
Stealth +8 Stealth +9
Senses Passive Perception 14 Senses Passive Perception 14
Languages Any three languages Languages Any three languages
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Actions Actions
Multiattack. The assassin makes three Shortsword attacks. Multiattack. The assassin makes three Shortsword attacks.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (3d6 + 4) piercing damage. The attack instead deals 21 (5d6 + Hit: 15 (3d6 + 5) piercing damage. The attack instead deals 26 (6d6 +
4) piercing damage if the assassin has advantage on the attack roll or 5) piercing damage if the assassin has advantage on the attack roll or
if the target is within 5 feet of one of the assassin’s allies. if the target is within 5 feet of one of the assassin’s allies.
Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one
target. Hit: 22 (4d8 + 4) piercing damage. The attack instead deals 35 target. Hit: 27 (5d8 + 5) piercing damage. The attack instead deals 41
(7d8 + 4) piercing damage if the assassin has advantage on the attack (8d8 + 5) piercing damage if the assassin has advantage on the attack
roll or if the target is within 5 feet of one of the assassin’s allies. roll or if the target is within 5 feet of one of the assassin’s allies.
Assassin’s Mark. The assassin targets a creature it can see. The Assassin’s Mark. The assassin targets a creature it can see. The
assassin’s attacks against the target have advantage, and the first assassin’s attacks against the target have advantage, and the first
attack the assassin scores against the target deals an extra 15 damage attack the assassin scores against the target deals an extra 20 damage
if the target has not acted in combat. The assassin loses these if the target has not acted in combat. The assassin loses these
benefits after one minute, or if it targets another creature with this benefits after one minute, or if it targets another creature with this
ability. ability.
Spellcasting. The assassin casts one of the following spells, using Spellcasting. The assassin casts one of the following spells, using
Intelligence as the spellcasting ability: Intelligence as the spellcasting ability:
2/day each: disguise self, jump, nondetection 2/day each: disguise self, jump, nondetection, spider climbC
1/day each: invisibilityC, silenceC, spider climbC 1/day each: dimension door, invisibilityC, silenceC
C
Requires concentration C
Requires concentration
25
Essential NPCs
Assassin (CR 13) Assassin (CR 15)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 10 (+0) 20 (+5) 10 (+0) 16 (+3) 10 (+0) 16 (+3)
Saving Throws DEX +10, INT +8 Saving Throws DEX +10, INT +8
Skills Acrobatics +10, Deception +8, Perception +5, Performance +8, Skills Acrobatics +10, Deception +8, Perception +5, Performance +8,
Stealth +10 Stealth +10
Damage Resistances Poison Damage Resistances Poison
Senses Passive Perception 15 Senses Passive Perception 15
Languages Any three languages Languages Any three languages
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Bonus Actions
Exit Strategy. The assassin takes the Disengage action.
26
Essential NPCs
Assassin (CR 17) Assassin (CR 20)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 18 (+4) 10 (+0) 18 (+4) 10 (+0) 22 (+6) 10 (+0) 18 (+4) 10 (+0) 18 (+4)
Saving Throws DEX +11, INT +10 Saving Throws DEX +12, INT +10
Skills Acrobatics +11, Deception +10, Perception +6, Performance +10, Skills Acrobatics +12, Deception +10, Perception +6, Performance +10,
Stealth +11 Stealth +12
Damage Resistances Poison Damage Resistances Poison
Senses Passive Perception 16 Senses Passive Perception 16
Languages Any three languages Languages Any three languages
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge 20 (25,000 XP) Proficiency Bonus +6
Flawless Execution. The assassin’s attacks cannot be affected by Flawless Execution. The assassin’s attacks cannot be affected by
disadvantage. Damage from its attacks ignores creatures’ resistances disadvantage. Damage from its attacks ignores creatures’ resistances
and immunities. and immunities.
Actions Actions
Multiattack. The assassin makes three Shortsword attacks. Multiattack. The assassin makes three Shortsword attacks.
Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 26 (6d6 + 5) piercing damage. The attack instead deals 40 (10d6 Hit: 30 (7d6 + 6) piercing damage. The attack instead deals 48 (12d6
+ 5) piercing damage if the assassin has advantage on the attack roll + 6) piercing damage if the assassin has advantage on the attack roll
or if the target is within 5 feet of one of the assassin’s allies. or if the target is within 5 feet of one of the assassin’s allies.
Light Crossbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft., Light Crossbow. Ranged Weapon Attack: +12 to hit, range 80/320 ft.,
one target. Hit: 36 (7d8 + 5) piercing damage. The attack instead one target. Hit: 37 (7d8 + 6) piercing damage. The attack instead
deals 54 (11d8 + 5) piercing damage if the assassin has advantage on deals 60 (12d8 + 6) piercing damage if the assassin has advantage on
the attack roll or if the target is within 5 feet of one of the assassin’s the attack roll or if the target is within 5 feet of one of the assassin’s
allies. allies.
Assassin’s Mark. The assassin targets a creature it can see. The Assassin’s Mark. The assassin targets a creature it can see. The
assassin’s attacks against the target have advantage, and the first assassin’s attacks against the target have advantage, and the first
attack the assassin scores against the target deals an extra 30 damage attack the assassin scores against the target deals an extra 30 damage
if the target has not acted in combat. The assassin loses these if the target has not acted in combat. The assassin loses these
benefits after one minute, or if it targets another creature with this benefits after one minute, or if it targets another creature with this
ability. ability.
Spellcasting. The assassin casts one of the following spells, using Spellcasting. The assassin casts one of the following spells, using
Intelligence as the spellcasting ability: Intelligence as the spellcasting ability:
2/day each: disguise self, jump, nondetection, spider climbC 2/day each: disguise self, jump, nondetection, spider climbC
1/day each: dimension door, invisibilityC, silenceC 1/day each: dimension door, invisibilityC, silenceC
C
Requires concentration C
Requires concentration
27
Essential NPCs
Berserker
Berserkers are ferocious warriors who are not afraid to take a
blow. Some revel in the glory of battle, while others disregard
their own safety for a cause they feel is greater than themselves.
Berserkers become more deadly when wounded, whether
because their bloodlust has been stoked or because they become
even more desperate to win. Their battle-fury makes them difficult
to control or intimidate, and once unleashed, a berserker will fight
to their last breath.
Berserker Examples
A barbarian whose only true love is battle.
A gladiator playing up the drama of combat for their spectators.
A zealot, whose passion for the cause makes them fight recklessly.
A warrior under the influence of a mind-altering poison or
enchantment, one either thrust upon them or taken willingly to aid
them in battle.
Members of a tribe renowned for their furious battle tactics.
An undefeated champion who intentionally fights with a handicap until
their opponent has proven themself a worthy adversary.
A pack of semi-lycanthropes who transform into something ferocious
when wounded.
A prideful brawler who would rather die than lose.
Actions
Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 1) slashing damage.
28
Essential NPCs
Berserker (CR 1/2)
Medium Humanoid (Barbarian), Any Alignment
Ferocious Defense. While the berserker is wearing no armor, its AC Armor Class 12 (Ferocious Defense)
includes its Constitution modifier. Hit Points 49 (9d8 + 9)
Speed 30 ft.
Furious. At the start of its turn, the berserker can enter a fury until the
start of its next turn. While in a fury, the berserker gains advantage on
all melee attack rolls, but attack rolls against it have advantage. STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Actions
Saving Throws CON +3
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
Skills Athletics +5, Intimidate +2
(1d10 + 2) slashing damage.
Senses Passive Perception 11
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Languages Any one language
range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Multiattack. The berserker makes two Battleaxe attacks.
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(1d10 + 2) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
29
Essential NPCs
Berserker (CR 3) Berserker (CR 5)
Medium Humanoid (Barbarian), Any Alignment Medium Humanoid (Barbarian), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 17 (+3) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Saving Throws DEX +3, CON +4 Saving Throws DEX +4, CON +5
Skills Athletics +5, Intimidate +2 Skills Athletics +6, Intimidate +3
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Ferocious Defense. While the berserker is wearing no armor, its AC Ferocious Defense. While the berserker is wearing no armor, its AC
includes its Constitution modifier. includes its Constitution modifier.
Furious. At the start of its turn, the berserker can enter a fury until the Furious. At the start of its turn, the berserker can enter a fury until the
start of its next turn. While in a fury, the berserker gains advantage on start of its next turn. While in a fury, the berserker gains advantage on
all melee attack rolls, but attack rolls against it have advantage. all melee attack rolls, but attack rolls against it have advantage.
Actions Actions
Multiattack. The berserker makes two Greataxe or Handaxe attacks. Multiattack. The berserker makes two Greataxe or Handaxe attacks.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) slashing damage. 14 (2d10 + 3) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Reactions Reactions
Onslaught. If the berserker has less than half its total hit points (32 or Onslaught. If the berserker has less than half its total hit points (45 or
less) and a creature ends its turn within 15 feet of the berserker, the less) and a creature ends its turn within 15 feet of the berserker, the
berserker moves up to half its speed toward that creature and makes a berserker moves up to half its speed toward that creature and makes a
Greataxe attack against it. Greataxe attack against it.
30
Essential NPCs
Berserker (CR 7) Berserker (CR 9)
Medium Humanoid (Barbarian), Any Alignment Medium Humanoid (Barbarian), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
Saving Throws DEX +5, CON +5 Saving Throws DEX +6, CON +7
Skills Athletics +7, Intimidate +3 Skills Athletics +8, Intimidate +4
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Ferocious Defense. While the berserker is wearing no armor, its AC Ferocious Defense. While the berserker is wearing no armor, its AC
includes its Constitution modifier. includes its Constitution modifier.
Furious. At the start of its turn, the berserker can enter a fury until the Furious. At the start of its turn, the berserker can enter a fury until the
start of its next turn. While in a fury, the berserker gains advantage on start of its next turn. While in a fury, the berserker gains advantage on
all melee attack rolls, but attack rolls against it have advantage. all melee attack rolls, but attack rolls against it have advantage
Actions Uncontrollable. While berserker has less than half its total hit points
(70 or less), it has immunity to the incapacitated, paralyzed, and
Multiattack. The berserker makes two Greataxe or Handaxe attacks. stunned conditions.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Actions
20 (3d10 + 4) slashing damage.
Multiattack. The berserker makes two Greataxe or Handaxe attacks.
Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 14 (3d6 + 4) slashing damage. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
26 (4d10 + 4) slashing damage.
Reactions
Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
Onslaught. If the berserker has less than half its total hit points (58 or range 20/60 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
less) and a creature ends its turn within 15 feet of the berserker, the
berserker moves up to half its speed toward that creature and makes a Reactions
Greataxe attack against it.
Onslaught. If the berserker has less than half its total hit points (70 or
less) and a creature ends its turn within 20 feet of the berserker, the
berserker moves up to half its speed toward that creature and makes a
Greataxe attack against it.
31
Essential NPCs
Berserker (CR 11) Berserker (CR 13)
Medium Humanoid (Barbarian), Any Alignment Medium Humanoid (Barbarian), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 20 (+5) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
Saving Throws STR +9, DEX +6, CON +7 Saving Throws STR +10, DEX +8, CON +8
Skills Athletics +9, Intimidate +4 Skills Athletics +10, Intimidate +5
Condition Immunities Charmed, Frightened Condition Immunities Charmed, Frightened
Senses Passive Perception 11 Senses Passive Perception 12
Languages Any one language Languages Any one language
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 13 (10,000 XP) Proficiency Bonus +5
Ferocious Defense. While the berserker is wearing no armor, its AC Ferocious Defense. While the berserker is wearing no armor, its AC
includes its Constitution modifier. includes its Constitution modifier.
Furious. At the start of its turn, the berserker can enter a fury until the Furious. At the start of its turn, the berserker can enter a fury until the
start of its next turn. While in a fury, the berserker gains advantage on start of its next turn. While in a fury, the berserker gains advantage on
all melee attack rolls, but attack rolls against it have advantage all melee attack rolls, but attack rolls against it have advantage
Uncontrollable. While berserker has less than half its total hit points Uncontrollable. While berserker has less than half its total hit points
(85 or less), it has immunity to the incapacitated, paralyzed, and (104 or less), it has immunity to the incapacitated, paralyzed, and
stunned conditions. stunned conditions.
Actions Actions
Multiattack. The berserker makes two Greataxe or Handaxe attacks. Multiattack. The berserker makes two Greataxe or Handaxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
31 (4d12 + 5) slashing damage. 37 (5d12 + 5) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or Handaxe. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 19 (4d6 + 5) slashing damage. range 20/60 ft., one target. Hit: 22 (5d6 + 5) slashing damage.
Reactions Reactions
Onslaught. If the berserker has less than half its total hit points (85 or Onslaught. If the berserker has less than half its total hit points (104
less) and a creature ends its turn within 20 feet of the berserker, the or less) and a creature ends its turn within 20 feet of the berserker, the
berserker moves up to half its speed toward that creature and makes a berserker moves up to half its speed toward that creature and makes a
Greataxe attack against it. Greataxe attack against it.
32
Essential NPCs
Berserker (CR 15) Berserker (CR 17)
Medium Humanoid (Barbarian), Any Alignment Medium Humanoid (Barbarian), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 10 (+0)
Saving Throws STR +10, DEX +8, CON +9 Saving Throws STR +11, DEX +9, CON +10
Skills Athletics +10, Intimidate +5 Skills Athletics +11, Intimidate +6
Condition Immunities Charmed, Frightened Condition Immunities Charmed, Frightened
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any one language Languages Any one language
Challenge 15 (13,000 XP) Proficiency Bonus +5 Challenge 17 (18,000 XP) Proficiency Bonus +6
Ferocious Defense. While the berserker is wearing no armor, its AC Ferocious Defense. While the berserker is wearing no armor, its AC
includes its Constitution modifier. includes its Constitution modifier.
Furious. At the start of its turn, the berserker can enter a fury until the Furious. At the start of its turn, the berserker can enter a fury until the
start of its next turn. While in a fury, the berserker gains advantage on start of its next turn. While in a fury, the berserker gains advantage on
all melee attack rolls, but attack rolls against it have advantage all melee attack rolls, but attack rolls against it have advantage
Uncontrollable. While berserker has less than half its total hit points Uncontrollable. While berserker has less than half its total hit points
(118 or less), it has immunity to the incapacitated, paralyzed, and (135 or less), it has immunity to the incapacitated, paralyzed, and
stunned conditions. stunned conditions.
Relentless Fortitude (3/Day). If damage reduces the berserker to 0 hit Relentless Fortitude (3/Day). If damage reduces the berserker to 0 hit
points, it must make a DC 16 Constitution saving throw. On a points, it must make a DC 16 Constitution saving throw. On a
success, the berserker drops to 1 hit point instead. success, the berserker drops to 1 hit point instead.
Actions Actions
Multiattack. The berserker makes two Greataxe or Handaxe attacks. Multiattack. The berserker makes two Greataxe or Handaxe attacks.
Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
43 (7d10 + 5) slashing damage. 49 (8d10 + 5) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or Handaxe. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 26 (6d6 + 5) slashing damage. range 20/60 ft., one target. Hit: 29 (7d6 + 5) slashing damage.
Reactions Reactions
Onslaught. If the berserker has less than half its total hit points (118 Onslaught. If the berserker has less than half its total hit points (135
or less) and a creature ends its turn within 20 feet of the berserker, the or less) and a creature ends its turn within 20 feet of the berserker, the
berserker moves up to half its speed toward that creature and makes a berserker moves up to half its speed toward that creature and makes a
Greataxe attack against it. Greataxe attack against it.
33
Essential NPCs
Berserker (CR 20)
Medium Humanoid (Barbarian), Any Alignment
Actions
Multiattack. The berserker makes two Greataxe or Handaxe attacks.
Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
58 (8d12 + 6) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 37 (9d6 + 6) slashing damage.
Reactions
Onslaught. If the berserker has less than half its total hit points (165
or less) and a creature ends its turn within 20 feet of the berserker, the
berserker moves up to half its speed toward that creature and makes a
Greataxe attack against it.
34
Essential NPCs
Blackguard
Blackguards are profane warriors, harbingers of destruction and
dread. They wield tainted steel and sorcery in the pursuit of dark
goals or in service to malevolent gods. Fear is a favorite weapon
of the blackguard, and their magic cripples or corrupts their
adversaries in battle. Because of their vile tactics, blackguards
often stand in opposition to paladins or similar heroes. Their
subversive spells, devastating attacks, and overpowering presence
make them formidable leaders for the forces of evil.
Blackguard Examples
A fallen paladin who has forsaken their vows.
The chosen warrior of a dormant god of evil, who seeks to reawaken
their deity.
An undead warlord leading a horde of skeletons.
A ruthless templar willing to use dark powers in the pursuit of justice.
The dragoons of a malicious cult or church.
A risen knight forced into servitude by a powerful lich.
A fey prince who delights in bringing mayhem to unsuspecting mortals.
The enforcer of an organized criminal guild, sworn to abide by the
dictates of the institution.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
6 (1d10 + 1) slashing damage.
Bonus Actions
Underhanded Hex (Recharges after a Short or Long Rest). The
blackguard targets one creature it can see within 30 feet of it. The
target must succeed on a DC 11 Wisdom saving throw or become
cursed until the start of the blackguard’s next turn. While cursed, the
target’s speed is reduced to 0 and the blackguard has advantage on
attacks made against it.
35
Essential NPCs
Blackguard (CR 1/2)
Medium Humanoid (Paladin), Typically Neutral Evil
Actions
Multiattack. The blackguard makes two Longsword attacks.
Blackguard (CR 1) Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Medium Humanoid (Paladin), Typically Neutral Evil
8 (1d10 + 3) slashing damage, plus 3 (1d6) necrotic damage.
Armor Class 16 (chain mail) Spellcasting. The blackguard casts one of the following spells, using
Hit Points 38 (7d8 + 7) Charisma as the spellcasting ability (spell save DC 11):
Speed 30 ft. 1/day each: blindness/deafness, command, suggestionC
Bonus Actions
Underhanded Hex (Recharges after a Short or Long Rest). The
blackguard targets one creature it can see within 30 feet of it. The
target must succeed on a DC 11 Wisdom saving throw or become
cursed until the start of the blackguard’s next turn. While cursed, the
target’s speed is reduced to 0 and the blackguard has advantage on
attacks made against it.
36
Essential NPCs
Blackguard (CR 3) Blackguard (CR 5)
Medium Humanoid (Paladin), Typically Neutral Evil Medium Humanoid (Paladin), Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 13 (+1)
Saving Throws STR +5, CON +4 Saving Throws STR +6, CON +5
Skills Athletics +5, Deception +3, Intimidation +3 Skills Athletics +6, Deception +4, Intimidation +4
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Aura of Dread. When a hostile creature within 10 feet of the Aura of Dread. When a hostile creature within 10 feet of the
blackguard makes an attack roll or a saving throw, the creature must blackguard makes an attack roll or a saving throw, the creature must
roll a d4 and subtract the number rolled from the attack roll or saving roll a d4 and subtract the number rolled from the attack roll or saving
throw. Creatures that are immune to the frightened condition are throw. Creatures that are immune to the frightened condition are
immune to this trait. immune to this trait.
Actions Actions
Multiattack. The blackguard makes two Greatsword attacks. Multiattack. The blackguard makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage, plus 4 (1d8) necrotic damage. Hit: 10 (2d6 + 3) slashing damage, plus 3 (1d6) necrotic damage.
Spellcasting. The blackguard casts one of the following spells, using Malediction’s Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Charisma as the spellcasting ability (spell save DC 11): target. Hit: 13 (3d6 + 3) necrotic damage, and the target gains
vulnerability to all damage until the end of the blackguard’s next turn.
1/day each: blindness/deafness, command, disguise self, invisibilityC,
suggestionC Spellcasting. The blackguard casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 12):
C
Requires concentration
1/day each: blindness/deafness, command, disguise self, invisibilityC,
Bonus Actions suggestionC
Underhanded Hex (Recharges after a Short or Long Rest). The C
Requires concentration
blackguard targets one creature it can see within 30 feet of it. The
target must succeed on a DC 11 Wisdom saving throw or become Bonus Actions
cursed until the start of the blackguard’s next turn. While cursed, the
Underhanded Hex (Recharges after a Short or Long Rest). The
target’s speed is reduced to 0 and the blackguard has advantage on
blackguard targets one creature it can see within 30 feet of it. The
attacks made against it.
target must succeed on a DC 12 Wisdom saving throw or become
cursed until the start of the blackguard’s next turn. While cursed, the
target’s speed is reduced to 0 and the blackguard has advantage on
attacks made against it.
37
Essential NPCs
Blackguard (CR 7) Blackguard (CR 9)
Medium Humanoid (Paladin), Typically Neutral Evil Medium Humanoid (Paladin), Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 19 (+4) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 15 (+2)
Saving Throws STR +7, CON +5 Saving Throws STR +8, CON +6
Skills Athletics +7, Deception +5, Intimidation +5 Skills Athletics +8, Deception +6, Intimidation +6
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Aura of Dread. When a hostile creature within 10 feet of the Aura of Dread. When a hostile creature within 10 feet of the
blackguard makes an attack roll or a saving throw, the creature must blackguard makes an attack roll or a saving throw, the creature must
roll a d4 and subtract the number rolled from the attack roll or saving roll a d4 and subtract the number rolled from the attack roll or saving
throw. Creatures that are immune to the frightened condition are throw. Creatures that are immune to the frightened condition are
immune to this trait. immune to this trait.
Actions Actions
Multiattack. The blackguard makes two Greatsword attacks. Multiattack. The blackguard makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage, plus 10 (3d6) necrotic damage. Hit: 11 (2d6 + 4) slashing damage, plus 14 (4d6) necrotic damage.
Malediction’s Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one Malediction’s Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 21 (5d6 + 4) necrotic damage, and the target gains target. Hit: 25 (6d6 + 4) necrotic damage, and the target gains
vulnerability to all damage until the end of the blackguard’s next turn. vulnerability to all damage until the end of the blackguard’s next turn.
Spellcasting. The blackguard casts one of the following spells, using Spellcasting. The blackguard casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 13): Charisma as the spellcasting ability (spell save DC 14):
1/day each: blindness/deafness, command, disguise self, invisibilityC, 2/day each: blindness/deafness, command, disguise self
suggestionC 1/day each: dimension door, greater invisibilityC, suggestionC
C
Requires concentration C
Requires concentration
38
Essential NPCs
Blackguard (CR 11) Blackguard (CR 13)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 20 (+5) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Saving Throws STR +9, CON +6, WIS +5 Saving Throws STR +10, CON +7, WIS +6
Skills Athletics +9, Deception +7, Intimidation +7 Skills Athletics +10, Deception +8, Intimidation +8
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any two languages
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 13 (10,000 XP) Proficiency Bonus +5
Aura of Dread. When a hostile creature within 10 feet of the Aura of Dread. When a hostile creature within 10 feet of the
blackguard makes an attack roll or a saving throw, the creature must blackguard makes an attack roll or a saving throw, the creature must
roll a d4 and subtract the number rolled from the attack roll or saving roll a d4 and subtract the number rolled from the attack roll or saving
throw. Creatures that are immune to the frightened condition are throw. Creatures that are immune to the frightened condition are
immune to this trait. immune to this trait.
Actions Actions
Multiattack. The blackguard makes two Greatsword attacks. Multiattack. The blackguard makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage, plus 17 (5d6) necrotic damage. Hit: 15 (3d6 + 5) slashing damage, plus 21 (6d6) necrotic damage.
Malediction’s Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one Malediction’s Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 29 (7d6 + 5) necrotic damage, and the target gains target. Hit: 36 (9d6 + 5) necrotic damage, and the target gains
vulnerability to all damage until the end of the blackguard’s next turn. vulnerability to all damage until the end of the blackguard’s next turn
Spellcasting. The blackguard casts one of the following spells, using Spellcasting. The blackguard casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 15): Charisma as the spellcasting ability (spell save DC 16):
2/day each: blindness/deafness, command, disguise self 2/day each: blindness/deafness, command, disguise self
1/day each: dimension door, greater invisibilityC, suggestionC 1/day each: dimension door, dominate personC, greater invisibilityC
C
Requires concentration C
Requires concentration
39
Essential NPCs
Blackguard (CR 15) Blackguard (CR 17)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 18 (+4) 20 (+5) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 18 (+4)
Saving Throws STR +10, CON +8, WIS +7 Saving Throws STR +11, CON +9, WIS +8
Skills Athletics +10, Deception +9, Intimidation +9 Skills Athletics +11, Deception +10, Intimidation +10
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
Challenge 15 (13,000 XP) Proficiency Bonus +5 Challenge 17 (18,000 XP) Proficiency Bonus +6
Aura of Dread. When a hostile creature within 10 feet of the Aura of Dread. When a hostile creature within 10 feet of the
blackguard makes an attack roll or a saving throw, the creature must blackguard makes an attack roll or a saving throw, the creature must
roll a d4 and subtract the number rolled from the attack roll or saving roll a d4 and subtract the number rolled from the attack roll or saving
throw. Creatures that are immune to the frightened condition are throw. Creatures that are immune to the frightened condition are
immune to this trait. immune to this trait.
Actions Actions
Multiattack. The blackguard makes two Greatsword attacks. Multiattack. The blackguard makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 19 (4d6 + 5) slashing damage, plus 24 (7d6) necrotic damage. Hit: 19 (4d6 + 5) slashing damage, plus 28 (8d6) necrotic damage.
Malediction’s Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one Malediction’s Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 43 (11d6 + 5) necrotic damage, and the target gains target. Hit: 47 (12d6 + 5) necrotic damage, and the target gains
vulnerability to all damage until the end of the blackguard’s next turn. vulnerability to all damage until the end of the blackguard’s next turn.
Spellcasting. The blackguard casts one of the following spells, using Spellcasting. The blackguard casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 17): Charisma as the spellcasting ability (spell save DC 18):
2/day each: blindness/deafness, command, dimension door, disguise self 2/day each: blindness/deafness, command, dimension door, disguise self
1/day each: dominate personC, greater invisibilityC 1/day each: dominate personC, greater invisibilityC
C
Requires concentration C
Requires concentration
40
Essential NPCs
Blackguard (CR 20)
Medium Humanoid, Any Alignment
Actions
Multiattack. The blackguard makes two Ruinous Greatsword attacks.
Ruinous Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 20 (4d6 + 6) slashing damage, plus 24 (7d6) necrotic
damage, and the weapon emits a 10-foot-radius burst of necrotic
energy. Each creature of the blackguard’s choice within the burst takes
14 (4d6) necrotic damage.
Damnation’s Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 44 (11d6 + 6) necrotic damage, and the weapon emits a
10-foot-radius burst of necrotic energy. Each creature of the
blackguard’s choice within the burst takes 14 (4d6) necrotic damage
and gains vulnerability to all damage until the end of the blackguard's
next turn.
Spellcasting. The blackguard casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 19):
2/day each: blindness/deafness, command, dimension door, disguise self
1/day each: dominate personC, greater invisibilityC
C
Requires concentration
Bonus Actions
Underhanded Hex (Recharge 5-6). The blackguard targets one creature
it can see within 30 feet of it. The target must succeed on a DC 19
Wisdom saving throw or become cursed until the start of the
blackguard’s next turn. While cursed, the target’s speed is reduced to
0 and the blackguard has advantage on attacks made against it.
41
Essential NPCs
Blademaster
Blademasters are martial experts who flow through battle with
precision and grace, employing extraordinary techniques with
their weapon of choice. Some blademasters express their talents
in a showy, elaborate fighting style, and others in more subtle,
efficient movements. Most blademasters attain their skill through
diligent study and training, but some are prodigies who rely on
keen instincts and adaptation. Whatever their style, blademasters
elevate combat to a form that approaches art.
Blademaster Examples
An undefeated duelist with perfect technique.
A wandering samurai who was once the greatest sword fighter in the
kingdom.
An aristocrat whose fencing expertise makes them more dangerous
than they look.
A swashbuckling bravo with a theatrical fighting style.
An eccentric hermit rumored to have trained peerless warriors.
A disciplined fighter who has studied their chosen weapon since they
were old enough to walk.
A back-alley cutthroat who uses their jagged knife with unsettling skill.
They fight dirty, and know every trick in the book.
A sellsword honing their skill in order to avenge the death of their
father.
Armor Class 12
Hit Points 13 (3d8)
Speed 30 ft.
Actions
Elegant Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing or slashing damage (blademaster's choice).
Reactions
Parry. The blademaster adds 2 to its AC against one melee attack that
would hit it. To do so, the blademaster must see the attacker and be
wielding a melee weapon.
42
Essential NPCs
Blademaster (CR 1/2)
Medium Humanoid, Any Alignment
Armor Class 13
Hit Points 27 (6d8)
Speed 30 ft.
Reactions
Parry. The blademaster adds 2 to its AC against one melee attack that
would hit it. If the attack misses, the blademaster can immediately use
Riposte as part of the same reaction. To use this ability, the
blademaster must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses the blademaster with a melee attack,
the blademaster can immediately make one melee weapon attack
against the creature that attacked it. To use this ability, the
blademaster must see the attacker and be wielding a melee weapon.
43
Essential NPCs
Blademaster (CR 3) Blademaster (CR 5)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
Actions Actions
Multiattack. The blademaster makes two Elegant Blade attacks. Multiattack. The blademaster makes two Elegant Blade attacks.
Elegant Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Elegant Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing or slashing damage (blademaster's choice). Hit: 15 (2d10 + 4) piercing or slashing damage (blademaster's
choice).
Reactions
Blademaster’s Technique (Recharge 4-6). The blademaster uses one of
Parry. The blademaster adds 2 to its AC against one melee attack that the following options:
would hit it. If the attack misses, the blademaster can immediately use ● Swift Assault. The blademaster moves up to its speed without
Riposte as part of the same reaction. To use this ability, the provoking opportunity attacks. It can make one Elegant Blade
blademaster must see the attacker and be wielding a melee weapon. attack against each creature that it can reach during this
Riposte. When a creature misses the blademaster with a melee attack, movement.
the blademaster can immediately make one melee weapon attack ● Disarming Series. The blademaster makes two Elegant Blade
against the creature that attacked it. To use this ability, the attacks, then targets a creature hit by one of the attacks. The target
blademaster must see the attacker and be wielding a melee weapon. must succeed on a DC 14 Strength saving throw or drop one item
it is holding. The blademaster can fling the item up to 20 feet in
any direction.
● Master Stroke. The blademaster makes an Elegant Blade attack
with advantage. If the attack hits, it deals an extra 5 (1d10) damage
and ignores damage resistances.
Reactions
Parry. The blademaster adds 3 to its AC against one melee attack that
would hit it. If the attack misses, the blademaster can immediately use
Riposte as part of the same reaction. To use this ability, the
blademaster must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses the blademaster with a melee attack,
the blademaster can immediately make one melee weapon attack
against the creature that attacked it. To use this ability, the
blademaster must see the attacker and be wielding a melee weapon.
44
Essential NPCs
Blademaster (CR 7) Blademaster (CR 9)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 12 (+1) 10 (+0) 14 (+2) 12 (+1) 18 (+4) 20 (+5) 12 (+1) 10 (+0) 14 (+2) 13 (+1)
Saving Throws STR +7, DEX +8 Saving Throws STR +8, DEX +9
Skills Acrobatics +8, Athletics +7, Insight +5, Performance +4 Skills Acrobatics +9, Athletics +8, Insight +6, Performance +5
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any one language Languages Any one language
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Actions Actions
Multiattack. The blademaster makes three Elegant Blade attacks. Multiattack. The blademaster makes three Elegant Blade attacks.
Elegant Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Elegant Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing or slashing damage (blademaster's choice). Hit: 18 (3d8 + 5) piercing or slashing damage (blademaster's choice).
Blademaster’s Technique (Recharge 4-6). The blademaster uses one of Blademaster’s Technique (Recharge 4-6). The blademaster uses one of
the following options: the following options:
● Swift Assault. The blademaster moves up to its speed without ● Swift Assault. The blademaster moves up to its speed without
provoking opportunity attacks. It can make one Elegant Blade provoking opportunity attacks. It can make one Elegant Blade
attack against each creature that it can reach during this attack against each creature that it can reach during this
movement. movement.
● Disarming Series. The blademaster makes two Elegant Blade ● Disarming Series. The blademaster makes two Elegant Blade
attacks, then targets a creature hit by one of the attacks. The target attacks, then targets a creature hit by one of the attacks. The target
must succeed on a DC 15 Strength saving throw or drop one item must succeed on a DC 16 Strength saving throw or drop one item
it is holding. The blademaster can fling the item up to 20 feet in it is holding. The blademaster can fling the item up to 20 feet in
any direction. any direction.
● Master Stroke. The blademaster makes an Elegant Blade attack ● Master Stroke. The blademaster makes an Elegant Blade attack
with advantage. If the attack hits, it deals an extra 13 (3d8) damage with advantage. If the attack hits, it deals an extra 18 (4d8) damage
and ignores damage resistances. and ignores damage resistances.
Reactions Reactions
Parry. The blademaster adds 3 to its AC against one melee attack that The blademaster can take up to two reactions per round but only one
would hit it. If the attack misses, the blademaster can immediately use per turn.
Riposte as part of the same reaction. To use this ability, the
Parry. The blademaster adds 4 to its AC against one melee attack that
blademaster must see the attacker and be wielding a melee weapon.
would hit it. If the attack misses, the blademaster can immediately use
Riposte. When a creature misses the blademaster with a melee attack, Riposte as part of the same reaction. To use this ability, the
the blademaster can immediately make one melee weapon attack blademaster must see the attacker and be wielding a melee weapon.
against the creature that attacked it. To use this ability, the
Riposte. When a creature misses the blademaster with a melee attack,
blademaster must see the attacker and be wielding a melee weapon.
the blademaster can immediately make one melee weapon attack
against the creature that attacked it. To use this ability, the
blademaster must see the attacker and be wielding a melee weapon.
45
Essential NPCs
Blademaster (CR 11) Blademaster (CR 13)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 12 (+1) 10 (+0) 14 (+2) 13 (+1) 18 (+4) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 14 (+2)
Saving Throws STR +8, DEX +9 Saving Throws STR +9, DEX +10, WIS +8
Skills Acrobatics +9, Athletics +8, Insight +6, Performance +5 Skills Acrobatics +10, Athletics +9, Insight +8, Performance +7
Senses Passive Perception 12 Senses Passive Perception 13
Languages Any one language Languages Any one language
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 13 (10,000 XP) Proficiency Bonus +5
Actions Actions
Multiattack. The blademaster makes three Elegant Blade attacks. Multiattack. The blademaster makes three Elegant Blade attacks.
Elegant Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Elegant Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 5) piercing or slashing damage (blademaster's Hit: 27 (4d10 + 5) piercing or slashing damage (blademaster's
choice). choice).
Blademaster’s Technique (Recharge 4-6). The blademaster uses one of Blademaster’s Technique (Recharge 4-6). The blademaster uses one of
the following options: the following options:
● Swift Assault. The blademaster moves up to its speed without ● Swift Assault. The blademaster moves up to its speed without
provoking opportunity attacks. It can make one Elegant Blade provoking opportunity attacks. It can make one Elegant Blade
attack against each creature that it can reach during this attack against each creature that it can reach during this
movement. movement.
● Disarming Series. The blademaster makes two Elegant Blade ● Disarming Series. The blademaster makes two Elegant Blade
attacks, then targets a creature hit by one of the attacks. The target attacks, then targets a creature hit by one of the attacks. The target
must succeed on a DC 16 Strength saving throw or drop one item must succeed on a DC 17 Strength saving throw or drop one item
it is holding. The blademaster can fling the item up to 20 feet in it is holding. The blademaster can fling the item up to 20 feet in
any direction. any direction.
● Master Stroke. The blademaster makes an Elegant Blade attack ● Master Stroke. The blademaster makes an Elegant Blade attack
with advantage. If the attack hits, it deals an extra 22 (4d10) with advantage. If the attack hits, it deals an extra 27 (5d10)
damage and ignores damage resistances. damage and ignores damage resistances.
Reactions Reactions
The blademaster can take up to two reactions per round but only one The blademaster can take up to two reactions per round but only one
per turn. per turn.
Parry. The blademaster adds 4 to its AC against one melee attack that Parry. The blademaster adds 5 to its AC against one melee attack that
would hit it. If the attack misses, the blademaster can immediately use would hit it. If the attack misses, the blademaster can immediately use
Riposte as part of the same reaction. To use this ability, the Riposte as part of the same reaction. To use this ability, the
blademaster must see the attacker and be wielding a melee weapon. blademaster must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses the blademaster with a melee attack, Riposte. When a creature misses the blademaster with a melee attack,
the blademaster can immediately make one melee weapon attack the blademaster can immediately make one melee weapon attack
against the creature that attacked it. To use this ability, the against the creature that attacked it. To use this ability, the
blademaster must see the attacker and be wielding a melee weapon. blademaster must see the attacker and be wielding a melee weapon.
46
Essential NPCs
Blademaster (CR 15) Blademaster (CR 17)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 12 (+1) 10 (+0) 18 (+4) 14 (+2) 20 (+5) 20 (+5) 12 (+1) 10 (+0) 18 (+4) 16 (+3)
Saving Throws STR +9, DEX +10, WIS +9 Saving Throws STR +11, DEX +11, WIS +10
Skills Acrobatics +10, Athletics +9, Insight +9, Performance +7 Skills Acrobatics +11, Athletics +11, Insight +10, Performance +9
Senses Passive Perception 14 Senses Passive Perception 14
Languages Any one language Languages Any one language
Challenge 15 (13,000 XP) Proficiency Bonus +5 Challenge 17 (18,000 XP) Proficiency Bonus +6
Actions Actions
Multiattack. The blademaster makes three Elegant Blade attacks. Multiattack. The blademaster makes three Elegant Blade attacks.
Elegant Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Elegant Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 31 (4d12 + 5) piercing or slashing damage (blademaster's Hit: 33 (8d6 + 5) piercing or slashing damage (blademaster's choice).
choice).
Perfected Technique (Recharge 4-6). The blademaster uses one of the
Perfected Technique (Recharge 4-6). The blademaster uses one of the following options:
following options:
● Step Between Winds. The blademaster targets any number of
● Step Between Winds. The blademaster targets any number of creatures within 30 feet of it, then teleports to each target and
creatures within 30 feet of it, then teleports to each target and makes one Elegant Blade attack against it. The blademaster can
makes one Elegant Blade attack against it. The blademaster can then teleport to an unoccupied space within 30 feet of its original
then teleport to an unoccupied space within 30 feet of its original position.
position.
● Disarming Dance. The blademaster makes three Elegant Blade
● Disarming Dance. The blademaster makes three Elegant Blade attacks. Each creature hit by one of these attacks must succeed on
attacks. Each creature hit by one of these attacks must succeed on a DC 19 Strength saving throw or drop one item it is holding. The
a DC 17 Strength saving throw or drop one item it is holding. The blademaster can fling the item up to 20 feet in any direction.
blademaster can fling the item up to 20 feet in any direction.
● Blade of Air. The blademaster makes an Elegant Blade attack with a
● Blade of Air. The blademaster makes an Elegant Blade attack with a reach of 50 feet. The attack is made with advantage, deals an extra
reach of 50 feet. The attack is made with advantage, deals an extra 35 (10d6) damage if it hits, and ignores damage resistances.
32 (5d12) damage if it hits, and ignores damage resistances.
Reactions
Reactions
The blademaster can take one reaction every turn.
The blademaster can take up to two reactions per round but only one
Parry. The blademaster adds 6 to its AC against one melee attack that
per turn.
would hit it. If the attack misses, the blademaster can immediately use
Parry. The blademaster adds 5 to its AC against one melee attack that Riposte as part of the same reaction. To use this ability, the
would hit it. If the attack misses, the blademaster can immediately use blademaster must see the attacker and be wielding a melee weapon.
Riposte as part of the same reaction. To use this ability, the
Riposte. When a creature misses the blademaster with a melee attack,
blademaster must see the attacker and be wielding a melee weapon.
the blademaster can immediately make one melee weapon attack
Riposte. When a creature misses the blademaster with a melee attack, against the creature that attacked it. To use this ability, the
the blademaster can immediately make one melee weapon attack blademaster must see the attacker and be wielding a melee weapon.
against the creature that attacked it. To use this ability, the
blademaster must see the attacker and be wielding a melee weapon.
47
Essential NPCs
Blademaster (CR 20)
Medium Humanoid, Any Alignment
Actions
Multiattack. The blademaster makes three Elegant Blade attacks.
Elegant Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 41 (10d6 + 6) piercing or slashing damage (blademaster's
choice).
Perfected Technique (Recharge 4-6). The blademaster uses one of the
following options:
● Step Between Winds. The blademaster targets any number of
creatures within 30 feet of it, then teleports to each target and
makes one Elegant Blade attack against it. The blademaster can
then teleport to an unoccupied space within 30 feet of its original
position.
● Disarming Dance. The blademaster makes three Elegant Blade
attacks. Each creature hit by one of these attacks must succeed on
a DC 20 Strength saving throw or drop one item it is holding. The
blademaster can fling the item up to 20 feet in any direction.
● Blade of Air. The blademaster makes an Elegant Blade attack with a
reach of 50 feet. The attack is made with advantage, deals an extra
42 (12d6) damage if it hits, and ignores damage resistances.
Reactions
The blademaster can take one reaction every turn.
Parry. The blademaster adds 6 to its AC against one melee attack that
would hit it. If the attack misses, the blademaster can immediately use
Riposte as part of the same reaction. To use this ability, the
blademaster must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses the blademaster with a melee attack,
the blademaster can immediately make one melee weapon attack
against the creature that attacked it. To use this ability, the
blademaster must see the attacker and be wielding a melee weapon.
48
Essential NPCs
Bodyguard
Bodyguards are disciplined warriors trained to put another
person’s safety above their own. Shield in hand, they deflect
blows or put themselves in front of attacks meant to harm their
wards. Bodyguards’ selfless service usually requires a deep sense
of loyalty to their ward, but sometimes enough gold can buy their
loyalty. Outside of combat, bodyguards are tasked with perceiving
and circumventing dangers to their ward. They remain uncannily
alert and vigilant when on duty, ever ready to stand as the last line
of defense for the ones they protect.
Bodyguard Examples
Members of the elite guard that surrounds the emperor.
A temple guardian assigned to watch over a child of prophecy.
Well-paid backup for a city’s crime boss.
An ex-bandit who now accepts coin to get merchants safely from one
city to another.
The loyal retainer to an ambassador in a hostile nation.
A pair of lovers, each committed to placing their partner’s life before
their own.
A sorcerer’s thrall, manipulated like a puppet to absorb blows meant for
their master.
A guardian angel, bound by mischance to a bumbling minstrel.
Skills Insight +2
Senses Passive Perception 10
Languages Any one language
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) bludgeoning damage.
Reactions
Intercept. When a creature within 5 feet of the bodyguard is hit by an
attack, the bodyguard causes itself to be hit instead. To use this
ability, the bodyguard must see the attacker.
49
Essential NPCs
Bodyguard (CR 1/2)
Medium Humanoid, Any Alignment
Skills Insight +2
Senses Passive Perception 10 Bodyguard (CR 2)
Medium Humanoid, Any Alignment
Languages Any one language
Challenge 1/2 (100 XP) Proficiency Bonus +2 Armor Class 15 (chain shirt, shield)
Hit Points 60 (11d8 + 11)
Actions Speed 30 ft.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 STR DEX CON INT WIS CHA
(1d8 + 2) bludgeoning damage. 16 (+3) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Reactions Skills Athletics +5, Insight +3
Intercept. When a creature within 5 feet of the bodyguard is hit by an Senses Passive Perception 11
attack, the bodyguard causes itself to be hit instead. To use this Languages Any one language
ability, the bodyguard must see the attacker. Challenge 2 (450 XP) Proficiency Bonus +2
Armor Class 15 (chain shirt, shield) After initiative is rolled, the bodyguard may choose to ignore its
Hit Points 44 (8d8 + 8) initiative roll and instead act immediately after its ward in initiative.
Speed 30 ft. The bodyguard can spend 1 minute committing itself to the protection
of a new ward, at which point the former ward’s protection ends.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Actions
Multiattack. The bodyguard makes two Mace attacks.
Skills Insight +2
Senses Passive Perception 10 Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
Languages Any one language (1d8 + 3) bludgeoning damage.
Challenge 1 (200 XP) Proficiency Bonus +2
Reactions
Intercept. When a creature within 5 feet of the bodyguard is hit by an
Ward. The bodyguard is dedicated to the protection of another attack, the bodyguard causes itself to be hit instead. To use this
creature, called its ward. As long as the bodyguard is within 5 feet of ability, the bodyguard must see the attacker.
its ward and is not incapacitated, attacks against the ward have
disadvantage, and the ward has advantage on Dexterity saving throws.
After initiative is rolled, the bodyguard may choose to ignore its
initiative roll and instead act immediately after its ward in initiative.
The bodyguard can spend 1 minute committing itself to the protection
of a new ward, at which point the former ward’s protection ends.
Actions
Multiattack. The bodyguard makes two Mace attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) bludgeoning damage.
Reactions
Intercept. When a creature within 5 feet of the bodyguard is hit by an
attack, the bodyguard causes itself to be hit instead. To use this
ability, the bodyguard must see the attacker.
50
Essential NPCs
Bodyguard (CR 3) Bodyguard (CR 5)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 16 (chain shirt, shield) Armor Class 16 (chain shirt, shield)
Hit Points 71 (13d8 + 13) Hit Points 104 (16d8 + 32)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Ward. The bodyguard is dedicated to the protection of another Vigilant. The bodyguard cannot be surprised.
creature, called its ward. As long as the bodyguard is within 5 feet of
Ward. The bodyguard is dedicated to the protection of another
its ward and is not incapacitated, attacks against the ward have
creature, called its ward. As long as the bodyguard is within 5 feet of
disadvantage, and the ward has advantage on Dexterity saving throws.
its ward and is not incapacitated, attacks against the ward have
After initiative is rolled, the bodyguard may choose to ignore its disadvantage, and the ward has advantage on Dexterity saving throws.
initiative roll and instead act immediately after its ward in initiative.
After initiative is rolled, the bodyguard may choose to ignore its
The bodyguard can spend 1 minute committing itself to the protection initiative roll and instead act immediately after its ward in initiative.
of a new ward, at which point the former ward’s protection ends.
The bodyguard can spend 1 minute committing itself to the protection
Actions of a new ward, at which point the former ward’s protection ends.
51
Essential NPCs
Bodyguard (CR 7) Bodyguard (CR 9)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 17 (chain shirt, shield) Armor Class 18 (scale mail, shield)
Hit Points 136 (21d8 + 42) Hit Points 169 (26d8 + 52)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 18 (+4) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
Saving Throws CON +5, WIS +4 Saving Throws CON +6, WIS +6
Skills Athletics +7, Insight +4, Perception +4 Skills Athletics +8, Insight +6, Perception +6
Condition Immunities Charmed Condition Immunities Charmed
Senses Passive Perception 14 Senses Passive Perception 16
Languages Any one language Languages Any one language
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Vigilant. The bodyguard cannot be surprised. Vigilant. The bodyguard cannot be surprised.
Ward. The bodyguard is dedicated to the protection of another Ward. The bodyguard is dedicated to the protection of another
creature, called its ward. As long as the bodyguard is within 5 feet of creature, called its ward. As long as the bodyguard is within 5 feet of
its ward and is not incapacitated, attacks against the ward have its ward and is not incapacitated, attacks against the ward have
disadvantage, and the ward has advantage on Dexterity saving throws. disadvantage, and the ward has advantage on Dexterity saving throws.
After initiative is rolled, the bodyguard may choose to ignore its After initiative is rolled, the bodyguard may choose to ignore its
initiative roll and instead act immediately after its ward in initiative. initiative roll and instead act immediately after its ward in initiative.
The bodyguard can spend 1 minute committing itself to the protection The bodyguard can spend 1 minute committing itself to the protection
of a new ward, at which point the former ward’s protection ends. of a new ward, at which point the former ward’s protection ends.
Actions Actions
Multiattack. The bodyguard makes two Morningstar attacks. It can Multiattack. The bodyguard makes two Morningstar attacks. It can
replace one attack with a Shield Bash attack. replace one attack with a Shield Bash attack.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 20 (3d10 + 4) piercing damage. Hit: 22 (4d8 + 4) piercing damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (2d8) bludgeoning damage. If the target is a Medium or smaller Hit: 11 (2d10) bludgeoning damage. If the target is a Medium or
creature, it must succeed on a DC 15 Strength saving throw or be smaller creature, it must succeed on a DC 16 Strength saving throw or
knocked prone. be knocked prone.
Reactions Reactions
Dauntless Interposition. When a creature within 5 feet of the Dauntless Interposition. When a creature within 5 feet of the
bodyguard is hit by an attack or makes a saving throw against a spell bodyguard is hit by an attack or makes a saving throw against a spell
with no other targets, the bodyguard interposes itself. If the creature with no other targets, the bodyguard interposes itself. If the creature
was hit by an attack, the attack hits the bodyguard instead. If the was hit by an attack, the attack hits the bodyguard instead. If the
creature was the target of a spell, the bodyguard magically switches creature was the target of a spell, the bodyguard magically switches
the target of the spell to itself and automatically fails its first saving the target of the spell to itself and automatically fails its first saving
throw against the spell. throw against the spell.
52
Essential NPCs
Bodyguard (CR 11) Bodyguard (CR 13)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 18 (scale mail, shield) Armor Class 18 (scale mail, shield)
Hit Points 201 (31d8 + 62) Hit Points 240 (32d8 + 96)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
Saving Throws CON +6, WIS +6 Saving Throws CON +8, WIS +7
Skills Athletics +8, Insight +6, Perception +6 Skills Athletics +9, Insight +7, Perception +7
Condition Immunities Charmed Condition Immunities Charmed
Senses Passive Perception 16 Senses Passive Perception 17
Languages Any one language Languages Any one language
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 13 (10,00 XP) Proficiency Bonus +5
Vigilant. The bodyguard cannot be surprised. Vigilant. The bodyguard cannot be surprised.
Ward. The bodyguard is dedicated to the protection of another Ward. The bodyguard is dedicated to the protection of another
creature, called its ward. As long as the bodyguard is within 5 feet of creature, called its ward. As long as the bodyguard is within 5 feet of
its ward and is not incapacitated, attacks against the ward have its ward and is not incapacitated, attacks against the ward have
disadvantage, and the ward has advantage on Dexterity saving throws. disadvantage, and the ward has advantage on Dexterity saving throws.
After initiative is rolled, the bodyguard may choose to ignore its After initiative is rolled, the bodyguard may choose to ignore its
initiative roll and instead act immediately after its ward in initiative. initiative roll and instead act immediately after its ward in initiative.
The bodyguard can spend 1 minute committing itself to the protection The bodyguard can spend 1 minute committing itself to the protection
of a new ward, at which point the former ward’s protection ends. of a new ward, at which point the former ward’s protection ends.
Actions Actions
Multiattack. The bodyguard makes two Morningstar attacks. It can Multiattack. The bodyguard makes three Morningstar attacks. It can
replace one attack with a Shield Bash attack. replace one attack with a Shield Bash attack.
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 28 (7d6 + 4) piercing damage. Hit: 22 (4d8 + 4) piercing damage.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (2d10) bludgeoning damage. If the target is a Medium or Hit: 11 (2d10) bludgeoning damage. If the target is a Medium or
smaller creature, it must succeed on a DC 16 Strength saving throw or smaller creature, it must succeed on a DC 17 Strength saving throw or
be knocked prone. be knocked prone.
Reactions Reactions
Tireless Protector. When a creature within 5 feet of the bodyguard is Tireless Protector. When a creature within 5 feet of the bodyguard is
hit by an attack or makes a saving throw against a spell with no other hit by an attack or makes a saving throw against a spell with no other
targets, the bodyguard interposes itself. If the creature was hit by an targets, the bodyguard interposes itself. If the creature was hit by an
attack, the attack hits the bodyguard instead. If the creature was the attack, the attack hits the bodyguard instead. If the creature was the
target of a spell, the bodyguard magically switches the target of the target of a spell, the bodyguard magically switches the target of the
spell to itself and automatically fails its first saving throw against the spell to itself and automatically fails its first saving throw against the
spell. spell.
If the bodyguard uses this ability to protect its ward, the bodyguard's If the bodyguard uses this ability to protect its ward, the bodyguard's
reaction is not consumed. reaction is not consumed.
53
Essential NPCs
Bodyguard (CR 15) Bodyguard (CR 17)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 18 (scale mail, shield) Armor Class 19 (half plate, shield)
Hit Points 277 (37d8 + 111) Hit Points 322 (43d8 + 129)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 20 (+5) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 10 (+0)
Saving Throws STR +10, CON +8, WIS +7 Saving Throws STR +11, CON +9, WIS +9
Skills Athletics +10, Insight +7, Perception +7 Skills Athletics +11, Insight +9, Perception +9
Condition Immunities Charmed Condition Immunities Charmed
Senses Passive Perception 17 Senses Passive Perception 19
Languages Any one language Languages Any one language
Challenge 15 (13,000 XP) Proficiency Bonus +5 Challenge 17 (18,000 XP) Proficiency Bonus +6
Vigilant. The bodyguard cannot be surprised. Vigilant. The bodyguard cannot be surprised.
Ward. The bodyguard is dedicated to the protection of another Ward. The bodyguard is dedicated to the protection of another
creature, called its ward. As long as the bodyguard is within 5 feet of creature, called its ward. As long as the bodyguard is within 5 feet of
its ward and is not incapacitated, attacks against the ward have its ward and is not incapacitated, attacks against the ward have
disadvantage, and the ward has advantage on Dexterity saving throws. disadvantage, and the ward has advantage on Dexterity saving throws.
After initiative is rolled, the bodyguard may choose to ignore its After initiative is rolled, the bodyguard may choose to ignore its
initiative roll and instead act immediately after its ward in initiative. initiative roll and instead act immediately after its ward in initiative.
The bodyguard can spend 1 minute committing itself to the protection The bodyguard can spend 1 minute committing itself to the protection
of a new ward, at which point the former ward’s protection ends. of a new ward, at which point the former ward’s protection ends.
Actions Actions
Multiattack. The bodyguard makes three Morningstar attacks. It can Multiattack. The bodyguard makes three Morningstar attacks. It can
replace one attack with a Shield Bash attack. replace one attack with a Shield Bash attack.
Morningstar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Morningstar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 27 (4d10 + 5) piercing damage. Hit: 29 (7d6 + 5) piercing damage.
Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (3d8) bludgeoning damage. If the target is a Medium or Hit: 13 (3d8) bludgeoning damage. If the target is a Medium or
smaller creature, it must succeed on a DC 18 Strength saving throw or smaller creature, it must succeed on a DC 19 Strength saving throw or
be knocked prone. be knocked prone.
Reunite. The bodyguard magically teleports, along with any equipment Reunite. The bodyguard magically teleports, along with any equipment
it is wearing or carrying, to an unoccupied space within 5 feet of its it is wearing or carrying, to an unoccupied space within 5 feet of its
ward. This ability functions even if the ward is on a different plane of ward. This ability functions even if the ward is on a different plane of
existence than the bodyguard. existence than the bodyguard.
Reactions Reactions
Tireless Protector. When a creature within 5 feet of the bodyguard is Tireless Protector. When a creature within 5 feet of the bodyguard is
hit by an attack or makes a saving throw against a spell with no other hit by an attack or makes a saving throw against a spell with no other
targets, the bodyguard interposes itself. If the creature was hit by an targets, the bodyguard interposes itself. If the creature was hit by an
attack, the attack hits the bodyguard instead. If the creature was the attack, the attack hits the bodyguard instead. If the creature was the
target of a spell, the bodyguard magically switches the target of the target of a spell, the bodyguard magically switches the target of the
spell to itself and automatically fails its first saving throw against the spell to itself and automatically fails its first saving throw against the
spell. spell.
If the bodyguard uses this ability to protect its ward, the bodyguard's If the bodyguard uses this ability to protect its ward, the bodyguard's
reaction is not consumed. reaction is not consumed.
54
Essential NPCs
Bodyguard (CR 20)
Medium Humanoid, Any Alignment
Actions
Multiattack. The bodyguard makes three Morningstar attacks. It can
replace one attack with a Shield Bash attack.
Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 37 (7d8 + 6) piercing damage.
Shield Bash. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 16 (3d10) bludgeoning damage. If the target is a Medium or
smaller creature, it must succeed on a DC 20 Strength saving throw or
be knocked prone.
Reunite. The bodyguard magically teleports, along with any equipment
it is wearing or carrying, to an unoccupied space within 5 feet of its
ward. This ability functions even if the ward is on a different plane of
existence than the bodyguard.
Reactions
Tireless Protector. When a creature within 5 feet of the bodyguard is
hit by an attack or makes a saving throw against a spell with no other
targets, the bodyguard interposes itself. If the creature was hit by an
attack, the attack hits the bodyguard instead. If the creature was the
target of a spell, the bodyguard magically switches the target of the
spell to itself and automatically fails its first saving throw against the
spell.
If the bodyguard uses this ability to protect its ward, the bodyguard's
reaction is not consumed.
55
Essential NPCs
Brute
Brutes are stoic bruisers who take hit after hit, shrugging off
damage as they get close enough to crush their foes into
submission. Not known for subtlety, brutes approach their target
directly, trudging through treacherous terrain, other combatants,
and sometimes even walls. Brutes are not entirely impervious to
harm, however, and most have a weak spot that can be exploited
to bring them down. While the brute’s straightforward approach
to combat may lead enemies to dismiss them, opponents should
exercise caution: If the brute’s hands ever close on them, it’s
lights out.
Brute Examples
A bouncer, accustomed to weathering fists, knives, and broken bottles
as they toss would-be troublemakers out of the bar.
A muscle-bound henchman in the Thieves’ Guild, who laughs at the
blows that felled their companions.
The biggest soldier in the army, who eschews normal weapons in favor
of their calloused fists.
A half-Ogre who works as an inexorable debt collector.
A prize fighter who has taken so many punches that they barely feel the
hits anymore.
A monstrous warrior who has been modified through magic or artifice
to be supernaturally resilient.
A patron in the local tavern who loves a good brawl, and is too drunk to
feel any pain.
An unstoppable killer who turns out to be a construct designed to look
human.
If you want a fight with an especially dramatic turn, wait until your
players score a critical hit against the brute, and then creatively
describe what its weak spot was. Afterward, allow players who
exploit this knowledge to score a critical hit against the brute on a
lower roll of the d20 than normal.
56
Essential NPCs
Brute (CR 1/4)
Medium Humanoid, Any Alignment
Weak Spot. When a creature scores a critical hit against the brute, the Armor Class 11 (leather armor)
brute is stunned until the start of that creature’s next turn. While the Hit Points 22 (3d8 + 9)
brute is stunned, it loses all damage resistances. Speed 20 ft.
Actions STR DEX CON INT WIS CHA
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 16 (+3) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 9 (-1)
bludgeoning damage.
Damage Resistances All except Psychic or Damage from Critical Hits
Senses Passive Perception 10
Languages Any one language
Challenge 1/2 (100 XP) Proficiency Bonus +2
Brute (CR 1)
Medium Humanoid, Any Alignment
Weak Spot. When a creature scores a critical hit against the brute, the
Armor Class 11 (leather armor) brute is stunned until the start of that creature’s next turn. While the
Hit Points 30 (4d8 + 12) brute is stunned, it loses all damage resistances.
Speed 20 ft.
Actions
STR DEX CON INT WIS CHA Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4
16 (+3) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 9 (-1) bludgeoning damage.
Weak Spot. When a creature scores a critical hit against the brute, the
brute is stunned until the start of that creature’s next turn. While the
brute is stunned, it loses all damage resistances.
Actions
Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4
bludgeoning damage, and the target is grappled (escape DC 13) if it is
a Large or smaller creature. The brute can have one target grappled at
a time.
Crush. A creature grappled by the brute must make a DC 13
Constitution saving throw, taking 10 (3d6) bludgeoning damage on a
failed save, or half as much damage on a successful one.
57
Essential NPCs
Brute (CR 2) Brute (CR 3)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 9 (-1) 18 (+4) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 9 (-1)
Saving Throws STR +5, CON +5 Saving Throws STR +6, CON +5
Skills Athletics +5 Skills Athletics +5
Damage Resistances All except Psychic or Damage from Critical Hits Damage Resistances All except Psychic or Damage from Critical Hits
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 3 (700 XP) Proficiency Bonus +2
Weak Spot. When a creature scores a critical hit against the brute, the Weak Spot. When a creature scores a critical hit against the brute, the
brute is stunned until the start of that creature’s next turn. While the brute is stunned until the start of that creature’s next turn. While the
brute is stunned, it loses all damage resistances. brute is stunned, it loses all damage resistances.
Actions Actions
Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5
bludgeoning damage, and the target is grappled (escape DC 13) if it is bludgeoning damage, and the target is grappled (escape DC 14) if it is
a Large or smaller creature. The brute can have one target grappled at a Large or smaller creature. The brute can have one target grappled at
a time. a time.
Crush. A creature grappled by the brute must make a DC 13 Crush. A creature grappled by the brute must make a DC 14
Constitution saving throw, taking 17 (5d6) bludgeoning damage on a Constitution saving throw, taking 24 (7d6) bludgeoning damage on a
failed save, or half as much damage on a successful one. failed save, or half as much damage on a successful one.
58
Essential NPCs
Brute (CR 5) Brute (CR 7)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 9 (-1) 20 (+5) 10 (+0) 18 (+4) 8 (-1) 10 (+0) 9 (-1)
Saving Throws STR +7, CON +6 Saving Throws STR +8, CON +7
Skills Athletics +7 Skills Athletics +8
Damage Resistances All except Psychic or Damage from Critical Hits Damage Resistances All except Psychic or Damage from Critical Hits
Senses Passive Perception 10 Condition Immunities charmed
Languages Any one language Senses Passive Perception 10
Challenge 5 (1,800 XP) Proficiency Bonus +3 Languages Any one language
Challenge 7 (2,900 XP) Proficiency Bonus +3
Weak Spot. When a creature scores a critical hit against the brute, the
brute is stunned until the start of that creature’s next turn. While the Weak Spot. When a creature scores a critical hit against the brute, the
brute is stunned, it loses all damage resistances. brute is stunned until the start of that creature’s next turn. While the
Unyielding. The brute cannot be grappled by Medium or smaller brute is stunned, it loses all damage resistances.
creatures. If an effect would push or pull the brute against its will, it Unyielding. The brute cannot be grappled by Medium or smaller
subtracts 10 feet from the distance it is moved. creatures. If an effect would push or pull the brute against its will, it
subtracts 10 feet from the distance it is moved.
Actions
Actions
Multiattack. The brute makes two Grab attacks.
Grab. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 Multiattack. The brute makes two Grab attacks.
bludgeoning damage, and the target is grappled (escape DC 15) if it is Grab. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8
a Large or smaller creature. The brute can have one target grappled at (1d6 + 5) bludgeoning damage, and the target is grappled (escape DC
a time. 16) if it is a Large or smaller creature. The brute can have one target
Crush. A creature grappled by the brute must make a DC 15 grappled at a time.
Constitution saving throw, taking 35 (10d6) bludgeoning damage on a Crush. A creature grappled by the brute must make a DC 16
failed save, or half as much damage on a successful one. Constitution saving throw, taking 45 (13d6) bludgeoning damage on a
Hurl. The brute throws one Medium or smaller creature it is grappling failed save, or half as much damage on a successful one.
up to 10 feet, ending the grapple. The target must make a DC 15 Hurl. The brute throws one Medium or smaller creature it is grappling
Dexterity saving throw. On a failed save, the target takes 38 (7d10) up to 10 feet, ending the grapple. The target must make a DC 16
bludgeoning damage and is knocked prone. On a successful save, the Dexterity saving throw. On a failed save, the target takes 49 (9d10)
target takes half as much damage and is not knocked prone. If the bludgeoning damage and is knocked prone. On a successful save, the
target is thrown at another creature, that creature must succeed on a target takes half as much damage and is not knocked prone. If the
DC 15 Dexterity saving throw or take 38 (7d10) bludgeoning damage target is thrown at another creature, that creature must succeed on a
and be knocked prone. DC 16 Dexterity saving throw or take 49 (9d10) bludgeoning damage
and be knocked prone.
59
Essential NPCs
Brute (CR 9) Brute (CR 11)
Medium Humanoid, Any Alignment Large Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 8 (-1) 10 (+0) 9 (-1) 20 (+5) 10 (+0) 20 (+5) 8 (-1) 10 (+0) 9 (-1)
Saving Throws STR +9, CON +8 Saving Throws STR +9, CON +9
Skills Athletics +9 Skills Athletics +9
Damage Resistances All except Psychic or Damage from Critical Hits Damage Resistances All except Psychic or Damage from Critical Hits
Condition Immunities charmed, paralyzed Condition Immunities charmed, paralyzed
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Weak Spot. When a creature scores a critical hit against the brute, the Weak Spot. When a creature scores a critical hit against the brute, the
brute is stunned until the start of that creature’s next turn. While the brute is stunned until the start of that creature’s next turn. While the
brute is stunned, it loses all damage resistances. brute is stunned, it loses all damage resistances.
Unyielding. The brute cannot be grappled by Medium or smaller Unyielding. The brute cannot be grappled by Large or smaller
creatures. If an effect would push or pull the brute against its will, it creatures. If an effect would push or pull the brute against its will, it
subtracts 10 feet from the distance it is moved. subtracts 10 feet from the distance it is moved.
Actions Destructive. The brute deals double damage to objects and structures.
60
Essential NPCs
Brute (CR 13) Brute (CR 15)
Large Humanoid, Any Alignment Large Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 8 (-1) 10 (+0) 9 (-1) 22 (+6) 10 (+0) 20 (+5) 8 (-1) 10 (+0) 9 (-1)
Saving Throws STR +10, CON +10 Saving Throws STR +11, CON +11
Skills Athletics +10 Skills Athletics +11
Damage Resistances All except Psychic or Damage from Critical Hits Damage Resistances All except Psychic or Damage from Critical Hits
Condition Immunities charmed, paralyzed Condition Immunities charmed, paralyzed
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Weak Spot. When a creature scores a critical hit against the brute, the Weak Spot. When a creature scores a critical hit against the brute, the
brute is stunned until the start of that creature’s next turn. While the brute is stunned until the start of that creature’s next turn. While the
brute is stunned, it loses all damage resistances. brute is stunned, it loses all damage resistances.
Unyielding. The brute cannot be grappled by Large or smaller Unyielding. The brute cannot be grappled by Large or smaller
creatures. If an effect would push or pull the brute against its will, it creatures. If an effect would push or pull the brute against its will, it
subtracts 10 feet from the distance it is moved. subtracts 10 feet from the distance it is moved.
Destructive. The brute deals double damage to objects and structures. Destructive. The brute deals double damage to objects and structures.
Actions Actions
Multiattack. The brute makes two Grab attacks. Multiattack. The brute makes two Grab attacks.
Grab. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 Grab. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17
(2d10 + 5) bludgeoning damage, and the target is grappled (escape (2d10 + 6) bludgeoning damage, and the target is grappled (escape
DC 18) if it is a Huge or smaller creature. The brute can have up to DC 19) if it is a Huge or smaller creature. The brute can have up to
two Medium or smaller creatures grappled at a time, or one Large or two Medium or smaller creatures grappled at a time, or one Large or
Huge creature. Huge creature.
Pulverize. Each creature grappled by the brute must make a DC 18 Pulverize. Each creature grappled by the brute must make a DC 19
Constitution saving throw, taking 84 (24d6) bludgeoning damage on a Constitution saving throw, taking 98 (28d6) bludgeoning damage on a
failed save, or half as much damage on a successful one. failed save, or half as much damage on a successful one.
Hurl. The brute throws one Large or smaller creature it is grappling up Hurl. The brute throws one Large or smaller creature it is grappling up
to 10 feet, ending the grapple. The target must make a DC 18 to 10 feet, ending the grapple. The target must make a DC 19
Dexterity saving throw. On a failed save, the target takes 88 (16d10) Dexterity saving throw. On a failed save, the target takes 104 (19d6)
bludgeoning damage and is knocked prone. On a successful save, the bludgeoning damage and is knocked prone. On a successful save, the
target takes half as much damage and is not knocked prone. If the target takes half as much damage and is not knocked prone. If the
target is thrown at another creature, that creature must succeed on a target is thrown at another creature, that creature must succeed on a
DC 18 Dexterity saving throw or take 88 (16d10) bludgeoning damage DC 19 Dexterity saving throw or take 104 (19d6) bludgeoning damage
and be knocked prone. and be knocked prone.
Juggernaut Charge (Recharge 5-6). The brute moves up to 40 feet in a Juggernaut Charge (Recharge 5-6). The brute moves up to 40 feet in a
straight line, and can move through the space of any creature smaller straight line, and can move through the space of any creature smaller
than Large. It breaks through barriers in its way unless they are made than Large. It breaks through barriers in its way unless they are made
of more than 2 inches of metal, 6 inches of stone, 2 feet of wood or of more than 2 inches of metal, 6 inches of stone, 2 feet of wood or
earth, or magical force. The first time the brute enters a creature’s earth, or magical force. The first time the brute enters a creature’s
space during this move, that creature must make a DC 18 Strength space during this move, that creature must make a DC 19 Strength
saving throw. On a failed save, the creature takes 85 (19d8) saving throw. On a failed save, the creature takes 99 (22d8)
bludgeoning damage and is pushed up to 10 feet and knocked prone. bludgeoning damage and is pushed up to 10 feet and knocked prone.
On a successful save it takes half the bludgeoning damage and is On a successful save it takes half the bludgeoning damage and is
neither pushed nor knocked prone. neither pushed nor knocked prone.
61
Essential NPCs
Brute (CR 17) Brute (CR 20)
Large Humanoid, Any Alignment Large Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 8 (-1) 10 (+0) 9 (-1) 24 (+7) 10 (+0) 20 (+5) 8 (-1) 10 (+0) 9 (-1)
Saving Throws STR +12, CON +11 Saving Throws STR +13, CON +11
Skills Athletics +12 Skills Athletics +13
Damage Resistances All except Psychic or Damage from Critical Hits Damage Resistances All except Psychic or Damage from Critical Hits
Condition Immunities charmed, paralyzed Condition Immunities charmed, paralyzed
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge 20 (25,000 XP) Proficiency Bonus +6
Weak Spot. When a creature scores a critical hit against the brute, the Weak Spot. When a creature scores a critical hit against the brute, the
brute is stunned until the start of that creature’s next turn. While the brute is stunned until the start of that creature’s next turn. While the
brute is stunned, it loses all damage resistances. brute is stunned, it loses all damage resistances.
Unyielding. The brute cannot be grappled by Large or smaller Unyielding. The brute cannot be grappled by Large or smaller
creatures. If an effect would push or pull the brute against its will, it creatures. If an effect would push or pull the brute against its will, it
subtracts 10 feet from the distance it is moved. subtracts 10 feet from the distance it is moved.
Destructive. The brute deals double damage to objects and structures. Destructive. The brute deals double damage to objects and structures.
Actions Actions
Multiattack. The brute makes two Grab attacks. Multiattack. The brute makes two Grab attacks.
Grab. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 Grab. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23
(2d12 + 6) bludgeoning damage, and the target is grappled (escape (3d10 + 7) bludgeoning damage, and the target is grappled (escape
DC 20) if it is a Huge or smaller creature. The brute can have up to DC 21) if it is a Huge or smaller creature. The brute can have up to
two Medium or smaller creatures grappled at a time, or one Large or two Medium or smaller creatures grappled at a time, or one Large or
Huge creature. Huge creature.
Pulverize. Each creature grappled by the brute must make a DC 20 Pulverize. Each creature grappled by the brute must make a DC 21
Constitution saving throw, taking 112 (32d6) bludgeoning damage on Constitution saving throw, taking 133 (38d6) bludgeoning damage on
a failed save, or half as much damage on a successful one. a failed save, or half as much damage on a successful one.
Hurl. The brute throws one Large or smaller creature it is grappling up Hurl. The brute throws one Large or smaller creature it is grappling up
to 10 feet, ending the grapple. The target must make a DC 20 to 10 feet, ending the grapple. The target must make a DC 21
Dexterity saving throw. On a failed save, the target takes 115 (21d10) Dexterity saving throw. On a failed save, the target takes 137 (25d6)
bludgeoning damage and is knocked prone. On a successful save, the bludgeoning damage and is knocked prone. On a successful save, the
target takes half as much damage and is not knocked prone. If the target takes half as much damage and is not knocked prone. If the
target is thrown at another creature, that creature must succeed on a target is thrown at another creature, that creature must succeed on a
DC 20 Dexterity saving throw or take 115 (21d6) bludgeoning damage DC 21 Dexterity saving throw or take 137 (25d6) bludgeoning damage
and be knocked prone. and be knocked prone.
Juggernaut Charge (Recharge 5-6). The brute moves up to 40 feet in a Juggernaut Charge (Recharge 5-6). The brute moves up to 40 feet in a
straight line, and can move through the space of any creature smaller straight line, and can move through the space of any creature smaller
than Large. It breaks through barriers in its way unless they are made than Large. It breaks through barriers in its way unless they are made
of more than 2 inches of metal, 6 inches of stone, 2 feet of wood or of more than 2 inches of metal, 6 inches of stone, 2 feet of wood or
earth, or magical force. The first time the brute enters a creature’s earth, or magical force. The first time the brute enters a creature’s
space during this move, that creature must make a DC 20 Strength space during this move, that creature must make a DC 21 Strength
saving throw. On a failed save, the creature takes 108 (24d8) saving throw. On a failed save, the creature takes 130 (29d8)
bludgeoning damage and is pushed up to 10 feet and knocked prone. bludgeoning damage and is pushed up to 10 feet and knocked prone.
On a successful save it takes half the bludgeoning damage and is On a successful save it takes half the bludgeoning damage and is
neither pushed nor knocked prone. neither pushed nor knocked prone.
62
Essential NPCs
Captain
Captains are battlefield leaders who direct their allies in combat.
They use calculated tactics and inspiring confidence to
orchestrate battles, guiding their companions to strike at the
perfect moment or position themselves to halt enemy advance.
Captains are also capable warriors in their own right, and are
unafraid to lead from the front lines when it is called for. Under
the guidance of a captain, even an unassuming group of fighters is
a formidable force greater than the sum of its parts.
Captain Examples
The commander of the castle guard, who accepts no disobedience from
their soldiers.
A bandit leader who prefers to risk their underlings rather than
themselves.
An emperor who rose to power through conquest and never lost their
love of the battlefield.
A retired soldier who rallies the townspeople to fend off marauders.
The tactically-minded leader of a rival adventuring party.
A veteran general whose loyal army has followed them through a dozen
campaigns.
A malevolent, magical marionette master who makes their minions
move using mystical strings.
The brilliant royal tactician who has anticipated every move the enemy
will make, and planned contingencies for each of them.
Skills Intimidate +3
Senses Passive Perception 10
Languages Any one language
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
6 (1d10 + 1) slashing damage.
Issue Command. One ally within 30 feet of the captain can make an
attack as a reaction. To use this ability, the captain and its ally must be
able to see or hear each other.
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Essential NPCs
Captain (CR 1/2)
Medium Humanoid, Any Alignment
Captain (CR 1) Strategist. The captain and its allies within 30 feet of it have advantage
Medium Humanoid, Any Alignment on initiative rolls.
STR DEX CON INT WIS CHA Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
14 (+2) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 8 (1d10 + 3) slashing damage.
Battlefield Command. Up to two allies within 60 feet of the captain
Skills Intimidate +3, Persuasion +3 can make one weapon attack using their reaction, if available. To use
Senses Passive Perception 10 this ability, the captain and its ally must be able to see or hear each
Languages Any one language other.
Challenge 1 (200 XP) Proficiency Bonus +2
Strategist. The captain and its allies within 30 feet of it have advantage
on initiative rolls.
Actions
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage.
Battlefield Command. Up to two allies within 60 feet of the captain
can make one weapon attack using their reaction, if available. To use
this ability, the captain and its ally must be able to see or hear each
other.
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Essential NPCs
Captain (CR 3) Captain (CR 5)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 14 (+2)
Strategist. The captain and its allies within 60 feet of it have advantage Strategist. The captain and its allies within 60 feet of it have advantage
on initiative rolls. on initiative rolls.
Actions Actions
Multiattack. The captain makes two Greatsword attacks. It can replace Multiattack. The captain makes two Greatsword attacks. It can replace
either or both of these attacks with a use of Battlefield Command or either or both of these attacks with a use of Battlefield Command or
Marching Orders. Marching Orders.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage. Hit: 14 (2d10 + 3) slashing damage.
Battlefield Command. Up to two allies within 60 feet of the captain Battlefield Command. Up to two allies within 60 feet of the captain
can make one weapon attack using their reaction, if available. To use can make one weapon attack using their reaction, if available. To use
this ability, the captain and its ally must be able to see or hear each this ability, the captain and its ally must be able to see or hear each
other. other.
Marching Orders. The captain targets any number of creatures it can Marching Orders. The captain targets any number of creatures it can
see within 60 feet of it. Each target can move up to its speed using its see within 60 feet of it. Each target can move up to its speed using its
reaction, if available. This movement does not provoke attacks of reaction, if available. This movement does not provoke attacks of
opportunity. To use this ability, the captain and its ally must be able to opportunity. To use this ability, the captain and its ally must be able to
see or hear each other. see or hear each other.
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Essential NPCs
Captain (CR 7) Captain (CR 9)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 14 (+2) 12 (+1) 14 (+2)
Saving Throws WIS +4, CHA +5 Saving Throws WIS +5, CHA +6
Skills History +5, Insight +4, Intimidate +5, Persuasion +5 Skills History +6, Insight +5, Intimidate +6, Persuasion +6
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any two languages
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Strategist. The captain and its allies within 60 feet of it have advantage Strategist. The captain and its allies within 60 feet of it have advantage
on initiative rolls. on initiative rolls.
Actions Actions
Multiattack. The captain makes two Greatsword attacks. It can Multiattack. The captain makes three Greatsword attacks. It can
replace either or both of these attacks with a use of Battlefield replace any number of these attacks with a use of Battlefield
Command or Rally. Command or Rally.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (4d6 + 4) slashing damage. Hit: 15 (2d10 + 4) slashing damage.
Battlefield Command. Up to two allies within 60 feet of the captain Battlefield Command. Up to two allies within 60 feet of the captain
can make one weapon attack using their reaction, if available. To use can make one weapon attack using their reaction, if available. To use
this ability, the captain and its ally must be able to see or hear each this ability, the captain and its ally must be able to see or hear each
other. other.
Rally. The captain targets any number of creatures it can see within 60 Rally. The captain targets any number of creatures it can see within 60
feet of it. Any effects on the targets that cause the charmed or feet of it. Any effects on the targets that cause the charmed or
frightened conditions are removed. The targets can then move up to frightened conditions are removed. The targets can then move up to
their speed using their reaction, if available. This movement does not their speed using their reaction, if available. This movement does not
provoke attacks of opportunity. To use this ability, the captain and its provoke attacks of opportunity. To use this ability, the captain and its
allies must be able to see or hear each other. allies must be able to see or hear each other.
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Essential NPCs
Captain (CR 11) Captain (CR 13)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 16 (+3)
Saving Throws INT +6, WIS +5, CHA +7 Saving Throws INT +8, WIS +6, CHA +8
Skills History +6, Insight +5, Intimidate +7, Persuasion +7 Skills History +8, Insight +6, Intimidate +8, Persuasion +8
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any two languages
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 13 (10,000 XP) Proficiency Bonus +5
Strategist. The captain and its allies within 60 feet of it have advantage Strategist. The captain and its allies within 60 feet of it have advantage
on initiative rolls. on initiative rolls.
Actions Actions
Multiattack. The captain can use Demoralize. It then makes three Multiattack. The captain can use Demoralize. It then makes three
Greatsword attacks. It can replace any number of these attacks with a Greatsword attacks. It can replace any number of these attacks with a
use of Battlefield Command or Rally. use of Battlefield Command or Rally.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 19 (4d6 + 5) slashing damage. Hit: 22 (5d6 + 5) slashing damage.
Battlefield Command. Up to two allies within 60 feet of the captain Battlefield Command. Up to two allies within 60 feet of the captain
can make one weapon attack using their reaction, if available. To use can make one weapon attack using their reaction, if available. To use
this ability, the captain and its ally must be able to see or hear each this ability, the captain and its ally must be able to see or hear each
other. other.
Rally. The captain targets any number of creatures it can see within 60 Rally. The captain targets any number of creatures it can see within 60
feet of it. Any effects on the targets that cause the charmed or feet of it. Any effects on the targets that cause the charmed or
frightened conditions are removed. The targets can then move up to frightened conditions are removed. The targets can then move up to
their speed using their reaction, if available. This movement does not their speed using their reaction, if available. This movement does not
provoke attacks of opportunity. To use this ability, the captain and its provoke attacks of opportunity. To use this ability, the captain and its
allies must be able to see or hear each other. allies must be able to see or hear each other.
Demoralize. The captain targets any number of creatures within 60 Demoralize. The captain targets any number of creatures within 60
feet of it. Each target that can see or hear the captain must succeed on feet of it. Each target that can see or hear the captain must succeed on
a DC 15 Wisdom saving throw or become frightened for 1 minute. A a DC 16 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is ending the effect on itself on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is immune to the successful or the effect ends for it, the creature is immune to the
captain’s Demoralize ability for the next 24 hours. captain’s Demoralize ability for the next 24 hours.
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Essential NPCs
Captain (CR 15) Captain (CR 17)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 18 (+4)
Saving Throws INT +8, WIS +6, CHA +9 Saving Throws INT +9, WIS +7, CHA +10
Skills History +8, Insight +6, Intimidate +9, Persuasion +9 Skills History +9, Insight +7, Intimidate +10, Persuasion +10
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any two languages
Challenge 15 (13,000 XP) Proficiency Bonus +5 Challenge 17 (18,000 XP) Proficiency Bonus +6
Strategist. The captain and its allies within 60 feet of it have advantage Strategist. The captain and its allies within 60 feet of it have advantage
on initiative rolls. on initiative rolls.
Actions Actions
Multiattack. The captain can use Demoralize. It then makes three Multiattack. The captain can use Demoralize. It then makes three
Greatsword attacks. It can replace any number of these attacks with a Greatsword attacks. It can replace any number of these attacks with a
use of Battlefield Command or Rally. use of Battlefield Command or Rally.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 26 (6d6 + 5) slashing damage. Hit: 29 (7d6 + 5) slashing damage.
Battlefield Command. Up to two allies within 60 feet of the captain Battlefield Command. Up to two allies within 60 feet of the captain
can make one weapon attack using their reaction, if available. To use can make one weapon attack using their reaction, if available. To use
this ability, the captain and its ally must be able to see or hear each this ability, the captain and its ally must be able to see or hear each
other. other.
Rally. The captain targets any number of creatures it can see within 60 Rally. The captain targets any number of creatures it can see within 60
feet of it. Any effects on the targets that cause the charmed or feet of it. Any effects on the targets that cause the charmed or
frightened conditions are removed. The targets can then move up to frightened conditions are removed. The targets can then move up to
their speed using their reaction, if available. This movement does not their speed using their reaction, if available. This movement does not
provoke attacks of opportunity. To use this ability, the captain and its provoke attacks of opportunity. To use this ability, the captain and its
allies must be able to see or hear each other. allies must be able to see or hear each other.
Demoralize. The captain targets any number of creatures within 60 Demoralize. The captain targets any number of creatures within 60
feet of it. Each target that can see or hear the captain must succeed on feet of it. Each target that can see or hear the captain must succeed on
a DC 17 Wisdom saving throw or become frightened for 1 minute. A a DC 18 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is ending the effect on itself on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is immune to the successful or the effect ends for it, the creature is immune to the
captain’s Demoralize ability for the next 24 hours. captain’s Demoralize ability for the next 24 hours.
Reactions Reactions
Evasive Maneuvers. When the captain or any number of its allies it can Evasive Maneuvers. When the captain or any number of its allies it can
see within 60 feet of it becomes the target of an effect that requires a see within 60 feet of it becomes the target of an effect that requires a
saving throw, the captain uses its Rally ability. Any creatures who are saving throw, the captain uses its Rally ability. Any creatures who are
no longer a valid target for the effect (for example, an ally who leaves no longer a valid target for the effect (for example, an ally who leaves
the affected area of a fireball spell) are unaffected by it. If the captain the affected area of a fireball spell) are unaffected by it. If the captain
or any of the creatures must still make a saving throw, they add +5 to or any of the creatures must still make a saving throw, they add +5 to
the roll. the roll.
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Essential NPCs
Captain (CR 20)
Medium Humanoid, Any Alignment
Strategist. The captain and its allies within 60 feet of it have advantage
on initiative rolls.
United Front. When one of the captain’s allies within 60 feet of it takes
damage, that damage is prevented. After 100 points of damage have
been prevented this way, the captain’s allies take damage normally.
The amount of damage prevented resets when the captain finishes a
long rest.
Actions
Multiattack. The captain can use Demoralize. It then makes three
Greatsword attacks. It can replace any number of these attacks with a
use of Battlefield Command or Rally.
Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 36 (9d6 + 5) slashing damage.
Battlefield Command. Up to two allies within 60 feet of the captain
can make one weapon attack using their reaction, if available. To use
this ability, the captain and its ally must be able to see or hear each
other.
Rally. The captain targets any number of creatures it can see within 60
feet of it. Any effects on the targets that cause the charmed or
frightened conditions are removed. The targets can then move up to
their speed using their reaction, if available. This movement does not
provoke attacks of opportunity. To use this ability, the captain and its
allies must be able to see or hear each other.
Demoralize. The captain targets any number of creatures within 60
feet of it. Each target that can see or hear the captain must succeed on
a DC 19 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is immune to the
captain’s Demoralize ability for the next 24 hours.
Reactions
Evasive Maneuvers. When the captain or any number of its allies it can
see within 60 feet of it becomes the target of an effect that requires a
saving throw, the captain uses its Rally ability. Any creatures who are
no longer a valid target for the effect (for example, an ally who leaves
the affected area of a fireball spell) are unaffected by it. If the captain
or any of the creatures must still make a saving throw, they add +5 to
the roll.
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Essential NPCs
Commando
Commandos are specialists trained to employ a variety of traps
and tools to gain an edge over their opponents. Their equipment
makes the battlefield a hazardous place for their enemies, and
they have the tactical acumen to turn the tables even when
outnumbered. With skills in stealth and tracking, as well as both
melee and ranged combat, commandos are as capable alone as
they are in groups, and the versatility of their traps makes them
deadly whether they are hunter or hunted.
Commando Examples
An Elven ranger guarding their hidden city from anyone foolish enough
to venture into the woods.
A member of the special tactics unit of the City Watch, trained and
equipped for subduing high-threat targets.
A seasoned hunter, who can survive in the wild and improvise traps
from the materials they find there.
A reclusive ex-soldier who stalks the players through a mountain pass
laden with traps.
A professional monster hunter who uses careful preparation and traps
to take down ferocious bounties.
A horrific, supernatural stalker who enters the players’ nightmares,
turning their own dream worlds against them.
Fey creatures of the wild hunt, who bend vines into traps with a whisper
and coax noxious fumes from wildflowers.
A group of cowardly kobolds who don’t fight fair and know how to use
the environment against overconfident adventurers.
70
Essential NPCs
Commando (CR 1/4) Commando (CR 1/2)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Traps. The commando can create two types of traps: Traps. The commando can create two types of traps:
Immobilizing Trap. When this trap activates, each creature within 5 Immobilizing Trap. When this trap activates, each creature within 5
feet of the trap must succeed on a DC 11 Dexterity saving throw or feet of the trap must succeed on a DC 11 Dexterity saving throw or
have its speed reduced to 0. This effect lasts until the trapped creature have its speed reduced to 0. This effect lasts until the trapped creature
or a creature adjacent to it uses an action to end the effect by making or a creature adjacent to it uses an action to end the effect by making
a successful DC 11 Strength (Athletics) check. a successful DC 11 Strength (Athletics) check.
Wounding Trap. When this trap activates, each creature within 10 feet Wounding Trap. When this trap activates, each creature within 10 feet
of the trap must make a DC 11 Dexterity saving throw. A creature of the trap must make a DC 11 Dexterity saving throw. A creature
takes 3 (1d6) piercing damage on a failed save or half as much takes 7 (2d6) piercing damage on a failed save or half as much
damage on a successful one. damage on a successful one.
To prepare a trap, the commando must spend ten minutes To prepare a trap, the commando must spend ten minutes
assembling and hiding it at a point on an adjacent surface. The first assembling and hiding it at a point on an adjacent surface. The first
time a creature other than the commando moves within 5 feet of the time a creature other than the commando moves within 5 feet of the
trap, it activates. A hidden trap can be perceived with a DC 11 Wisdom trap, it activates. A hidden trap can be perceived with a DC 11 Wisdom
(Perception) check, and safely disarmed with a DC 11 Dexterity (Perception) check, and safely disarmed with a DC 11 Dexterity
(Thieves’ Tools) check. (Thieves’ Tools) check.
Actions Actions
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +3 to hit, ranged 150/600 ft., one Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one
target. Hit: 5 (1d8 + 1) piercing damage. target. Hit: 7 (1d10 + 2) piercing damage.
Rapid Deployment (3/Day). The commando creates one of its Traps, Rapid Deployment (3/Day). The commando creates one of its Traps,
and then throws the trap up to 30 feet. The trap immediately activates and then throws the trap up to 30 feet. The trap immediately activates
where it lands. where it lands.
71
Essential NPCs
Commando (CR 1) Commando (CR 2)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
Traps. The commando can create two types of traps: Traps. The commando can create two types of traps:
Immobilizing Trap. When this trap activates, each creature within 5 Immobilizing Trap. When this trap activates, each creature within 5
feet of the trap must succeed on a DC 11 Dexterity saving throw or feet of the trap must succeed on a DC 12 Dexterity saving throw or
have its speed reduced to 0. This effect lasts until the trapped creature have its speed reduced to 0. This effect lasts until the trapped creature
or a creature adjacent to it uses an action to end the effect by making or a creature adjacent to it uses an action to end the effect by making
a successful DC 11 Strength (Athletics) check. a successful DC 12 Strength (Athletics) check.
Wounding Trap. When this trap activates, each creature within 10 feet Wounding Trap. When this trap activates, each creature within 10 feet
of the trap must make a DC 11 Dexterity saving throw. A creature of the trap must make a DC 12 Dexterity saving throw. A creature
takes 7 (2d6) piercing damage on a failed save or half as much takes 10 (3d6) piercing damage on a failed save or half as much
damage on a successful one. damage on a successful one.
To prepare a trap, the commando must spend ten minutes To prepare a trap, the commando must spend ten minutes
assembling and hiding it at a point on an adjacent surface. The first assembling and hiding it at a point on an adjacent surface. The first
time a creature other than the commando moves within 5 feet of the time a creature other than the commando moves within 5 feet of the
trap, it activates. A hidden trap can be perceived with a DC 11 trap, it activates. A hidden trap can be perceived with a DC 12 Wisdom
Wisdom (Perception) check, and safely disarmed with a DC 11 (Perception) check, and safely disarmed with a DC 12 Dexterity
Dexterity (Thieves’ Tools) check. (Thieves’ Tools) check.
Actions Actions
Multiattack. The commando makes two Shortsword or Longbow Multiattack. The commando makes two Shortsword or Longbow
attacks. attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Hit: 5 (1d6 + 2) piercing damage. 10 (2d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one Longbow. Ranged Weapon Attack: +5 to hit, ranged 150/600 ft., one
target. Hit: 6 (1d8 + 2) piercing damage. target. Hit: 9 (1d12 + 3) piercing damage.
Rapid Deployment (3/Day). The commando creates one of its Traps, Rapid Deployment (3/Day). The commando creates one of its Traps,
and then throws the trap up to 30 feet. The trap immediately activates and then throws the trap up to 30 feet. The trap immediately activates
where it lands. where it lands.
72
Essential NPCs
Commando (CR 3) Commando (CR 5)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
Saving Throws DEX +5, CON +3 Saving Throws DEX +6, CON +4
Skills Athletics +3, Perception +4, Stealth +5, Survival +4 Skills Athletics +5, Perception +5, Stealth +6, Survival +5
Senses Passive Perception 14 Senses Passive Perception 15
Languages Any two languages Languages Any two languages
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Traps. The commando can create several types of traps: Traps. The commando can create several types of traps:
Dazing Trap. When this trap activates, each creature within 10 feet of Dazing Trap. When this trap activates, each creature within 10 feet of
it must succeed on a DC 12 Constitution saving throw or become it must succeed on a DC 13 Constitution saving throw or become
blinded and deafened for 1 minute. A creature can repeat the save blinded and deafened for 1 minute. A creature can repeat the save
with advantage at the end of each of its turns, ending the effect on a with advantage at the end of each of its turns, ending the effect on a
success. success.
Immobilizing Trap. When this trap activates, each creature within 5 Immobilizing Trap. When this trap activates, each creature within 5
feet of the trap must succeed on a DC 12 Dexterity saving throw or feet of the trap must succeed on a DC 13 Dexterity saving throw or
have its speed reduced to 0. This effect lasts until the trapped creature have its speed reduced to 0. This effect lasts until the trapped creature
or a creature adjacent to it uses an action to end the effect by making or a creature adjacent to it uses an action to end the effect by making
a successful DC 12 Strength (Athletics) check. a successful DC 13 Strength (Athletics) check.
Choking Trap. When this trap activates, it releases poison gas in a 15- Choking Trap. When this trap activates, it releases poison gas in a 15-
foot-radius sphere that spreads around corners. When a creature foot-radius sphere that spreads around corners. When a creature
enters the gas’s area for the first time on a turn or starts its turn there, enters the gas’s area for the first time on a turn or starts its turn there,
that creature must make a DC 12 Constitution saving throw. On a that creature must make a DC 13 Constitution saving throw. On a
failed save, the creature becomes poisoned until the beginning of their failed save, the creature becomes poisoned until the beginning of their
next turn. While poisoned in this way, the creature cannot concentrate next turn. While poisoned in this way, the creature cannot concentrate
on spells. The gas lingers for 1 minute or until dispersed by a strong on spells. The gas lingers for 1 minute or until dispersed by a strong
wind. wind.
Wounding Trap. When this trap activates, each creature within 10 feet Wounding Trap. When this trap activates, each creature within 10 feet
of the trap must make a DC 12 Dexterity saving throw. A creature of the trap must make a DC 13 Dexterity saving throw. A creature
takes 14 (4d6) piercing damage on a failed save or half as much takes 17 (5d6) piercing damage on a failed save or half as much
damage on a successful one. damage on a successful one.
To prepare a trap, the commando must spend ten minutes To prepare a trap, the commando must spend ten minutes
assembling and hiding it at a point on an adjacent surface. The first assembling and hiding it at a point on an adjacent surface. The first
time a creature other than the commando moves within 5 feet of the time a creature other than the commando moves within 5 feet of the
trap, it activates. A hidden trap can be perceived with a DC 12 Wisdom trap, it activates. A hidden trap can be perceived with a DC 13 Wisdom
(Perception) check, and safely disarmed with a DC 12 Dexterity (Perception) check, and safely disarmed with a DC 13 Dexterity
(Thieves’ Tools) check. (Thieves’ Tools) check.
Actions Actions
Multiattack. The commando makes two Shortsword or Longbow Multiattack. The commando makes two Shortsword or Longbow
attacks. attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (3d6 + 3) piercing damage. Hit: 17 (4d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, ranged 150/600 ft., one Longbow. Ranged Weapon Attack: +6 to hit, ranged 150/600 ft., one
target. Hit: 12 (2d8 + 3) piercing damage. target. Hit: 16 (3d8 + 3) piercing damage.
Rapid Deployment (3/Day). The commando creates one of its Traps, Rapid Deployment (3/Day). The commando creates one of its Traps,
and then throws the trap up to 30 feet. The trap immediately activates and then throws the trap up to 30 feet. The trap immediately activates
where it lands. where it lands.
73
Essential NPCs
Commando (CR 7) Commando (CR 9)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 10 (+0)
Saving Throws DEX +7, CON +5 Saving Throws DEX +8, CON +6
Skills Athletics +5, Perception +6, Stealth +7, Survival +6 Skills Athletics +7, Perception +7, Stealth +8, Survival +7
Senses Passive Perception 16 Senses Passive Perception 17
Languages Any two languages Languages Any two languages
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Traps. The commando can create several types of traps: Traps. The commando can create several types of traps:
Dazing Trap. When this trap activates, each creature within 10 feet of Dazing Trap. When this trap activates, each creature within 10 feet of
it must succeed on a DC 14 Constitution saving throw or become it must succeed on a DC 15 Constitution saving throw or become
blinded and deafened for 1 minute. A creature can repeat the save blinded and deafened for 1 minute. A creature can repeat the save
with advantage at the end of each of its turns, ending the effect on a with advantage at the end of each of its turns, ending the effect on a
success. success.
Immobilizing Trap. When this trap activates, each creature within 5 Immobilizing Trap. When this trap activates, each creature within 5
feet of the trap must succeed on a DC 14 Dexterity saving throw or feet of the trap must succeed on a DC 15 Dexterity saving throw or
have its speed reduced to 0. This effect lasts until the trapped creature have its speed reduced to 0. This effect lasts until the trapped creature
or a creature adjacent to it uses an action to end the effect by making or a creature adjacent to it uses an action to end the effect by making
a successful DC 14 Strength (Athletics) check. a successful DC 15 Strength (Athletics) check.
Choking Trap. When this trap activates, it releases poison gas in a 15- Choking Trap. When this trap activates, it releases poison gas in a 15-
foot-radius sphere that spreads around corners. When a creature foot-radius sphere that spreads around corners. When a creature
enters the gas’s area for the first time on a turn or starts its turn there, enters the gas’s area for the first time on a turn or starts its turn there,
that creature must make a DC 14 Constitution saving throw. On a that creature must make a DC 15 Constitution saving throw. On a
failed save, the creature becomes poisoned until the beginning of failed save, the creature becomes poisoned until the beginning of
their next turn. While poisoned in this way, the creature cannot their next turn. While poisoned in this way, the creature cannot
concentrate on spells. The gas lingers for 1 minute or until dispersed concentrate on spells. The gas lingers for 1 minute or until dispersed
by a strong wind. by a strong wind.
Wounding Trap. When this trap activates, each creature within 10 feet Wounding Trap. When this trap activates, each creature within 10 feet
of the trap must make a DC 14 Dexterity saving throw. A creature of the trap must make a DC 15 Dexterity saving throw. A creature
takes 21 (6d6) piercing damage on a failed save or half as much takes 28 (8d6) piercing damage on a failed save or half as much
damage on a successful one. damage on a successful one.
To prepare a trap, the commando must spend ten minutes To prepare a trap, the commando must spend ten minutes
assembling and hiding it at a point on an adjacent surface. The first assembling and hiding it at a point on an adjacent surface. The first
time a creature other than the commando moves within 5 feet of the time a creature other than the commando moves within 5 feet of the
trap, it activates. A hidden trap can be perceived with a DC 14 trap, it activates. A hidden trap can be perceived with a DC 15
Wisdom (Perception) check, and safely disarmed with a DC 14 Wisdom (Perception) check, and safely disarmed with a DC 15
Dexterity (Thieves’ Tools) check. Dexterity (Thieves’ Tools) check.
Actions Actions
Multiattack. The commando makes two Shortsword or Longbow Multiattack. The commando makes two Shortsword or Longbow
attacks. It can replace one attack with a use of Rapid Deployment, if attacks. It can replace one attack with a use of Rapid Deployment, if
available. available.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 4) piercing damage. Hit: 28 (7d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one Longbow. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft., one
target. Hit: 21 (5d6 + 4) piercing damage. target. Hit: 26 (4d10 + 4) piercing damage.
Rapid Deployment (3/Day). The commando creates one of its Traps, Rapid Deployment (3/Day). The commando creates one of its Traps,
and then throws the trap up to 30 feet. The trap immediately activates and then throws the trap up to 30 feet. The trap immediately activates
where it lands. where it lands.
74
Essential NPCs
Commando (CR 11) Commando (CR 13)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 10 (+0) 16 (+3) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 10 (+0)
Saving Throws DEX +9, CON +6 Saving Throws DEX +10, CON +7
Skills Athletics +7, Perception +8, Stealth +9, Survival +8 Skills Athletics +8, Perception +9, Stealth +10, Survival +9
Senses Passive Perception 18 Senses Passive Perception 19
Languages Any two languages Languages Any two languages
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 13 (10,000 XP) Proficiency Bonus +5
Traps. The commando can create several types of traps: Magical Traps. The commando can create several types of traps:
Dazing Trap. When this trap activates, each creature within 10 feet of Blasting Trap. When this trap activates, each creature within 10 feet of
it must succeed on a DC 16 Constitution saving throw or become the trap must make a DC 17 Dexterity saving throw. A creature takes
blinded and deafened for 1 minute. A creature can repeat the save 31 (9d6) force damage on a failed save or half as much damage on a
with advantage at the end of each of its turns, ending the effect on a successful one.
success.
Spell Trap. When this trap activates, it creates a 15-foot-radius sphere
Immobilizing Trap. When this trap activates, each creature within 5 that suppresses spells of 4th level or lower. Affected spells cannot be
feet of the trap must succeed on a DC 16 Dexterity saving throw or cast within the sphere and cannot target anything inside the sphere.
have its speed reduced to 0. This effect lasts until the trapped creature Any part of an affected spell’s area that overlaps with the sphere is
or a creature adjacent to it uses an action to end the effect by making suppressed. Affected spells on a creature or object are suppressed
a successful DC 16 Strength (Athletics) check. while the creature or object is in the sphere. The sphere disappears
after one minute.
Choking Trap. When this trap activates, it releases poison gas in a 15-
foot-radius sphere that spreads around corners. When a creature Fettering Trap. When this trap activates, magical bonds envelop each
enters the gas’s area for the first time on a turn or starts its turn there, creature within 5 feet of the trap. Affected creatures must succeed on
that creature must make a DC 16 Constitution saving throw. On a a DC 17 Strength saving throw or become restrained. This effect lasts
failed save, the creature becomes poisoned until the beginning of until the trapped creature or a creature adjacent to it uses an action to
their next turn. While poisoned in this way, the creature cannot end the effect by making a successful DC 17 Strength (Athletics)
concentrate on spells. The gas lingers for 1 minute or until dispersed check.
by a strong wind.
Sunburst Trap. When this trap activates, each creature within 10 feet
Wounding Trap. When this trap activates, each creature within 10 feet of it must succeed on a DC 17 Constitution saving throw or become
of the trap must make a DC 16 Dexterity saving throw. A creature blinded for 1 minute. A creature can repeat the save at the end of each
takes 28 (8d6) piercing damage on a failed save or half as much of its turns, ending the effect on a success.
damage on a successful one.
To prepare a trap, the commando must spend ten minutes
To prepare a trap, the commando must spend ten minutes assembling and hiding it at a point on an adjacent surface. The first
assembling and hiding it at a point on an adjacent surface. The first time a creature other than the commando moves within 5 feet of the
time a creature other than the commando moves within 5 feet of the trap, it activates. A hidden trap can be perceived with a DC 17
trap, it activates. A hidden trap can be perceived with a DC 16 Wisdom (Perception) check, and safely disarmed with a DC 17
Wisdom (Perception) check, and safely disarmed with a DC 16 Intelligence (Arcana) check or a DC 17 Dexterity (Thieves’ Tools)
Dexterity (Thieves’ Tools) check. check.
Actions Actions
Multiattack. The commando makes three Shortsword or Longbow Multiattack. The commando makes three Shortsword or Longbow
attacks. It can replace one attack with a use of Rapid Deployment, if attacks. It can replace one attack with a use of Rapid Deployment, if
available. available.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 23 (4d8 + 5) piercing damage. Hit: 27 (4d10 + 5) piercing damage.
Longbow. Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one Longbow. Ranged Weapon Attack: +10 to hit, ranged 150/600 ft., one
target. Hit: 22 (5d6 + 5) piercing damage. target. Hit: 26 (6d6 + 5) piercing damage.
Rapid Deployment (3/Day). The commando creates one of its Traps, Rapid Deployment (3/Day). The commando creates one of its Magical
and then throws the trap up to 30 feet. The trap immediately activates Traps, and then throws the trap up to 30 feet. The trap immediately
where it lands. activates where it lands.
75
Essential NPCs
Commando (CR 15) Commando (CR 17)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 10 (+0) 18 (+4) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 10 (+0)
Saving Throws DEX +10, CON +7 Saving Throws DEX +11, CON +8
Skills Athletics +8, Perception +10, Stealth +10, Survival +10 Skills Athletics +10, Perception +11, Stealth +11, Survival +11
Senses Passive Perception 20 Senses Passive Perception 21
Languages Any two languages Languages Any two languages
Challenge 15 (13,000 XP) Proficiency Bonus +5 Challenge 17 (18,000 XP) Proficiency Bonus +6
Magical Traps. The commando can create several types of traps: Magical Traps. The commando can create several types of traps:
Blasting Trap. When this trap activates, each creature within 10 feet of Blasting Trap. When this trap activates, each creature within 10 feet of
the trap must make a DC 18 Dexterity saving throw. A creature takes the trap must make a DC 19 Dexterity saving throw. A creature takes
35 (10d6) force damage on a failed save or half as much damage on a 38 (11d6) force damage on a failed save or half as much damage on a
successful one. successful one.
Spell Trap. When this trap activates, it creates a 15-foot-radius sphere Spell Trap. When this trap activates, it creates a 15-foot-radius sphere
that suppresses spells of 4th level or lower. Affected spells cannot be that suppresses spells of 5th level or lower. Affected spells cannot be
cast within the sphere and cannot target anything inside the sphere. cast within the sphere and cannot target anything inside the sphere.
Any part of an affected spell’s area that overlaps with the sphere is Any part of an affected spell’s area that overlaps with the sphere is
suppressed. Affected spells on a creature or object are suppressed suppressed. Affected spells on a creature or object are suppressed
while the creature or object is in the sphere. The sphere disappears while the creature or object is in the sphere. The sphere disappears
after one minute. after one minute.
Fettering Trap. When this trap activates, magical bonds envelop each Fettering Trap. When this trap activates, magical bonds envelop each
creature within 5 feet of the trap. Affected creatures must succeed on creature within 5 feet of the trap. Affected creatures must succeed on
a DC 18 Strength saving throw or become restrained. This effect lasts a DC 19 Strength saving throw or become restrained. This effect lasts
until the trapped creature or a creature adjacent to it uses an action to until the trapped creature or a creature adjacent to it uses an action to
end the effect by making a successful DC 18 Strength (Athletics) end the effect by making a successful DC 19 Strength (Athletics)
check. check.
Sunburst Trap. When this trap activates, each creature within 10 feet Sunburst Trap. When this trap activates, each creature within 10 feet
of it must succeed on a DC 18 Constitution saving throw or become of it must succeed on a DC 19 Constitution saving throw or become
blinded for 1 minute. A creature can repeat the save at the end of each blinded for 1 minute. A creature can repeat the save at the end of each
of its turns, ending the effect on a success. of its turns, ending the effect on a success.
To prepare a trap, the commando must spend ten minutes To prepare a trap, the commando must spend ten minutes
assembling and hiding it at a point on an adjacent surface. The first assembling and hiding it at a point on an adjacent surface. The first
time a creature other than the commando moves within 5 feet of the time a creature other than the commando moves within 5 feet of the
trap, it activates. A hidden trap can be perceived with a DC 18 trap, it activates. A hidden trap can be perceived with a DC 19
Wisdom (Perception) check, and safely disarmed with a DC 18 Wisdom (Perception) check, and safely disarmed with a DC 19
Intelligence (Arcana) check or a DC 18 Dexterity (Thieves’ Tools) Intelligence (Arcana) check or a DC 19 Dexterity (Thieves’ Tools)
check. check.
Actions Actions
Multiattack. The commando makes three Shortsword or Longbow Multiattack. The commando makes three Shortsword or Longbow
attacks. It can replace one attack with a use of Rapid Deployment, if attacks. It can replace one attack with a use of Rapid Deployment, if
available. available.
Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 32 (5d10 + 5) piercing damage. Hit: 38 (6d10 + 5) piercing damage.
Longbow. Ranged Weapon Attack: +10 to hit, ranged 150/600 ft., one Longbow. Ranged Weapon Attack: +11 to hit, ranged 150/600 ft., one
target. Hit: 31 (4d12 + 5) piercing damage. target. Hit: 37 (5d12 + 5) piercing damage.
Rapid Deployment (3/Day). The commando creates one of its Magical Rapid Deployment (3/Day). The commando creates one of its Magical
Traps, and then throws the trap up to 30 feet. The trap immediately Traps, and then throws the trap up to 30 feet. The trap immediately
activates where it lands. activates where it lands.
76
Essential NPCs
Commando (CR 20)
Medium Humanoid, Any Alignment
Actions
Multiattack. The commando makes three Shortsword or Longbow
attacks. It can replace one attack with a use of Rapid Deployment, if
available.
Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 44 (7d10 + 6) piercing damage.
Longbow. Ranged Weapon Attack: +12 to hit, ranged 150/600 ft., one
target. Hit: 42 (8d8 + 6) piercing damage.
Rapid Deployment (3/Day). The commando creates one of its Magical
Traps, and then throws the trap up to 30 feet. The trap immediately
activates where it lands.
Bonus Actions
Covert Action. The commando takes the Hide action.
77
Essential NPCs
Guard
Guards are employed to keep places or people secure. They
enforce the law, keep intruders out of restricted areas, and
intervene when someone threatens the peace. Guards are often
seen posted at gates or patrolling the streets, where they keep an
eye out for anything out of place. While novice guards can be
evaded with distractions or stealth, veterans are implacable
sentries who foil attempts to slip past them or escape retribution.
Generally, guards are lookouts more than they are soldiers, but a
determined guard should not be dismissed in a fight.
Guard Examples
A lazy soldier who watches the castle gates and keeps an eye peeled for
their overbearing captain.
The city’s military reserves, patrolling the ramparts during a siege.
A crime syndicate’s bouncer, keeping patrons out of the private rooms
in the back of the tavern.
A disinterested member of the militia, tasked with inspecting goods
coming through the city gates.
Loyal sentries standing outside the emperor’s bedchamber.
The security team of a wealthy bank or magic library.
The corrupt warden of a city’s prison.
The unwavering guardian of the gates of Valhalla.
Skills Perception +2
Senses Passive Perception 12
Languages Any one language
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If this attack is
an opportunity attack, the target’s speed is reduced to 0 until the end
of the turn.
Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one
target. Hit: 4 (1d8) piercing damage.
78
Essential NPCs
Guard (CR 1/2) Guard (CR 2)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 13 (+1) 10 (+0)
Actions Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range Multiattack. The guard makes two Spear attacks.
20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If this attack is
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
an opportunity attack, the target’s speed is reduced to 0 until the end
20/60 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If this attack
of the turn.
is an opportunity attack, the target’s speed is reduced to 0 until the
Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one end of the turn.
target. Hit: 4 (1d8) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
one target. Hit: 9 (2d8) piercing damage.
Guard (CR 1)
Medium Humanoid, Any Alignment
Guard (CR 3)
Medium Humanoid, Any Alignment
Armor Class 14 (breastplate)
Hit Points 33 (6d8 + 6) Armor Class 15 (half plate)
Speed 30 ft. Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0) STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 12 (+1) 13 (+1) 10 (+0)
Skills Perception +3
Senses Passive Perception 13 Saving Throws STR +5, WIS +3
Languages Any one language Skills Insight +3, Perception +3
Challenge 1 (200 XP) Proficiency Bonus +2 Senses Passive Perception 13
Languages Any one language
Actions Challenge 3 (700 XP) Proficiency Bonus +2
79
Essential NPCs
Guard (CR 5) Guard (CR 7)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 10 (+0)
Saving Throws STR +6, WIS +5 Saving Throws STR +7, WIS +5
Skills Insight +5, Perception +5 Skills Insight +5, Perception +5
Senses Passive Perception 15 Senses Passive Perception 15
Languages Any one language Languages Any one language
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3
Shrewd Observer. The guard has advantage on checks made as part of Shrewd Observer. The guard has advantage on checks made as part of
the Search action. the Search action.
Actions Actions
Multiattack. The guard makes two Spear attacks. Multiattack. The guard makes two Spear attacks.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If this attack 20/60 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If this attack
is an opportunity attack, the target’s speed is reduced to 0 until the is an opportunity attack, the target’s speed is reduced to 0 until the
end of the turn. end of the turn.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft.,
one target. Hit: 13 (2d12) piercing damage. one target. Hit: 17 (3d10 + 1) piercing damage.
Defensive Stand. The guard braces itself against enemy advance until Defensive Stand. The guard braces itself against enemy advance until
the beginning of its next turn. While the guard is braced, it can make the beginning of its next turn. While the guard is braced, it can make
an opportunity attack against any creature that enters its reach for the an opportunity attack against any creature that enters its reach for the
first time on a turn. In addition, it can take up to three reactions per first time on a turn. In addition, it can take up to three reactions per
round but no more than one per turn. round but no more than one per turn.
80
Essential NPCs
Guard (CR 9) Guard (CR 11)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 20 (+5) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 10 (+0)
Saving Throws STR +8, WIS +6 Saving Throws STR +9, WIS +6
Skills Athletics +8, Insight +6, Perception +6 Skills Athletics +9, Insight +6, Perception +6
Senses Passive Perception 16 Senses Passive Perception 16
Languages Any one language Languages Any one language
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Shrewd Observer. The guard has advantage on checks made as part of Shrewd Observer. The guard has advantage on checks made as part of
the Search action. the Search action.
Spell Sense. The guard can detect the direction and distance to active Spell Sense. The guard can detect the direction and distance to active
spells within 100 feet of it that have a duration longer than spells within 100 feet of it that have a duration longer than
instantaneous. This trait doesn’t allow the guard to discern any other instantaneous. This trait doesn’t allow the guard to discern any other
information about the spell, such as its school or function. information about the spell, such as its school or function.
Actions Actions
Multiattack. The guard makes three Spear attacks. Multiattack. The guard makes three Spear attacks.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If this attack 20/60 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If this attack
is an opportunity attack, the target’s speed is reduced to 0 until the is an opportunity attack, the target’s speed is reduced to 0 until the
end of the turn. end of the turn.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft.,
one target. Hit: 23 (4d10 + 1) piercing damage. one target. Hit: 28 (5d10 + 1) piercing damage.
Defensive Stand. The guard braces itself against enemy advance until Defensive Stand. The guard braces itself against enemy advance until
the beginning of its next turn. While the guard is braced, it can make the beginning of its next turn. While the guard is braced, it can make
an opportunity attack against any creature that enters its reach for the an opportunity attack against any creature that enters its reach for the
first time on a turn. In addition, it can take up to three reactions per first time on a turn. In addition, it can take up to three reactions per
round but no more than one per turn. round but no more than one per turn.
81
Essential NPCs
Guard (CR 13) Guard (CR 15)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 10 (+0) 20 (+5) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 10 (+0)
Saving Throws STR +10, WIS +8, CHA +5 Saving Throws STR +10, WIS +8, CHA +5
Skills Athletics +10, Insight +8, Perception +8 Skills Athletics +10, Insight +8, Perception +8
Senses Passive Perception 18 Senses Truesight 120 ft, Passive Perception 18
Languages Any one language Languages Any one language
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Shrewd Observer. The guard has advantage on checks made as part of Shrewd Observer. The guard has advantage on checks made as part of
the Search action. the Search action.
Spell Sense. The guard can detect the direction and distance to active Spell Sense. The guard can detect the direction and distance to active
spells within 100 feet of it that have a duration longer than spells within 100 feet of it that have a duration longer than
instantaneous. This trait doesn’t allow the guard to discern any other instantaneous. This trait doesn’t allow the guard to discern any other
information about the spell, such as its school or function. information about the spell, such as its school or function.
Teleportation Sentinel. If a creature tries to use teleportation or planar Teleportation Sentinel. If a creature tries to use teleportation or planar
travel to enter or exit a space within 100 feet of the guard, that travel to enter or exit a space within 100 feet of the guard, that
creature must first make a DC 17 Charisma saving throw. On a failed creature must first make a DC 17 Charisma saving throw. On a failed
save, the guard becomes aware of the attempt and can change the save, the guard becomes aware of the attempt and can change the
destination of the creature; instead of the creature’s intended destination of the creature; instead of the creature’s intended
destination, it arrives at the nearest unoccupied space adjacent to the destination, it arrives at the nearest unoccupied space adjacent to the
guard. On a successful save, the teleportation or planar travel works guard. On a successful save, the teleportation or planar travel works
normally. normally.
Actions Actions
Multiattack. The guard makes three Spear attacks. Multiattack. The guard makes three Spear attacks.
Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 23 (4d8 + 5) piercing damage. If this attack 20/60 ft., one target. Hit: 27 (4d10 + 5) piercing damage. If this attack
is an opportunity attack, the target’s speed is reduced to 0 until the is an opportunity attack, the target’s speed is reduced to 0 until the
end of the turn. end of the turn.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft.,
one target. Hit: 34 (5d12 + 2) piercing damage. one target. Hit: 41 (6d12 + 2) piercing damage.
Defensive Stand. The guard braces itself against enemy advance until Defensive Stand. The guard braces itself against enemy advance until
the beginning of its next turn. While the guard is braced, it can make the beginning of its next turn. While the guard is braced, it can make
an opportunity attack against any creature that enters its reach for the an opportunity attack against any creature that enters its reach for the
first time on a turn. In addition, it can take up to three reactions per first time on a turn. In addition, it can take up to three reactions per
round but no more than one per turn. round but no more than one per turn.
Reactions
Spell Reflection (3/Day). When the guard sees a creature cast a spell
that targets the guard or includes the guard in the spell’s area, the
guard can magically draw the spell into its shield, then reflect it.
Instead of the spell’s original target and area, the guard reselects the
targets and area as if the spell had been cast from the guard’s space,
using the original caster’s spell slot level, spell save DC, attack bonus,
and spellcasting ability.
82
Essential NPCs
Guard (CR 17) Guard (CR 20)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 12 (+1) 18 (+4) 10 (+0) 22 (+6) 14 (+2) 20 (+5) 12 (+1) 20 (+5) 10 (+0)
Saving Throws STR +11, WIS +10, CHA +6 Saving Throws STR +12, WIS +11, CHA +6
Skills Athletics +11, Insight +10, Perception +10 Skills Athletics +12, Insight +11, Perception +11
Senses Truesight 120 ft, Passive Perception 10 Senses Truesight 120 ft, Passive Perception 21
Languages Any one language Languages Any one language
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge 20 (25,000 XP) Proficiency Bonus +6
Shrewd Observer. The guard has advantage on checks made as part of Shrewd Observer. The guard has advantage on checks made as part of
the Search action. the Search action.
Spell Sense. The guard can detect the direction and distance to active Spell Sense. The guard can detect the direction and distance to active
spells within 100 feet of it that have a duration longer than spells within 100 feet of it that have a duration longer than
instantaneous. This trait doesn’t allow the guard to discern any other instantaneous. This trait doesn’t allow the guard to discern any other
information about the spell, such as its school or function. information about the spell, such as its school or function.
Teleportation Sentinel. If a creature tries to use teleportation or planar Teleportation Sentinel. If a creature tries to use teleportation or planar
travel to enter or exit a space within 100 feet of the guard, that travel to enter or exit a space within 100 feet of the guard, that
creature must first make a DC 19 Charisma saving throw. On a failed creature must first make a DC 19 Charisma saving throw. On a failed
save, the guard becomes aware of the attempt and can change the save, the guard becomes aware of the attempt and can change the
destination of the creature; instead of the creature’s intended destination of the creature; instead of the creature’s intended
destination, it arrives at the nearest unoccupied space adjacent to the destination, it arrives at the nearest unoccupied space adjacent to the
guard. On a successful save, the teleportation or planar travel works guard. On a successful save, the teleportation or planar travel works
normally. normally.
Actions Actions
Multiattack. The guard makes three Spear attacks. Multiattack. The guard makes three Spear attacks.
Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range Spear. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 29 (7d6 + 5) piercing damage. If this attack 20/60 ft., one target. Hit: 37 (7d8 + 6) piercing damage. If this attack
is an opportunity attack, the target’s speed is reduced to 0 until the is an opportunity attack, the target’s speed is reduced to 0 until the
end of the turn. end of the turn.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft.,
one target. Hit: 41 (6d12 + 2) piercing damage. one target. Hit: 54 (8d12 + 2) piercing damage.
Defensive Stand. The guard braces itself against enemy advance until Defensive Stand. The guard braces itself against enemy advance until
the beginning of its next turn. While the guard is braced, it can make the beginning of its next turn. While the guard is braced, it can make
an opportunity attack against any creature that enters its reach for the an opportunity attack against any creature that enters its reach for the
first time on a turn. In addition, it can take up to three reactions per first time on a turn. In addition, it can take up to three reactions per
round but no more than one per turn. round but no more than one per turn.
Reactions Reactions
Spell Reflection (3/Day). When the guard sees a creature cast a spell Spell Reflection (3/Day). When the guard sees a creature cast a spell
that targets the guard or includes the guard in the spell’s area, the that targets the guard or includes the guard in the spell’s area, the
guard can magically draw the spell into its shield, then reflect it. guard can magically draw the spell into its shield, then reflect it.
Instead of the spell’s original target and area, the guard reselects the Instead of the spell’s original target and area, the guard reselects the
targets and area as if the spell had been cast from the guard’s space, targets and area as if the spell had been cast from the guard’s space,
using the original caster’s spell slot level, spell save DC, attack bonus, using the original caster’s spell slot level, spell save DC, attack bonus,
and spellcasting ability. and spellcasting ability.
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Essential NPCs
Inventor
Inventors use artifice, technology, and gadgetry to create magical
effects. Using their devices, inventors can attack with fire and
lightning, augment their natural capabilities, or create convincing
illusions. Although the effects caused by their inventions are often
similar to the spells of mages, the devices themselves usually
seem foreign or incomprehensible even to experienced
spellcasters. Inventors are constantly tinkering, and their
workshops are cluttered with strange apparatuses and half-
assembled contraptions that represent their next breakthrough.
Inventor Examples
A member of a Gnomish research lab which hopes to use technology to
surpass the limitations of traditional magic.
A tinkerer working to awaken the bizarre machinery of a long-dead but
highly advanced civilization.
An engineer who specializes in prosthetics to restore or enhance the
body.
An explorer who recently discovered a cache of ancient technology.
An antisocial artificer whose underground workshop is littered with
sophisticated security measures to keep out unwanted visitors.
A hobbyist who makes minor oddities to amuse and delight.
A bounty-hunting golem who has modified its body with weapons and
machinery.
A disillusioned weapons designer who defected from their kingdom
rather than allow their creations to continue to be used for warfare.
Inventors’ Equipment
The inventor’s Magical Devices trait, as well as many of its
actions, includes descriptions of devices that your players might
attempt to pick up and use. These devices generally don’t function
for anyone not trained in their operation, but you may choose to
give players access to an invention on a case by case basis. If you
do decide you want a device to be usable by players, consider
having it break down after a period of time, limiting the number of
times it can be used, or requiring costly materials for
maintenance.
84
Essential NPCs
Inventor (CR 1/4)
Medium Humanoid (Artificer), Any Alignment
STR DEX CON INT WIS CHA Armor Class 13 (chain shirt)
12 (+1) 10 (+0) 10 (+0) 13 (+1) 12 (+1) 10 (+0) Hit Points 36 (8d8)
Speed 30 ft.
Skills Arcana +3, Investigation +3
STR DEX CON INT WIS CHA
Senses Passive Perception 11
Languages Any two languages 12 (+1) 10 (+0) 10 (+0) 15 (+2) 12 (+1) 10 (+0)
Challenge 1/4 (50 XP) Proficiency Bonus +2
Saving Throws INT +4
Skills Arcana +4, Investigation +4
Actions Senses Passive Perception 11
Languages Any two languages
Shocking Invention. The inventor fires a line of lightning that is 30 feet
long and 5 feet wide. Each creature in the line must succeed on a DC Challenge 1 (200 XP) Proficiency Bonus +2
11 Dexterity saving throw or take 3 (1d6) lightning damage.
Magical Devices. The inventor has assembled up to three devices that
it can use to create magical effects. Each device is an object no larger
than Huge. Tiny devices can be wielded in one hand by the inventor or
attached to a willing Construct. The inventor can control and create
Inventor (CR 1/2) effects from devices within 100 feet of it.
Medium Humanoid (Artificer), Any Alignment
Regardless of size, each device has 10 hit points, an AC of 14, and
Armor Class 13 (chain shirt) immunity to poison and psychic damage. The inventor can make a
Hit Points 27(6d8) new device by spending one hour with a set of tools.
Speed 30 ft. Actions
STR DEX CON INT WIS CHA Lightning Lance. One of the inventor’s Magical Devices fires a 30 foot
12 (+1) 10 (+0) 10 (+0) 14 (+2) 12 (+1) 10 (+0) long, 5 foot wide line of lightning. Each creature in the line must make
a DC 12 Dexterity saving throw, taking 7 (2d6) damage on a failed
Skills Arcana +4, Investigation +4 save, or half as much damage on a successful one.
Senses Passive Perception 11 Concussive Pulse. One of the inventor’s Magical Devices emits a 15
Languages Any two languages foot long cone of disruptive sound. Each creature in the line must
Challenge 1/2 (100 XP) Proficiency Bonus +2 make a DC 12 Constitution saving throw. On a failed save, a creature
takes 4 (1d8) thunder damage, loses concentration on any spell it is
concentrating on, and on its next turn it must choose whether it gets
Actions to move, take an action, or take a bonus action (it gets only one of the
three). On a successful save, the creature takes half as much damage
Shocking Invention. The inventor fires a line of lightning that is 30 feet and suffers no other effects.
long and 5 feet wide. Each creature in the line must succeed on a DC
12 Dexterity saving throw or take 5 (1d10) lightning damage.
85
Essential NPCs
Inventor (CR 2) Inventor (CR 3)
Medium Humanoid (Artificer), Any Alignment Medium Humanoid (Artificer), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 16 (+3) 12 (+1) 10 (+0)
Magical Devices. The inventor has assembled up to three devices that Magical Devices. The inventor has assembled up to five devices that it
it can use to create magical effects. Each device is an object no larger can use to create magical effects. Each device is an object no larger
than Huge. Tiny devices can be wielded in one hand by the inventor or than Huge. Tiny devices can be wielded in one hand by the inventor or
attached to a willing Construct. The inventor can control and create attached to a willing Construct. The inventor can control and create
effects from devices within 100 feet of it. effects from devices within 300 feet of it.
Regardless of size, each device has 10 hit points, an AC of 15, and Regardless of size, each device has 15 hit points, an AC of 16, and
immunity to poison and psychic damage. The inventor can make a immunity to poison and psychic damage. The inventor can make a
new device by spending one hour with a set of tools. new device by spending one hour with a set of tools.
Actions Actions
Lightning Lance. One of the inventor’s Magical Devices fires a 30 foot Lightning Lance. One of the inventor’s Magical Devices fires a 60 foot
long, 5 foot wide line of lightning. Each creature in the line must make long, 5 foot wide line of lightning. Each creature in the line must make
a DC 13 Dexterity saving throw, taking 10 (3d6) lightning damage on a a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a
failed save, or half as much damage on a successful one. failed save, or half as much damage on a successful one.
Concussive Pulse. One of the inventor’s Magical Devices emits a 15 Concussive Wave. One of the inventor’s Magical Devices emits a 30
foot long cone of disruptive sound. Each creature in the line must foot long, 15 foot wide line of disruptive sound. Each creature in the
make a DC 13 Constitution saving throw. On a failed save, a creature line must make a DC 13 Constitution saving throw. On a failed save, a
takes 4 (1d8) thunder damage, loses concentration on any spell it is creature takes 9 (2d8) thunder damage, loses concentration on any
concentrating on, and on its next turn it must choose whether it gets spell it is concentrating on, and on its next turn it must choose
to move, take an action, or take a bonus action (it gets only one of the whether it gets to move, take an action, or take a bonus action (it gets
three). On a successful save, the creature takes half as much damage only one of the three). On a successful save, the creature takes half as
and suffers no other effects. much damage and suffers no other effects.
Flamethrower. One of the inventor’s Magical Devices spews flames in
a 30 foot cone. Each creature in the cone must succeed on a DC 13
Dexterity saving throw or be set on fire. A creature set on fire this way
takes 11 (2d10) fire damage at the start of each of its turns until it or
an adjacent creature uses an action to pat out the flame.
Remote Viewing. The inventor chooses one of its Magical Devices.
The inventor can see and hear as if it were in the chosen device’s
space until it uses this action again or dismisses the effect as a bonus
action. While the inventor is perceiving through its device, it is blinded
and deafened in regard to its own surroundings.
86
Essential NPCs
Inventor (CR 5) spell it is concentrating on, and on its next turn it must choose whether
Medium Humanoid (Artificer), Any Alignment it gets to move, take an action, or take a bonus action (it gets only one
of the three). On a successful save, the creature takes half as much
Armor Class 14 (breastplate) damage and suffers no other effects.
Hit Points 81 (18d8) Flamethrower. One of the inventor’s Magical Devices spews flames in a
Speed 30 ft. 30 foot cone. Each creature in the cone must succeed on a DC 14
Dexterity saving throw or be set on fire. A creature set on fire this way
STR DEX CON INT WIS CHA takes 16 (3d10) fire damage at the start of each of its turns until it or an
14 (+2) 10 (+0) 10 (+0) 16 (+3) 12 (+1) 10 (+0) adjacent creature uses an action to pat out the flame.
Tractor Beams. One of the inventor’s Magical Devices extends invisible
Saving Throws CON +3, INT +6 tethers of force toward any number of creatures the inventor chooses
Skills Arcana +6, Investigation +6 within 30 feet of the device. Each target whose size is the same as or
Senses Passive Perception 11 smaller than the device’s size must make a DC 14 Strength saving throw
Languages Any three languages or be pulled in a straight line toward the device, ending in an
unoccupied space as close to it as possible. A creature pulled by this
Challenge 5 (1,800 XP) Proficiency Bonus +3
effect is then held in place, unable to move away from the device or be
moved away from it.
Magical Devices. The inventor has assembled up to five devices that it At the end of each of its turns, a creature held by the device can make a
can use to create magical effects. Each device is an object no larger DC 14 Strength saving throw to pull itself free and regain the ability to
than Huge. Tiny devices can be wielded in one hand by the inventor or move normally. The effect ends if the device is destroyed or if the
attached to a willing Construct. The inventor can control and create inventor uses a bonus action to dismiss it. If a creature that was held
effects from devices within 300 feet of it. aloft by the device is freed, the creature falls if it does not have a fixed
Regardless of size, each device has 20 hit points, an AC of 17, and object to grab onto.
immunity to poison and psychic damage. The inventor can make a Image Projection. The inventor chooses one of its Magical Devices and
new device by spending one hour with a set of tools. casts major image as if it were in that device’s space rather than its own.
The inventor uses Intelligence as its spellcasting ability (spell save DC
Actions 14). Instead of the spell’s normal duration, it lasts until the device is
Lightning Lance. One of the inventor’s Magical Devices fires a 60 foot destroyed, the inventor uses a bonus action to dismiss it, or the
long, 5 foot wide line of lightning. Each creature in the line must make inventor uses the same device to cast major image again.
a DC 14 Dexterity saving throw, taking 21 (6d6) lightning damage on a Remote Viewing. The inventor chooses one of its Magical Devices. The
failed save, or half as much damage on a successful one. inventor can see and hear as if it were in the chosen device’s space until
Concussive Wave. One of the inventor’s Magical Devices emits a 30 it uses this action again or dismisses the effect as a bonus action. While
foot long, 15 foot wide line of disruptive sound. Each creature in the the inventor is perceiving through its device, it is blinded and deafened
line must make a DC 14 Constitution saving throw. On a failed save, a in regard to its own surroundings.
creature takes 13 (3d8) thunder damage, loses concentration on any
87
Essential NPCs
Inventor (CR 7) spell it is concentrating on, and on its next turn it must choose whether
Medium Humanoid (Artificer), Any Alignment it gets to move, take an action, or take a bonus action (it gets only one
of the three). On a successful save, the creature takes half as much
Armor Class 15 (half plate) damage and suffers no other effects.
Hit Points 108 (24d8) Flamethrower. One of the inventor’s Magical Devices spews flames in a
Speed 30 ft. 30 foot cone. Each creature in the cone must succeed on a DC 15
Dexterity saving throw or be set on fire. A creature set on fire this way
STR DEX CON INT WIS CHA takes 22 (4d10) fire damage at the start of each of its turns until it or an
14 (+2) 10 (+0) 10 (+0) 18 (+4) 12 (+1) 10 (+0) adjacent creature uses an action to pat out the flame.
Tractor Beams. One of the inventor’s Magical Devices extends invisible
Saving Throws CON +3, INT +7 tethers of force toward any number of creatures the inventor chooses
Skills Arcana +7, Investigation +7 within 30 feet of the device. Each target whose size is the same as or
Senses Passive Perception 11 smaller than the device’s size must make a DC 15 Strength saving throw
Languages Any three languages or be pulled in a straight line toward the device, ending in an
unoccupied space as close to it as possible. A creature pulled by this
Challenge 7 (2,900 XP) Proficiency Bonus +3
effect is then held in place, unable to move away from the device or be
moved away from it.
Magical Devices. The inventor has assembled up to five devices that it At the end of each of its turns, a creature held by the device can make a
can use to create magical effects. Each device is an object no larger DC 15 Strength saving throw to pull itself free and regain the ability to
than Huge. Tiny devices can be wielded in one hand by the inventor or move normally. The effect ends if the device is destroyed or if the
attached to a willing Construct. The inventor can control and create inventor uses a bonus action to dismiss it. If a creature that was held
effects from devices within 300 feet of it. aloft by the device is freed, the creature falls if it does not have a fixed
Regardless of size, each device has 20 hit points, an AC of 18, and object to grab onto.
immunity to poison and psychic damage. The inventor can make a Image Projection. The inventor chooses one of its Magical Devices and
new device by spending one hour with a set of tools. casts major image as if it were in that device’s space rather than its own.
The inventor uses Intelligence as its spellcasting ability (spell save DC
Actions 15). Instead of the spell’s normal duration, it lasts until the device is
Lightning Lance. One of the inventor’s Magical Devices fires a 60 foot destroyed, the inventor uses a bonus action to dismiss it, or the
long, 5 foot wide line of lightning. Each creature in the line must make inventor uses the same device to cast major image again.
a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a Remote Viewing. The inventor chooses one of its Magical Devices. The
failed save, or half as much damage on a successful one. inventor can see and hear as if it were in the chosen device’s space until
Concussive Wave. One of the inventor’s Magical Devices emits a 30 it uses this action again or dismisses the effect as a bonus action. While
foot long, 15 foot wide line of disruptive sound. Each creature in the the inventor is perceiving through its device, it is blinded and deafened
line must make a DC 15 Constitution saving throw. On a failed save, a in regard to its own surroundings.
creature takes 13 (3d8) thunder damage, loses concentration on any
88
Essential NPCs
Inventor (CR 9) Concussive Wave. One of the inventor’s Magical Devices emits a 30 foot
Medium Humanoid (Artificer), Any Alignment long, 15 foot wide line of disruptive sound. Each creature in the line
must make a DC 16 Constitution saving throw. On a failed save, a
Armor Class 15 (half plate) (20 with power armor) creature takes 18 (4d8) thunder damage, loses concentration on any
spell it is concentrating on, and on its next turn it must choose whether
Hit Points 130 (29d8)
it gets to move, take an action, or take a bonus action (it gets only one
Speed 30 ft. (60 ft. fly with jet pack) of the three). On a successful save, the creature takes half as much
damage and suffers no other effects.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 10 (+0) 18 (+4) 12 (+1) 10 (+0) Flamethrower. One of the inventor’s Magical Devices spews flames in a
30 foot cone. Each creature in the cone must succeed on a DC 16
Dexterity saving throw or be set on fire. A creature set on fire this way
Saving Throws CON +4, INT +8
takes 27 (5d10) fire damage at the start of each of its turns until it or an
Skills Arcana +8, Investigation +8 adjacent creature uses an action to pat out the flame.
Senses Passive Perception 11
Languages Any three languages Tractor Beams. One of the inventor’s Magical Devices extends invisible
tethers of force toward any number of creatures the inventor chooses
Challenge 9 (5,000 XP) Proficiency Bonus +4
within 30 feet of the device. Each target whose size is the same as or
smaller than the device’s size must make a DC 16 Strength saving throw
Marvelous Invention. The inventor has created a wearable apparatus or be pulled in a straight line toward the device, ending in an
that grants an extraordinary benefit. It has one of the following items: unoccupied space as close to it as possible. A creature pulled by this
effect is then held in place, unable to move away from the device or be
● Jet Pack. The inventor has a flying speed of 60 feet (hover). moved away from it.
● Power Armor. The inventor has a +5 bonus to AC. At the end of each of its turns, a creature held by the device can make a
● Antimagic Matrix. The inventor has advantage on saving throws DC 16 Strength saving throw to pull itself free and regain the ability to
against spells and other magical effects. move normally. The effect ends if the device is destroyed or if the
inventor uses a bonus action to dismiss it. If a creature that was held
Magical Devices. The inventor has assembled up to five devices that it aloft by the device is freed, the creature falls if it does not have a fixed
can use to create magical effects. Each device is an object no larger object to grab onto.
than Huge. Tiny devices can be wielded in one hand by the inventor or
attached to a willing Construct. The inventor can control and create Image Projection. The inventor chooses one of its Magical Devices and
effects from devices within 300 feet of it. casts major image as if it were in that device’s space rather than its own.
The inventor uses Intelligence as its spellcasting ability (spell save DC
Regardless of size, each device has 20 hit points, an AC of 18, and 16). Instead of the spell’s normal duration, it lasts until the device is
immunity to poison and psychic damage. The inventor can make a destroyed, the inventor uses a bonus action to dismiss it, or the
new device by spending one hour with a set of tools. inventor uses the same device to cast major image again.
Actions Remote Viewing. The inventor chooses one of its Magical Devices. The
inventor can see and hear as if it were in the chosen device’s space until
Lightning Lance. One of the inventor’s Magical Devices fires a 60 foot it uses this action again or dismisses the effect as a bonus action. While
long, 5 foot wide line of lightning. Each creature in the line must make the inventor is perceiving through its device, it is blinded and deafened
a DC 16 Dexterity saving throw, taking 35 (10d6) lightning damage on in regard to its own surroundings.
a failed save, or half as much damage on a successful one.
89
Essential NPCs
Inventor (CR 11) whether it gets to move, take an action, or take a bonus action (it gets
Medium Humanoid (Artificer), Any Alignment only one of the three). On a successful save, the creature takes half as
much damage and suffers no other effects.
Armor Class 16 (chain mail) (21 with power armor) Flamethrower. One of the inventor’s Magical Devices spews flames in a
Hit Points 162 (36d8) 30 foot cone. Each creature in the cone must succeed on a DC 17
Speed 30 ft. (60 ft. fly with jet pack) Dexterity saving throw or be set on fire. A creature set on fire this way
takes 16 (3d10) fire damage at the start of each of its turns until it or an
STR DEX CON INT WIS CHA adjacent creature uses an action to pat out the flame.
14 (+2) 10 (+0) 10 (+0) 20 (+5) 12 (+1) 10 (+0) Tractor Beams. One of the inventor’s Magical Devices extends invisible
tethers of force toward any number of creatures the inventor chooses
Saving Throws CON +4, INT +9 within 30 feet of the device. Each target whose size is the same as or
Skills Arcana +9, Investigation +9 smaller than the device’s size must make a DC 17 Strength saving throw
Senses Passive Perception 11 or be pulled in a straight line toward the device, ending in an
Languages Any three languages unoccupied space as close to it as possible. A creature pulled by this
effect is then held in place, unable to move away from the device or be
Challenge 11 (7,200 XP) Proficiency Bonus +4
moved away from it.
At the end of each of its turns, a creature held by the device can make a
Marvelous Invention. The inventor has created a wearable apparatus DC 17 Strength saving throw to pull itself free and regain the ability to
that grants an extraordinary benefit. It has one of the following items: move normally. The effect ends if the device is destroyed or if the
● Jet Pack. The inventor has a flying speed of 60 feet (hover). inventor uses a bonus action to dismiss it. If a creature that was held
aloft by the device is freed, the creature falls if it does not have a fixed
● Power Armor. The inventor has a +5 bonus to AC. object to grab onto.
● Antimagic Matrix. The inventor has advantage on saving throws Deterrent Field. The inventor chooses two of its Magical Devices that
against spells and other magical effects. are no further than 100 feet from each other. The chosen devices project
Magical Devices. The inventor has assembled up to five devices that it a 20 foot high, 5 foot thick wall of translucent, forceful energy that
can use to create magical effects. Each device is an object no larger begins in the devices’ spaces and spans the length between them.
than Huge. Tiny devices can be wielded in one hand by the inventor or Oscillations of force within the wall prevent ranged attacks, and
attached to a willing Construct. The inventor can control and create creatures moving through the wall are battered at every step. For every 1
effects from devices within 300 feet of it. foot a creature moves through the wall, it must spend 4 feet of
Regardless of size, each device has 25 hit points, an AC of 18, and movement. In addition, the first time a creature enters the wall on a turn
immunity to poison and psychic damage. The inventor can make a or ends its turn there, the creature must make a DC 17 Constitution
new device by spending one hour with a set of tools. saving throw. It takes 18 (4d8) force damage on a failed save, or half as
much damage on a successful one.
Actions The devices used to project the wall cannot be used for the inventor’s
Synchronize Devices. The inventor takes two actions, choosing from other actions until it dismisses the wall as a bonus action. The wall also
among the following: Lightning Lance, Concussive Wave, disappears if either of the devices projecting it are destroyed or moved
Flamethrower, Tractor Beams, Deterrent Field, Image Projection, and more than 5 feet.
Remote Viewing. Image Projection. The inventor chooses one of its Magical Devices and
Lightning Lance. One of the inventor’s Magical Devices fires a 60 foot casts major image as if it were in that device’s space rather than its own.
long, 5 foot wide line of lightning. Each creature in the line must make The inventor uses Intelligence as its spellcasting ability (spell save DC
a DC 17 Dexterity saving throw, taking 21 (6d6) lightning damage on a 17). Instead of the spell’s normal duration, it lasts until the device is
failed save, or half as much damage on a successful one. destroyed, the inventor uses a bonus action to dismiss it, or the
inventor uses the same device to cast major image again.
Concussive Wave. One of the inventor’s Magical Devices emits a 30
foot long, 15 foot wide line of disruptive sound. Each creature in the Remote Viewing. The inventor chooses one of its Magical Devices. The
line must make a DC 17 Constitution saving throw. On a failed save, a inventor can see and hear as if it were in the chosen device’s space until
creature takes 9 (2d8) thunder damage, loses concentration on any it uses this action again or dismisses the effect as a bonus action. While
spell it is concentrating on, and on its next turn it must choose the inventor is perceiving through its device, it is blinded and deafened
in regard to its own surroundings.
90
Essential NPCs
Inventor (CR 13) whether it gets to move, take an action, or take a bonus action (it gets
Medium Humanoid (Artificer), Any Alignment only one of the three). On a successful save, the creature takes half as
much damage and suffers no other effects.
Armor Class 17 (splint) (22 with power armor) Flamethrower. One of the inventor’s Magical Devices spews flames in a
Hit Points 189 (42d8) 30 foot cone. Each creature in the cone must succeed on a DC 18
Speed 30 ft. (60 ft. fly with jet pack) Dexterity saving throw or be set on fire. A creature set on fire this way
takes 16 (3d10) fire damage at the start of each of its turns until it or an
STR DEX CON INT WIS CHA adjacent creature uses an action to pat out the flame.
14 (+2) 10 (+0) 10 (+0) 20 (+5) 12 (+1) 10 (+0) Tractor Beams. One of the inventor’s Magical Devices extends invisible
tethers of force toward any number of creatures the inventor chooses
Saving Throws CON +5, INT +10 within 30 feet of the device. Each target whose size is the same as or
Skills Arcana +10, Investigation +10 smaller than the device’s size must make a DC 18 Strength saving throw
Senses Passive Perception 11 or be pulled in a straight line toward the device, ending in an
Languages Any three languages unoccupied space as close to it as possible. A creature pulled by this
effect is then held in place, unable to move away from the device or be
Challenge 13 (10,000 XP) Proficiency Bonus +5
moved away from it.
At the end of each of its turns, a creature held by the device can make a
Marvelous Invention. The inventor has created a wearable apparatus DC 18 Strength saving throw to pull itself free and regain the ability to
that grants an extraordinary benefit. It has one of the following items: move normally. The effect ends if the device is destroyed or if the
● Jet Pack. The inventor has a flying speed of 60 feet (hover). inventor uses a bonus action to dismiss it. If a creature that was held
aloft by the device is freed, the creature falls if it does not have a fixed
● Power Armor. The inventor has a +5 bonus to AC. object to grab onto.
● Antimagic Matrix. The inventor has advantage on saving throws Deterrent Field. The inventor chooses two of its Magical Devices that
against spells and other magical effects. are no further than 100 feet from each other. The chosen devices project
Magical Devices. The inventor has assembled up to five devices that it a 20 foot high, 5 foot thick wall of translucent, forceful energy that
can use to create magical effects. Each device is an object no larger begins in the devices’ spaces and spans the length between them.
than Huge. Tiny devices can be wielded in one hand by the inventor or Oscillations of force within the wall prevent ranged attacks, and
attached to a willing Construct. The inventor can control and create creatures moving through the wall are battered at every step. For every 1
effects from devices within 300 feet of it. foot a creature moves through the wall, it must spend 4 feet of
Regardless of size, each device has 25 hit points, an AC of 18, and movement. In addition, the first time a creature enters the wall on a turn
immunity to poison and psychic damage. The inventor can make a or ends its turn there, the creature must make a DC 18 Constitution
new device by spending one hour with a set of tools. saving throw. It takes 18 (4d8) force damage on a failed save, or half as
much damage on a successful one.
Actions The devices used to project the wall cannot be used for the inventor’s
Synchronize Devices. The inventor takes two actions, choosing from other actions until it dismisses the wall as a bonus action. The wall also
among the following: Lightning Lance, Concussive Wave, disappears if either of the devices projecting it are destroyed or moved
Flamethrower, Tractor Beams, Deterrent Field, Image Projection, and more than 5 feet.
Remote Viewing. Image Projection. The inventor chooses one of its Magical Devices and
Lightning Lance. One of the inventor’s Magical Devices fires a 60 foot casts major image as if it were in that device’s space rather than its own.
long, 5 foot wide line of lightning. Each creature in the line must make The inventor uses Intelligence as its spellcasting ability (spell save DC
a DC 18 Dexterity saving throw, taking 24 (7d6) lightning damage on a 18). Instead of the spell’s normal duration, it lasts until the device is
failed save, or half as much damage on a successful one. destroyed, the inventor uses a bonus action to dismiss it, or the
inventor uses the same device to cast major image again.
Concussive Wave. One of the inventor’s Magical Devices emits a 30
foot long, 15 foot wide line of disruptive sound. Each creature in the Remote Viewing. The inventor chooses one of its Magical Devices. The
line must make a DC 18 Constitution saving throw. On a failed save, a inventor can see and hear as if it were in the chosen device’s space until
creature takes 13 (3d8) thunder damage, loses concentration on any it uses this action again or dismisses the effect as a bonus action. While
spell it is concentrating on, and on its next turn it must choose the inventor is perceiving through its device, it is blinded and deafened
in regard to its own surroundings.
91
Essential NPCs
Inventor (CR 15) whether it gets to move, take an action, or take a bonus action (it gets
Medium Humanoid (Artificer), Any Alignment only one of the three). On a successful save, the creature takes half as
much damage and suffers no other effects.
Armor Class 18 (plate) (23 with power armor) Flamethrower. One of the inventor’s Magical Devices spews flames in a
Hit Points 220 (49d8) 60 foot cone. Each creature in the cone must succeed on a DC 18
Speed 30 ft. (60 ft. fly with jet pack) Dexterity saving throw or be set on fire. A creature set on fire this way
takes 22 (4d10) fire damage at the start of each of its turns until it or an
STR DEX CON INT WIS CHA adjacent creature uses an action to pat out the flame.
14 (+2) 10 (+0) 10 (+0) 20 (+5) 12 (+1) 10 (+0) Tractor Beams. One of the inventor’s Magical Devices extends invisible
tethers of force toward any number of creatures the inventor chooses
Saving Throws CON +5, INT +10 within 60 feet of the device. Each target whose size is the same as or
Skills Arcana +10, Investigation +10 smaller than the device’s size must make a DC 18 Strength saving throw
Senses Passive Perception 11 or be pulled in a straight line toward the device, ending in an
Languages Any three languages unoccupied space as close to it as possible. A creature pulled by this
effect is then held in place, unable to move away from the device or be
Challenge 15 (13,000 XP) Proficiency Bonus +5
moved away from it.
At the end of each of its turns, a creature held by the device can make a
Marvelous Invention. The inventor has created a wearable apparatus DC 18 Strength saving throw to pull itself free and regain the ability to
that grants an extraordinary benefit. It has one of the following items: move normally. The effect ends if the device is destroyed or if the
● Jet Pack. The inventor has a flying speed of 60 feet (hover). inventor uses a bonus action to dismiss it. If a creature that was held
aloft by the device is freed, the creature falls if it does not have a fixed
● Power Armor. The inventor has a +5 bonus to AC. object to grab onto.
● Antimagic Matrix. The inventor has advantage on saving throws Deterrent Field. The inventor chooses two of its Magical Devices that
against spells and other magical effects. are no further than 100 feet from each other. The chosen devices project
Magical Devices. The inventor has assembled up to five devices that it a 20 foot high, 5 foot thick wall of translucent, forceful energy that
can use to create magical effects. Each device is an object no larger begins in the devices’ spaces and spans the length between them.
than Huge. Tiny devices can be wielded in one hand by the inventor or Oscillations of force within the wall prevent ranged attacks, and
attached to a willing Construct. The inventor can control and create creatures moving through the wall are battered at every step. For every 1
effects from devices within 300 feet of it. foot a creature moves through the wall, it must spend 4 feet of
Regardless of size, each device has 30 hit points, an AC of 20, and movement. In addition, the first time a creature enters the wall on a turn
immunity to poison and psychic damage. The inventor can make a or ends its turn there, the creature must make a DC 18 Constitution
new device by spending one hour with a set of tools. saving throw. It takes 22 (5d8) force damage on a failed save, or half as
much damage on a successful one.
Actions The devices used to project the wall cannot be used for the inventor’s
Synchronize Devices. The inventor takes two actions, choosing from other actions until it dismisses the wall as a bonus action. The wall also
among the following: Lightning Lance, Concussive Wave, disappears if either of the devices projecting it are destroyed or moved
Flamethrower, Tractor Beams, Deterrent Field, Image Projection, and more than 5 feet.
Remote Viewing. Image Projection. The inventor chooses one of its Magical Devices and
Lightning Lance. One of the inventor’s Magical Devices fires a 100 casts major image as if it were in that device’s space rather than its own.
foot long, 5 foot wide line of lightning. Each creature in the line must The inventor uses Intelligence as its spellcasting ability (spell save DC
make a DC 18 Dexterity saving throw, taking 28 (8d6) lightning 18). Instead of the spell’s normal duration, it lasts until the device is
damage on a failed save, or half as much damage on a successful one. destroyed, the inventor uses a bonus action to dismiss it, or the
inventor uses the same device to cast major image again.
Concussive Wave. One of the inventor’s Magical Devices emits a 60
foot long, 15 foot wide line of disruptive sound. Each creature in the Remote Viewing. The inventor chooses one of its Magical Devices. The
line must make a DC 18 Constitution saving throw. On a failed save, a inventor can see and hear as if it were in the chosen device’s space until
creature takes 13 (3d8) thunder damage, loses concentration on any it uses this action again or dismisses the effect as a bonus action. While
spell it is concentrating on, and on its next turn it must choose the inventor is perceiving through its device, it is blinded and deafened
in regard to its own surroundings.
92
Essential NPCs
Inventor (CR 17) whether it gets to move, take an action, or take a bonus action (it gets
Medium Humanoid (Artificer), Any Alignment only one of the three). On a successful save, the creature takes half as
much damage and suffers no other effects.
Armor Class 18 (plate) (23 with power armor) Flamethrower. One of the inventor’s Magical Devices spews flames in a
Hit Points 252 (56d8) 60 foot cone. Each creature in the cone must succeed on a DC 19
Speed 30 ft. (60 ft. fly with jet pack) Dexterity saving throw or be set on fire. A creature set on fire this way
takes 22 (4d10) fire damage at the start of each of its turns until it or an
STR DEX CON INT WIS CHA adjacent creature uses an action to pat out the flame.
14 (+2) 10 (+0) 10 (+0) 20 (+5) 12 (+1) 10 (+0) Tractor Beams. One of the inventor’s Magical Devices extends invisible
tethers of force toward any number of creatures the inventor chooses
Saving Throws CON +6, INT +11 within 60 feet of the device. Each target whose size is the same as or
Skills Arcana +11, Investigation +11 smaller than the device’s size must make a DC 19 Strength saving throw
Senses Passive Perception 11 or be pulled in a straight line toward the device, ending in an
Languages Any three languages unoccupied space as close to it as possible. A creature pulled by this
effect is then held in place, unable to move away from the device or be
Challenge 17 (18,000 XP) Proficiency Bonus +6
moved away from it.
At the end of each of its turns, a creature held by the device can make a
Marvelous Invention. The inventor has created a wearable apparatus DC 19 Strength saving throw to pull itself free and regain the ability to
that grants an extraordinary benefit. It has one of the following items: move normally. The effect ends if the device is destroyed or if the
● Jet Pack. The inventor has a flying speed of 60 feet (hover). inventor uses a bonus action to dismiss it. If a creature that was held
aloft by the device is freed, the creature falls if it does not have a fixed
● Power Armor. The inventor has a +5 bonus to AC. object to grab onto.
● Antimagic Matrix. The inventor has advantage on saving throws Deterrent Field. The inventor chooses two of its Magical Devices that
against spells and other magical effects. are no further than 100 feet from each other. The chosen devices project
Magical Devices. The inventor has assembled up to five devices that it a 20 foot high, 5 foot thick wall of translucent, forceful energy that
can use to create magical effects. Each device is an object no larger begins in the devices’ spaces and spans the length between them.
than Huge. Tiny devices can be wielded in one hand by the inventor or Oscillations of force within the wall prevent ranged attacks, and
attached to a willing Construct. The inventor can control and create creatures moving through the wall are battered at every step. For every 1
effects from devices within 300 feet of it. foot a creature moves through the wall, it must spend 4 feet of
Regardless of size, each device has 35 hit points, an AC of 20, and movement. In addition, the first time a creature enters the wall on a turn
immunity to poison and psychic damage. The inventor can make a or ends its turn there, the creature must make a DC 19 Constitution
new device by spending one hour with a set of tools. saving throw. It takes 22 (5d8) force damage on a failed save, or half as
much damage on a successful one.
Actions The devices used to project the wall cannot be used for the inventor’s
Synchronize Devices. The inventor takes two actions, choosing from other actions until it dismisses the wall as a bonus action. The wall also
among the following: Lightning Lance, Concussive Wave, disappears if either of the devices projecting it are destroyed or moved
Flamethrower, Tractor Beams, Deterrent Field, Image Projection, and more than 5 feet.
Remote Viewing. Image Projection. The inventor chooses one of its Magical Devices and
Lightning Lance. One of the inventor’s Magical Devices fires a 100 casts major image as if it were in that device’s space rather than its own.
foot long, 5 foot wide line of lightning. Each creature in the line must The inventor uses Intelligence as its spellcasting ability (spell save DC
make a DC 19 Dexterity saving throw, taking 31 (9d6) lightning 19). Instead of the spell’s normal duration, it lasts until the device is
damage on a failed save, or half as much damage on a successful one. destroyed, the inventor uses a bonus action to dismiss it, or the
inventor uses the same device to cast major image again.
Concussive Wave. One of the inventor’s Magical Devices emits a 60
foot long, 15 foot wide line of disruptive sound. Each creature in the Remote Viewing. The inventor chooses one of its Magical Devices. The
line must make a DC 19 Constitution saving throw. On a failed save, a inventor can see and hear as if it were in the chosen device’s space until
creature takes 18 (4d8) thunder damage, loses concentration on any it uses this action again or dismisses the effect as a bonus action. While
spell it is concentrating on, and on its next turn it must choose the inventor is perceiving through its device, it is blinded and deafened
in regard to its own surroundings.
93
Essential NPCs
Inventor (CR 20) whether it gets to move, take an action, or take a bonus action (it gets
Medium Humanoid (Artificer), Any Alignment only one of the three). On a successful save, the creature takes half as
much damage and suffers no other effects.
Armor Class 19 (splint, shield) (24 with power armor) Flamethrower. One of the inventor’s Magical Devices spews flames in a
Hit Points 301 (67d8) 60 foot cone. Each creature in the cone must succeed on a DC 20
Speed 30 ft. (60 ft. fly with jet pack) Dexterity saving throw or be set on fire. A creature set on fire this way
takes 27 (5d10) fire damage at the start of each of its turns until it or an
STR DEX CON INT WIS CHA adjacent creature uses an action to pat out the flame.
14 (+2) 10 (+0) 10 (+0) 22 (+6) 12 (+1) 10 (+0) Tractor Beams. One of the inventor’s Magical Devices extends invisible
tethers of force toward any number of creatures the inventor chooses
Saving Throws CON +6, INT +12 within 60 feet of the device. Each target whose size is the same as or
Skills Arcana +12, Investigation +12 smaller than the device’s size must make a DC 20 Strength saving throw
Senses Passive Perception 11 or be pulled in a straight line toward the device, ending in an
Languages Any three languages unoccupied space as close to it as possible. A creature pulled by this
effect is then held in place, unable to move away from the device or be
Challenge 20 (25,000 XP) Proficiency Bonus +6
moved away from it.
At the end of each of its turns, a creature held by the device can make a
Marvelous Invention. The inventor has created a wearable apparatus DC 20 Strength saving throw to pull itself free and regain the ability to
that grants an extraordinary benefit. It has one of the following items: move normally. The effect ends if the device is destroyed or if the
● Jet Pack. The inventor has a flying speed of 60 feet (hover). inventor uses a bonus action to dismiss it. If a creature that was held
aloft by the device is freed, the creature falls if it does not have a fixed
● Power Armor. The inventor has a +5 bonus to AC. object to grab onto.
● Antimagic Matrix. The inventor has advantage on saving throws Deterrent Field. The inventor chooses two of its Magical Devices that
against spells and other magical effects. are no further than 100 feet from each other. The chosen devices project
Magical Devices. The inventor has assembled up to five devices that it a 20 foot high, 5 foot thick wall of translucent, forceful energy that
can use to create magical effects. Each device is an object no larger begins in the devices’ spaces and spans the length between them.
than Huge. Tiny devices can be wielded in one hand by the inventor or Oscillations of force within the wall prevent ranged attacks, and
attached to a willing Construct. The inventor can control and create creatures moving through the wall are battered at every step. For every 1
effects from devices within 300 feet of it. foot a creature moves through the wall, it must spend 4 feet of
Regardless of size, each device has 40 hit points, an AC of 20, and movement. In addition, the first time a creature enters the wall on a turn
immunity to poison and psychic damage. The inventor can make a or ends its turn there, the creature must make a DC 20 Constitution
new device by spending one hour with a set of tools. saving throw. It takes 27 (6d8) force damage on a failed save, or half as
much damage on a successful one.
Actions The devices used to project the wall cannot be used for the inventor’s
Synchronize Devices. The inventor takes two actions, choosing from other actions until it dismisses the wall as a bonus action. The wall also
among the following: Lightning Lance, Concussive Wave, disappears if either of the devices projecting it are destroyed or moved
Flamethrower, Tractor Beams, Deterrent Field, Image Projection, and more than 5 feet.
Remote Viewing. Image Projection. The inventor chooses one of its Magical Devices and
Lightning Lance. One of the inventor’s Magical Devices fires a 100 casts major image as if it were in that device’s space rather than its own.
foot long, 5 foot wide line of lightning. Each creature in the line must The inventor uses Intelligence as its spellcasting ability (spell save DC
make a DC 20 Dexterity saving throw, taking 38 (11d6) lightning 20). Instead of the spell’s normal duration, it lasts until the device is
damage on a failed save, or half as much damage on a successful one. destroyed, the inventor uses a bonus action to dismiss it, or the
inventor uses the same device to cast major image again.
Concussive Wave. One of the inventor’s Magical Devices emits a 60
foot long, 15 foot wide line of disruptive sound. Each creature in the Remote Viewing. The inventor chooses one of its Magical Devices. The
line must make a DC 20 Constitution saving throw. On a failed save, a inventor can see and hear as if it were in the chosen device’s space until
creature takes 22 (5d8) thunder damage, loses concentration on any it uses this action again or dismisses the effect as a bonus action. While
spell it is concentrating on, and on its next turn it must choose the inventor is perceiving through its device, it is blinded and deafened
in regard to its own surroundings.
94
Essential NPCs
Knight
Knights are honorable warriors committed to serving an ideal or
institution. Not all knights are good, but even those who stray
toward evil follow a code of conduct. Knights are known for
possessing equipment superior to that of common infantry; they
wield finely smithed blades and masterwork armor, oftentimes
astride well-trained warhorses. Knights-in-training, called squires,
usually have the patronage of another knight or noble who
ensures that they are adequately equipped and comport
themselves with honor. All knights—new or veteran—are expected
to live up to the demands of their institutions and earn the
training and equipment they bear. Thus, every knight is prepared
to ride fearlessly into peril and face any foe with bravery.
Knight Examples
A member of the heavy cavalry in a wealthy kingdom’s army.
The scion of a noble family that has served the queen for generations.
The honorable ruler of a small fief, sworn to protect those in their
charge.
A hopeful squire determined to earn the right to their own shield.
A disgraced paladin who fights for justice and redemption after losing
their divine powers.
A warrior in black plate anonymously challenging each member of the
royal court. The warrior is secretly a member of the same court, and
seeks to rid it of corruption.
The brutal but fair champion of last year’s jousting competition, who
has returned to repeat their performance.
A pure-hearted warrior who trains day and knight with armor and shield,
determined to be ready for the day a challenge presents itself.
95
Essential NPCs
Knight (CR 1/4) Knight (CR 1/2)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 17 (half plate, shield) Armor Class 17 (half plate, shield)
Hit Points 16 (3d8 + 3) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 12 (+1)
Skills Animal Handling +2, History +2 Skills Animal Handling +2, History +2
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
Challenge 1/4 (50 XP) Proficiency Bonus +2 Challenge 1/2 (100 XP) Proficiency Bonus +2
Brave. The knight has advantage on saving throws against being Brave. The knight has advantage on saving throws against being
frightened. frightened.
Actions Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used
with two hands. with two hands.
Light Crossbow. Ranged Weapon Attack: +2 to hit, ranged 80/320 ft., Heavy Crossbow. Ranged Weapon Attack: +2 to hit, ranged 100/400 ft.,
one target. Hit: 4 (1d8) piercing damage. one target. Hit: 5 (1d10) piercing damage.
Variant: Mounted Knight (CR 1/4) Variant: Mounted Knight (CR 1/2)
Many knights train to be especially effective as cavalry. These Many knights train to be especially effective as cavalry. These
knights gain new traits and actions. knights gain new traits and actions.
Cavalry Expertise. The knight has advantage on saving throws made to Cavalry Expertise. The knight has advantage on saving throws made to
avoid falling off its mount. If the knight falls off its mount and descends avoid falling off its mount. If the knight falls off its mount and descends
no more than 10 feet, it can land on its feet if it’s not incapacitated. no more than 10 feet, it can land on its feet if it’s not incapacitated.
New Action: Lance (While Mounted Only). Melee Weapon Attack: +3 to hit New Action: Lance (While Mounted Only). Melee Weapon Attack: +4 to hit
(with disadvantage against a target within 5 ft.), reach 10 ft., one target. (with disadvantage against a target within 5 ft.), reach 10 ft., one target.
Hit: 7 (1d12 + 1) piercing damage. If the knight moves at least 20 feet Hit: 8 (1d12 + 2) piercing damage. If the knight moves at least 20 feet
straight toward the target immediately before the hit, the target must straight toward the target immediately before the hit, the target must
succeed on a DC 11 Strength saving throw or be knocked prone if it is a succeed on a DC 12 Strength saving throw or be knocked prone if it is a
creature. creature.
96
Essential NPCs
Knight (CR 1) Knight (CR 2)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 17 (half plate, shield) Armor Class 17 (half plate, shield)
Hit Points 38 (7d8 + 7) Hit Points 49 (9d8 + 9)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0) 10 (+0) 14 (+2)
Brave. The knight has advantage on saving throws against being Brave. The knight has advantage on saving throws against being
frightened. frightened.
Actions Actions
Multiattack. The knight can use Issue Challenge if it is not currently Multiattack. The knight can use Issue Challenge if it is not currently
challenging a creature. It then makes two Longsword attacks. challenging a creature. It then makes two Longsword attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used
with two hands. with two hands.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, ranged 100/400 ft., Heavy Crossbow. Ranged Weapon Attack: +2 to hit, ranged 100/400 ft.,
one target. Hit: 5 (1d10) piercing damage. one target. Hit: 11 (2d10) piercing damage.
Issue Challenge. The knight targets one creature it can see within 60 Issue Challenge. The knight targets one creature it can see within 60
feet of it and challenges the target to single combat. Until the feet of it and challenges the target to single combat. Until the
challenge ends, the knight and the target have disadvantage on attack challenge ends, the knight and the target have disadvantage on attack
rolls against creatures other than each other. At the start of each of rolls against creatures other than each other. At the start of each of
the target’s turns, it can make a DC 12 Wisdom saving throw to ignore the target’s turns, it can make a DC 12 Wisdom saving throw to ignore
the effect on itself until the start of its next turn. The target the effect on itself until the start of its next turn. The target
automatically succeeds on the saving throw if it is more than 60 feet automatically succeeds on the saving throw if it is more than 60 feet
from the knight or if its Intelligence is 3 or lower. from the knight or if its Intelligence is 3 or lower.
The challenge ends if either the target or the knight is reduced to 0 hp, The challenge ends if either the target or the knight is reduced to 0 hp,
or the knight uses an action to formally dismiss the challenge. The or the knight uses an action to formally dismiss the challenge. The
knight cannot use this ability again until the challenge ends. knight cannot use this ability again until the challenge ends.
97
Essential NPCs
Knight (CR 3) Variant: Mounted Knight (CR 3)
Medium Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
Armor Class 17 (half plate, shield)
Hit Points 65 (10d8 + 20) Cavalry Expertise. The knight has advantage on saving throws made to
avoid falling off its mount. If the knight falls off its mount and descends
Speed 30 ft.
no more than 10 feet, it can land on its feet if it’s not incapacitated.
STR DEX CON INT WIS CHA New Action: Multiattack. The knight can use Issue Challenge if it is not
17 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 14 (+2) currently challenging a creature. It then makes one Lance attack or two
Longsword attacks.
Saving Throws STR +5 New Action: Lance (While Mounted Only). Melee Weapon Attack: +5 to hit
Skills Animal Handling +2, Athletics +5, History +2, Persuasion +4 (with disadvantage against a target within 5 ft.), reach 10 ft., one target.
Senses Passive Perception 10 Hit: 16 (2d12 + 3) piercing damage. If the knight moves at least 20 feet
Languages Any two languages straight toward the target immediately before the hit, the target takes an
Challenge 3 (700 XP) Proficiency Bonus +2 additional 6 (1d12) piercing damage, and the target must succeed on a
DC 13 Strength saving throw or be knocked prone if it is a creature.
Actions
Multiattack. The knight can use Issue Challenge if it is not currently
challenging a creature. It then makes two Longsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) slashing damage, or 13 (3d6 + 3) slashing damage if
used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, ranged 100/400 ft.,
one target. Hit: 17 (3d10+1) piercing damage.
Issue Challenge. The knight targets one creature it can see within 60
feet of it and challenges the target to single combat. Until the
challenge ends, the knight and the target have disadvantage on attack
rolls against creatures other than each other. At the start of each of
the target’s turns, it can make a DC 12 Wisdom saving throw to ignore
the effect on itself until the start of its next turn. The target
automatically succeeds on the saving throw if it is more than 60 feet
from the knight or if its Intelligence is 3 or lower.
The challenge ends if either the target or the knight is reduced to 0 hp,
or the knight uses an action to formally dismiss the challenge. The
knight cannot use this ability again until the challenge ends.
Reactions
Interpose Shield. When the knight is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, it instead
takes no damage if it succeeds on the saving throw and only half
damage if it fails. The knight must be wielding a shield to use this
ability.
98
Essential NPCs
Knight (CR 5) Variant: Mounted Knight (CR 5)
Medium Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
Armor Class 18 (plate) or 20 (if wielding a shield)
Hit Points 91 (14d8 + 28) Cavalry Expertise. The knight has advantage on saving throws made to
avoid falling off its mount. If the knight falls off its mount and descends
Speed 30 ft.
no more than 10 feet, it can land on its feet if it’s not incapacitated.
STR DEX CON INT WIS CHA Trained Mount. When the knight hits a target with a melee attack while
18 (+4) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 16 (+3) mounted, the mount can use its reaction to move up to 5 feet and make
one melee attack against the same target.
Saving Throws STR +7, CON +5 New Action: Multiattack. The knight can use Issue Challenge if it is not
Skills Animal Handling +3, Athletics +7, History +3, Persuasion +6 currently challenging a creature. It then makes one Lance attack or two
Senses Passive Perception 10 Longsword attacks.
Languages Any two languages New Action: Lance (While Mounted Only). Melee Weapon Attack: +7 to hit
Challenge 5 (1,800 XP) Proficiency Bonus +3 (with disadvantage against a target within 5 ft.), reach 10 ft., one target.
Hit: 17 (2d12 + 4) piercing damage. If the knight moves at least 20 feet
Brave. The knight has advantage on saving throws against being straight toward the target immediately before the hit, the target takes an
frightened. additional 13 (2d12) piercing damage, and the target must succeed on a
DC 15 Strength saving throw or be knocked prone if it is a creature.
Actions New Action: Issue Challenge. While the knight is mounted, the knight’s
Issue Challenge does not impose disadvantage on attack rolls against the
Multiattack. The knight can use Issue Challenge if it is not currently
mount.
challenging a creature. It then makes two Longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
14 (3d6 + 4) slashing damage, or 18 (4d6 + 4) slashing damage if
used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, ranged 100/400 ft.,
one target. Hit: 23 (4d10+1) piercing damage.
Issue Challenge. The knight targets one creature it can see within 60
feet of it and challenges the target to single combat. Until the
challenge ends, the knight and the target have disadvantage on attack
rolls against creatures other than each other. At the start of each of
the target’s turns, it can make a DC 14 Wisdom saving throw to
ignore the effect on itself until the start of its next turn. The target
automatically succeeds on the saving throw if it is more than 60 feet
from the knight or if its Intelligence is 3 or lower.
The challenge ends if either the target or the knight is reduced to 0 hp,
or the knight uses an action to formally dismiss the challenge. The
knight cannot use this ability again until the challenge ends.
Bonus Actions
Fasten Shield. The knight dons or doffs its shield.
Reactions
Interpose Shield (While Wielding a Shield). When the knight is
subjected to an effect that allows it to make a Dexterity saving throw
to take only half damage, it instead takes no damage if it succeeds on
the saving throw and only half damage if it fails. The knight must be
wielding a shield to use this ability.
Follow Through (While Wielding a Longsword in Two Hands). When
the knight misses with a Longsword attack, it rerolls the attack roll,
potentially causing the attack to hit.
99
Essential NPCs
Knight (CR 7) Variant: Mounted Knight (CR 7)
Medium Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
Armor Class 18 (plate) or 20 (if wielding a shield)
Hit Points 117 (18d8 + 36) Cavalry Expertise. The knight has advantage on saving throws made to
avoid falling off its mount. If the knight falls off its mount and descends
Speed 30 ft.
no more than 10 feet, it can land on its feet if it’s not incapacitated.
STR DEX CON INT WIS CHA Trained Mount. When the knight hits a target with a melee attack while
18 (+4) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3) mounted, the mount can use its reaction to move up to 5 feet and make
one melee attack against the same target.
Saving Throws STR +7, CON +5 New Action: Multiattack. The knight can use Issue Challenge if it is not
Skills Animal Handling +3, Athletics +7, History +3, Persuasion +6 currently challenging a creature. It then makes one Lance attack or two
Senses Passive Perception 10 Longsword attacks.
Languages Any two languages New Action: Lance (While Mounted Only). Melee Weapon Attack: +7 to hit
Challenge 7 (2,900 XP) Proficiency Bonus +3 (with disadvantage against a target within 5 ft.), reach 10 ft., one target.
Hit: 30 (4d12 + 4) piercing damage. If the knight moves at least 20 feet
Brave. The knight has advantage on saving throws against being straight toward the target immediately before the hit, the target takes an
frightened. additional 13 (2d12) piercing damage, and the target must succeed on a
DC 15 Strength saving throw or be knocked prone if it is a creature.
Actions New Action: Issue Challenge. While the knight is mounted, the knight’s
Issue Challenge does not impose disadvantage on attack rolls against the
Multiattack. The knight can use Issue Challenge if it is not currently
mount.
challenging a creature. It then makes two Longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
18 (4d6 + 4) slashing damage, or 21 (5d6 + 4) slashing damage if
used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, ranged 100/400 ft.,
one target. Hit: 29 (5d10+2) piercing damage.
Issue Challenge. The knight targets one creature it can see within 60
feet of it and challenges the target to single combat. Until the
challenge ends, the knight and the target have disadvantage on attack
rolls against creatures other than each other. At the start of each of
the target’s turns, it can make a DC 14 Wisdom saving throw to ignore
the effect on itself until the start of its next turn. The target
automatically succeeds on the saving throw if it is more than 60 feet
from the knight or if its Intelligence is 3 or lower.
The challenge ends if either the target or the knight is reduced to 0 hp,
or the knight uses an action to formally dismiss the challenge. The
knight cannot use this ability again until the challenge ends.
Bonus Actions
Fasten Shield. The knight dons or doffs its shield.
Reactions
Interpose Shield (While Wielding a Shield). When the knight is
subjected to an effect that allows it to make a Dexterity saving throw
to take only half damage, it instead takes no damage if it succeeds on
the saving throw and only half damage if it fails. The knight must be
wielding a shield to use this ability.
Follow Through (While Wielding a Longsword in Two Hands). When
the knight misses with a Longsword attack, it rerolls the attack roll,
potentially causing the attack to hit.
100
Essential NPCs
Knight (CR 9) Variant: Mounted Knight (CR 9)
Medium Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
Armor Class 18 (plate) or 20 (if wielding a shield)
Hit Points 143 (22d8 + 44) Cavalry Expertise. The knight has advantage on saving throws made to
avoid falling off its mount. If the knight falls off its mount and descends
Speed 30 ft.
no more than 10 feet, it can land on its feet if it’s not incapacitated.
STR DEX CON INT WIS CHA Trained Mount. When the knight hits a target with a melee attack while
18 (+4) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3) mounted, the mount can use its reaction to move up to 5 feet and make
one melee attack against the same target.
Saving Throws STR +8, CON +6 New Action: Multiattack. The knight can use Issue Challenge if it is not
Skills Animal Handling +4, Athletics +8, History +4, Persuasion +7 currently challenging a creature. It then makes one Lance attack or two
Senses Passive Perception 10 Longsword attacks.
Languages Any two languages New Action: Lance (While Mounted Only). Melee Weapon Attack: +8 to hit
Challenge 9 (5,000 XP) Proficiency Bonus +4 (with disadvantage against a target within 5 ft.), reach 10 ft., one target.
Hit: 36 (5d12 + 4) piercing damage. If the knight moves at least 20 feet
Brave. The knight has advantage on saving throws against being straight toward the target immediately before the hit, the target takes an
frightened. additional 19 (3d12) piercing damage, and the target must succeed on a
DC 16 Strength saving throw or be knocked prone if it is a creature.
Actions New Action: Issue Challenge. While the knight is mounted, the knight’s
Issue Challenge does not impose disadvantage on attack rolls against the
Multiattack. The knight can use Issue Challenge if it is not currently
mount.
challenging a creature. It then makes two Longsword attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
25 (6d6 + 4) slashing damage, or 28 (7d6 + 4) slashing damage if
used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, ranged 100/400 ft.,
one target. Hit: 29 (5d10+2) piercing damage.
Issue Challenge. The knight targets one creature it can see within 60
feet of it and challenges the target to single combat. Until the
challenge ends, the knight and the target have disadvantage on attack
rolls against creatures other than each other. At the start of each of
the target’s turns, it can make a DC 15 Wisdom saving throw to ignore
the effect on itself until the start of its next turn. The target
automatically succeeds on the saving throw if it is more than 60 feet
from the knight or if its Intelligence is 3 or lower.
The challenge ends if either the target or the knight is reduced to 0 hp,
or the knight uses an action to formally dismiss the challenge. The
knight cannot use this ability again until the challenge ends.
Bonus Actions
Fasten Shield. The knight dons or doffs its shield.
Reactions
Interpose Shield (While Wielding a Shield). When the knight is
subjected to an effect that allows it to make a Dexterity saving throw
to take only half damage, it instead takes no damage if it succeeds on
the saving throw and only half damage if it fails. The knight must be
wielding a shield to use this ability.
Follow Through (While Wielding a Longsword in Two Hands). When
the knight misses with a Longsword attack, it rerolls the attack roll,
potentially causing the attack to hit.
101
Essential NPCs
Knight (CR 11) Variant: Mounted Knight (CR 11)
Medium Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
Armor Class 18 (plate) or 21 (if wielding a shield)
Hit Points 175 (27d8 + 54) Cavalry Expertise. The knight has advantage on saving throws made to
avoid falling off its mount. If the knight falls off its mount and descends
Speed 30 ft.
no more than 10 feet, it can land on its feet if it’s not incapacitated.
STR DEX CON INT WIS CHA Trained Mount. When the knight hits a target with a melee attack while
20 (+5) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3) mounted, the mount can use its reaction to move up to 5 feet and make
one melee attack against the same target.
Saving Throws STR +9, CON +6 New Action: Multiattack. The knight can use Issue Challenge if it is not
Skills Animal Handling +4, Athletics +9, History +4, Persuasion +7 currently challenging a creature. It then makes one Lance attack or two
Senses Passive Perception 10 Longsword attacks.
Languages Any two languages New Action: Lance (While Mounted Only). Melee Weapon Attack: +9 to hit
Challenge 11 (7,200 XP) Proficiency Bonus +4 (with disadvantage against a target within 5 ft.), reach 10 ft., one target.
Hit: 37 (5d12 + 5) piercing damage. If the knight moves at least 20 feet
Shield Expert. While wielding a shield, the knight gains an additional straight toward the target immediately before the hit, the target takes an
+1 bonus to its AC (included in AC). additional 26 (4d12) piercing damage, and the target must succeed on a
DC 17 Strength saving throw or be knocked prone if it is a creature.
Brave. The knight has advantage on saving throws against being
frightened. New Action: Issue Challenge. While the knight is mounted, the knight’s
Issue Challenge does not impose disadvantage on attack rolls against the
Actions mount.
Bonus Actions
Fasten Shield. The knight dons or doffs its shield.
Reactions
Interpose Shield (While Wielding a Shield). When the knight is
subjected to an effect that allows it to make a Dexterity saving throw
to take only half damage, it instead takes no damage if it succeeds on
the saving throw and only half damage if it fails. The knight must be
wielding a shield to use this ability.
Follow Through (While Wielding a Longsword in Two Hands). When
the knight misses with a Longsword attack, it rerolls the attack roll,
potentially causing the attack to hit.
102
Essential NPCs
Knight (CR 13) Variant: Mounted Knight (CR 13)
Medium Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
Armor Class 18 (plate) or 21 (if wielding a shield)
Hit Points 208 (32d8 + 64) Cavalry Expertise. The knight has advantage on saving throws made to
avoid falling off its mount. If the knight falls off its mount and descends
Speed 30 ft.
no more than 10 feet, it can land on its feet if it’s not incapacitated.
STR DEX CON INT WIS CHA Trained Mount. When the knight hits a target with a melee attack while
20 (+5) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3) mounted, the mount can use its reaction to move up to 5 feet and make
one melee attack against the same target.
Saving Throws STR +10, CON +7, WIS +5 New Action: Multiattack. The knight can use Issue Challenge if it is not
Skills Animal Handling +5, Athletics +10, History +5, Persuasion +8 currently challenging a creature. It then makes one Lance attack or two
Senses Passive Perception 10 Longsword attacks.
Languages Any two languages New Action: Lance (While Mounted Only). Melee Weapon Attack: +10 to hit
Challenge 13 (10,000 XP) Proficiency Bonus +5 (with disadvantage against a target within 5 ft.), reach 10 ft., one target.
Hit: 44 (6d12 + 5) piercing damage. If the knight moves at least 20 feet
Shield Expert. While wielding a shield, the knight gains an additional straight toward the target immediately before the hit, the target takes an
+1 bonus to its AC (included in AC). additional 32 (5d12) piercing damage, and the target must succeed on a
DC 18 Strength saving throw or be knocked prone if it is a creature.
Brave. The knight has advantage on saving throws against being
frightened. New Action: Issue Challenge. While the knight is mounted, the knight’s
Issue Challenge does not impose disadvantage on attack rolls against the
Actions mount.
Bonus Actions
Fasten Shield. The knight dons or doffs its shield.
Reactions
Interpose Shield (While Wielding a Shield). When the knight is
subjected to an effect that allows it to make a Dexterity saving throw
to take only half damage, it instead takes no damage if it succeeds on
the saving throw and only half damage if it fails. The knight must be
wielding a shield to use this ability.
Follow Through (While Wielding a Longsword in Two Hands). When
the knight misses with a Longsword attack, it rerolls the attack roll,
potentially causing the attack to hit.
103
Essential NPCs
Knight (CR 15) Variant: Mounted Knight (CR 15)
Medium Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
Armor Class 18 (plate) or 21 (if wielding a shield)
Hit Points 240 (32d8 + 96) Cavalry Expertise. The knight has advantage on saving throws made to
avoid falling off its mount. If the knight falls off its mount and descends
Speed 30 ft.
no more than 10 feet, it can land on its feet if it’s not incapacitated.
STR DEX CON INT WIS CHA Trained Mount. When the knight hits a target with a melee attack while
20 (+5) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 16 (+3) mounted, the mount can use its reaction to move up to 5 feet and make
one melee attack against the same target.
Saving Throws STR +10, CON +8, WIS +5 New Action: Multiattack. The knight can use Imperious Challenge if it is
Skills Animal Handling +5, Athletics +10, History +5, Persuasion +8 not currently challenging a creature. It then makes one Lance attack or two
Senses Passive Perception 10 Longsword attacks.
Languages Any two languages New Action: Lance (While Mounted Only). Melee Weapon Attack: +10 to hit
Challenge 15 (13,000 XP) Proficiency Bonus +5 (with disadvantage against a target within 5 ft.), reach 10 ft., one target.
Hit: 50 (7d12 + 5) piercing damage. If the knight moves at least 20 feet
Shield Expert. While wielding a shield, the knight gains an additional straight toward the target immediately before the hit, the target takes an
+1 bonus to its AC (included in AC). additional 39 (6d12) piercing damage, and the target must succeed on a
DC 18 Strength saving throw or be knocked prone if it is a creature.
Brave. The knight has advantage on saving throws against being
frightened. New Action: Imperious Challenge. While the knight is mounted, the
knight’s Imperious Challenge does not impose disadvantage on attack
Actions rolls against the mount.
Bonus Actions
Fasten Shield. The knight dons or doffs its shield.
Reactions
Impervious Shield (While Wielding a Shield). When the knight would
take damage from a ranged attack or an effect that required it to make
a Dexterity saving throw, it instead takes no damage.
Strike True (While Wielding a Longsword in Two Hands). When the
knight misses with a Longsword attack, it causes that attack to hit
instead.
104
Essential NPCs
Knight (CR 17) Variant: Mounted Knight (CR 17)
Medium Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
Armor Class 18 (plate) or 22 (if wielding a shield)
Hit Points 277 (37d8 + 111) Cavalry Expertise. The knight has advantage on saving throws made to
avoid falling off its mount. If the knight falls off its mount and descends
Speed 30 ft.
no more than 10 feet, it can land on its feet if it’s not incapacitated.
STR DEX CON INT WIS CHA Trained Mount. When the knight hits a target with a melee attack while
20 (+5) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 16 (+3) mounted, the mount can use its reaction to move up to 5 feet and make
one melee attack against the same target.
Saving Throws STR +11, CON +9, WIS +6 New Action: Multiattack. The knight can use Imperious Challenge if it is
Skills Animal Handling +6, Athletics +11, History +6, Persuasion +9 not currently challenging a creature. It then makes one Lance attack or two
Senses Passive Perception 10 Longsword attacks.
Languages Any two languages New Action: Lance (While Mounted Only). Melee Weapon Attack: +11 to hit
Challenge 17 (18,000 XP) Proficiency Bonus +6 (with disadvantage against a target within 5 ft.), reach 10 ft., one target.
Hit: 57 (8d12 + 5) piercing damage. If the knight moves at least 20 feet
Shield Expert. While wielding a shield, the knight gains an additional straight toward the target immediately before the hit, the target takes an
+2 bonus to its AC (included in AC). additional 45 (7d12) piercing damage, and the target must succeed on a
DC 19 Strength saving throw or be knocked prone if it is a creature.
Brave. The knight has advantage on saving throws against being
frightened. New Action: Imperious Challenge. While the knight is mounted, the mount
is unaffected by the knight’s Imperious Challenge. (The mount’s attack
Actions rolls, attack rolls against the mount, the mount’s saving throws, and
saving throws the mount forces other creatures to make are not affected.)
Multiattack. The knight can use Imperious Challenge if it is not
currently challenging a creature. It then makes two Longsword attacks.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 47 (12d6 + 5) slashing damage, or 50 (13d6 + 5) slashing damage
if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, ranged 100/400 ft.,
one target. Hit: 35 (6d10+2) piercing damage.
Imperious Challenge. The knight targets one creature it can see within
100 feet of it and uses supernatural authority to challenge it to single
combat. Until the challenge ends, the knight and the target have
disadvantage on attack rolls against creatures other than each other,
and other creatures have advantage on saving throws that the knight
or the target force them to make.
The challenge magically prevents interference, and attacks made by
other creatures against the knight or the target have disadvantage. In
addition, the knight and the target have advantage on saving throws
against the spells and abilities of creatures other than each other.
The effects of the challenge are suppressed as long as the knight and
the target are more than 100 feet from one another, and the challenge
ends if either the target or the knight is reduced to 0 hp, or the knight
uses an action to formally dismiss the challenge. The knight cannot
use this ability again until the challenge ends.
Bonus Actions
Fasten Shield. The knight dons or doffs its shield.
Reactions
Impervious Shield (While Wielding a Shield). When the knight would
take damage from a ranged attack or an effect that required it to make
a Dexterity saving throw, it instead takes no damage.
Strike True (While Wielding a Longsword in Two Hands). When the
knight misses with a Longsword attack, it causes that attack to hit
instead.
105
Essential NPCs
Knight (CR 20) Variant: Mounted Knight (CR 20)
Medium Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
Armor Class 18 (plate) or 22 (if wielding a shield)
Hit Points 330 (44d8 + 132) Cavalry Expertise. The knight has advantage on saving throws made to
avoid falling off its mount. If the knight falls off its mount and descends
Speed 30 ft.
no more than 10 feet, it can land on its feet if it’s not incapacitated.
STR DEX CON INT WIS CHA Trained Mount. When the knight hits a target with a melee attack while
22 (+6) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 16 (+3) mounted, the mount can use its reaction to move up to 5 feet and make
one melee attack against the same target.
Saving Throws STR +12, CON +9, WIS +6 New Action: Multiattack. The knight can use Imperious Challenge if it is
Skills Animal Handling +6, Athletics +12, History +6, Persuasion +9 not currently challenging a creature. It then makes one Lance attack or two
Senses Passive Perception 10 Longsword attacks.
Languages Any two languages New Action: Lance (While Mounted Only). Melee Weapon Attack: +12 to hit
Challenge 20 (25,000 XP) Proficiency Bonus +6 (with disadvantage against a target within 5 ft.), reach 10 ft., one target.
Hit: 71 (10d12 + 6) piercing damage. If the knight moves at least 20 feet
Shield Expert. While wielding a shield, the knight gains an additional straight toward the target immediately before the hit, the target takes an
+2 bonus to its AC (included in AC). additional 52 (8d12) piercing damage, and the target must succeed on a
DC 20 Strength saving throw or be knocked prone if it is a creature.
Brave. The knight has advantage on saving throws against being
frightened. New Action: Imperious Challenge. While the knight is mounted, the mount
is unaffected by the knight’s Imperious Challenge. (The mount’s attack
Actions rolls, attack rolls against the mount, the mount’s saving throws, and
saving throws the mount forces other creatures to make are not affected.)
Multiattack. The knight can use Issue Challenge if it is not currently
challenging a creature. It then makes two Longsword attacks.
Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 58 (15d6 + 6) slashing damage, or 62 (16d6 + 6) slashing
damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, ranged 100/400 ft.,
one target. Hit: 35 (6d10+2) piercing damage.
Imperious Challenge. The knight targets one creature it can see within
100 feet of it and uses supernatural authority to challenge it to single
combat. Until the challenge ends, the knight and the target have
disadvantage on attack rolls against creatures other than each other,
and other creatures have advantage on saving throws that the knight
or the target force them to make.
The challenge magically prevents interference, and attacks made by
other creatures against the knight or the target have disadvantage. In
addition, the knight and the target have advantage on saving throws
against the spells and abilities of creatures other than each other.
The effects of the challenge are suppressed as long as the knight and
the target are more than 100 feet from one another, and the challenge
ends if either the target or the knight is reduced to 0 hp, or the knight
uses an action to formally dismiss the challenge. The knight cannot
use this ability again until the challenge ends.
Bonus Actions
Fasten Shield. The knight dons or doffs its shield.
Reactions
Impervious Shield (While Wielding a Shield). When the knight would
take damage from a ranged attack or an effect that required it to make
a Dexterity saving throw, it instead takes no damage.
Strike True (While Wielding a Longsword in Two Hands). When the
knight misses with a Longsword attack, it causes that attack to hit
instead.
106
Essential NPCs
Lawkeeper
Keeping the peace in a world of supernatural abilities sometimes
requires its own kind of magic. The lawkeeper specializes in such
magic, detaining foes and frustrating enemy spellcasters. Unlike
bookish wizards, lawkeepers are well-armored and hardy enough
to stand on the front lines. They are also keen-minded, adept at
exposing illegal activities and discerning criminal intent.
Lawkeepers are often requested by institutions when the goal is
to apprehend rather than kill, or in support of mundane warriors
against the extraordinary abilities possessed by many
adventurers.
Lawkeeper Examples
The commander of a magocratic kingdom’s City Watch, who cracks
down harshly on anything that could challenge the ruling class.
A guard at a prison built to hold wizards.
A gifted detective who has seen all the adventurers’ tricks before and
will not be easily duped.
An independent order of justicars who take it upon themselves to
impose their view of morality on what they see as a chaotic world.
The elite, magic-wielding division in the police force.
A bounty hunter who uses clues to relentlessly track their quarry.
An exorcist who is summoned when demons begin to infiltrate the
capital.
A heroic lawmage who uses magic to bring justice to a neglected,
crime-ridden borough.
Actions
Truncheon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4 + 1) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +2 to hit, ranged 80/320 ft.,
one target. Hit: 4 (1d8) piercing damage.
Halt (Recharges after a Short or Long Rest). The lawkeeper attempts to
magically bind one creature it can see within 30 feet of it. The creature
must succeed on a DC 11 Strength saving throw or be restrained until
the end of the lawkeeper’s next turn.
Spellcasting. The lawkeeper casts one of the following spells, using
Intelligence as the spellcasting ability:
1/day each: alarm, arcane lock
107
Essential NPCs
Lawkeeper (CR 1/2) Lawkeeper (CR 1)
Medium Humanoid, Typically Lawful Neutral Medium Humanoid, Typically Lawful Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0)
Actions Actions
Truncheon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10
5 (1d8 + 1) bludgeoning damage. (2d8 + 1) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, ranged 100/400 ft., Heavy Crossbow. Ranged Weapon Attack: +2 to hit, ranged 100/400 ft.,
one target. Hit: 5 (1d10) piercing damage. one target. Hit: 5 (1d10) piercing damage.
Halt (Recharges after a Short or Long Rest). The lawkeeper attempts to Halt (Recharges after a Short or Long Rest). The lawkeeper attempts to
magically bind one creature it can see within 30 feet of it. The creature magically bind one creature it can see within 30 feet of it. The creature
must succeed on a DC 11 Strength saving throw or be restrained until must succeed on a DC 11 Strength saving throw or be restrained until
the end of the lawkeeper’s next turn. the end of the lawkeeper’s next turn.
Spellcasting. The lawkeeper casts one of the following spells, using Spellcasting. The lawkeeper casts one of the following spells, using
Intelligence as the spellcasting ability: Intelligence as the spellcasting ability (spell save DC 11):
1/day each: alarm, arcane lock 1/day each: alarm, arcane lock, zone of truth
108
Essential NPCs
Lawkeeper (CR 2) Lawkeeper (CR 3)
Medium Humanoid, Typically Lawful Neutral Medium Humanoid, Typically Lawful Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 14 (+2) 12 (+1)
Saving Throws CON +2, WIS +4 Saving Throws CON +3, WIS +4
Skills Insight +4, Investigation +4 Skills Insight +4, Intimidate +3, Investigation +4, Persuasion +3
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 3 (700 XP) Proficiency Bonus +2
Actions Investigative Arcana. The lawkeeper can sense whether magic has
been present within 30 feet of its current location any time in the last
Multiattack. The lawkeeper makes two Mace attacks. It can replace 24 hours. If the lawkeeper senses magic this way, it can spend an
one attack with a use of Detain or Spellcasting, if available.
action on its turn investigating the magic to discern its precise
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 location, the magic’s exact effect, or the type and any sub-types of the
(1d10 + 2) bludgeoning damage. creature that caused it.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, ranged 100/400 ft.,
one target. Hit: 5 (1d10) piercing damage.
Actions
Detain (Recharge 4-6). The lawkeeper attempts to magically bind one Multiattack. The lawkeeper makes two Justicar’s Baton attacks. It can
creature it can see within 30 feet of it. The target must make a DC 12 replace one attack with a use of Detain or Spellcasting, if available.
Strength saving throw or be restrained and incapacitated for 1 minute Justicar’s Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
or until the lawkeeper’s concentration is broken (as if concentrating Hit: 6 (1d8 + 2) bludgeoning damage, plus 3 (1d6) force damage.
on a spell). At the end of each of the target’s turns, it can repeat the
saving throw, ending the effect on a success. Forcebolt Crossbow. Ranged Weapon Attack: +2 to hit, ranged 100/400
ft., one target. Hit: 5 (1d10) piercing damage, plus 3 (1d6) force
Spellcasting. The lawkeeper casts one of the following spells, using damage. If this attack reduces the target to 0 hit points, the lawkeeper
Intelligence as the spellcasting ability (spell save DC 12): can choose for the target to become stable.
1/day each: alarm, arcane lock, detect thoughtsC, zone of truth Detain (Recharge 4-6). The lawkeeper attempts to magically bind one
C
Requires concentration creature it can see within 30 feet of it. The target must make a DC 12
Strength saving throw or be restrained and incapacitated for 1 minute
or until the lawkeeper’s concentration is broken (as if concentrating
on a spell). At the end of each of the target’s turns, it can repeat the
saving throw, ending the effect on a success.
Spellcasting. The lawkeeper casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 12):
1/day each: alarm, arcane lock, detect thoughtsC, silenceC, zone of truth
C
Requires concentration
109
Essential NPCs
Lawkeeper (CR 5) Lawkeeper (CR 7)
Medium Humanoid, Typically Lawful Neutral Medium Humanoid, Typically Lawful Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 12 (+1) 15 (+2) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 16 (+3) 12 (+1)
Saving Throws CON +4, WIS +5 Saving Throws CON +4, WIS +6
Skills Insight +5, Intimidate +4, Investigation +5, Persuasion +4 Skills Insight +6, Intimidate +4, Investigation +6, Persuasion +4
Senses Passive Perception 12 Senses Passive Perception 13
Languages Any two languages Languages Any two languages
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3
Investigative Arcana. The lawkeeper can sense whether magic has Investigative Arcana. The lawkeeper can sense whether magic has
been present within 30 feet of its current location any time in the last been present within 30 feet of its current location any time in the last
24 hours. If the lawkeeper senses magic this way, it can spend an 24 hours. If the lawkeeper senses magic this way, it can spend an
action on its turn investigating the magic to discern its precise action on its turn investigating the magic to discern its precise
location, the magic’s exact effect, or the type and any sub-types of the location, the magic’s exact effect, or the type and any sub-types of the
creature that caused it. creature that caused it.
Actions Actions
Multiattack. The lawkeeper makes two Justicar’s Baton attacks. It can Multiattack. The lawkeeper makes two Justicar’s Baton attacks. It can
replace one attack with a use of Detain or Spellcasting, if available. replace one attack with a use of Detain or Spellcasting, if available.
Justicar’s Baton. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Justicar’s Baton. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage, plus 7 (2d6) force damage. Hit: 7 (1d8 + 3) bludgeoning damage, plus 10 (3d6) force damage.
Forcebolt Crossbow. Ranged Weapon Attack: +3 to hit, ranged 100/400 Forcebolt Crossbow. Ranged Weapon Attack: +4 to hit, ranged 100/400
ft., one target. Hit: 5 (1d10) piercing damage, plus 7 (2d6) force ft., one target. Hit: 6 (1d10 + 1) piercing damage, plus 10 (3d6) force
damage. If this attack reduces the target to 0 hit points, the lawkeeper damage. If this attack reduces the target to 0 hit points, the lawkeeper
can choose for the target to become stable. can choose for the target to become stable.
Detain (Recharge 4-6). The lawkeeper attempts to magically bind one Detain (Recharge 4-6). The lawkeeper attempts to magically bind one
creature it can see within 30 feet of it. The target must make a DC 13 creature it can see within 30 feet of it. The target must make a DC 14
Strength saving throw or be restrained and incapacitated for 1 minute Strength saving throw or be restrained and incapacitated for 1 minute
or until the lawkeeper’s concentration is broken (as if concentrating or until the lawkeeper’s concentration is broken (as if concentrating
on a spell). At the end of each of the target’s turns, it can repeat the on a spell). At the end of each of the target’s turns, it can repeat the
saving throw, ending the effect on a success. saving throw, ending the effect on a success.
Spellcasting. The lawkeeper casts one of the following spells, using Spellcasting. The lawkeeper casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 13): Intelligence as the spellcasting ability (spell save DC 14):
2/day each: alarm, arcane lock, detect thoughtsC, zone of truth 2/day each: alarm, arcane lock, detect thoughtsC, zone of truth
1/day each: silenceC, slowC, speak with dead 1/day each: dispel magic, silenceC, slowC, speak with dead
C
Requires concentration C
Requires concentration
Reactions Reactions
Disrupt Spell (2/Day). When the lawkeeper sees a creature within 60 Disrupt Spell (2/Day). When the lawkeeper sees a creature within 60
feet of it casting a spell, it tries to magically interfere. The creature feet of it casting a spell, it tries to magically interfere. The creature
must make a DC 13 Intelligence saving throw. If the creature is must make a DC 14 Intelligence saving throw. If the creature is
casting a spell using a spell slot of 3rd level or lower, it makes the casting a spell using a spell slot of 3rd level or lower, it makes the
saving throw with disadvantage. On a failed save, the spell fails and saving throw with disadvantage. On a failed save, the spell fails and
has no effect. has no effect.
110
Essential NPCs
Lawkeeper (CR 9) Lawkeeper (CR 11)
Medium Humanoid, Typically Lawful Neutral Medium Humanoid, Typically Lawful Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 18 (+4) 18 (+4) 13 (+1)
Saving Throws CON +6, WIS +7 Saving Throws CON +6, INT +8, WIS +8
Skills Insight +7, Intimidate +5, Investigation +7, Persuasion +5 Skills Insight +8, Intimidate +5, Investigation +8, Persuasion +5
Senses Passive Perception 13 Senses Passive Perception 14
Languages Any three languages Languages Any three languages
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Investigative Arcana. The lawkeeper can sense whether magic has Investigative Arcana. The lawkeeper can sense whether magic has
been present within 30 feet of its current location any time in the last been present within 30 feet of its current location any time in the last
24 hours. If the lawkeeper senses magic this way, it can spend an 24 hours. If the lawkeeper senses magic this way, it can spend an
action on its turn investigating the magic to discern its precise action on its turn investigating the magic to discern its precise
location, the magic’s exact effect, or the type and any sub-types of the location, the magic’s exact effect, or the type and any sub-types of the
creature that caused it. creature that caused it.
Actions Actions
Multiattack. The lawkeeper makes two Justicar’s Baton attacks. It can Multiattack. The lawkeeper makes two Justicar’s Baton attacks. It can
replace one attack with a use of Detain or Spellcasting, if available. replace one attack with a use of Detain or Spellcasting, if available.
Justicar’s Baton. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Justicar’s Baton. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage, plus 14 (4d6) force damage. Hit: 8 (1d8 + 4) bludgeoning damage, plus 17 (5d6) force damage.
Forcebolt Crossbow. Ranged Weapon Attack: +5 to hit, ranged 100/400 Forcebolt Crossbow. Ranged Weapon Attack: +5 to hit, ranged 100/400
ft., one target. Hit: 6 (1d10 + 1) piercing damage, plus 14 (4d6) force ft., one target. Hit: 6 (1d10 + 1) piercing damage, plus 17 (5d6) force
damage. If this attack reduces the target to 0 hit points, the lawkeeper damage. If this attack reduces the target to 0 hit points, the lawkeeper
can choose for the target to become stable. can choose for the target to become stable.
Detain (Recharge 4-6). The lawkeeper attempts to magically bind one Detain (Recharge 4-6). The lawkeeper attempts to magically bind one
creature it can see within 30 feet of it. The target must make a DC 15 creature it can see within 30 feet of it. The target must make a DC 16
Strength saving throw or be restrained and incapacitated for 1 minute Strength saving throw or be restrained and incapacitated for 1 minute
or until the lawkeeper’s concentration is broken (as if concentrating or until the lawkeeper’s concentration is broken (as if concentrating
on a spell). At the end of each of the target’s turns, it can repeat the on a spell). At the end of each of the target’s turns, it can repeat the
saving throw, ending the effect on a success. saving throw, ending the effect on a success.
Spellcasting. The lawkeeper casts one of the following spells, using Spellcasting. The lawkeeper casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 15): Intelligence as the spellcasting ability (spell save DC 16):
2/day each: alarm, arcane lock, detect thoughtsC, zone of truth 2/day each: alarm, arcane lock, detect thoughtsC, dispel magic, zone of
1/day each: dispel magic, silenceC, slowC, speak with dead truth
1/day each: silenceC, slowC, speak with dead
C
Requires concentration
C
Requires concentration
Reactions
Reactions
Disrupt Spell (2/Day). When the lawkeeper sees a creature within 60
feet of it casting a spell, it tries to magically interfere. The creature Disrupt Spell (2/Day). When the lawkeeper sees a creature within 60
must make a DC 15 Intelligence saving throw. If the creature is feet of it casting a spell, it tries to magically interfere. The creature
casting a spell using a spell slot of 3rd level or lower, it makes the must make a DC 16 Intelligence saving throw. If the creature is
saving throw with disadvantage. On a failed save, the spell fails and casting a spell using a spell slot of 3rd level or lower, it makes the
has no effect. saving throw with disadvantage. On a failed save, the spell fails and
has no effect.
111
Essential NPCs
Lawkeeper (CR 13) Lawkeeper (CR 15)
Medium Humanoid, Typically Lawful Neutral Medium Humanoid, Typically Lawful Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 18 (+4) 18 (+4) 13 (+1) 20 (+5) 12 (+1) 14 (+2) 20 (+5) 20 (+5) 14 (+2)
Saving Throws CON +7, INT +9, WIS +9 Saving Throws CON +7, INT +10, WIS +10
Skills Insight +9, Intimidate +6, Investigation +9, Persuasion +6 Skills Insight +10, Intimidate +7, Investigation +10, Persuasion +7
Senses Passive Perception 14 Senses Passive Perception 15
Languages Any three languages Languages Any three languages
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Investigative Arcana. The lawkeeper can sense whether magic has Investigative Arcana. The lawkeeper can sense whether magic has
been present within 30 feet of its current location any time in the last been present within 30 feet of its current location any time in the last
24 hours. If the lawkeeper senses magic this way, it can spend an 24 hours. If the lawkeeper senses magic this way, it can spend an
action on its turn investigating the magic to discern its precise action on its turn investigating the magic to discern its precise
location, the magic’s exact effect, or the type and any sub-types of the location, the magic’s exact effect, or the type and any sub-types of the
creature that caused it. creature that caused it.
Actions Actions
Multiattack. The lawkeeper makes two Justicar’s Baton attacks. It can Multiattack. The lawkeeper makes two Justicar’s Baton attacks. It can
replace one attack with a use of Detain or Spellcasting, if available. replace one attack with a use of Detain or Spellcasting, if available.
Justicar’s Baton. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Justicar’s Baton. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Hit: 8 (1d8 + 4) bludgeoning damage, plus 21 (6d6) force damage. target. Hit: 9 (1d8 + 5) bludgeoning damage, plus 28 (8d6) force
damage.
Forcebolt Crossbow. Ranged Weapon Attack: +6 to hit, ranged 100/400
ft., one target. Hit: 6 (1d10 + 1) piercing damage, plus 21 (6d6) force Forcebolt Crossbow. Ranged Weapon Attack: +6 to hit, ranged 100/400
damage. If this attack reduces the target to 0 hit points, the lawkeeper ft., one target. Hit: 6 (1d10 + 1) piercing damage, plus 28 (8d6) force
can choose for the target to become stable. damage. If this attack reduces the target to 0 hit points, the lawkeeper
can choose for the target to become stable.
Detain (Recharge 4-6). The lawkeeper attempts to magically bind one
creature it can see within 30 feet of it. The target must make a DC 17 Detain (Recharge 4-6). The lawkeeper attempts to magically bind one
Strength saving throw or be restrained and incapacitated for 1 minute creature it can see within 30 feet of it. The target must make a DC 18
or until the lawkeeper’s concentration is broken (as if concentrating Strength saving throw or be restrained and incapacitated for 1 minute
on a spell). At the end of each of the target’s turns, it can repeat the or until the lawkeeper’s concentration is broken (as if concentrating
saving throw, ending the effect on a success. on a spell). At the end of each of the target’s turns, it can repeat the
saving throw, ending the effect on a success.
Spellcasting. The lawkeeper casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 17): Spellcasting. The lawkeeper casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 18):
2/day each: alarm, arcane lock, detect thoughts , dispel magic, zone of
C
truth 2/day each: alarm, arcane lock, detect thoughtsC, dispel magic, zone of
1/day each: silenceC, slowC, speak with dead, wall of forceC truth
1/day each: silenceC, slowC, speak with dead, wall of forceC
C
Requires concentration
C
Requires concentration
Reactions
Reactions
Disrupt Spell (2/Day). When the lawkeeper sees a creature within 60
feet of it casting a spell, it tries to magically interfere. The creature Disrupt Spell (2/Day). When the lawkeeper sees a creature within 60
must make a DC 17 Intelligence saving throw. If the creature is feet of it casting a spell, it tries to magically interfere. The creature
casting a spell using a spell slot of 4th level or lower, it makes the must make a DC 18 Intelligence saving throw. If the creature is
saving throw with disadvantage. On a failed save, the spell fails and casting a spell using a spell slot of 4th level or lower, it makes the
has no effect. saving throw with disadvantage. On a failed save, the spell fails and
has no effect.
112
Essential NPCs
Lawkeeper (CR 17) Detain (Recharge 4-6). The lawkeeper attempts to magically bind one
Medium Humanoid, Typically Lawful Neutral creature it can see within 30 feet of it. The target must make a DC 19
Strength saving throw or be restrained and incapacitated for 1 minute or
Armor Class 20 (plate, shield) until the lawkeeper’s concentration is broken (as if concentrating on a
spell). At the end of each of the target’s turns, it can repeat the saving
Hit Points 273 (42d8 + 84)
throw, ending the effect on a success.
Speed 30 ft.
Total Lockdown (1/Day). The lawkeeper causes arcane bonds to reach
STR DEX CON INT WIS CHA up in a 30-foot-radius, 100-foot-high cylinder centered on a point on the
20 (+5) 12 (+1) 14 (+2) 20 (+5) 20 (+5) 14 (+2) ground within 120 feet of it. When a creature enters the area for the first
time on a turn or starts its turn there, that creature must make a DC 19
Strength saving throw. On a failed save, the creature takes 44 (8d10)
Saving Throws CON +8, INT +11, WIS +11 force damage and is restrained until the start of its next turn. Creatures
Skills Insight +11, Intimidate +8, Investigation +11, Persuasion +8 restrained by this ability are unable to teleport and are pulled safely to
Senses Passive Perception 15 the ground if they are flying. On a successful save, the creature takes
Languages Any three languages half as much damage and is not restrained. If the damage from this
Challenge 17 (18,000 XP) Proficiency Bonus +6 ability reduces a creature to 0 hit points, it falls unconscious and is
stable. When the lawkeeper uses this ability, it can designate any
number of creatures to be unaffected by the magic and able to act freely
Investigative Arcana. The lawkeeper can sense whether magic has within the lockdown.
been present within 30 feet of its current location any time in the last Spellcasting. The lawkeeper casts one of the following spells, using
24 hours. If the lawkeeper senses magic this way, it can spend an Intelligence as the spellcasting ability (spell save DC 19):
action on its turn investigating the magic to discern its precise
location, the magic’s exact effect, or the type and any sub-types of the 2/day each: alarm, arcane lock, detect thoughtsC, dispel magic, zone of
truth
creature that caused it.
1/day each: silenceC, slowC, speak with dead, wall of forceC
Actions C
Requires concentration
Multiattack. The lawkeeper makes two Justicar’s Baton attacks. It can Reactions
replace one attack with a use of Detain or Spellcasting, if available.
Disrupt Spell (2/Day). When the lawkeeper sees a creature within 60 feet
Justicar’s Baton. Melee Weapon Attack: +11 to hit, reach 5 ft., one of it casting a spell, it tries to magically interfere. The creature must
target. Hit: 9 (1d8 + 5) bludgeoning damage, plus 31 (9d6) force make a DC 19 Intelligence saving throw. If the creature is casting a spell
damage. using a spell slot of 4th level or lower, it makes the saving throw with
Forcebolt Crossbow. Ranged Weapon Attack: +7 to hit, ranged 100/400 disadvantage. On a failed save, the spell fails and has no effect.
ft., one target. Hit: 6 (1d10 + 1) piercing damage, plus 31 (9d6) force
damage. If this attack reduces the target to 0 hit points, the lawkeeper
can choose for the target to become stable.
113
Essential NPCs
Lawkeeper (CR 20) Detain (Recharge 4-6). The lawkeeper attempts to magically bind one
Medium Humanoid, Typically Lawful Neutral creature it can see within 30 feet of it. The target must make a DC 20
Strength saving throw or be restrained and incapacitated for 1 minute or
Armor Class 20 (plate, shield) until the lawkeeper’s concentration is broken (as if concentrating on a
spell). At the end of each of the target’s turns, it can repeat the saving
Hit Points 331 (51d8 + 102)
throw, ending the effect on a success.
Speed 30 ft.
Total Lockdown (1/Day). The lawkeeper causes arcane bonds to reach
STR DEX CON INT WIS CHA up in a 30-foot-radius, 100-foot-high cylinder centered on a point on the
20 (+5) 12 (+1) 14 (+2) 22 (+6) 20 (+5) 14 (+2) ground within 120 feet of it. When a creature enters the area for the first
time on a turn or starts its turn there, that creature must make a DC 20
Strength saving throw. On a failed save, the creature takes 55 (10d10)
Saving Throws CON +8, INT +12, WIS +11 force damage and is restrained until the start of its next turn. Creatures
Skills Insight +11, Intimidate +8, Investigation +12, Persuasion +8 restrained by this ability are unable to teleport and are pulled safely to
Senses Passive Perception 15 the ground if they are flying. On a successful save, the creature takes
Languages Any three languages half as much damage and is not restrained. If the damage from this
Challenge 20 (25,000 XP) Proficiency Bonus +6 ability reduces a creature to 0 hit points, it falls unconscious and is
stable. When the lawkeeper uses this ability, it can designate any
number of creatures to be unaffected by the magic and able to act freely
Investigative Arcana. The lawkeeper can sense whether magic has within the lockdown.
been present within 30 feet of its current location any time in the last Spellcasting. The lawkeeper casts one of the following spells, using
24 hours. If the lawkeeper senses magic this way, it can spend an Intelligence as the spellcasting ability (spell save DC 20):
action on its turn investigating the magic to discern its precise
location, the magic’s exact effect, or the type and any sub-types of the 2/day each: alarm, arcane lock, detect thoughtsC, dispel magic, zone of
truth
creature that caused it.
1/day each: silenceC, slowC, speak with dead, wall of forceC
Actions C
Requires concentration
Multiattack. The lawkeeper makes two Justicar’s Baton attacks. It can Reactions
replace one attack with a use of Detain or Spellcasting, if available.
Disrupt Spell (2/Day). When the lawkeeper sees a creature within 60 feet
Justicar’s Baton. Melee Weapon Attack: +11 to hit, reach 5 ft., one of it casting a spell, it tries to magically interfere. The creature must
target. Hit: 9 (1d8 + 5) bludgeoning damage, plus 38 (11d6) force make a DC 20 Intelligence saving throw. If the creature is casting a spell
damage. using a spell slot of 4th level or lower, it makes the saving throw with
Forcebolt Crossbow. Ranged Weapon Attack: +7 to hit, ranged 100/400 disadvantage. On a failed save, the spell fails and has no effect.
ft., one target. Hit: 6 (1d10 + 1) piercing damage, plus 38 (11d6) force
damage. If this attack reduces the target to 0 hit points, the lawkeeper
can choose for the target to become stable.
114
Essential NPCs
Mage
Mages are the quintessential wielders of magic. Their spells
reshape reality, defy the laws of nature, and make the impossible
commonplace. Some mages obtain their abilities through diligent
study, others through talents inherited from supernatural
ancestors, and still others through deals with powerful entities.
There is extraordinary variation among mages’ areas of expertise
and strength in magic. While some mages can only manage a
handful of spells for practical use, others can call upon magic
capable of leveling a city.
Mage Examples
An obsessive wizard who values learning above all else and will do
anything to obtain new knowledge.
A sorcerer struggling to gain control of the power flowing in their veins
before it consumes them.
The apprentice of a renowned scholar, studying their master’s works in
hopes of achieving fame and fortune.
A paranoid magus bent on discovering the secret to eternal life.
The proprietor of a spell scroll shop, with a few magic tricks up their
sleeve.
The advisor of a slovenly emperor, who leverages spells and intellect
alike to keep the empire from falling into discord.
A renegade Genie who has mastered the power of all the elemental
planes.
A young warlock whose tome supplies any arcane knowledge they wish
to know… as long as they supply the book with the blood it uses for ink.
115
Essential NPCs
Mage (CR 1/4)
Medium Humanoid (Wizard), Any Alignment
Armor Class 11
Hit Points 13 (3d8)
Speed 30 ft.
Reactions
Arcane Defense (1/Day). When it is hit by an attack, the mage protects
itself with an invisible barrier of magical force. Until the start of its
next turn, the mage gains a +5 bonus to AC, including against the
triggering attack.
116
Essential NPCs
Mage (CR 2) Mage (CR 3)
Medium Humanoid (Wizard), Any Alignment Medium Humanoid (Wizard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 10 (+0)
Reactions
Arcane Defense (2/Day). When it is hit by an attack, the mage protects
itself with an invisible barrier of magical force. Until the start of its
next turn, the mage gains a +5 bonus to AC, including against the
triggering attack.
117
Essential NPCs
Mage (CR 5) Mage (CR 7)
Medium Humanoid (Wizard), Any Alignment Medium Humanoid (Wizard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 12 (+1) 10 (+0) 18 (+4) 12 (+1) 10 (+0)
Saving Throws INT +6, WIS +4 Saving Throws CON +3, INT +7, WIS +4
Skills Arcana +6, History +6 Skills Arcana +7, History +7
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any three languages Languages Any three languages
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3
Focused. The mage has advantage on Constitution saving throws Focused. The mage has advantage on Constitution saving throws
made to maintain concentration on a spell. made to maintain concentration on a spell.
Actions Actions
Multiattack. The mage makes three Elemental Bolt attacks, or it Multiattack. The mage makes three Elemental Bolt attacks, or it
makes one Elemental Bolt attack and uses Spellcasting. makes one Elemental Bolt attack and uses Spellcasting.
Elemental Bolt. Melee or Ranged Spell Attack: +6 to hit, range 120 ft., Elemental Bolt. Melee or Ranged Spell Attack: +7 to hit, range 120 ft.,
one target. Hit: 13 (3d8) acid, cold, fire, or lightning damage (mage’s one target. Hit: 16 (3d10) acid, cold, fire, or lightning damage (mage’s
choice). choice).
Elemental Blast (Recharge 4-6). The mage creates a magical explosion Elemental Blast (Recharge 4-6). The mage creates a magical explosion
centered on a point it can see within 120 feet of it. Each creature in a centered on a point it can see within 120 feet of it. Each creature in a
20-foot-radius sphere centered on that point must make a DC 14 20-foot-radius sphere centered on that point must make a DC 15
Dexterity saving throw, taking 21 (6d6) acid, cold, fire, or lightning Dexterity saving throw, taking 31 (9d6) acid, cold, fire, or lightning
damage (mage’s choice) on a failed save, or half as much damage on damage (mage’s choice) on a failed save, or half as much damage on
a successful one. a successful one.
Spellcasting. The mage casts one of the following spells, using Spellcasting. The mage casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 14): Intelligence as the spellcasting ability (spell save DC 15):
At will: mage hand, prestidigitation At will: mage hand, prestidigitation
1/day each: dimension door, flyC, mirror image, slowC, suggestionC, 2/day each: dimension door, dispel magic, suggestionC
wall of fireC 1/day each: flyC, mirror image, slowC, wall of stoneC
C C
Requires concentration Requires concentration
Reactions Reactions
Arcane Defense (2/Day). When it is hit by an attack, the mage protects Arcane Defense (2/Day). When it is hit by an attack, the mage protects
itself with an invisible barrier of magical force. Until the start of its itself with an invisible barrier of magical force. Until the start of its
next turn, the mage gains a +5 bonus to AC, including against the next turn, the mage gains a +5 bonus to AC, including against the
triggering attack. triggering attack.
Disrupt Spell (2/Day). When the mage sees a creature within 60 feet of
it casting a spell, it tries to magically interfere. The creature must
make a DC 15 Intelligence saving throw. If the creature is casting a
spell using a spell slot of 3rd level or lower, it makes the saving throw
with disadvantage. On a failed save, the spell fails and has no effect.
118
Essential NPCs
Mage (CR 9) Mage (CR 11)
Medium Humanoid (Wizard), Any Alignment Medium Humanoid (Wizard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 19 (+4) 13 (+1) 10 (+0) 8 (-1) 12 (+1) 10 (+0) 20 (+5) 14 (+2) 10 (+0)
Saving Throws CON +4, INT +8, WIS +5 Saving Throws CON +4, INT +9, WIS +6
Skills Arcana +8, History +8 Skills Arcana +9, History +9
Senses Passive Perception 11 Senses Passive Perception 12
Languages Any three languages Languages Any three languages
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Focused. The mage has advantage on Constitution saving throws Focused. The mage has advantage on Constitution saving throws
made to maintain concentration on a spell. made to maintain concentration on a spell.
Actions Actions
Multiattack. The mage makes three Elemental Bolt attacks, or it Multiattack. The mage makes three Elemental Bolt attacks, or it
makes one Elemental Bolt attack and uses Spellcasting. makes one Elemental Bolt attack and uses Spellcasting.
Elemental Bolt. Melee or Ranged Spell Attack: +8 to hit, range 120 ft., Elemental Bolt. Melee or Ranged Spell Attack: +9 to hit, range 120 ft.,
one target. Hit: 22 (4d10) acid, cold, fire, or lightning damage (mage’s one target. Hit: 27 (5d10) acid, cold, fire, or lightning damage (mage’s
choice). choice).
Elemental Blast (Recharge 4-6). The mage creates a magical explosion Elemental Blast (Recharge 4-6). The mage creates a magical explosion
centered on a point it can see within 120 feet of it. Each creature in a centered on a point it can see within 120 feet of it. Each creature in a
20-foot-radius sphere centered on that point must make a DC 16 20-foot-radius sphere centered on that point must make a DC 17
Dexterity saving throw, taking 35 (10d6) acid, cold, fire, or lightning Dexterity saving throw, taking 38 (11d6) acid, cold, fire, or lightning
damage (mage’s choice) on a failed save, or half as much damage on damage (mage’s choice) on a failed save, or half as much damage on
a successful one. a successful one.
Spellcasting. The mage casts one of the following spells, using Spellcasting. The mage casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 16): Intelligence as the spellcasting ability (spell save DC 17):
At will: mage hand, prestidigitation At will: mage hand, prestidigitation
2/day each: dimension door, dispel magic, mirror image, slowC, 2/day each: dimension door, dispel magic, flyC, mirror image, slowC,
suggestionC suggestionC
1/day each: flyC, polymorphC, wall of stoneC 1/day each: polymorphC, teleport, wall of stoneC
C C
Requires concentration Requires concentration
Reactions Reactions
Arcane Defense (2/Day). When it is hit by an attack, the mage protects Arcane Defense (2/Day). When it is hit by an attack, the mage protects
itself with an invisible barrier of magical force. Until the start of its itself with an invisible barrier of magical force. Until the start of its
next turn, the mage gains a +5 bonus to AC, including against the next turn, the mage gains a +5 bonus to AC, including against the
triggering attack. triggering attack.
Disrupt Spell (2/Day). When the mage sees a creature within 60 feet of Disrupt Spell (2/Day). When the mage sees a creature within 60 feet of
it casting a spell, it tries to magically interfere. The creature must it casting a spell, it tries to magically interfere. The creature must
make a DC 16 Intelligence saving throw. If the creature is casting a make a DC 17 Intelligence saving throw. If the creature is casting a
spell using a spell slot of 3rd level or lower, it makes the saving throw spell using a spell slot of 3rd level or lower, it makes the saving throw
with disadvantage. On a failed save, the spell fails and has no effect. with disadvantage. On a failed save, the spell fails and has no effect.
119
Essential NPCs
Mage (CR 13) Mage (CR 15)
Medium Humanoid (Wizard), Any Alignment Medium Humanoid (Wizard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 14 (+2) 10 (+0) 20 (+5) 14 (+2) 10 (+0)
Saving Throws CON +5, INT +10, WIS +7 Saving Throws CON +5, INT +10, WIS +7
Skills Arcana +10, History +10 Skills Arcana +10, History +10
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any four languages Languages Any four languages
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Focused. The mage has advantage on Constitution saving throws Focused. The mage has advantage on Constitution saving throws
made to maintain concentration on a spell. made to maintain concentration on a spell.
Actions Actions
Multiattack. The mage makes three Elemental Bolt attacks, or it Multiattack. The mage makes three Elemental Bolt attacks, or it
makes one Elemental Bolt attack and uses Spellcasting. makes one Elemental Bolt attack and uses Spellcasting.
Elemental Bolt. Melee or Ranged Spell Attack: +10 to hit, range 120 ft., Elemental Bolt. Melee or Ranged Spell Attack: +10 to hit, range 120 ft.,
one target. Hit: 31 (7d8) acid, cold, fire, or lightning damage (mage’s one target. Hit: 36 (8d8) acid, cold, fire, or lightning damage (mage’s
choice). choice).
Elemental Blast (Recharge 4-6). The mage creates a magical explosion Elemental Blast (Recharge 4-6). The mage creates a magical explosion
centered on a point it can see within 120 feet of it. Each creature in a centered on a point it can see within 120 feet of it. Each creature in a
20-foot-radius sphere centered on that point must make a DC 18 20-foot-radius sphere centered on that point must make a DC 18
Dexterity saving throw, taking 42 (12d6) acid, cold, fire, or lightning Dexterity saving throw, taking 45 (13d6) acid, cold, fire, or lightning
damage (mage’s choice) on a failed save, or half as much damage on damage (mage’s choice) on a failed save, or half as much damage on
a successful one. a successful one.
Spellcasting. The mage casts one of the following spells, using Spellcasting. The mage casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 18): Intelligence as the spellcasting ability (spell save DC 18):
At will: mage hand, prestidigitation At will: dispel magic, mage hand, prestidigitation
2/day each: dimension door, dispel magic, flyC, mirror image, polymorphC, 2/day each: dimension door, flyC, mirror image, slowC, wall of stoneC
slowC 1/day each: dominate monsterC, globe of invulnerabilityC, teleport,
1/day each: dominate monsterC, teleport, wall of stoneC true polymorphC
C C
Requires concentration Requires concentration
Reactions Reactions
Arcane Defense (2/Day). When it is hit by an attack, the mage protects Arcane Defense (3/Day). When it is hit by an attack, the mage protects
itself with an invisible barrier of magical force. Until the start of its itself with an invisible barrier of magical force. Until the start of its
next turn, the mage gains a +5 bonus to AC, including against the next turn, the mage gains a +5 bonus to AC, including against the
triggering attack. triggering attack.
Disrupt Spell (2/Day). When the mage sees a creature within 60 feet of Disrupt Spell (3/Day). When the mage sees a creature within 60 feet of
it casting a spell, it tries to magically interfere. The creature must it casting a spell, it tries to magically interfere. The creature must
make a DC 18 Intelligence saving throw. If the creature is casting a make a DC 18 Intelligence saving throw. If the creature is casting a
spell using a spell slot of 4th level or lower, it makes the saving throw spell using a spell slot of 4th level or lower, it makes the saving throw
with disadvantage. On a failed save, the spell fails and has no effect. with disadvantage. On a failed save, the spell fails and has no effect.
120
Essential NPCs
Mage (CR 17) Storm of the Six Stars (Recharges after a Long Rest). Each creature of the
Medium Humanoid (Wizard), Any Alignment mage’s choice within 120 feet of it must make a DC 19 Strength,
Dexterity, Constitution, Intelligence, Wisdom, and Charisma saving
Armor Class 12 throw. For each failed saving throw the creature takes 13 (3d8) force
damage, then suffers a different effect:
Hit Points 207 (46d8)
Speed 30 ft. ● Strength: If the creature’s speed is greater than 10 feet, it is reduced
to 10 feet for 1 hour. It can repeat this saving throw at the end of
STR DEX CON INT WIS CHA each of its turns, ending this part of the effect of a success.
8 (-2) 14 (+2) 10 (+0) 20 (+5) 14 (+2) 10 (+0) ● Dexterity: The creature has disadvantage on attack rolls with
weapons and unarmed strikes for 1 hour. It can repeat this saving
Saving Throws CON +6, INT +11, WIS +8 throw at the end of each of its turns, ending this part of the effect of a
Skills Arcana +11, History +11 success.
Senses Passive Perception 12 ● Constitution: Other creatures have advantage on attack rolls against
Languages Any four languages the creature for 1 hour. It can repeat this saving throw at the end of
Challenge 17 (18,000 XP) Proficiency Bonus +6 each of its turns, ending this part of the effect of a success.
● Intelligence: The creature cannot concentrate on spells or cast spells
Focused. The mage has advantage on Constitution saving throws using spell slots higher than 2nd level for 1 hour. It can repeat this
made to maintain concentration on a spell. saving throw at the end of each of its turns, ending this part of the
effect of a success.
Actions ● Wisdom: The creature has disadvantage on spell attack rolls, and
other creatures have advantage on saving throws against the
Multiattack. The mage makes three Elemental Bolt attacks, or it
creature’s spells and abilities. This effect lasts for 1 hour. The
makes one Elemental Bolt attack and uses Spellcasting.
creature can repeat this saving throw at the end of each of its turns,
Elemental Bolt. Melee or Ranged Spell Attack: +11 to hit, range 120 ft., ending this part of the effect of a success.
one target. Hit: 40 (9d8) acid, cold, fire, or lightning damage (mage’s
● Charisma: Any spells or spell effects affecting the creature are
choice).
dispelled. This effect does not dispel the mage’s spells or spell
Elemental Blast (Recharge 4-6). The mage creates a magical explosion effects.
centered on a point it can see within 120 feet of it. Each creature in a
20-foot-radius sphere centered on that point must make a DC 19 Reactions
Dexterity saving throw, taking 49 (14d6) acid, cold, fire, or lightning Arcane Defense (3/Day). When it is hit by an attack, the mage protects
damage (mage’s choice) on a failed save, or half as much damage on itself with an invisible barrier of magical force. Until the start of its next
a successful one. turn, the mage gains a +5 bonus to AC, including against the triggering
Spellcasting. The mage casts one of the following spells, using attack.
Intelligence as the spellcasting ability (spell save DC 19): Disrupt Spell (3/Day). When the mage sees a creature within 60 feet of it
At will: dimension door, dispel magic, mage hand, prestidigitation casting a spell, it tries to magically interfere. The creature must make a
2/day each: flyC, mirror image, slowC, wall of stoneC DC 19 Intelligence saving throw. If the creature is casting a spell using a
1/day each: dominate monsterC, globe of invulnerabilityC, teleport, spell slot of 4th level or lower, it makes the saving throw with
true polymorphC disadvantage. On a failed save, the spell fails and has no effect.
C
Requires concentration
121
Essential NPCs
Mage (CR 20) Storm of the Six Stars (Recharges after a Long Rest). Each creature of the
Medium Humanoid (Wizard), Any Alignment mage’s choice within 120 feet of it must make a DC 20 Strength,
Dexterity, Constitution, Intelligence, Wisdom, and Charisma saving
Armor Class 12 throw. For each failed saving throw the creature takes 18 (4d8) force
damage, then suffers a different effect:
Hit Points 247 (55d8)
Speed 30 ft. ● Strength: If the creature’s speed is greater than 10 feet, it is reduced
to 10 feet for 1 hour. It can repeat this saving throw at the end of
STR DEX CON INT WIS CHA each of its turns, ending this part of the effect of a success.
8 (-2) 14 (+2) 10 (+0) 22 (+6) 14 (+2) 10 (+0) ● Dexterity: The creature has disadvantage on attack rolls with
weapons and unarmed strikes for 1 hour. It can repeat this saving
Saving Throws CON +6, INT +12, WIS +8 throw at the end of each of its turns, ending this part of the effect of a
Skills Arcana +12, History +12 success.
Senses Passive Perception 12 ● Constitution: Other creatures have advantage on attack rolls against
Languages Any four languages the creature for 1 hour. It can repeat this saving throw at the end of
Challenge 20 (25,000 XP) Proficiency Bonus +6 each of its turns, ending this part of the effect of a success.
● Intelligence: The creature cannot concentrate on spells or cast spells
Focused. The mage has advantage on Constitution saving throws using spell slots higher than 2nd level for 1 hour. It can repeat this
made to maintain concentration on a spell. saving throw at the end of each of its turns, ending this part of the
effect of a success.
Actions ● Wisdom: The creature has disadvantage on spell attack rolls, and
other creatures have advantage on saving throws against the
Multiattack. The mage makes three Elemental Bolt attacks, or it
creature’s spells and abilities. This effect lasts for 1 hour. The
makes one Elemental Bolt attack and uses Spellcasting.
creature can repeat this saving throw at the end of each of its turns,
Elemental Bolt. Melee or Ranged Spell Attack: +12 to hit, range 120 ft., ending this part of the effect of a success.
one target. Hit: 49 (9d10) acid, cold, fire, or lightning damage (mage’s
● Charisma: Any spells or spell effects affecting the creature are
choice).
dispelled. This effect does not dispel the mage’s spells or spell
Elemental Blast (Recharge 4-6). The mage creates a magical explosion effects.
centered on a point it can see within 120 feet of it. Each creature in a
20-foot-radius sphere centered on that point must make a DC 20 Reactions
Dexterity saving throw, taking 52 (15d6) acid, cold, fire, or lightning Arcane Defense (3/Day). When it is hit by an attack, the mage protects
damage (mage’s choice) on a failed save, or half as much damage on itself with an invisible barrier of magical force. Until the start of its next
a successful one. turn, the mage gains a +5 bonus to AC, including against the triggering
Spellcasting. The mage casts one of the following spells, using attack.
Intelligence as the spellcasting ability (spell save DC 20): Disrupt Spell (3/Day). When the mage sees a creature within 60 feet of it
At will: dimension door, dispel magic, mage hand, prestidigitation casting a spell, it tries to magically interfere. The creature must make a
2/day each: flyC, mirror image, slowC, wall of stoneC DC 20 Intelligence saving throw. If the creature is casting a spell using a
1/day each: dominate monsterC, globe of invulnerabilityC, teleport, spell slot of 4th level or lower, it makes the saving throw with
true polymorphC disadvantage. On a failed save, the spell fails and has no effect.
C
Requires concentration
122
Essential NPCs
Martial Artist
Martial Artists are warriors who train their bodies to be as
dangerous as any weapon forged of crude steel. By cultivating the
connection between their body and spirit, they tap into an inner
source of power. With it, they can perform extraordinary feats of
athleticism, make unarmed strikes with incredible speed and
strength, and even disrupt the flow of energy in their opponents’
bodies. They are nimble and fluid in combat, and many foes have
difficulty landing even a single blow against their agile fighting
style. Many martial artists train themselves for more than just
combat, and follow a dedicated form of spirituality where their
combat arts are viewed as one expression of a greater way of life.
123
Essential NPCs
Martial Artist (CR 1/4)
Medium Humanoid (Monk), Any Alignment
Combination Attack. The martial artist makes one Unarmed Strike. If STR DEX CON INT WIS CHA
the attack hits, the monk makes another Unarmed Strike against the 13 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
same target.
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one Saving Throws DEX +4
target. Hit: 3 (1d4 + 1) bludgeoning damage. Skills Acrobatics +4, Athletics +3, Insight +4
Senses Passive Perception 12
Languages Any one language
Challenge 1 (200 XP) Proficiency Bonus +2
124
Essential NPCs
Martial Artist (CR 2) Martial Artist (CR 3)
Medium Humanoid (Monk), Any Alignment Medium Humanoid (Monk), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
Unarmored Defense. While the martial artist is wearing no armor and Unarmored Defense. While the martial artist is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier. wielding no shield, its AC includes its Wisdom modifier.
Actions Actions
Multiattack. The martial artist makes two Unarmed Strike or Dart Multiattack. The martial artist makes two Unarmed Strike or Dart
attacks. attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) bludgeoning damage. If the target is a target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a
creature, the martial artist can choose one of the following additional creature, the martial artist can choose one of the following additional
effects (up to once per turn each): effects (up to once per turn each):
● The target makes a DC 12 Constitution saving throw. If it fails, it ● The target makes a DC 12 Constitution saving throw. If it fails, it
cannot take reactions until the end of its next turn. In addition, on cannot take reactions until the end of its next turn. In addition, on
its next turn, it must choose whether it gets to move, take an its next turn, it must choose whether it gets to move, take an
action, or take a bonus action (it gets only one of the three). action, or take a bonus action (it gets only one of the three).
● The target makes a DC 12 Strength saving throw. If it fails, the ● The target makes a DC 12 Strength saving throw. If it fails, the
martial artist pushes it up to 10 feet away and it is knocked prone. martial artist pushes it up to 10 feet away and it is knocked prone.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: ● The target makes a DC 12 Constitution saving throw. If it fails, it
7 (1d8 + 3) piercing damage. cannot cast spells other than cantrips until the end of its next turn.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit:
8 (2d4 + 3) piercing damage.
125
Essential NPCs
Martial Artist (CR 5) Martial Artist (CR 7)
Medium Humanoid (Monk), Any Alignment Medium Humanoid (Monk), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 18 (+4) 14 (+2) 10 (+0) 15 (+2) 10 (+0)
Saving Throws DEX +6, WIS +5 Saving Throws STR +6, DEX +7, CON +5, INT +3, WIS +5, CHA +3
Skills Acrobatics +6, Athletics +5, Insight +5, Perception +5 Skills Acrobatics +7, Athletics +6, Insight +5, Perception +5
Senses Passive Perception 15 Senses Passive Perception 15
Languages Any one language Languages Any two languages
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3
Unarmored Defense. While the martial artist is wearing no armor and Unarmored Defense. While the martial artist is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier. wielding no shield, its AC includes its Wisdom modifier.
Floating Step. The martial artist can move along vertical surfaces and Floating Step. The martial artist can move along vertical surfaces and
across liquids on its turn without falling during the move. across liquids on its turn without falling during the move.
Actions Actions
Multiattack. The martial artist makes three Unarmed Strike or Dart Multiattack. The martial artist makes three Unarmed Strike or Dart
attacks. attacks.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a
creature, the martial artist can choose one of the following additional creature, the martial artist can choose one of the following additional
effects (up to once per turn each): effects (up to once per turn each):
● The target makes a DC 13 Constitution saving throw. If it fails, it ● The target makes a DC 13 Constitution saving throw. If it fails, it
cannot take reactions until the end of its next turn. In addition, on cannot take reactions until the end of its next turn. In addition, on
its next turn, it must choose whether it gets to move, take an its next turn, it must choose whether it gets to move, take an
action, or take a bonus action (it gets only one of the three). action, or take a bonus action (it gets only one of the three).
● The target makes a DC 13 Strength saving throw. If it fails, the ● The target makes a DC 13 Strength saving throw. If it fails, the
martial artist pushes it up to 10 feet away and it is knocked prone. martial artist pushes it up to 10 feet away and it is knocked prone.
● The target makes a DC 13 Constitution saving throw. If it fails, it ● The target makes a DC 13 Constitution saving throw. If it fails, it
cannot cast spells other than cantrips until the end of its next turn. cannot cast spells other than cantrips until the end of its next turn.
Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit:
10 (3d4 + 3) piercing damage. 11 (3d4 + 4) piercing damage.
126
Essential NPCs
Martial Artist (CR 9) Martial Artist (CR 11)
Medium Humanoid (Monk), Any Alignment Medium Humanoid (Monk), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 10 (+0)
Saving Throws STR +7, DEX +8, CON +6, INT +4, WIS +7, CHA +4 Saving Throws STR +7, DEX +9, CON +6, INT +4, WIS +7, CHA +4
Skills Acrobatics +8, Athletics +7, Insight +7, Perception +7 Skills Acrobatics +9, Athletics +7, Insight +7, Perception +7
Senses Passive Perception 17 Senses Passive Perception 17
Languages Any two languages Languages Any two languages
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Unarmored Defense. While the martial artist is wearing no armor and Unarmored Defense. While the martial artist is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier. wielding no shield, its AC includes its Wisdom modifier.
Floating Step. The martial artist can move along vertical surfaces and Floating Step. The martial artist can move along vertical surfaces and
across liquids on its turn without falling during the move. across liquids on its turn without falling during the move.
Effortless Form. The martial artist’s fluid movement causes attack rolls Effortless Form. The martial artist’s fluid movement causes attack rolls
against it to have disadvantage. When the martial artist takes damage against it to have disadvantage. When the martial artist takes damage
from an attack or becomes incapacitated, this trait is disrupted until from an attack or becomes incapacitated, this trait is disrupted until
the martial artist spends an action to resume it. the martial artist spends an action to resume it.
Actions Actions
Multiattack. The martial artist makes three Unarmed Strike or Dart Multiattack. The martial artist makes four Unarmed Strike or Dart
attacks. attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a
creature, the martial artist can choose one of the following additional creature, the martial artist can choose one of the following additional
effects (up to once per turn each): effects (up to once per turn each):
● The target makes a DC 15 Constitution saving throw. If it fails, it ● The target makes a DC 15 Constitution saving throw. If it fails, it
cannot take reactions until the end of its next turn. In addition, on cannot take reactions until the end of its next turn. In addition, on
its next turn, it must choose whether it gets to move, take an its next turn, it must choose whether it gets to move, take an
action, or take a bonus action (it gets only one of the three). action, or take a bonus action (it gets only one of the three).
● The target makes a DC 15 Strength saving throw. If it fails, the ● The target makes a DC 15 Strength saving throw. If it fails, the
martial artist pushes it up to 20 feet away and it is knocked prone. martial artist pushes it up to 20 feet away and it is knocked prone.
● The target makes a DC 15 Constitution saving throw. If it fails, it ● The target makes a DC 15 Constitution saving throw. If it fails, it
cannot cast spells other than cantrips until the end of its next turn. cannot cast spells other than cantrips until the end of its next turn.
Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: Dart. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit:
14 (3d6 + 4) piercing damage. 14 (2d8 + 5) piercing damage.
127
Essential NPCs
Martial Artist (CR 13) Martial Artist (CR 15)
Medium Humanoid (Monk), Any Alignment Medium Humanoid (Monk), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 14 (+2) 10 (+0) 17 (+3) 10 (+0) 18 (+4) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 10 (+0)
Saving Throws STR +9, DEX +10, CON +7, INT +5, WIS +8, CHA +5 Saving Throws STR +9, DEX +10, CON +7, INT +5, WIS +9, CHA +5
Skills Acrobatics +10, Athletics +9, Insight +8, Perception +8 Skills Acrobatics +10, Athletics +9, Insight +9, Perception +9
Senses Passive Perception 18 Senses Passive Perception 19
Languages Any two languages Languages Any two languages
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Unarmored Defense. While the martial artist is wearing no armor and Unarmored Defense. While the martial artist is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier. wielding no shield, its AC includes its Wisdom modifier.
Floating Step. The martial artist can move along vertical surfaces and Floating Step. The martial artist can move along vertical surfaces and
across liquids on its turn without falling during the move. across liquids on its turn without falling during the move.
Effortless Form. The martial artist’s fluid movement causes attack rolls Effortless Form. The martial artist’s fluid movement causes attack rolls
against it to have disadvantage. When the martial artist takes damage against it to have disadvantage. When the martial artist takes damage
from an attack or becomes incapacitated, this trait is disrupted until from an attack or becomes incapacitated, this trait is disrupted until
the martial artist spends an action to resume it. the martial artist spends an action to resume it.
Actions Actions
Multiattack. The martial artist makes four Unarmed Strike or Dart Multiattack. The martial artist makes four Unarmed Strike or Dart
attacks. attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a target. Hit: 19 (4d6 + 5) bludgeoning damage. If the target is a
creature, the martial artist can choose one of the following additional creature, the martial artist can choose one of the following additional
effects (up to once per turn each): effects (up to once per turn each):
● The target makes a DC 16 Constitution saving throw. If it fails, it ● The target makes a DC 17 Constitution saving throw. If it fails, it
cannot take reactions until the end of its next turn. In addition, on cannot take reactions until the end of its next turn. In addition, on
its next turn, it must choose whether it gets to move, take an its next turn, it must choose whether it gets to move, take an
action, or take a bonus action (it gets only one of the three). action, or take a bonus action (it gets only one of the three).
● The target makes a DC 16 Strength saving throw. If it fails, the ● The target makes a DC 17 Strength saving throw. If it fails, the
martial artist pushes it up to 20 feet away and it is knocked prone. martial artist pushes it up to 20 feet away and it is knocked prone.
● The target makes a DC 16 Constitution saving throw. If it fails, it ● The target makes a DC 17 Constitution saving throw. If it fails, it
cannot cast spells other than cantrips until the end of its next turn. cannot cast spells other than cantrips until the end of its next turn.
Dart. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Dart. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target.
Hit: 16 (2d10 + 5) piercing damage. Hit: 18 (3d8 + 5) piercing damage.
128
Essential NPCs
Martial Artist (CR 17) Martial Artist (CR 20)
Medium Humanoid (Monk), Any Alignment Medium Humanoid (Monk), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 10 (+0) 20 (+5) 22 (+6) 14 (+2) 10 (+0) 20 (+5) 10 (+0)
Saving Throws STR +10, DEX +11, CON +8, INT +6, WIS +11, CHA +6 Saving Throws STR +11, DEX +12, CON +8, INT +6, WIS +11, CHA +6
Skills Acrobatics +11, Athletics +10, Insight +11, Perception +11 Skills Acrobatics +12, Athletics +11, Insight +11, Perception +11
Senses Passive Perception 21 Senses Passive Perception 21
Languages Any two languages Languages Any two languages
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge 20 (25,000 XP) Proficiency Bonus +6
Unarmored Defense. While the martial artist is wearing no armor and Unarmored Defense. While the martial artist is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier. wielding no shield, its AC includes its Wisdom modifier.
Floating Step. The martial artist can move along vertical surfaces and Floating Step. The martial artist can move along vertical surfaces and
across liquids on its turn without falling during the move. across liquids on its turn without falling during the move.
Effortless Form. The martial artist’s fluid movement causes attack rolls Effortless Form. The martial artist’s fluid movement causes attack rolls
against it to have disadvantage. When the martial artist takes damage against it to have disadvantage. When the martial artist takes damage
from an attack or becomes incapacitated, this trait is disrupted until from an attack or becomes incapacitated, this trait is disrupted until
the martial artist spends an action to resume it. the martial artist spends an action to resume it.
Actions Actions
Multiattack. The martial artist makes four Unarmed Strike or Dart Multiattack. The martial artist makes four Unarmed Strike or Dart
attacks. attacks.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 23 (4d8 + 5) bludgeoning damage. If the target is a target. Hit: 28 (6d6 + 6) bludgeoning damage. If the target is a
creature, the martial artist can choose one of the following additional creature, the martial artist can choose one of the following additional
effects (up to once per turn each): effects (up to once per turn each):
● The target makes a DC 19 Constitution saving throw. If it fails, it ● The target makes a DC 19 Constitution saving throw. If it fails, it
cannot take reactions until the end of its next turn. In addition, on cannot take reactions until the end of its next turn. In addition, on
its next turn, it must choose whether it gets to move, take an its next turn, it must choose whether it gets to move, take an
action, or take a bonus action (it gets only one of the three). action, or take a bonus action (it gets only one of the three).
● The target makes a DC 19 Strength saving throw. If it fails, the ● The target makes a DC 19 Strength saving throw. If it fails, the
martial artist pushes it up to 20 feet away and it is knocked prone. martial artist pushes it up to 20 feet away and it is knocked prone.
● The target makes a DC 19 Constitution saving throw. If it fails, it ● The target makes a DC 19 Constitution saving throw. If it fails, it
cannot cast spells other than cantrips until the end of its next turn. cannot cast spells other than cantrips until the end of its next turn.
Dart. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Dart. Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target.
Hit: 22 (5d6 + 5) piercing damage. Hit: 26 (3d12 + 6) piercing damage.
129
Essential NPCs
Necromancer
Necromancers are spellcasters who call on the power of death
itself. Their spells weaken muscles, decay flesh, and sap the
warmth of the living. Necromancers understand the connection
between life and death, and use it to animate undead servants to
steal vitality from their victims. This power over death is typically
seen as sinister or taboo, and necromancers evoke dread where
their presence is discovered. Only the bravest souls confront
necromancers, knowing what awaits them if they fail: the end of
their life, and the beginning of their servitude.
Necromancer Examples
A gaunt wizard who believes undeath will provide them a way to
continue their study of magic.
Members of a cabal who intend to raise an undead legion large enough
to topple an empire.
An undertaker who has developed an eerie connection to the dead in
their graveyard.
A thaumaturgist who summons the spirits of their ancestors to protect
their village.
A desperate lover who turned to dark arts in order to be reunited with
their deceased soulmate.
A utilitarian sorcerer who views raising the dead as practical: Why let all
those good bodies go to waste when they could be stepping in for living
soldiers or laborers?
An ambitious student who looks to the forbidden section of the Great
Library for ways to gain an edge over their classmates.
The unlucky victim of a ghost’s possession. The ghost now seeks to use
its host’s body to reawaken the spirits of its murderous, deceased
family.
130
Essential NPCs
Necromancer (CR 1/4)
Medium Humanoid, Typically Neutral Evil
Actions
Necromancer (CR 1)
Medium Humanoid, Typically Neutral Evil
Drain Life. Melee or Ranged Spell Attack: +3 to hit, range 120 ft., one
Armor Class 13 (hide armor)
target. Hit: 4 (1d8) necrotic damage, and the necromancer regains hit
points equal to half the damage dealt. Hit Points 36 (8d8)
Speed 30 ft.
Spellcasting. The necromancer casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 11, +3 to hit with STR DEX CON INT WIS CHA
spell attacks):
9 (-1) 12 (+1) 11 (+0) 14 (+2) 10 (+0) 12 (+1)
1/day each: baneC, unseen servant
C
Requires concentration Skills Arcana +4, History +4, Medicine +2
Senses Passive Perception 10
Languages Any two languages
Challenge 1 (200 XP) Proficiency Bonus +2
Actions
Drain Life. Melee or Ranged Spell Attack: +4 to hit, range 120 ft., one
target. Hit: 7 (2d6) necrotic damage, and the necromancer regains hit
points equal to half the damage dealt.
Spellcasting. The necromancer casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 12, +4 to hit with
spell attacks):
1/day each: baneC, unseen servant
C
Requires concentration
131
Essential NPCs
Necromancer (CR 2) Actions
Medium Humanoid, Typically Neutral Evil Multiattack. The necromancer makes two Drain Life attacks.
Armor Class 13 (hide armor) Drain Life. Melee or Ranged Spell Attack: +5 to hit, range 120 ft., one
Hit Points 44 (8d8 + 8) target. Hit: 10 (3d6) necrotic damage, and the necromancer regains hit
points equal to half the damage dealt.
Speed 30 ft.
Summon Minions (3/Day). The necromancer magically summons 2
STR DEX CON INT WIS CHA Skeletal Minions or Spirit Minions, which appear in unoccupied spaces
9 (-1) 12 (+1) 12 (+1) 16 (+3) 10 (+0) 12 (+1) within 10 feet of it. The minions take their turn immediately after the
necromancer and obey the necromancer’s commands. They last for 1
minute, until the necromancer dies, or until the necromancer uses this
Skills Arcana +5, History +5, Medicine +2 ability again.
Senses Passive Perception 10
Languages Any two languages Spellcasting. The necromancer casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with
Challenge 2 (450 XP) Proficiency Bonus +2
spell attacks):
1/day each: baneC, blindness/deafness, darknessC, ray of enfeeblementC
C
Requires concentration
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 1 (-5) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 10 (+0)
132
Essential NPCs
Necromancer (CR 3) Actions
Medium Humanoid, Typically Neutral Evil Multiattack. The necromancer makes two Drain Life attacks.
Armor Class 13 (hide armor) Drain Life. Melee or Ranged Spell Attack: +5 to hit, range 120 ft., one
Hit Points 55 (10d8 + 10) target. Hit: 13 (3d8) necrotic damage, and the necromancer regains hit
points equal to half the damage dealt.
Speed 30 ft.
Summon Minions (3/Day). The necromancer magically summons 3
STR DEX CON INT WIS CHA Skeletal Minions or Spirit Minions, which appear in unoccupied spaces
9 (-1) 12 (+1) 12 (+1) 16 (+3) 10 (+0) 12 (+1) within 10 feet of it. The minions take their turn immediately after the
necromancer and obey the necromancer’s commands. They last for 1
minute, until the necromancer dies, or until the necromancer uses this
Saving Throws CON +3, INT +5 ability again.
Skills Arcana +5, History +5, Medicine +2
Damage Resistances Necrotic Spellcasting. The necromancer casts one of the following spells, using
Senses Passive Perception 10 Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with
spell attacks):
Languages Any two languages
Challenge 3 (700 XP) Proficiency Bonus +2 1/day each: baneC, bestow curseC, blindness/deafness, ray of enfeeblementC,
stinking cloudC
C
Requires concentration
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 1 (-5) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 10 (+0)
133
Essential NPCs
Necromancer (CR 5) Actions
Medium Humanoid, Typically Neutral Evil Multiattack. The necromancer makes two Drain Life attacks. It can
replace one attack with a use of Summon Minions or Spellcasting.
Armor Class 14 (hide armor)
Hit Points 82 (15d8 + 15) Drain Life. Melee or Ranged Spell Attack: +6 to hit, range 120 ft., one
Speed 30 ft. target. Hit: 13 (3d8) necrotic damage, and the necromancer regains hit
points equal to half the damage dealt.
STR DEX CON INT WIS CHA Summon Minions (3/Day). The necromancer magically summons 4
9 (-1) 14 (+2) 12 (+1) 16 (+3) 10 (+0) 12 (+1) Skeletal Minions or Spirit Minions, which appear in unoccupied spaces
within 10 feet of it. The minions take their turn immediately after the
Saving Throws CON +4, INT +6 necromancer and obey the necromancer’s commands. They last for 1
Skills Arcana +6, History +6, Medicine +3 minute, until the necromancer dies, or until the necromancer uses this
Damage Resistances Necrotic ability again.
Senses Passive Perception 10 Spellcasting. The necromancer casts one of the following spells, using
Languages Any two languages Intelligence as the spellcasting ability (spell save DC 14):
Challenge 5 (1,800 XP) Proficiency Bonus +3 1/day each: baneC, bestow curseC, blindness/deafness, fire shield (chill
shield only), stinking cloudC
C
Requires concentration
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 1 (-5) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 10 (+0)
134
Essential NPCs
Necromancer (CR 7) Actions
Medium Humanoid, Typically Neutral Evil Multiattack. The necromancer makes two Drain Life attacks. It can
replace one attack with a use of Summon Minions or Spellcasting.
Armor Class 14 (hide armor)
Hit Points 104 (16d8 + 32) Drain Life. Melee or Ranged Spell Attack: +7 to hit, range 120 ft., one
Speed 30 ft. target. Hit: 16 (3d10) necrotic damage, and the necromancer regains hit
points equal to half the damage dealt.
STR DEX CON INT WIS CHA Summon Minions (3/Day). The necromancer magically summons 4
9 (-1) 14 (+2) 14 (+2) 16 (+4) 10 (+0) 12 (+1) Skeletal Minions or Spirit Minions, which appear in unoccupied spaces
within 10 feet of it. The minions take their turn immediately after the
Saving Throws CON +5, INT +7 necromancer and obey the necromancer’s commands. They last for 1
Skills Arcana +7, History +7, Medicine +3 minute, until the necromancer dies, or until the necromancer uses this
Damage Resistances Necrotic ability again.
Senses Passive Perception 10 Spellcasting. The necromancer casts one of the following spells, using
Languages Any two languages Intelligence as the spellcasting ability (spell save DC 15):
Challenge 7 (2,900 XP) Proficiency Bonus +3
1/day each: baneC, bestow curseC, blindness/deafness, fire shield (chill
shield only), stinking cloudC
C
Requires concentration
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 1 (-5) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 10 (+0)
135
Essential NPCs
Necromancer (CR 9) Drain Life. Melee or Ranged Spell Attack: +8 to hit, range 120 ft., one
Medium Humanoid, Typically Neutral Evil target. Hit: 18 (4d8) necrotic damage, and the necromancer regains hit
points equal to half the damage dealt.
Armor Class 14 (hide armor) Summon Minions (3/Day). The necromancer magically summons 5
Hit Points 130 (20d8 + 40) Skeletal Minions or Spirit Minions, which appear in unoccupied spaces
Speed 30 ft. within 10 feet of it. The minions take their turn immediately after the
necromancer and obey the necromancer’s commands. They last for 1
STR DEX CON INT WIS CHA minute, until the necromancer dies, or until the necromancer uses this
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 12 (+1) ability again.
Spellcasting. The necromancer casts one of the following spells, using
Saving Throws CON +6, INT +8 Intelligence as the spellcasting ability (spell save DC 16):
Skills Arcana +8, History +8, Medicine +5 2/day each: baneC, bestow curseC, blindness/deafness
Damage Resistances Necrotic
1/day each: antilife shellC, fire shield (chill shield only), stinking cloudC
Senses Passive Perception 11
Languages Any two languages
C
Requires concentration
Challenge 9 (5,000 XP) Proficiency Bonus +4 Bonus Actions
Pull of the Grave (Recharge 5-6). The necromancer targets a creature it
Actions can see within 60 feet of it. The target must succeed on a DC 16
Constitution saving throw or be cursed for 1 hour. Until the curse ends,
Multiattack. The necromancer makes two Drain Life attacks. It can the target cannot regain hit points. If the target is subjected to magical
replace one attack with a use of Summon Minions or Spellcasting. healing while the cursed, the healing has no effect, but the curse ends
immediately.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 1 (-5) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 10 (+0)
136
Essential NPCs
Necromancer (CR 11) Drain Life. Melee or Ranged Spell Attack: +9 to hit, range 120 ft., one
Medium Humanoid, Typically Neutral Evil target. Hit: 22 (4d10) necrotic damage, and the necromancer regains hit
points equal to half the damage dealt.
Armor Class 14 (hide armor) Summon Minions (3/Day). The necromancer magically summons 6
Hit Points 162 (25d8 + 50) Skeletal Minions or Spirit Minions, which appear in unoccupied spaces
Speed 30 ft. within 10 feet of it. The minions take their turn immediately after the
necromancer and obey the necromancer’s commands. They last for 1
STR DEX CON INT WIS CHA minute, until the necromancer dies, or until the necromancer uses this
9 (-1) 14 (+2) 14 (+2) 20 (+5) 12 (+1) 12 (+1) ability again.
Spellcasting. The necromancer casts one of the following spells, using
Saving Throws CON +6, INT +9 Intelligence as the spellcasting ability (spell save DC 17):
Skills Arcana +9, History +9, Medicine +5 2/day each: baneC, bestow curseC, blindness/deafness
Damage Resistances Necrotic
1/day each: antilife shellC, fire shield (chill shield only), stinking cloudC
Senses Passive Perception 11
Languages Any two languages
C
Requires concentration
Challenge 11 (7,200 XP) Proficiency Bonus +4 Bonus Actions
Pull of the Grave (Recharge 5-6). The necromancer targets a creature it
Actions can see within 60 feet of it. The target must succeed on a DC 17
Constitution saving throw or be cursed for 1 hour. Until the curse ends,
Multiattack. The necromancer makes two Drain Life attacks. It can the target cannot regain hit points. If the target is subjected to magical
replace one attack with a use of Summon Minions or Spellcasting. healing while the cursed, the healing has no effect, but the curse ends
immediately.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 1 (-5) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 10 (+0)
137
Essential NPCs
Necromancer (CR 13) Drain Life. Melee or Ranged Spell Attack: +10 to hit, range 120 ft., one
Medium Humanoid, Typically Neutral Evil target. Hit: 27 (5d10) necrotic damage, and the necromancer regains hit
points equal to half the damage dealt.
Armor Class 14 (hide armor) Summon Minions (3/Day). The necromancer magically summons 6
Hit Points 188 (29d8 + 58) Skeletal Minions or Spirit Minions, which appear in unoccupied spaces
Speed 30 ft. within 10 feet of it. The minions take their turn immediately after the
necromancer and obey the necromancer’s commands. They last for 1
STR DEX CON INT WIS CHA minute, until the necromancer dies, or until the necromancer uses this
9 (-1) 14 (+2) 14 (+2) 20 (+5) 12 (+1) 12 (+1) ability again.
Spellcasting. The necromancer casts one of the following spells, using
Saving Throws CON +7, INT +10, WIS +6 Intelligence as the spellcasting ability (spell save DC 18):
Skills Arcana +10, History +10, Medicine +6 2/day each: baneC, blindness/deafness, stinking cloudC
Damage Resistances Necrotic
1/day each: antilife shellC, finger of death, fire shield (chill shield only)
Senses Passive Perception 11
Languages Any two languages
C
Requires concentration
Challenge 13 (10,000 XP) Proficiency Bonus +5 Bonus Actions
Pull of the Grave (Recharge 5-6). The necromancer targets a creature it
Actions can see within 60 feet of it. The target must succeed on a DC 18
Constitution saving throw or be cursed for 1 hour. Until the curse ends,
Multiattack. The necromancer makes two Drain Life attacks. It can the target cannot regain hit points. If the target is subjected to magical
replace one attack with a use of Summon Minions or Spellcasting. healing while the cursed, the healing has no effect, but the curse ends
immediately.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 1 (-5) 16 (+3) 10 (+0) 6 (-2) 8 (-1) 10 (+0)
138
Essential NPCs
Necromancer (CR 15) Drain Life. Melee or Ranged Spell Attack: +10 to hit, range 120 ft., one
Medium Humanoid, Typically Neutral Evil target. Hit: 33 (6d10) necrotic damage, and the necromancer regains hit
points equal to half the damage dealt.
Armor Class 17 (bone armor) Summon Minions (3/Day). The necromancer magically summons 6
Hit Points 221 (34d8 + 68) Skeletal Minions or Spirit Minions, which appear in unoccupied spaces
Speed 30 ft. within 10 feet of it. The minions take their turn immediately after the
necromancer and obey the necromancer’s commands. They last for 1
STR DEX CON INT WIS CHA minute, until the necromancer dies, or until the necromancer uses this
9 (-1) 14 (+2) 14 (+2) 20 (+5) 12 (+1) 12 (+1) ability again.
Spellcasting. The necromancer casts one of the following spells, using
Saving Throws CON +7, INT +10, WIS +6 Intelligence as the spellcasting ability (spell save DC 18):
Skills Arcana +10, History +10, Medicine +6 2/day each: baneC, blindness/deafness, stinking cloudC
Damage Resistances Necrotic
1/day each: antilife shellC, finger of death, fire shield (chill shield only)
Senses Passive Perception 11
Languages Any two languages
C
Requires concentration
Challenge 15 (13,000 XP) Proficiency Bonus +5 Bonus Actions
Pull of the Grave (Recharge 5-6). The necromancer targets a creature it
Actions can see within 60 feet of it. The target must succeed on a DC 18
Constitution saving throw or be cursed for 1 hour. Until the curse ends,
Multiattack. The necromancer makes two Drain Life attacks. It can the target cannot regain hit points. If the target is subjected to magical
replace one attack with a use of Summon Minions or Spellcasting. healing while the cursed, the healing has no effect, but the curse ends
immediately.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 1 (-5) 18 (+4) 10 (+0) 6 (-2) 8 (-1) 10 (+0)
139
Essential NPCs
Necromancer (CR 17) Summon Minions (3/Day). The necromancer magically summons 6
Medium Humanoid, Typically Neutral Evil Skeletal Minions or Spirit Minions, which appear in unoccupied spaces
within 10 feet of it. The minions take their turn immediately after the
Armor Class 17 (bone armor) necromancer and obey the necromancer’s commands. They last for 1
minute, until the necromancer dies, or until the necromancer uses this
Hit Points 253 (39d8 + 78)
ability again.
Speed 30 ft.
Word of Death (1/Day). The necromancer targets a creature within 100
STR DEX CON INT WIS CHA feet of it and speaks a word of terrible power. The creature must
9 (-1) 14 (+2) 14 (+2) 20 (+5) 14 (+2) 14 (+2) succeed on a DC 19 Constitution saving throw or be reduced to 0 hit
points.
Saving Throws CON +8, INT +11, WIS +8 Spellcasting. The necromancer casts one of the following spells, using
Skills Arcana +11, History +11, Medicine +8 Intelligence as the spellcasting ability (spell save DC 19):
Damage Resistances Necrotic 2/day each: baneC, blindness/deafness, stinking cloudC
Senses Passive Perception 12
1/day each: antilife shellC, finger of death, fire shield (chill shield only)
Languages Any two languages
Challenge 17 (18,000 XP) Proficiency Bonus +6
C
Requires concentration
Bonus Actions
Actions Pull of the Grave (Recharge 5-6). The necromancer targets a creature it
can see within 60 feet of it. The target must succeed on a DC 19
Multiattack. The necromancer makes two Drain Life attacks. It can Constitution saving throw or be cursed for 1 hour. Until the curse ends,
replace one attack with a use of Summon Minions or Spellcasting. the target cannot regain hit points. If the target is subjected to magical
Drain Life. Melee or Ranged Spell Attack: +11 to hit, range 120 ft., one healing while the cursed, the healing has no effect, but the curse ends
target. Hit: 38 (7d10) necrotic damage, and the necromancer regains immediately.
hit points equal to half the damage dealt.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 1 (-5) 18 (+4) 10 (+0) 6 (-2) 8 (-1) 10 (+0)
140
Essential NPCs
Necromancer (CR 20) Summon Minions (3/Day). The necromancer magically summons 6
Medium Humanoid, Typically Neutral Evil Skeletal Minions or Spirit Minions, which appear in unoccupied spaces
within 10 feet of it. The minions take their turn immediately after the
Armor Class 17 (bone armor) necromancer and obey the necromancer’s commands. They last for 1
minute, until the necromancer dies, or until the necromancer uses this
Hit Points 299 (46d8 + 92)
ability again.
Speed 30 ft.
Word of Death (1/Day). The necromancer targets a creature within 100
STR DEX CON INT WIS CHA feet of it and speaks a word of terrible power. The creature must
9 (-1) 14 (+2) 14 (+2) 22 (+6) 14 (+2) 14 (+2) succeed on a DC 20 Constitution saving throw or be reduced to 0 hit
points.
Saving Throws CON +8, INT +12, WIS +8 Spellcasting. The necromancer casts one of the following spells, using
Skills Arcana +12, History +12, Medicine +8 Intelligence as the spellcasting ability (spell save DC 20):
Damage Resistances Necrotic 2/day each: baneC, blindness/deafness, stinking cloudC
Senses Passive Perception 12
1/day each: antilife shellC, finger of death, fire shield (chill shield only)
Languages Any two languages
Challenge 20 (25,000 XP) Proficiency Bonus +6
C
Requires concentration
Bonus Actions
Actions Pull of the Grave (Recharge 5-6). The necromancer targets a creature it
can see within 60 feet of it. The target must succeed on a DC 20
Multiattack. The necromancer makes two Drain Life attacks. It can Constitution saving throw or be cursed for 1 hour. Until the curse ends,
replace one attack with a use of Summon Minions or Spellcasting. the target cannot regain hit points. If the target is subjected to magical
Drain Life. Melee or Ranged Spell Attack: +12 to hit, range 120 ft., one healing while the cursed, the healing has no effect, but the curse ends
target. Hit: 44 (8d10) necrotic damage, and the necromancer regains immediately.
hit points equal to half the damage dealt.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 1 (-5) 18 (+4) 10 (+0) 6 (-2) 8 (-1) 10 (+0)
141
Essential NPCs
Performer
Performers’ magic comes from art itself, carried on beautiful
melodies or silvered words. They have the power to inspire or
dishearten, and can turn the tide of conversation as well as battle.
Most performers are also well versed in history and myth, and
they draw on this knowledge to dispense wisdom or weave spells.
Rather than face an enemy head-on, they prefer to work through
enchantment and illusion, making unwitting allies of former foes.
Performer Examples
A wandering minstrel who earns their keep playing in a different tavern
every night.
A village storyteller whose words seem to transport their listeners to
other lands. They know the location of the lost ruins, but will they share
it?
A jester in the emperor’s court who has far greater influence than it
seems.
A beguiling singer, slowly bringing everyone in the village under their
spell.
The snake-oil peddler who skips town before their “cure-all” fails.
A skilled spy mingling with nobility and using magic to stay undetected.
The lawyer who uses magic to sway the jury in their favor.
A celebrity musician whose force of personality is so great they
command real magic.
Performers as Illusionists
The performer is most obviously used to represent a character
similar to the Bard player class, but it can also make an excellent
illusionist. If you want to make an illusionist-style character more
Wizard-like, you may also choose to exchange the performer’s
Charisma score for its Intelligence score and make Charisma its
new spellcasting ability (the performer’s spell save DC and to-hit
bonuses will remain the same). You may also choose to give the
performer proficiency in Intelligence saving throws instead of
Charisma saving throws.
142
Essential NPCs
Performer (CR 1/4) Performer (CR 1/2)
Medium Humanoid (Bard), Any Alignment Medium Humanoid (Bard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 13 (+1) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 13 (+1)
Skills Acrobatics +3, Deception +3, History +2, Performance +3, Skills Acrobatics +4, Deception +3, History +2, Performance +3,
Persuasion +3 Persuasion +3
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any three languages Languages Any three languages
Challenge 1/4 (50 XP) Proficiency Bonus +2 Challenge 1/2 (100 XP) Proficiency Bonus +2
Actions Actions
Confound. The performer targets a creature it can see within 60 feet of Confound. The performer targets a creature it can see within 60 feet of
it. If the target can see or hear the performer, it must make a DC 11 it. If the target can see or hear the performer, it must make a DC 11
Wisdom saving throw. On a failed save, the target takes 3 (1d6) Wisdom saving throw. On a failed save, the target takes 4 (1d8)
psychic damage and has disadvantage on attack rolls, ability checks, psychic damage and has disadvantage on attack rolls, ability checks,
and saving throws until the end of the performer’s next turn. If the and saving throws until the end of the performer’s next turn. If the
performer wishes, it can choose to deal no damage with this action. performer wishes, it can choose to deal no damage with this action.
Bonus Actions Spellcasting. The performer casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 11):
Chime In (2/Day). The performer targets a creature it can see within At will: dancing lightsC, minor illusion, prestidigitation
30 feet of it. That creature has advantage on attack rolls, ability checks,
and saving throws until the start of the performer’s next turn. A 1/day each: charm person, silent imageC
creature must be able to see or hear the performer to be affected by C
Requires concentration
this ability.
Bonus Actions
Chime In (2/Day). The performer targets a creature it can see within
30 feet of it. That creature has advantage on attack rolls, ability checks,
and saving throws until the start of the performer’s next turn. A
creature must be able to see or hear the performer to be affected by
this ability.
143
Essential NPCs
Performer (CR 1) Performer (CR 2)
Medium Humanoid (Bard), Any Alignment Medium Humanoid (Bard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
Skills Acrobatics +4, Deception +4, History +2, Performance +4, Saving Throws WIS +2
Persuasion +4 Skills Acrobatics +4, Deception +4, History +2, Performance +4,
Senses Passive Perception 10 Persuasion +4
Languages Any four languages Senses Passive Perception 10
Challenge 1 (200 XP) Proficiency Bonus +2 Languages Any four languages
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Actions
Confound. The performer targets a creature it can see within 60 feet of
it. If the target can see or hear the performer, it must make a DC 12 Confound. The performer targets a creature it can see within 60 feet of
Wisdom saving throw. On a failed save, the target takes 7 (2d6) it. If the target can see or hear the performer, it must make a DC 12
psychic damage and has disadvantage on attack rolls, ability checks, Wisdom saving throw. On a failed save, the target takes 10 (3d6)
and saving throws until the end of the performer’s next turn. If the psychic damage and has disadvantage on attack rolls, ability checks,
performer wishes, it can choose to deal no damage with this action. and saving throws until the end of the performer’s next turn. If the
performer wishes, it can choose to deal no damage with this action.
Spellcasting. The performer casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 12): Spellcasting. The performer casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 12):
At will: dancing lights , minor illusion, prestidigitation
C
144
Essential NPCs
Performer (CR 3) Performer (CR 5)
Medium Humanoid (Bard), Any Alignment Medium Humanoid (Bard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 15 (+2)
Actions Actions
Confound. The performer targets a creature it can see within 60 feet of Confound. The performer targets a creature it can see within 60 feet of
it. If the target can see or hear the performer, it must make a DC 12 it. If the target can see or hear the performer, it must make a DC 13
Wisdom saving throw. On a failed save, the target takes 13 (3d8) Wisdom saving throw. On a failed save, the target takes 18 (4d8)
psychic damage and has disadvantage on attack rolls, ability checks, psychic damage and has disadvantage on attack rolls, ability checks,
and saving throws until the end of the performer’s next turn. If the and saving throws until the end of the performer’s next turn. If the
performer wishes, it can choose to deal no damage with this action. performer wishes, it can choose to deal no damage with this action.
Ensorcell. The performer targets a creature it can see within 60 feet of Ensorcell. The performer targets a creature it can see within 60 feet of
it. The target must make a DC 12 Wisdom saving throw or be it. The target must make a DC 13 Wisdom saving throw or be
magically charmed until the end of its next turn. While charmed this magically charmed until the end of its next turn. While charmed this
way, the target uses its movement and action to attack another way, the target uses its movement and action to attack another
creature of the performer’s choice, making as many attacks as creature of the performer’s choice, making as many attacks as
possible or casting a cantrip, whichever is more effective. The target possible or casting a cantrip, whichever is more effective. The target
will not move through obviously dangerous ground to reach the will not move through obviously dangerous ground to reach the
creature, and if the target cannot attack the creature, it spends its creature, and if the target cannot attack the creature, it spends its
movement and action doing nothing. movement and action doing nothing.
Spellcasting. The performer casts one of the following spells, using Spellcasting. The performer casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 12): Charisma as the spellcasting ability (spell save DC 13):
At will: dancing lightsC, disguise self, minor illusion, prestidigitation At will: dancing lightsC, disguise self, minor illusion, prestidigitation
1/day each: hideous laughterC, hypnotic patternC, major imageC, 2/day each: hideous laughterC, major imageC, suggestionC
suggestionC
1/day each: fear, greater invisibilityC, hypnotic patternC
C
Requires concentration C
Requires concentration
Reactions Reactions
Second Guess (Recharge 4–6). When the performer sees a creature
Second Guess (Recharge 4–6). When the performer sees a creature
within 30 feet of it target it with an attack or a harmful spell, the
within 30 feet of it target it with an attack or a harmful spell, the
performer forces the creature to make a DC 12 Wisdom saving throw.
performer forces the creature to make a DC 13 Wisdom saving throw.
On a failed save, the creature is magically charmed by the performer
On a failed save, the creature is magically charmed by the performer
until the start of its next turn and must choose a new target or lose
until the start of its next turn and must choose a new target or lose
the attack or spell.
the attack or spell.
Bonus Actions Bonus Actions
Chime In (3/Day). The performer targets a creature it can see within
Chime In (3/Day). The performer targets a creature it can see within
30 feet of it. That creature has advantage on attack rolls, ability checks,
30 feet of it. That creature has advantage on attack rolls, ability checks,
and saving throws until the start of the performer’s next turn. A
and saving throws until the start of the performer’s next turn. A
creature must be able to see or hear the performer to be affected by
creature must be able to see or hear the performer to be affected by
this ability.
this ability.
145
Essential NPCs
Performer (CR 7) Performer (CR 9)
Medium Humanoid (Bard), Any Alignment Medium Humanoid (Bard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
Saving Throws DEX +6, WIS +4, CHA +6 Saving Throws DEX +7, WIS +5, CHA +7
Skills Acrobatics +6, Deception +6, History +3, Performance +9, Skills Acrobatics +7, Deception +11, History +4, Performance +11,
Persuasion +6 Persuasion +11
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any four languages Languages Any four languages
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Actions Actions
Confound. The performer targets a creature it can see within 60 feet of Confound. The performer targets a creature it can see within 60 feet of
it. If the target can see or hear the performer, it must make a DC 14 it. If the target can see or hear the performer, it must make a DC 15
Wisdom saving throw. On a failed save, the target takes 22 (5d8) Wisdom saving throw. On a failed save, the target takes 27 (6d8)
psychic damage and has disadvantage on attack rolls, ability checks, psychic damage and has disadvantage on attack rolls, ability checks,
and saving throws until the end of the performer’s next turn. If the and saving throws until the end of the performer’s next turn. If the
performer wishes, it can choose to deal no damage with this action. performer wishes, it can choose to deal no damage with this action.
Ensorcell. The performer targets a creature it can see within 60 feet of Demand. The performer targets a creature it can see within 60 feet of
it. The target must make a DC 14 Wisdom saving throw or be it. The target must make a DC 15 Wisdom saving throw or be
magically charmed until the end of its next turn. While charmed this magically charmed until the end of its next turn. While charmed this
way, the target uses its movement and action to attack another way, the target follows the performer’s commands as long as they are
creature of the performer’s choice, making as many attacks as not directly harmful to it.
possible or casting a cantrip, whichever is more effective. The target
Spellcasting. The performer casts one of the following spells, using
will not move through obviously dangerous ground to reach the
Charisma as the spellcasting ability (spell save DC 15):
creature, and if the target cannot attack the creature, it spends its
movement and action doing nothing. At will: dancing lightsC, disguise self, minor illusion, prestidigitation
Spellcasting. The performer casts one of the following spells, using 2/day each: fear, hypnotic patternC, major imageC
Charisma as the spellcasting ability (spell save DC 14):
1/day each: dominate personC, greater invisibilityC, mass suggestion
At will: dancing lightsC, disguise self, minor illusion, prestidigitation C
Requires concentration
2/day each: fear, major imageC, suggestionC
Reactions
1/day each: dominate personC, greater invisibilityC, hypnotic patternC
C
Requires concentration Second Guess (Recharge 4–6). When the performer sees a creature
within 30 feet of it target it with an attack or a harmful spell, the
Reactions performer forces the creature to make a DC 15 Wisdom saving throw.
On a failed save, the creature is magically charmed by the performer
Second Guess (Recharge 4–6). When the performer sees a creature until the start of its next turn and must choose a new target or lose
within 30 feet of it target it with an attack or a harmful spell, the the attack or spell.
performer forces the creature to make a DC 14 Wisdom saving throw.
On a failed save, the creature is magically charmed by the performer Bonus Actions
until the start of its next turn and must choose a new target or lose
the attack or spell. Chime In (3/Day). The performer targets a creature it can see within
30 feet of it. That creature has advantage on attack rolls, ability checks,
Bonus Actions and saving throws until the start of the performer’s next turn. A
creature must be able to see or hear the performer to be affected by
Chime In (3/Day). The performer targets a creature it can see within this ability.
30 feet of it. That creature has advantage on attack rolls, ability checks,
and saving throws until the start of the performer’s next turn. A
creature must be able to see or hear the performer to be affected by
this ability.
146
Essential NPCs
Performer (CR 11) Performer (CR 13)
Medium Humanoid (Bard), Any Alignment Medium Humanoid (Bard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 10 (+0) 12 (+1) 18 (+4) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 12 (+1) 18 (+4)
Saving Throws DEX +8, WIS +5, CHA +8 Saving Throws DEX +9, WIS +6, CHA +9
Skills Acrobatics +8, Deception +12, History +4, Performance +12, Skills Acrobatics +9, Deception +14, History +5, Performance +14,
Persuasion +12 Persuasion +14
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any four languages Languages Any four languages
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 13 (10,000 XP) Proficiency Bonus +5
Actions Actions
Confound. The performer targets a creature it can see within 60 feet of Confound. The performer targets a creature it can see within 60 feet of
it. If the target can see or hear the performer, it must make a DC 16 it. If the target can see or hear the performer, it must make a DC 17
Wisdom saving throw. On a failed save, the target takes 27 (6d8) Wisdom saving throw. On a failed save, the target takes 31 (7d8)
psychic damage and has disadvantage on attack rolls, ability checks, psychic damage and has disadvantage on attack rolls, ability checks,
and saving throws until the end of the performer’s next turn. If the and saving throws until the end of the performer’s next turn. If the
performer wishes, it can choose to deal no damage with this action. performer wishes, it can choose to deal no damage with this action.
Demand. The performer targets a creature it can see within 60 feet of Demand. The performer targets a creature it can see within 60 feet of
it. The target must make a DC 16 Wisdom saving throw or be it. The target must make a DC 17 Wisdom saving throw or be
magically charmed until the end of its next turn. While charmed this magically charmed until the end of its next turn. While charmed this
way, the target follows the performer’s commands as long as they are way, the target follows the performer’s commands as long as they are
not directly harmful to it. not directly harmful to it.
Spellcasting. The performer casts one of the following spells, using Spellcasting. The performer casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 16): Charisma as the spellcasting ability (spell save DC 17):
At will: dancing lightsC, disguise self, minor illusion, prestidigitation At will: dancing lightsC, disguise self, minor illusion, prestidigitation
2/day each: fear, hypnotic patternC, major imageC 2/day each: fear, hypnotic patternC, major imageC
1/day each: dominate personC, greater invisibilityC, mass suggestion 1/day each: dominate monsterC, greater invisibilityC, mass suggestion
C C
Requires concentration Requires concentration
Reactions Reactions
Second Guess (Recharge 4–6). When the performer sees a creature Second Guess (Recharge 4–6). When the performer sees a creature
within 30 feet of it target it with an attack or a harmful spell, the within 30 feet of it target it with an attack or a harmful spell, the
performer forces the creature to make a DC 16 Wisdom saving throw. performer forces the creature to make a DC 17 Wisdom saving throw.
On a failed save, the creature is magically charmed by the performer On a failed save, the creature is magically charmed by the performer
until the start of its next turn and must choose a new target or lose until the start of its next turn and must choose a new target or lose
the attack or spell. the attack or spell.
147
Essential NPCs
Performer (CR 15) Otherworldly Performance (1/Day). Each creature of the performer’s
Medium Humanoid (Bard), Any Alignment choice within 60 feet of it must succeed on a DC 18 Wisdom saving
throw or be magically teleported to a demiplane. Creatures charmed by
Armor Class 16 (leather armor) the performer automatically fail the saving throw. The demiplane is a 50
foot radius, 50 foot high cylinder filled with illusory terrain of the
Hit Points 202 (45d8)
performer’s choosing. The terrain is generally traversable and not
Speed 30 ft. directly harmful to creatures in the demiplane, but may be fantastical or
otherwise confusing.
STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 10 (+0) 12 (+1) 20 (+5) An illusory manifestation of the performer waits in the demiplane. The
manifestation uses the performer’s game statistics, except it has 50 hit
points per creature teleported into the demiplane, it lacks the
Saving Throws DEX +10, WIS +6, CHA +10
performer’s Irresistible feature, and the only action it can take is
Skills Acrobatics +10, Deception +15, History +5, Performance +15,
Confound. If the manifestation drops to 0 hit points, or after 10
Persuasion +15
minutes, the manifestation vanishes, and each creature in the
Senses Passive Perception 11
demiplane reappears in the space it left or in the nearest unoccupied
Languages Any four languages
space if that space is occupied.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Spellcasting. The performer casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 18):
Irresistible. Any creature that starts its turn within 30 feet of the
At will: dancing lightsC, disguise self, minor illusion, prestidigitation
performer or moves within 30 feet of the performer for the first time
on a turn must make a DC 18 Wisdom saving throw. On a failed save, 2/day each: fear, greater invisibilityC, hypnotic patternC, major imageC
the creature is magically charmed by the performer until the start of
1/day each: dominate monsterC, mass suggestion, mirage arcane (as an
the creature’s next turn.
action)
Actions C
Requires concentration
Confound. The performer targets a creature it can see within 60 feet of Bonus Actions
it. If the target can see or hear the performer, it must make a DC 18
Wisdom saving throw. On a failed save, the target takes 36 (8d8) Chime In (3/Day). The performer targets a creature it can see within 30
psychic damage and has disadvantage on attack rolls, ability checks, feet of it. That creature has advantage on attack rolls, ability checks, and
and saving throws until the end of the performer’s next turn. If the saving throws until the start of the performer’s next turn. A creature
performer wishes, it can choose to deal no damage with this action. must be able to see or hear the performer to be affected by this ability.
Demand. The performer targets a creature it can see within 60 feet of
it. The target must make a DC 18 Wisdom saving throw or be
magically charmed until the end of its next turn. While charmed this
way, the target follows the performer’s commands as long as they are
not directly harmful to it.
148
Essential NPCs
Performer (CR 17) Otherworldly Performance (1/Day). Each creature of the performer’s
Medium Humanoid (Bard), Any Alignment choice within 60 feet of it must succeed on a DC 19 Wisdom saving
throw or be magically teleported to a demiplane. Creatures charmed by
Armor Class 16 (leather armor) the performer automatically fail the saving throw. The demiplane is a 50
foot radius, 50 foot high cylinder filled with illusory terrain of the
Hit Points 229 (51d8)
performer’s choosing. The terrain is generally traversable and not
Speed 30 ft. directly harmful to creatures in the demiplane, but may be fantastical or
otherwise confusing.
STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 10 (+0) 14 (+2) 20 (+5) An illusory manifestation of the performer waits in the demiplane. The
manifestation uses the performer’s game statistics, except it has 60 hit
points per creature teleported into the demiplane, it lacks the
Saving Throws DEX +11, WIS +8, CHA +11
performer’s Irresistible feature, and the only action it can take is
Skills Acrobatics +11, Deception +17, History +6, Performance +17,
Confound. If the manifestation drops to 0 hit points, or after 10
Persuasion +17
minutes, the manifestation vanishes, and each creature in the
Senses Passive Perception 12
demiplane reappears in the space it left or in the nearest unoccupied
Languages Any four languages
space if that space is occupied.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Spellcasting. The performer casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 19):
Irresistible. Any creature that starts its turn within 30 feet of the
At will: dancing lightsC, disguise self, minor illusion, prestidigitation
performer or moves within 30 feet of the performer for the first time
on a turn must make a DC 19 Wisdom saving throw. On a failed save, 2/day each: fear, greater invisibilityC, hypnotic patternC, major imageC
the creature is magically charmed by the performer until the start of
1/day each: dominate monsterC, mass suggestion, mirage arcane (as an
the creature’s next turn.
action)
Actions C
Requires concentration
Confound. The performer targets a creature it can see within 60 feet of Bonus Actions
it. If the target can see or hear the performer, it must make a DC 19
Wisdom saving throw. On a failed save, the target takes 40 (9d8) Chime In (3/Day). The performer targets a creature it can see within 30
psychic damage and has disadvantage on attack rolls, ability checks, feet of it. That creature has advantage on attack rolls, ability checks, and
and saving throws until the end of the performer’s next turn. If the saving throws until the start of the performer’s next turn. A creature
performer wishes, it can choose to deal no damage with this action. must be able to see or hear the performer to be affected by this ability.
Demand. The performer targets a creature it can see within 60 feet of
it. The target must make a DC 19 Wisdom saving throw or be
magically charmed until the end of its next turn. While charmed this
way, the target follows the performer’s commands as long as they are
not directly harmful to it.
149
Essential NPCs
Performer (CR 20) Otherworldly Performance (1/Day). Each creature of the performer’s
Medium Humanoid (Bard), Any Alignment choice within 60 feet of it must succeed on a DC 20 Wisdom saving
throw or be magically teleported to a demiplane. Creatures charmed by
Armor Class 17 (studded leather armor) the performer automatically fail the saving throw. The demiplane is a 50
foot radius, 50 foot high cylinder filled with illusory terrain of the
Hit Points 274 (61d8)
performer’s choosing. The terrain is generally traversable and not
Speed 30 ft. directly harmful to creatures in the demiplane, but may be fantastical or
otherwise confusing.
STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 10 (+0) 14 (+2) 22 (+6) An illusory manifestation of the performer waits in the demiplane. The
manifestation uses the performer’s game statistics, except it has 70 hit
points per creature teleported into the demiplane, it lacks the
Saving Throws DEX +11, WIS +8, CHA +12
performer’s Irresistible feature, and the only action it can take is
Skills Acrobatics +11, Deception +18, History +6, Performance +18,
Confound. If the manifestation drops to 0 hit points, or after 10
Persuasion +18
minutes, the manifestation vanishes, and each creature in the
Senses Passive Perception 12
demiplane reappears in the space it left or in the nearest unoccupied
Languages Any four languages
space if that space is occupied.
Challenge 20 (25,000 XP) Proficiency Bonus +6
Spellcasting. The performer casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 20):
Irresistible. Any creature that starts its turn within 30 feet of the
At will: dancing lightsC, disguise self, minor illusion, prestidigitation
performer or moves within 30 feet of the performer for the first time
on a turn must make a DC 20 Wisdom saving throw. On a failed save, 2/day each: fear, greater invisibilityC, hypnotic patternC, major imageC
the creature is magically charmed by the performer until the start of
1/day each: dominate monsterC, mass suggestion, mirage arcane (as an
the creature’s next turn.
action)
Actions C
Requires concentration
Confound. The performer targets a creature it can see within 60 feet of Bonus Actions
it. If the target can see or hear the performer, it must make a DC 20
Wisdom saving throw. On a failed save, the target takes 45 (10d8) Chime In (3/Day). The performer targets a creature it can see within 30
psychic damage and has disadvantage on attack rolls, ability checks, feet of it. That creature has advantage on attack rolls, ability checks, and
and saving throws until the end of the performer’s next turn. If the saving throws until the start of the performer’s next turn. A creature
performer wishes, it can choose to deal no damage with this action. must be able to see or hear the performer to be affected by this ability.
Demand. The performer targets a creature it can see within 60 feet of
it. The target must make a DC 20 Wisdom saving throw or be
magically charmed until the end of its next turn. While charmed this
way, the target follows the performer’s commands as long as they are
not directly harmful to it.
150
Essential NPCs
Priest of Darkness
Not all divine magic is turned to healing and service. Priests of
Darkness are followers of gods and otherworldly beings that have
a more sinister nature. Their magic debilitates and corrupts,
making easy victims of those who oppose them. Not all priests of
darkness are evil, but they and the factions they represent are
often oriented toward gaining power at the expense of others.
Priests of darkness usually work with allies, whether like-minded
co-conspirators, subordinates cowed into submission, or
unwitting members of an otherwise judicious church.
151
Essential NPCs
Priest of Darkness (CR 1/4)
Medium Humanoid (Cleric), Any Alignment
Armor Class 10
Hit Points 16 (3d8 + 3)
Speed 30 ft.
152
Essential NPCs
Priest of Darkness (CR 2) Priest of Darkness (CR 3)
Medium Humanoid (Cleric), Any Alignment Medium Humanoid (Cleric), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 16 (+3) 12 (+1)
Actions Actions
Dread Bolt. Melee or Ranged Spell Attack: +5 to hit, range 60 ft., one Dread Bolt. Melee or Ranged Spell Attack: +5 to hit, range 60 ft., one
target. Hit: 14 (4d6) necrotic damage. The target must succeed on a target. Hit: 18 (4d8) necrotic damage. The target must succeed on a
DC 13 Wisdom saving throw or become frightened until the end of its DC 13 Wisdom saving throw or become frightened until the end of its
next turn. next turn.
Baneful Prayer (2/Day). The priest targets any number of creatures it Baneful Prayer (2/Day). The priest targets any number of creatures it
can see within 60 feet of it. Each target must succeed on a DC 13 can see within 60 feet of it. Each target must succeed on a DC 13
Charisma saving throw or become cursed for one minute or until the Charisma saving throw or become cursed for one minute or until the
priest’s concentration ends (as if concentrating on a spell). Whenever priest’s concentration ends (as if concentrating on a spell). Whenever
a cursed target makes an attack roll or a saving throw, the target must a cursed target makes an attack roll or a saving throw, the target must
roll a d4 and subtract the number rolled from the attack roll or saving roll a d4 and subtract the number rolled from the attack roll or saving
throw. throw.
Spellcasting. The priest casts one of the following spells, using Spellcasting. The priest casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 13): Wisdom as the spellcasting ability (spell save DC 13):
At will: thaumaturgy At will: thaumaturgy
1/day each: blindness/deafness, command, cure wounds (as a 2nd level 1/day each: blindness/deafness, command, cure wounds (as a 3rd level
spell, target regains 2d8 + 3 hit points), silenceC spell, target regains 3d8 + 3 hit points), dispel magic, silenceC
C C
Requires concentration Requires concentration
153
Essential NPCs
Priest of Darkness (CR 5) Priest of Darkness (CR 7)
Medium Humanoid (Cleric), Any Alignment Medium Humanoid (Cleric), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 12 (+1)
Actions Actions
Multiattack. The priest makes two Dread Bolt attacks. Multiattack. The priest makes two Dread Bolt attacks.
Dread Bolt. Melee or Ranged Spell Attack: +6 to hit, range 60 ft., one Dread Bolt. Melee or Ranged Spell Attack: +7 to hit, range 60 ft., one
target. Hit: 13 (3d8) necrotic damage. The target must succeed on a target. Hit: 17 (5d6) necrotic damage. The target must succeed on a
DC 14 Wisdom saving throw or become frightened until the end of its DC 15 Wisdom saving throw or become frightened until the end of its
next turn. next turn.
Baneful Litany (2/Day). The priest targets any number of creatures it Baneful Litany (2/Day). The priest targets any number of creatures it
can see within 60 feet of it. Each target must succeed on a DC 14 can see within 60 feet of it. Each target must succeed on a DC 15
Charisma saving throw or become cursed for one minute or until the Charisma saving throw or become cursed for one minute or until the
priest’s concentration ends (as if concentrating on a spell). Whenever priest’s concentration ends (as if concentrating on a spell). Whenever
a cursed target makes an attack roll or a saving throw, the target must a cursed target makes an attack roll or a saving throw, the target must
roll a d6 and subtract the number rolled from the attack roll or saving roll a d6 and subtract the number rolled from the attack roll or saving
throw. throw.
Spellcasting. The priest casts one of the following spells, using Spellcasting. The priest casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 14): Wisdom as the spellcasting ability (spell save DC 15):
At will: thaumaturgy At will: thaumaturgy
1/day each: blindness/deafness, command, cure wounds (as a 3rd level 2/day each: blindness/deafness, command, cure wounds (as a 4th level
spell, target regains 3d8 + 3 hit points), dispel magic, silenceC spell, target regains 4d8 + 4 hit points), dispel magic, silenceC
C C
Requires concentration Requires concentration
154
Essential NPCs
Priest of Darkness (CR 9) Priest of Darkness (CR 11)
Medium Humanoid (Cleric), Any Alignment Medium Humanoid (Cleric), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 20 (+5) 12 (+1)
Saving Throws CON +6, WIS +8 Saving Throws CON +6, WIS +9
Skills Medicine +8, Persuasion +5, Religion +8 Skills Medicine +9, Persuasion +5, Religion +8
Senses Passive Perception 14 Senses Passive Perception 15
Languages Any two languages Languages Any two languages
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Unwavering Supplicants. Allies of the priest within 30 feet of it cannot Unwavering Supplicants. Allies of the priest within 30 feet of it cannot
be charmed or frightened. When an ally within 30 feet of the priest be charmed or frightened. When an ally within 30 feet of the priest
takes damage that reduces it to 0 hit points, the ally can use its takes damage that reduces it to 0 hit points, the ally can use its
reaction to make an attack and then take the damage. reaction to make an attack and then take the damage.
Actions Actions
Multiattack. The priest makes two Dread Bolt attacks. Multiattack. The priest makes two Dread Bolt attacks.
Dread Bolt. Melee or Ranged Spell Attack: +8 to hit, range 60 ft., one Dread Bolt. Melee or Ranged Spell Attack: +9 to hit, range 60 ft., one
target. Hit: 21 (6d6) necrotic damage. The target must succeed on a target. Hit: 24 (7d6) necrotic damage. The target must succeed on a
DC 16 Wisdom saving throw or become frightened until the end of its DC 17 Wisdom saving throw or become frightened until the end of its
next turn. next turn.
Baneful Litany (2/Day). The priest targets any number of creatures it Baneful Litany (2/Day). The priest targets any number of creatures it
can see within 60 feet of it. Each target must succeed on a DC 16 can see within 60 feet of it. Each target must succeed on a DC 17
Charisma saving throw or become cursed for one minute or until the Charisma saving throw or become cursed for one minute or until the
priest’s concentration ends (as if concentrating on a spell). Whenever priest’s concentration ends (as if concentrating on a spell). Whenever
a cursed target makes an attack roll or a saving throw, the target must a cursed target makes an attack roll or a saving throw, the target must
roll a d6 and subtract the number rolled from the attack roll or saving roll a d6 and subtract the number rolled from the attack roll or saving
throw. throw.
Spellcasting. The priest casts one of the following spells, using Spellcasting. The priest casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 16): Wisdom as the spellcasting ability (spell save DC 17):
At will: thaumaturgy At will: thaumaturgy
2/day each: blindness/deafness, command, cure wounds (as a 4th level 2/day each: blindness/deafness, command, cure wounds (as a 5th level
spell, target regains 4d8 + 4 hit points), dispel magic, silenceC spell, target regains 5d8 + 5 hit points), dispel magic, silenceC
1/day each: blade barrierC 1/day each: blade barrierC
C C
Requires concentration Requires concentration
155
Essential NPCs
Priest of Darkness (CR 13) Priest of Darkness (CR 15)
Medium Humanoid (Cleric), Any Alignment Medium Humanoid (Cleric), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 20 (+5) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 10 (+0) 20 (+5) 14 (+2)
Saving Throws CON +7, WIS +10 Saving Throws CON +8, WIS +10, CHA +7
Skills Medicine +10, Persuasion +7, Religion +10 Skills Insight +10, Medicine +10, Persuasion +7, Religion +10
Senses Passive Perception 15 Senses Passive Perception 15
Languages Any three languages Languages Any three languages
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Unwavering Supplicants. Allies of the priest within 30 feet of it cannot Unwavering Supplicants. Allies of the priest within 30 feet of it cannot
be charmed or frightened. When an ally within 30 feet of the priest be charmed or frightened. When an ally within 30 feet of the priest
takes damage that reduces it to 0 hit points, the ally can use its takes damage that reduces it to 0 hit points, the ally can use its
reaction to make an attack and then take the damage. reaction to make an attack and then take the damage.
Actions Actions
Multiattack. The priest makes two Dread Bolt attacks. Multiattack. The priest makes two Dread Bolt attacks.
Dread Bolt. Melee or Ranged Spell Attack: +10 to hit, range 60 ft., one Dread Bolt. Melee or Ranged Spell Attack: +10 to hit, range 60 ft., one
target. Hit: 31 (7d8) necrotic damage. The target must succeed on a target. Hit: 36 (8d8) necrotic damage. The target must succeed on a
DC 18 Wisdom saving throw or become frightened until the end of its DC 18 Wisdom saving throw or become frightened until the end of its
next turn. next turn.
Baneful Litany (2/Day). The priest targets any number of creatures it Baneful Litany (2/Day). The priest targets any number of creatures it
can see within 60 feet of it. Each target must succeed on a DC 18 can see within 60 feet of it. Each target must succeed on a DC 18
Charisma saving throw or become cursed for one minute or until the Charisma saving throw or become cursed for one minute or until the
priest’s concentration ends (as if concentrating on a spell). Whenever priest’s concentration ends (as if concentrating on a spell). Whenever
a cursed target makes an attack roll or a saving throw, the target must a cursed target makes an attack roll or a saving throw, the target must
roll a d6 and subtract the number rolled from the attack roll or saving roll a d6 and subtract the number rolled from the attack roll or saving
throw. throw.
Spellcasting. The priest casts one of the following spells, using Spellcasting. The priest casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 18): Wisdom as the spellcasting ability (spell save DC 18):
At will: thaumaturgy At will: thaumaturgy
2/day each: blindness/deafness, command, cure wounds (as a 5th level 2/day each: blindness/deafness, command, cure wounds (as a 5th level
spell, target regains 5d8 + 5 hit points), dispel magic, silenceC spell, target regains 5d8 + 5 hit points), dispel magic, silenceC
1/day each: blade barrierC 1/day each: blade barrierC
C C
Requires concentration Requires concentration
156
Essential NPCs
Priest of Darkness (CR 17) Priest of Darkness (CR 20)
Medium Humanoid (Cleric), Any Alignment Medium Humanoid (Cleric), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 10 (+0) 20 (+5) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 10 (+0) 22 (+6) 14 (+2)
Saving Throws CON +9, WIS +11, CHA +8 Saving Throws CON +9, WIS +12, CHA +8
Skills Insight +11, Medicine +11, Persuasion +8, Religion +12 Skills Insight +12, Medicine +12, Persuasion +8, Religion +12
Senses Passive Perception 15 Senses Passive Perception 15
Languages Any four languages Languages Any four languages
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge 20 (25,000 XP) Proficiency Bonus +6
Unwavering Supplicants. Allies of the priest within 30 feet of it cannot Unwavering Supplicants. Allies of the priest within 30 feet of it cannot
be charmed or frightened. When an ally within 30 feet of the priest be charmed or frightened. When an ally within 30 feet of the priest
takes damage that reduces it to 0 hit points, the ally can use its takes damage that reduces it to 0 hit points, the ally can use its
reaction to make an attack and then take the damage. reaction to make an attack and then take the damage.
Actions Actions
Multiattack. The priest makes two Dread Bolt attacks. Multiattack. The priest makes two Dread Bolt attacks.
Dread Bolt. Melee or Ranged Spell Attack: +11 to hit, range 60 ft., one Dread Bolt. Melee or Ranged Spell Attack: +12 to hit, range 60 ft., one
target. Hit: 40 (9d8) necrotic damage. The target must succeed on a target. Hit: 45 (10d8) necrotic damage. The target must succeed on a
DC 19 Wisdom saving throw or become frightened until the end of its DC 20 Wisdom saving throw or become frightened until the end of its
next turn. next turn.
Baneful Litany (2/Day). The priest targets any number of creatures it Baneful Litany (2/Day). The priest targets any number of creatures it
can see within 60 feet of it. Each target must succeed on a DC 19 can see within 60 feet of it. Each target must succeed on a DC 20
Charisma saving throw or become cursed for one minute or until the Charisma saving throw or become cursed for one minute or until the
priest’s concentration ends (as if concentrating on a spell). Whenever priest’s concentration ends (as if concentrating on a spell). Whenever
a cursed target makes an attack roll or a saving throw, the target must a cursed target makes an attack roll or a saving throw, the target must
roll a d6 and subtract the number rolled from the attack roll or saving roll a d6 and subtract the number rolled from the attack roll or saving
throw. throw.
Vessel of Divinity (1/Day). The priest touches a willing creature and Vessel of Divinity (1/Day). The priest touches a willing creature and
imbues it with divine power from the upper or lower planes. The imbues it with divine power from the upper or lower planes. The
creature gains 50 temporary hit points, and the following benefits: creature gains 100 temporary hit points, and the following benefits:
● If the creature’s AC is less than 21, it becomes 21. ● If the creature’s AC is less than 23, it becomes 23.
● The creature’s attacks deal an additional 3d12 radiant (upper ● The creature’s attacks deal an additional 3d12 radiant (upper
planes) or necrotic (lower planes) damage. planes) or necrotic (lower planes) damage.
● The creature has advantage on saving throws against spells and ● The creature has advantage on saving throws against spells and
other magical effects. other magical effects.
● If any of the creature’s movement speeds are less than 120 feet, ● If any of the creature’s movement speeds are less than 120 feet,
they become 120 feet, and the creature gains a flying speed of 120 they become 120 feet, and the creature gains a flying speed of 120
feet. feet.
The transformation ends after 1 minute, or if the creature is reduced The transformation ends after 1 minute, or if the creature is reduced
to 0 hit points. After the transformation ends, the creature suffers four to 0 hit points. After the transformation ends, the creature suffers four
levels of exhaustion and cannot be affected by this ability again for one levels of exhaustion and cannot be affected by this ability again for one
week. week.
Spellcasting. The priest casts one of the following spells, using Spellcasting. The priest casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 19): Wisdom as the spellcasting ability (spell save DC 20):
At will: thaumaturgy At will: thaumaturgy
2/day each: blade barrierC, blindness/deafness, command, cure wounds 2/day each: blade barrierC, blindness/deafness, command, cure wounds
(as a 6th level spell, target regains 6d8 + 5 hit points), dispel magic, (as a 6th level spell, target regains 6d8 + 6 hit points), dispel magic,
silenceC silenceC
C C
Requires concentration Requires concentration
157
Essential NPCs
Priest of Light
With dozens of gods across a multitude of pantheons, divine
magic is ubiquitous in the realms of fantasy. Priests of light are
devotees of faiths associated with life, healing, and acts of service.
They are as likely to be encountered as allies as they are to be
enemies, and many heroes seek them out for aid. Priests of light
focus more on bolstering their allies than bringing ruin to their
enemies, and they can keep those allies fighting long after others
would have fallen.
158
Essential NPCs
Priest of Light (CR 1/4)
Medium Humanoid (Cleric), Any Alignment
Armor Class 10
Hit Points 16 (3d8 + 3)
Speed 30 ft.
Censuring Light. Melee or Ranged Spell Attack: +3 to hit, ranged 60 ft., Armor Class 13 (chain shirt)
one target. Hit: 3 (1d6) radiant damage, and every foot of movement Hit Points 33 (6d8 + 6)
the target makes toward the priest costs 1 extra foot until the end of Speed 30 ft.
the priest’s next turn.
Spellcasting. The priest casts one of the following spells, using STR DEX CON INT WIS CHA
Wisdom as the spellcasting ability: 12 (+1) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
At will: light, thaumaturgy
Skills Medicine +4, Religion +2
1/day each: blessC, cure wounds Senses Passive Perception 12
C
Requires concentration Languages Any two languages
Challenge 1 (200 XP) Proficiency Bonus +2
Actions
Priest of Light (CR 1/2) Censuring Light. Melee or Ranged Spell Attack: +4 to hit, ranged 60 ft.,
Medium Humanoid (Cleric), Any Alignment
one target. Hit: 9 (2d8) radiant damage, and every foot of movement
the target makes toward the priest costs 1 extra foot until the end of
Armor Class 10
the priest’s next turn.
Hit Points 22 (4d8 + 4)
Speed 30 ft. Spellcasting. The priest casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 12):
STR DEX CON INT WIS CHA At will: light, thaumaturgy
12 (+1) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
1/day each: blessC, hold personC, lesser restoration
C
Skills Medicine +4, Religion +2 Requires concentration
Senses Passive Perception 12
Languages Any two languages
Bonus Actions
Challenge 1/2 (100 XP) Proficiency Bonus +2 Mend Wounds (2/Day). The priest or one creature of its choice within
30 feet of it regains 11 (2d8 + 2) hit points.
Actions
Censuring Light. Melee or Ranged Spell Attack: +4 to hit, ranged 60 ft.,
one target. Hit: 5 (1d10) radiant damage, and every foot of movement
the target makes toward the priest costs 1 extra foot until the end of
the priest’s next turn.
Spellcasting. The priest casts one of the following spells, using
Wisdom as the spellcasting ability:
At will: light, thaumaturgy
1/day each: blessC, cure wounds
C
Requires concentration
159
Essential NPCs
Priest of Light (CR 2) Priest of Light (CR 3)
Medium Humanoid (Cleric), Any Alignment Medium Humanoid (Cleric), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 16 (+3) 12 (+1)
Bonus Actions
Mend Wounds (2/Day). The priest or one creature of its choice within
30 feet of it regains 12 (2d8 + 3) hit points.
160
Essential NPCs
Priest of Light (CR 5) Priest of Light (CR 7)
Medium Humanoid (Cleric), Any Alignment Medium Humanoid (Cleric), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 12 (+1)
Saving Throws CON +4, WIS +6 Saving Throws CON +5, WIS +7
Skills Medicine +6, Religion +6 Skills Insight +7, Medicine +7, Religion +6
Senses Passive Perception 13 Senses Passive Perception 14
Languages Any two languages Languages Any two languages
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3
Actions Actions
Multiattack. The priest makes two Censuring Light attacks. Multiattack. The priest makes two Censuring Light attacks.
Censuring Light. Melee or Ranged Spell Attack: +6 to hit, ranged 60 ft., Censuring Light. Melee or Ranged Spell Attack: +7 to hit, ranged 60 ft.,
one target. Hit: 11 (2d10) radiant damage, and every foot of one target. Hit: 14 (4d6) radiant damage, and every foot of movement
movement the target makes toward the priest costs 1 extra foot until the target makes toward the priest costs 1 extra foot until the end of
the end of the priest’s next turn. the priest’s next turn.
Divine Protection. Until the start of the priest’s next turn, its allies Divine Protection. Until the start of the priest’s next turn, its allies
within 15 feet of it have resistance to all damage. within 15 feet of it have resistance to all damage.
Spellcasting. The priest casts one of the following spells, using Spellcasting. The priest casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 14): Wisdom as the spellcasting ability (spell save DC 15):
At will: light, thaumaturgy At will: light, thaumaturgy
2/day each: blessC, lesser restoration 2/day each: blessC, dispel magic, lesser restoration
1/day each: banishment , dispel magic, hold person
C C
1/day each: banishmentC, greater restoration, hold personC
C C
Requires concentration Requires concentration
161
Essential NPCs
Priest of Light (CR 9) Priest of Light (CR 11)
Medium Humanoid (Cleric), Any Alignment Medium Humanoid (Cleric), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 20 (+5) 12 (+1)
Saving Throws CON +6, WIS +8 Saving Throws CON +6, WIS +9
Skills Insight +8, Medicine +8, Religion +8 Skills Insight +9, Medicine +9, Religion +8
Senses Passive Perception 14 Senses Passive Perception 15
Languages Any two languages Languages Any two languages
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Actions Actions
Multiattack. The priest makes two Censuring Light attacks. Multiattack. The priest makes three Censuring Light attacks.
Censuring Light. Melee or Ranged Spell Attack: +8 to hit, ranged 60 ft., Censuring Light. Melee or Ranged Spell Attack: +9 to hit, ranged 60 ft.,
one target. Hit: 18 (4d8) radiant damage, and every foot of movement one target. Hit: 16 (3d10) radiant damage, and every foot of
the target makes toward the priest costs 1 extra foot until the end of movement the target makes toward the priest costs 1 extra foot until
the priest’s next turn. the end of the priest’s next turn.
Divine Protection. Until the start of the priest’s next turn, its allies Divine Protection. Until the start of the priest’s next turn, its allies
within 15 feet of it have resistance to all damage. within 15 feet of it have resistance to all damage.
Spellcasting. The priest casts one of the following spells, using Revive (1/Day). The priest magically restores life to one creature
Wisdom as the spellcasting ability (spell save DC 16): within 30 feet of it that died within the last minute. The creature
regains half of its maximum hit points and can immediately stand up
At will: light, thaumaturgy
if it is prone. This ability closes mortal wounds but does not restore
2/day each: blessC, dispel magic, hold personC, lesser restoration any missing body parts, and only works on a creature whose soul is
able and willing to return to its body.
1/day each: banishmentC, greater restoration, guardian of faith
C Spellcasting. The priest casts one of the following spells, using
Requires concentration
Wisdom as the spellcasting ability (spell save DC 17):
Bonus Actions At will: light, thaumaturgy
Mend Wounds (2/Day). The priest or one creature of its choice within 2/day each: blessC, dispel magic, hold personC, lesser restoration
30 feet of it regains 26 (5d8 + 4) hit points. 1/day each: banishmentC, greater restoration, guardian of faith
C
Requires concentration
Bonus Actions
Mend Wounds (2/Day). The priest or one creature of its choice within
30 feet of it regains 32 (6d8 + 5) hit points.
162
Essential NPCs
Priest of Light (CR 13) Priest of Light (CR 15)
Medium Humanoid (Cleric), Any Alignment Medium Humanoid (Cleric), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 20 (+5) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 10 (+0) 20 (+5) 14 (+2)
Saving Throws CON +7, WIS +10 Saving Throws CON +8, WIS +10, CHA +7
Skills Insight +10, Medicine +10, Religion +10 Skills Insight +10, Medicine +10, Religion +10
Senses Passive Perception 15 Senses Passive Perception 15
Languages Any three languages Languages Any three languages
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Actions Actions
Multiattack. The priest makes three Censuring Light attacks. Multiattack. The priest makes three Censuring Light attacks.
Censuring Light. Melee or Ranged Spell Attack: +10 to hit, ranged 60 ft., Censuring Light. Melee or Ranged Spell Attack: +10 to hit, ranged 60 ft.,
one target. Hit: 18 (4d8) radiant damage, and every foot of movement one target. Hit: 21 (6d6) radiant damage, and every foot of movement
the target makes toward the priest costs 1 extra foot until the end of the target makes toward the priest costs 1 extra foot until the end of
the priest’s next turn. the priest’s next turn.
Divine Protection. Until the start of the priest’s next turn, its allies Divine Protection. Until the start of the priest’s next turn, its allies
within 20 feet of it have resistance to all damage. within 20 feet of it have resistance to all damage.
Revive (1/Day). The priest magically restores life to one creature Revive (1/Day). The priest magically restores life to one creature
within 30 feet of it that died within the last minute. The creature within 30 feet of it that died within the last minute. The creature
regains half of its maximum hit points and can immediately stand up regains half of its maximum hit points and can immediately stand up
if it is prone. This ability closes mortal wounds but does not restore if it is prone. This ability closes mortal wounds but does not restore
any missing body parts, and only works on a creature whose soul is any missing body parts, and only works on a creature whose soul is
able and willing to return to its body. able and willing to return to its body.
Spellcasting. The priest casts one of the following spells, using Spellcasting. The priest casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 18): Wisdom as the spellcasting ability (spell save DC 18):
At will: light, thaumaturgy At will: light, thaumaturgy
2/day each: bless , dispel magic, hold person , lesser restoration
C C
2/day each: blessC, dispel magic, hold personC, lesser restoration
1/day each: banishmentC, greater restoration, guardian of faith, holy 1/day each: banishmentC, greater restoration, guardian of faith, holy
auraC auraC
C C
Requires concentration Requires concentration
163
Essential NPCs
Priest of Light (CR 17) Priest of Light (CR 20)
Medium Humanoid (Cleric), Any Alignment Medium Humanoid (Cleric), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 10 (+0) 20 (+5) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 10 (+0) 22 (+6) 14 (+2)
Saving Throws CON +9, WIS +11, CHA +8 Saving Throws CON +9, WIS +12, CHA +8
Skills Insight +11, Medicine +11, Religion +12 Skills Insight +12, Medicine +12, Religion +12
Senses Passive Perception 15 Senses Passive Perception 16
Languages Any four languages Languages Any four languages
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge 20 (25,000 XP) Proficiency Bonus +6
Actions Actions
Multiattack. The priest makes three Censuring Light attacks. Multiattack. The priest makes three Censuring Light attacks.
Censuring Light. Melee or Ranged Spell Attack: +11 to hit, ranged 60 ft., Censuring Light. Melee or Ranged Spell Attack: +12 to hit, ranged 60 ft.,
one target. Hit: 24 (7d6) radiant damage, and every foot of movement one target. Hit: 27 (5d10) radiant damage, and every foot of
the target makes toward the priest costs 1 extra foot until the end of movement the target makes toward the priest costs 1 extra foot until
the priest’s next turn. the end of the priest’s next turn.
Divine Protection. Until the start of the priest’s next turn, its allies Divine Protection. Until the start of the priest’s next turn, its allies
within 20 feet of it have resistance to all damage. within 20 feet of it have resistance to all damage.
Revive (1/Day). The priest magically restores life to one creature Revive (1/Day). The priest magically restores life to one creature
within 30 feet of it that died within the last minute. The creature within 30 feet of it that died within the last minute. The creature
regains half of its maximum hit points and can immediately stand up regains half of its maximum hit points and can immediately stand up
if it is prone. This ability closes mortal wounds but does not restore if it is prone. This ability closes mortal wounds but does not restore
any missing body parts, and only works on a creature whose soul is any missing body parts, and only works on a creature whose soul is
able and willing to return to its body. able and willing to return to its body.
Spellcasting. The priest casts one of the following spells, using Godly Intervention (1/Week). The priest calls directly on the power of
Wisdom as the spellcasting ability (spell save DC 19): the divine to perform a miracle. This may include calling forth a
natural disaster, parting a sea, healing the wounded, or smiting all
At will: light, thaumaturgy
those who trespass against them. As part of the miracle, the priest
2/day each: blessC, dispel magic, hold personC, lesser restoration can affect any number of creatures or objects within a 5 mile radius. If
the effect restores hit points or causes damage, the priest can divide
1/day each: banishmentC, greater restoration, guardian of faith, holy
200 points between the damage dealt or hit points restored. A
auraC
creature dealt damage this way must make a DC 20 Charisma saving
C
Requires concentration throw. On a success, it takes half as much damage instead.
Bonus Actions Spellcasting. The priest casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 20):
Mend Wounds (2/Day). The priest or one creature of its choice within At will: light, thaumaturgy
30 feet of it regains 45 (9d8 + 5) hit points.
2/day each: blessC, dispel magic, hold personC, lesser restoration
1/day each: banishmentC, greater restoration, guardian of faith, holy
auraC
C
Requires concentration
Bonus Actions
Mend Wounds (2/Day). The priest or one creature of its choice within
30 feet of it regains 51 (10d8 + 6) hit points.
164
Essential NPCs
Shaman
Shamans call upon the primal magic of the natural world,
harnessing the strength of the wilderness to serve their allies and
directing the unbridled fury of the elements against their foes.
They often take on the forms of animals from the lands they
inhabit and are not afraid to harness those forms in defense of
their homes. The way different shamans use their druidic magic is
as varied as the seasons, and a shaman is as likely to be a
spiritual counselor as they are a dangerous witch or an urban
environmentalist.
Shaman Examples
A reclusive healer sought out by the players to cure a disease afflicting
one of their number.
A vengeful forest guardian who strikes with primal fury at the humans
encroaching upon their woods.
A kind hermit who provides safe haven for wounded animals.
A local herbalist who treats minor injuries in their village with recipes
passed down over generations.
The archdruid of a grove that borders on the Feywild and teems with
fantastical creatures.
A slick city-dweller who makes their living by helping neighboring farms
with their magic.
The avatar of a primal forest, who remakes their body every day with the
flora and fauna of their home.
A druid who has spent so long in the form of an animal that they have
forgotten how to live among other people.
165
Essential NPCs
Shaman (CR 1/4) Shaman (CR 1/2)
Medium Humanoid (Druid), Any Alignment Medium Humanoid (Druid), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 13 (+1) 10 (+0)
Actions Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Grasping Earth. One creature on the ground within 60 feet of the
Hit: 4 (1d8) bludgeoning damage. shaman that the shaman can see must make a DC 11 Dexterity saving
throw. On a failed save, the creature takes 5 (1d10) bludgeoning
Spellcasting. The shaman casts one of the following spells, using
damage and its speed is reduced to 0 until the end of the shaman’s
Wisdom as the spellcasting ability (spell save DC 11):
next turn.
At will: druidcraft
Spellcasting. The shaman casts one of the following spells, using
1/day each: cure wounds, entangleC
Wisdom as the spellcasting ability (spell save DC 11):
C
Requires concentration
At will: druidcraft, speak with animals
1/day each: cure wounds, entangleC, faerie fireC
C
Requires concentration
166
Essential NPCs
Shaman (CR 1) Shaman (CR 2)
Medium Humanoid (Druid), Any Alignment Medium Humanoid (Druid), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
Actions Actions
Grasping Earth. One creature on the ground within 60 feet of the Grasping Earth. One creature on the ground within 60 feet of the
shaman that the shaman can see must make a DC 12 Strength saving shaman that the shaman can see must make a DC 12 Strength saving
throw. On a failed save, the creature takes 9 (2d8) bludgeoning throw. On a failed save, the creature takes 13 (3d8) bludgeoning
damage and its speed is reduced to 0 until the end of the shaman’s damage and its speed is reduced to 0 until the end of the shaman’s
next turn. next turn.
Spellcasting. The shaman casts one of the following spells, using Spellcasting. The shaman casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 12): Wisdom as the spellcasting ability (spell save DC 12):
At will: druidcraft, speak with animals At will: druidcraft, speak with animals
1/day each: cure wounds, entangleC, faerie fireC, spike growthC 1/day each: cure wounds, entangleC, faerie fireC, lesser restoration,
C spike growthC
Requires concentration
C
Requires concentration
Bonus Actions
Bonus Actions
Shapechange (2/Day). The shaman magically transforms into a Beast.
The shaman chooses whether its equipment falls to the ground, Shapechange (2/Day). The shaman magically transforms into a Beast.
melds with its new form, or is worn by its new form. The shaman The shaman chooses whether its equipment falls to the ground,
reverts to its true form if it dies or falls unconscious. The shaman can melds with its new form, or is worn by its new form. The shaman
also revert to its true form using a bonus action. reverts to its true form if it dies or falls unconscious. The shaman can
also revert to its true form using a bonus action.
While in this form the shaman’s stat block is replaced by the Beast
Form stat block. When the shaman changes between forms, its While in this form the shaman’s stat block is replaced by the Beast
current hit points remain the same. Form stat block. When the shaman changes between forms, its
current hit points remain the same.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
Skills Medicine +4, Nature +2, Perception +4 Skills Medicine +4, Nature +2, Perception +4
Senses Darkvision 60 ft., Passive Perception 14 Senses Darkvision 60 ft., Passive Perception 14
Languages Same as shaman but cannot speak Languages Same as shaman but cannot speak
Challenge - Proficiency Bonus +2 Challenge - Proficiency Bonus +2
Actions Actions
Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17
(2d8 + 3) slashing damage. If the target is a creature, it must succeed (2d12 + 4) slashing damage. If the target is a creature, it must
on a DC 13 Strength saving throw or be knocked prone. If the saving succeed on a DC 14 Strength saving throw or be knocked prone. If the
throw fails by 5 or more, the target cannot stand until the end of the saving throw fails by 5 or more, the target cannot stand until the end
beast’s next turn. of the beast’s next turn.
167
Essential NPCs
Shaman (CR 3) Beast Form (CR 3 Shaman)
Medium Humanoid (Druid), Any Alignment Small, Medium, or Large Beast (shaman’s choice)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 10 (+0)
Skills Medicine +5, Nature +2 Skills Medicine +5, Nature +2, Perception +5
Senses Passive Perception 13 Senses Darkvision 60 ft., Passive Perception 15
Languages Druidic, plus any one language Languages Same as shaman but cannot speak
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge - Proficiency Bonus +2
Actions Nimble Movement (air and water creature only). The beast doesn’t
provoke opportunity attacks when it moves out of an enemy's reach.
Nature’s Grasp. The shaman magically animates up to two natural
features within 60 feet of it, such as a patch of earth, a tree, a waterfall, Water Breathing (water creature only). The beast can breathe
or a hanging vine. Each animated feature attempts to seize a different underwater.
creature of the shaman’s choice, which must be within 15 feet of the
feature. The creature must succeed on a DC 13 Strength saving throw
Actions
or take 13 (3d8) points of bludgeoning damage and be dragged up to Maul (land creature only). Melee Weapon Attack: +6 to hit, reach 5 ft.,
15 feet toward the animated feature and grappled (escape DC 13) until one target. Hit: 26 (4d10 + 4) slashing damage. If the target is a
the start of the shaman’s next turn. creature, it must succeed on a DC 14 Strength saving throw or be
Spellcasting. The shaman casts one of the following spells, using knocked prone. If the saving throw fails by 5 or more, the target
Wisdom as the spellcasting ability (spell save DC 13): cannot stand until the end of the beast’s next turn.
At will: druidcraft, speak with animals Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 23
2/day each: cure wounds, entangleC, faerie fireC (3d12 + 4) piercing damage.
1/day each: lesser restoration, sleet stormC, spike growthC
C
Requires concentration
Bonus Actions
Shapechange (2/Day). The shaman magically transforms into a Beast.
The shaman chooses whether its equipment falls to the ground, melds
with its new form, or is worn by its new form. The shaman reverts to
its true form if it dies or falls unconscious. The shaman can also revert
to its true form using a bonus action.
When the shaman transforms, it chooses an environment: Air, Land,
or Water. While transformed, the shaman’s stat block is replaced by
the Beast Form stat block, with certain traits determined by the
environment it chose. When the shaman changes between forms, its
current hit points remain the same.
168
Essential NPCs
Shaman (CR 5) Beast Form (CR 5 Shaman)
Medium Humanoid (Druid), Any Alignment Small, Medium, or Large Beast (shaman’s choice)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 19 (+4) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 10 (+0)
Path of the Wilds. The shaman and its allies within 60 feet of it are Nimble Movement (air and water creature only). The beast doesn’t
unaffected by difficult terrain caused by plants, rocks, or other natural provoke opportunity attacks when it moves out of an enemy's reach.
features, whether or not they are magical. They are also immune to
Water Breathing (water creature only). The beast can breathe
any damage caused by moving through these features.
underwater.
Actions Path of the Wilds. The beast and its allies within 60 feet of it are
unaffected by difficult terrain caused by plants, rocks, or other natural
Nature’s Grasp. The shaman magically animates up to two natural features, whether or not they are magical. They are also immune to
features within 60 feet of it, such as a patch of earth, a tree, a any damage caused by moving through these features.
waterfall, or a hanging vine. Each animated feature attempts to seize a
different creature of the shaman’s choice, which must be within 15 Actions
feet of the feature. The creature must succeed on a DC 14 Strength
saving throw or take 13 (3d8) points of bludgeoning damage and be Multiattack. The beast makes two Maul or Bite attacks.
dragged up to 15 feet toward the animated feature and grappled
Maul (land creature only). Melee Weapon Attack: +7 to hit, reach 5 ft.,
(escape DC 14) until the start of the shaman’s next turn.
one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a
Spellcasting. The shaman casts one of the following spells, using creature, it must succeed on a DC 15 Strength saving throw or be
Wisdom as the spellcasting ability (spell save DC 14): knocked prone. If the saving throw fails by 5 or more, the target
cannot stand until the end of the beast’s next turn.
At will: druidcraft, speak with animals
2/day each: cure wounds, entangleC, faerie fireC, spike growthC Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15
1/day each: lesser restoration, sleet stormC (2d10 + 4) piercing damage.
C
Requires concentration
Bonus Actions
Shapechange (2/Day). The shaman magically transforms into a Beast.
The shaman chooses whether its equipment falls to the ground,
melds with its new form, or is worn by its new form. The shaman
reverts to its true form if it dies or falls unconscious. The shaman can
also revert to its true form using a bonus action.
When the shaman transforms, it chooses an environment: Air, Land,
or Water. While transformed, the shaman’s stat block is replaced by
the Beast Form stat block, with certain traits determined by the
environment it chose. When the shaman changes between forms, its
current hit points remain the same.
169
Essential NPCs
Shaman (CR 7) Beast Form (CR 7 Shaman)
Medium Humanoid (Druid), Any Alignment Small, Medium, Large, or Huge Beast (shaman’s choice)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 18 (+4) 10 (+0) 20 (+5) 14 (+2) 14 (+2) 10 (+0) 18 (+4) 10 (+0)
Path of the Wilds. The shaman and its allies within 60 feet of it are Nimble Movement (air and water creature only). The beast doesn’t
unaffected by difficult terrain caused by plants, rocks, or other natural provoke opportunity attacks when it moves out of an enemy's reach.
features, whether or not they are magical. They are also immune to
Water Breathing (water creature only). The beast can breathe
any damage caused by moving through these features.
underwater.
Actions Path of the Wilds. The beast and its allies within 60 feet of it are
unaffected by difficult terrain caused by plants, rocks, or other natural
Nature’s Grasp. The shaman magically animates up to two natural features, whether or not they are magical. They are also immune to
features within 60 feet of it, such as a patch of earth, a tree, a any damage caused by moving through these features.
waterfall, or a hanging vine. Each animated feature attempts to seize a
different creature of the shaman’s choice, which must be within 15 Actions
feet of the feature. The creature must succeed on a DC 15 Strength
saving throw or take 18 (4d8) points of bludgeoning damage and be Multiattack. The beast makes two Maul or Bite attacks.
dragged up to 15 feet toward the animated feature and grappled
Maul (land creature only). Melee Weapon Attack: +8 to hit, reach 5 ft.,
(escape DC 15) until the start of the shaman’s next turn.
one target. Hit: 23 (4d8 + 5) slashing damage. If the target is a
Spellcasting. The shaman casts one of the following spells, using creature, it must succeed on a DC 16 Strength saving throw or be
Wisdom as the spellcasting ability (spell save DC 15): knocked prone. If the saving throw fails by 5 or more, the target
cannot stand until the end of the beast’s next turn.
At will: druidcraft, speak with animals
2/day each: entangleC, faerie fireC, mass cure wounds, spike growthC Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21
1/day each: lesser restoration, sleet stormC, wall of stoneC (3d10 + 5) piercing damage.
C
Requires concentration
Bonus Actions
Shapechange (2/Day). The shaman magically transforms into a Beast.
The shaman chooses whether its equipment falls to the ground,
melds with its new form, or is worn by its new form. The shaman
reverts to its true form if it dies or falls unconscious. The shaman can
also revert to its true form using a bonus action.
When the shaman transforms, it chooses an environment: Air, Land,
or Water. While transformed, the shaman’s stat block is replaced by
the Beast Form stat block, with certain traits determined by the
environment it chose. When the shaman changes between forms, its
current hit points remain the same.
170
Essential NPCs
Shaman (CR 9) Beast Form (CR 9 Shaman)
Medium Humanoid (Druid), Any Alignment Small, Medium, Large, or Huge Beast (shaman’s choice)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 18 (+4) 10 (+0) 20 (+5) 14 (+2) 14 (+2) 10 (+0) 18 (+4) 10 (+0)
Path of the Wilds. The shaman and its allies within 60 feet of it are Nimble Movement (air and water creature only). The beast doesn’t
unaffected by difficult terrain caused by plants, rocks, or other natural provoke opportunity attacks when it moves out of an enemy's reach.
features, whether or not they are magical. They are also immune to
Water Breathing (water creature only). The beast can breathe
any damage caused by moving through these features.
underwater.
Actions Path of the Wilds. The beast and its allies within 60 feet of it are
unaffected by difficult terrain caused by plants, rocks, or other natural
Nature’s Grasp. The shaman magically animates up to two natural features, whether or not they are magical. They are also immune to
features within 60 feet of it, such as a patch of earth, a tree, a any damage caused by moving through these features.
waterfall, or a hanging vine. Each animated feature attempts to seize a
different creature of the shaman’s choice, which must be within 15 Actions
feet of the feature. The creature must succeed on a DC 16 Strength
saving throw or take 22 (5d8) points of bludgeoning damage and be Multiattack. The beast makes two Maul or Bite attacks.
dragged up to 15 feet toward the animated feature and grappled
Maul (land creature only). Melee Weapon Attack: +9 to hit, reach 5 ft.,
(escape DC 16) until the start of the shaman’s next turn.
one target. Hit: 29 (7d6 + 5) slashing damage. If the target is a
Spellcasting. The shaman casts one of the following spells, using creature, it must succeed on a DC 17 Strength saving throw or be
Wisdom as the spellcasting ability (spell save DC 16): knocked prone. If the saving throw fails by 5 or more, the target
cannot stand until the end of the beast’s next turn.
At will: druidcraft, speak with animals
2/day each: entangleC, lesser restoration, mass cure wounds, spike growthC Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 26
1/day each: sleet stormC, wall of stoneC, wall of thornsC (6d6 + 5) piercing damage.
C
Requires concentration
Bonus Actions
Shapechange (2/Day). The shaman magically transforms into a Beast.
The shaman chooses whether its equipment falls to the ground,
melds with its new form, or is worn by its new form. The shaman
reverts to its true form if it dies or falls unconscious. The shaman can
also revert to its true form using a bonus action.
When the shaman transforms, it chooses an environment: Air, Land,
or Water. While transformed, the shaman’s stat block is replaced by
the Beast Form stat block, with certain traits determined by the
environment it chose. When the shaman changes between forms, its
current hit points remain the same.
171
Essential NPCs
Shaman (CR 11) Beast Form (CR 11 Shaman)
Medium Humanoid (Druid), Any Alignment Small, Medium, Large, or Huge Beast (shaman’s choice)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 10 (+0) 20 (+5) 14 (+2) 14 (+2) 10 (+0) 20 (+5) 10 (+0)
Path of the Wilds. The shaman and its allies within 60 feet of it are Nimble Movement (air and water creature only). The beast doesn’t
unaffected by difficult terrain caused by plants, rocks, or other natural provoke opportunity attacks when it moves out of an enemy's reach.
features, whether or not they are magical. They are also immune to
Water Breathing (water creature only). The beast can breathe
any damage caused by moving through these features.
underwater.
Actions Path of the Wilds. The beast and its allies within 60 feet of it are
unaffected by difficult terrain caused by plants, rocks, or other natural
Nature’s Grasp. The shaman magically animates up to two natural features, whether or not they are magical. They are also immune to
features within 60 feet of it, such as a patch of earth, a tree, a any damage caused by moving through these features.
waterfall, or a hanging vine. Each animated feature attempts to seize a
different creature of the shaman’s choice, which must be within 15 Actions
feet of the feature. The creature must succeed on a DC 17 Strength
saving throw or take 31 (7d8) points of bludgeoning damage and be Multiattack. The beast makes three Maul or Bite attacks.
dragged up to 15 feet toward the animated feature and grappled
Maul (land creature only). Melee Weapon Attack: +9 to hit, reach 5 ft.,
(escape DC 17) until the start of the shaman’s next turn.
one target. Hit: 24 (3d12 + 5) slashing damage. If the target is a
Spellcasting. The shaman casts one of the following spells, using creature, it must succeed on a DC 17 Strength saving throw or be
Wisdom as the spellcasting ability (spell save DC 17): knocked prone. If the saving throw fails by 5 or more, the target
cannot stand until the end of the beast’s next turn.
At will: druidcraft, speak with animals
2/day each: entangleC, lesser restoration, mass cure wounds, spike growthC Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21
1/day each: sleet stormC, wall of stoneC, wall of thornsC (3d10 + 5) piercing damage.
C
Requires concentration
Bonus Actions
Shapechange (2/Day). The shaman magically transforms into a Beast.
The shaman chooses whether its equipment falls to the ground,
melds with its new form, or is worn by its new form. The shaman
reverts to its true form if it dies or falls unconscious. The shaman can
also revert to its true form using a bonus action.
When the shaman transforms, it chooses an environment: Air, Land,
or Water. While transformed, the shaman’s stat block is replaced by
the Beast Form stat block, with certain traits determined by the
environment it chose. When the shaman changes between forms, its
current hit points remain the same.
172
Essential NPCs
Shaman (CR 13) Beast Form (CR 13 Shaman)
Medium Humanoid (Druid), Any Alignment Small, Medium, Large, or Huge Beast (shaman’s choice)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 10 (+0) 20 (+5) 14 (+2) 14 (+2) 10 (+0) 20 (+5) 10 (+0)
Saving Throws WIS +10 Saving Throws CON +7, WIS +10
Skills Medicine +10, Nature +5, Survival +10 Skills Medicine +10, Nature +5, Perception +10, Survival +10
Senses Passive Perception 15 Senses Darkvision 60 ft., Passive Perception 20
Languages Druidic, plus any one language Languages Same as shaman but cannot speak
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge - Proficiency Bonus +5
Path of the Wilds. The shaman and its allies within 60 feet of it are Nimble Movement (air and water creature only). The beast doesn’t
unaffected by difficult terrain caused by plants, rocks, or other natural provoke opportunity attacks when it moves out of an enemy's reach.
features, whether or not they are magical. They are also immune to
Water Breathing (water creature only). The beast can breathe
any damage caused by moving through these features.
underwater.
Actions Path of the Wilds. The beast and its allies within 60 feet of it are
unaffected by difficult terrain caused by plants, rocks, or other natural
Nature’s Grasp. The shaman magically animates up to two natural features, whether or not they are magical. They are also immune to
features within 60 feet of it, such as a patch of earth, a tree, a any damage caused by moving through these features.
waterfall, or a hanging vine. Each animated feature attempts to seize a
different creature of the shaman’s choice, which must be within 15 Actions
feet of the feature. The creature must succeed on a DC 18 Strength
saving throw or take 36 (8d8) points of bludgeoning damage and be Multiattack. The beast makes three Maul or Bite attacks. It can
dragged up to 15 feet toward the animated feature and grappled replace one attack with a use of Spellcasting.
(escape DC 18) until the start of the shaman’s next turn.
Maul (land creature only). Melee Weapon Attack: +10 to hit, reach 5 ft.,
Spellcasting. The shaman casts one of the following spells, using one target. Hit: 29 (7d6 + 5) slashing damage. If the target is a
Wisdom as the spellcasting ability (spell save DC 18): creature, it must succeed on a DC 18 Strength saving throw or be
knocked prone. If the saving throw fails by 5 or more, the target
At will: druidcraft, speak with animals
cannot stand until the end of the beast’s next turn.
2/day each: entangleC, lesser restoration, mass cure wounds, spike growthC
1/day each: sleet stormC, wall of stoneC, wall of thornsC Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24
C (3d12 + 5) piercing damage.
Requires concentration
Spellcasting. The beast uses the shaman’s Spellcasting action.
Bonus Actions
Untamed Form (2/Day). The shaman magically transforms into a
Beast. The shaman chooses whether its equipment falls to the
ground, melds with its new form, or is worn by its new form. The
shaman reverts to its true form if it dies or falls unconscious. The
shaman can also revert to its true form using a bonus action.
When the shaman transforms, it chooses an environment: Air, Land,
or Water. While transformed, the shaman’s stat block is replaced by
the Beast Form stat block, with certain traits determined by the
environment it chose. When the shaman changes between forms, its
current hit points remain the same, and it keeps its Spellcasting
action.
173
Essential NPCs
Shaman (CR 15) Beast Form (CR 15 Shaman)
Medium Humanoid (Druid), Any Alignment Small, Medium, Large, or Huge Beast (shaman’s choice)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 10 (+0) 22 (+6) 16 (+3) 14 (+2) 10 (+0) 20 (+5) 10 (+0)
Saving Throws CON +6, WIS +10 Saving Throws CON +7, WIS +10
Skills Medicine +10, Nature +5, Survival +10 Skills Medicine +10, Nature +5, Perception +10, Survival +10
Senses Passive Perception 15 Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 20
Languages Druidic, plus any one language Languages Same as shaman but cannot speak
Challenge 15 (13,000 XP) Proficiency Bonus +5 Challenge - Proficiency Bonus +5
Path of the Wilds. The shaman and its allies within 60 feet of it are Nimble Movement (air and water creature only). The beast doesn’t
unaffected by difficult terrain caused by plants, rocks, or other natural provoke opportunity attacks when it moves out of an enemy's reach.
features, whether or not they are magical. They are also immune to
Water Breathing (water creature only). The beast can breathe
any damage caused by moving through these features.
underwater.
Actions Path of the Wilds. The beast and its allies within 60 feet of it are
unaffected by difficult terrain caused by plants, rocks, or other natural
Nature’s Grasp. The shaman magically animates up to two natural features, whether or not they are magical. They are also immune to
features within 60 feet of it, such as a patch of earth, a tree, a any damage caused by moving through these features.
waterfall, or a hanging vine. Each animated feature attempts to seize a
different creature of the shaman’s choice, which must be within 15 Actions
feet of the feature. The creature must succeed on a DC 18 Strength
saving throw or take 40 (9d8) points of bludgeoning damage and be Multiattack. The beast makes three Maul or Bite attacks. It can
dragged up to 15 feet toward the animated feature and grappled replace one attack with a use of Spellcasting.
(escape DC 18) until the start of the shaman’s next turn.
Maul (land creature only). Melee Weapon Attack: +11 to hit, reach 5 ft.,
Spellcasting. The shaman casts one of the following spells, using one target. Hit: 33 (5d10 + 6) slashing damage. If the target is a
Wisdom as the spellcasting ability (spell save DC 18): creature, it must succeed on a DC 19 Strength saving throw or be
knocked prone. If the saving throw fails by 5 or more, the target
At will: druidcraft, speak with animals
cannot stand until the end of the beast’s next turn.
2/day each: entangleC, lesser restoration, mass cure wounds, spike growthC
1/day each: earthquakeC, sleet stormC, wall of stoneC, wall of thornsC Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28
C (4d10 + 6) piercing damage.
Requires concentration
Spellcasting. The beast uses the shaman’s Spellcasting action.
Bonus Actions
Untamed Form (2/Day). The shaman magically transforms into a
Beast. The shaman chooses whether its equipment falls to the
ground, melds with its new form, or is worn by its new form. The
shaman reverts to its true form if it dies or falls unconscious. The
shaman can also revert to its true form using a bonus action.
When the shaman transforms, it chooses an environment: Air, Land,
or Water. While transformed, the shaman’s stat block is replaced by
the Beast Form stat block, with certain traits determined by the
environment it chose. When the shaman changes between forms, its
current hit points remain the same, and it keeps its Spellcasting
action.
174
Essential NPCs
Shaman (CR 17) Beast Form (CR 17 Shaman)
Medium Humanoid (Druid), Any Alignment Small, Medium, Large, or Huge Beast (shaman’s choice)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 10 (+0) 22 (+6) 16 (+3) 16 (+3) 10 (+0) 20 (+5) 10 (+0)
Saving Throws CON +7, WIS +11 Saving Throws CON +9, WIS +11
Skills Medicine +11, Nature +6, Survival +11 Skills Medicine +11, Nature +6, Perception +11, Survival +11
Senses Passive Perception 15 Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 21
Languages Druidic, plus any one language Languages Same as shaman but cannot speak
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge - Proficiency Bonus +6
Path of the Wilds. The shaman and its allies within 60 feet of it are Nimble Movement (air and water creature only). The beast doesn’t
unaffected by difficult terrain caused by plants, rocks, or other natural provoke opportunity attacks when it moves out of an enemy's reach.
features, whether or not they are magical. They are also immune to
Water Breathing (water creature only). The beast can breathe
any damage caused by moving through these features.
underwater.
Actions Path of the Wilds. The beast and its allies within 60 feet of it are
unaffected by difficult terrain caused by plants, rocks, or other natural
Nature’s Grasp. The shaman magically animates up to two natural features, whether or not they are magical. They are also immune to
features within 60 feet of it, such as a patch of earth, a tree, a any damage caused by moving through these features.
waterfall, or a hanging vine. Each animated feature attempts to seize a
different creature of the shaman’s choice, which must be within 15 Actions
feet of the feature. The creature must succeed on a DC 19 Strength
saving throw or take 49 (11d8) points of bludgeoning damage and be Multiattack. The beast makes three Maul or Bite attacks. It can
dragged up to 15 feet toward the animated feature and grappled replace one attack with a use of Spellcasting.
(escape DC 19) until the start of the shaman’s next turn.
Maul (land creature only). Melee Weapon Attack: +12 to hit, reach 5 ft.,
Spellcasting. The shaman casts one of the following spells, using one target. Hit: 37 (7d8 + 6) slashing damage. If the target is a
Wisdom as the spellcasting ability (spell save DC 19): creature, it must succeed on a DC 20 Strength saving throw or be
knocked prone. If the saving throw fails by 5 or more, the target
At will: druidcraft, speak with animals
cannot stand until the end of the beast’s next turn.
2/day each: entangleC, lesser restoration, mass cure wounds, sleet stormC,
spike growthC Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 33
1/day each: earthquakeC, storm of vengeanceC, wall of stoneC, wall of (5d10 + 6) piercing damage.
thornsC
Spellcasting. The beast uses the shaman’s Spellcasting action.
C
Requires concentration
Bonus Actions
Untamed Form (2/Day). The shaman magically transforms into a
Beast. The shaman chooses whether its equipment falls to the
ground, melds with its new form, or is worn by its new form. The
shaman reverts to its true form if it dies or falls unconscious. The
shaman can also revert to its true form using a bonus action.
When the shaman transforms, it chooses an environment: Air, Land,
or Water. While transformed, the shaman’s stat block is replaced by
the Beast Form stat block, with certain traits determined by the
environment it chose. When the shaman changes between forms, its
current hit points remain the same, and it keeps its Spellcasting
action.
175
Essential NPCs
Shaman (CR 20) Beast Form (CR 20 Shaman)
Medium Humanoid (Druid), Any Alignment Small, Medium, Large, or Huge Beast (shaman’s choice)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 22 (+6) 10 (+0) 22 (+6) 16 (+3) 16 (+3) 10 (+0) 20 (+5) 10 (+0)
Saving Throws CON +7, WIS +12 Saving Throws CON +9, WIS +11
Skills Medicine +12, Nature +6, Survival +12 Skills Medicine +11, Nature +6, Perception +11, Survival +11
Senses Passive Perception 16 Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 21
Languages Druidic, plus any one language Languages Same as shaman but cannot speak
Challenge 20 (25,000 XP) Proficiency Bonus +6 Challenge - Proficiency Bonus +6
Path of the Wilds. The shaman and its allies within 60 feet of it are Nimble Movement (air and water creature only). The beast doesn’t
unaffected by difficult terrain caused by plants, rocks, or other natural provoke opportunity attacks when it moves out of an enemy's reach.
features, whether or not they are magical. They are also immune to
Water Breathing (water creature only). The beast can breathe
any damage caused by moving through these features.
underwater.
Actions Path of the Wilds. The beast and its allies within 60 feet of it are
unaffected by difficult terrain caused by plants, rocks, or other natural
Nature’s Grasp. The shaman magically animates up to two natural features, whether or not they are magical. They are also immune to
features within 60 feet of it, which are either points on the ground or any damage caused by moving through these features.
other aspects of nature such as trees, waterfalls, or hanging vines.
Each animated feature attempts to seize a different creature of the Actions
shaman’s choice, which must be within 15 feet of the feature. The
creature must succeed on a DC 20 Strength saving throw or take 63 Multiattack. The beast makes four Maul or Bite attacks. It can replace
(14d8) points of bludgeoning damage and be dragged up to 15 feet one attack with a use of Spellcasting.
toward the animated feature and grappled (escape DC 20) until the
Maul (land creature only). Melee Weapon Attack: +12 to hit, reach 5 ft.,
start of the shaman’s next turn.
one target. Hit: 33 (5d10 + 6) slashing damage. If the target is a
Titanic Transformation (1/day). The shaman magically transforms creature, it must succeed on a DC 20 Strength saving throw or be
into a towering creature of churning elemental energy. Its equipment knocked prone. If the saving throw fails by 5 or more, the target
melds with its new form. The shaman reverts to its true form after 1 cannot stand until the end of the beast’s next turn.
minute, or if it dies or falls unconscious. The shaman can revert to its
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 30
true form using a bonus action.
(7d6 + 6) piercing damage.
When the shaman assumes this form, its stat block is replaced by the
Spellcasting. The beast uses the shaman’s Spellcasting action.
Elemental Titan stat block. It keeps its current hit points and its
Spellcasting action, and it gains 100 temporary hit points.
Spellcasting. The shaman casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 20):
At will: druidcraft, speak with animals
2/day each: entangleC, lesser restoration, mass cure wounds, sleet stormC,
spike growthC
1/day each: earthquakeC, storm of vengeanceC, wall of stoneC, wall of
thornsC
C
Requires concentration
Bonus Actions
Untamed Form (2/Day). The shaman magically transforms into a
Beast. The shaman chooses whether its equipment falls to the
ground, melds with its new form, or is worn by its new form. The
shaman reverts to its true form if it dies or falls unconscious. The
shaman can also revert to its true form using a bonus action.
When the shaman transforms, it chooses an environment: Air, Land,
or Water. While transformed, the shaman’s stat block is replaced by
the Beast Form stat block, with certain traits determined by the
environment it chose. When the shaman changes between forms, its
current hit points remain the same, and it keeps its Spellcasting
action.
176
Essential NPCs
Elemental Titan Form
(CR 20 Shaman)
Gargantuan Elemental
Actions
Multiattack. The titan makes two Slam attacks. It can replace one
attack with a use of Spellcasting.
Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 40
(5d12 + 8) force damage plus 26 (4d12) cold, fire, lightning, or
thunder damage (titan’s choice).
Spellcasting. The titan uses the shaman’s Spellcasting action.
177
Essential NPCs
Soldier
Soldiers are disciplined fighters, trained to move in formation and
confront enemies using tactics and teamwork. They are most
effective in groups, fighting alongside fellow soldiers or under the
command of superior officers. Some soldiers fight for great
causes, others for coin, and still others fight because they have
been pressed into service, but for all soldiers war is a way of life.
Though many fall in their first battle, those who survive become
hardened to the horrors of the battlefield and learn to push their
bodies past the limits of ordinary folk.
Soldier Examples
A conscript who fights not for the sake of their warlord, but for their
fellows beside them.
Infantry volunteers who hopes to distinguish themselves in battle and
rise to prominence in the kingdom’s army.
An elite fighting force so renowned that their arrival on the battlefield
draws flags of surrender.
A peasant who was handed a shield and spear and shoved to the front
lines. They may find glory or a grim fate.
A standard troop in the king’s army, willing to fight but mostly trying to
stay alive.
A retired veteran who dons their armor once more to defend their
village from raiders.
The members of a military unit famed for their brutal training regimen
and refusal to ever surrender.
The battle-hardened fighter in an adventuring party.
Actions
Longspear. Melee Weapon Attack: +3 to hit, reach 5 ft. or 10 ft. on the
soldier’s turn, one target. Hit: 4 (1d6 + 1) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range
30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Shield Wall. Until the start of its next turn, the soldier and its allies
within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the
space they originate from is closer to their target than to the soldier.
178
Essential NPCs
Soldier (CR 1/2) Soldier (CR 2)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 14 (studded leather, shield) Armor Class 14 (studded leather, shield)
Hit Points 27 (5d8 + 5) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Infantry Movement. The soldier’s allies do not provoke opportunity Infantry Movement. The soldier’s allies do not provoke opportunity
attacks from hostile creatures when moving into or out of the soldier’s attacks from hostile creatures when moving into or out of the soldier’s
space. space.
Actions Actions
Longspear. Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft. on the Multiattack. The soldier makes two Longspear attacks.
soldier’s turn, one target. Hit: 7 (1d10 + 2) piercing damage.
Longspear. Melee Weapon Attack: +5 to hit, reach 5 ft. or 10 ft. on the
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range soldier’s turn, one target. Hit: 10 (2d6 + 3) piercing damage.
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
Shield Wall. Until the start of its next turn, the soldier and its allies 30/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the
space they originate from is closer to their target than to the soldier. Shield Wall. Until the start of its next turn, the soldier and its allies
within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the
space they originate from is closer to their target than to the soldier.
Soldier (CR 1)
Medium Humanoid, Any Alignment
Soldier (CR 3)
Medium Humanoid, Any Alignment
Armor Class 14 (studded leather, shield)
Hit Points 32 (5d8 + 10)
Armor Class 15 (chain shirt, shield)
Speed 30 ft.
Hit Points 58 (9d8 + 18)
STR DEX CON INT WIS CHA Speed 30 ft.
14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Skills Athletics +4
Senses Passive Perception 10
Skills Athletics +5
Languages Any two languages
Senses Passive Perception 10
Challenge 1 (200 XP) Proficiency Bonus +2
Languages Any two languages
Challenge 3 (700 XP) Proficiency Bonus +2
Infantry Movement. The soldier’s allies do not provoke opportunity
attacks from hostile creatures when moving into or out of the soldier’s
space. Infantry Movement. The soldier’s allies do not provoke opportunity
attacks from hostile creatures when moving into or out of the soldier’s
Actions space.
Multiattack. The soldier makes two Longspear attacks. Actions
Longspear. Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft. on the Multiattack. The soldier makes two Longspear attacks.
soldier’s turn, one target. Hit: 6 (1d8 + 2) piercing damage.
Longspear. Melee Weapon Attack: +5 to hit, reach 5 ft. or 10 ft. on the
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range soldier’s turn, one target. Hit: 12 (2d8 + 3) piercing damage.
30/120 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
Shield Wall. Until the start of its next turn, the soldier and its allies 30/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the
space they originate from is closer to their target than to the soldier. Shield Wall. Until the start of its next turn, the soldier and its allies
within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the
space they originate from is closer to their target than to the soldier.
179
Essential NPCs
Soldier (CR 5) Soldier (CR 7)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 15 (chain shirt, shield) Armor Class 16 (chain shirt, shield)
Hit Points 78 (12d8 + 24) Hit Points 105 (14d8 + 42)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 18 (+4) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
Infantry Movement. The soldier’s allies do not provoke opportunity Infantry Movement. The soldier’s allies do not provoke opportunity
attacks from hostile creatures when moving into or out of the soldier’s attacks from hostile creatures when moving into or out of the soldier’s
space. space.
Actions Actions
Multiattack. The soldier makes two Longspear attacks. Multiattack. The soldier makes two Longspear attacks.
Longspear. Melee Weapon Attack: +6 to hit, reach 5 ft. or 10 ft. on the Longspear. Melee Weapon Attack: +7 to hit, reach 5 ft. or 10 ft. on the
soldier’s turn, one target. Hit: 14 (2d10 + 3) piercing damage. soldier’s turn, one target. Hit: 18 (4d6 + 4) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
30/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage. 30/120 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Shield Wall. Until the start of its next turn, the soldier and its allies Shield Wall. Until the start of its next turn, the soldier and its allies
within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the
space they originate from is closer to their target than to the soldier. space they originate from is closer to their target than to the soldier.
180
Essential NPCs
Soldier (CR 9) Soldier (CR 11)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 17 (scale mail, shield) Armor Class 17 (scale mail, shield)
Hit Points 135 (18d8 + 54) Hit Points 161 (19d8 + 76)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 20 (+5) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
Saving Throws STR +8, DEX +5, CON +7 Saving Throws STR +9, DEX +5, CON +8
Skills Athletics +8 Skills Athletics +9
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Infantry Movement. The soldier’s allies do not provoke opportunity Infantry Movement. The soldier’s allies do not provoke opportunity
attacks from hostile creatures when moving into or out of the soldier’s attacks from hostile creatures when moving into or out of the soldier’s
space. space.
Determined (1/Day). The soldier rerolls a failed saving throw. It makes Determined (1/Day). The soldier rerolls a failed saving throw. It makes
the new saving throw with advantage. the new saving throw with advantage.
Actions Actions
Multiattack. The soldier makes two Longspear attacks. Multiattack. The soldier makes two Longspear attacks.
Longspear. Melee Weapon Attack: +8 to hit, reach 5 ft. or 10 ft. on the Longspear. Melee Weapon Attack: +9 to hit, reach 5 ft. or 10 ft. on the
soldier’s turn, one target. Hit: 22 (4d8 + 4) piercing damage. soldier’s turn, one target. Hit: 27 (4d10 + 5) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range
30/120 ft., one target. Hit: 20 (3d10 + 4) piercing damage. 30/120 ft., one target. Hit: 26 (6d6 + 5) piercing damage.
Shield Wall. Until the start of its next turn, the soldier and its allies Shield Wall. Until the start of its next turn, the soldier and its allies
within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the
space they originate from is closer to their target than to the soldier. space they originate from is closer to their target than to the soldier.
181
Essential NPCs
Soldier (CR 13) Soldier (CR 15)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 18 (scale mail, shield) Armor Class 19 (half plate, shield)
Hit Points 187 (22d8 + 88) Hit Points 221 (26d8 + 104)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 10 (+0) 20 (+5) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
Saving Throws STR +10, DEX +7, CON +9 Saving Throws STR +10, DEX +7, CON +9
Skills Athletics +10 Skills Athletics +10
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Infantry Movement. The soldier’s allies do not provoke opportunity Infantry Movement. The soldier’s allies do not provoke opportunity
attacks from hostile creatures when moving into or out of the soldier’s attacks from hostile creatures when moving into or out of the soldier’s
space. space.
Determined (1/Day). The soldier rerolls a failed saving throw. It makes Determined (2/Day). The soldier rerolls a failed saving throw. It makes
the new saving throw with advantage. the new saving throw with advantage.
Actions Actions
Multiattack. The soldier makes three Longspear attacks. Multiattack. The soldier makes three Longspear attacks.
Longspear. Melee Weapon Attack: +10 to hit, reach 5 ft. or 10 ft. on the Longspear. Melee Weapon Attack: +10 to hit, reach 5 ft. or 10 ft. on the
soldier’s turn, one target. Hit: 23 (4d8 + 5) piercing damage. soldier’s turn, one target. Hit: 27 (4d10 + 5) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range
30/120 ft., one target. Hit: 22 (5d6 + 5) piercing damage. 30/120 ft., one target. Hit: 26 (6d6 + 5) piercing damage.
Shield Wall. Until the start of its next turn, the soldier and its allies Shield Wall. Until the start of its next turn, the soldier and its allies
within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the
space they originate from is closer to their target than to the soldier. space they originate from is closer to their target than to the soldier.
Bonus Actions Epic Charge (1/Day). The soldier and each of its allies within 30 feet of
it can use a reaction to move up to twice their speed without
Coordinated Strike. Immediately after the soldier hits a target with a provoking opportunity attacks and then make a melee attack.
melee attack, it chooses an ally. If that ally can see or hear the soldier,
it can make a melee attack against the same target as a reaction. Bonus Actions
Coordinated Strike. Immediately after the soldier hits a target with a
melee attack, it chooses an ally. If that ally can see or hear the soldier,
it can make a melee attack against the same target as a reaction.
182
Essential NPCs
Soldier (CR 17) Soldier (CR 20)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 19 (half plate, shield) Armor Class 19 (half plate, shield)
Hit Points 255 (30d8 + 120) Hit Points 297 (35d8 + 140)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 10 (+0) 22 (+6) 14 (+2) 20 (+5) 10 (+0) 10 (+0) 10 (+0)
Saving Throws STR +11, DEX +8, CON +10 Saving Throws STR +12, DEX +8, CON +11
Skills Athletics +11 Skills Athletics +12
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge 20 (25,000 XP) Proficiency Bonus +6
Infantry Movement. The soldier’s allies do not provoke opportunity Infantry Movement. The soldier’s allies do not provoke opportunity
attacks from hostile creatures when moving into or out of the soldier’s attacks from hostile creatures when moving into or out of the soldier’s
space. space.
Determined (2/Day). The soldier rerolls a failed saving throw. It makes Determined (2/Day). The soldier rerolls a failed saving throw. It makes
the new saving throw with advantage. the new saving throw with advantage.
Actions Actions
Multiattack. The soldier makes three Longspear attacks. Multiattack. The soldier makes three Longspear attacks.
Longspear. Melee Weapon Attack: +11 to hit, reach 5 ft. or 10 ft. on the Longspear. Melee Weapon Attack: +12 to hit, reach 5 ft. or 10 ft. on the
soldier’s turn, one target. Hit: 32 (5d10 + 5) piercing damage. soldier’s turn, one target. Hit: 37 (7d7 + 6) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range Javelin. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range
30/120 ft., one target. Hit: 29 (7d6 + 5) piercing damage. 30/120 ft., one target. Hit: 33 (5d10 + 6) piercing damage.
Shield Wall. Until the start of its next turn, the soldier and its allies Shield Wall. Until the start of its next turn, the soldier and its allies
within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the within 5 feet of it have 3/4 cover. Attacks can ignore the cover if the
space they originate from is closer to their target than to the soldier. space they originate from is closer to their target than to the soldier.
Epic Charge (1/Day). The soldier and each of its allies within 30 feet of Epic Charge (1/Day). The soldier and each of its allies within 30 feet of
it can use a reaction to move up to twice their speed without it can use a reaction to move up to twice their speed without
provoking opportunity attacks and then make a melee attack. provoking opportunity attacks and then make a melee attack.
183
Essential NPCs
Spellsword
Spellswords fuse magic and melee into a deadly art. They do not
distinguish between the mystical and the material, using their
blade to parry spells and slice enchantments into ribbons.
Attaining this level of command over steel and spell takes
incredible skill: Most spellswords are either members of races
long-lived enough to master both arts individually, or people who
have undergone unusual or experimental training. Their skills are
as formidable as they are rare, and a spellsword’s presence on the
battlefield is always worthy of respect.
Spellsword Examples
An Elven magus who has seen a dozen human lifetimes and perfected
as many forms of combat.
A renegade warrior who was subjected to raw magic as part of a
wizard’s experiment.
A graduate of a secret training program designed to create the ultimate
soldier.
The child of two former adventurers. Their mother was a knight, their
father a mage, and they have learned from both.
It turns out the awkward wizard-school student is a master of calducata,
a martial art that uses wands as melee weapons.
A member of a distant clan who embraces all expressions of warfare.
A warrior who acquired a sentient magic sword which casts spells on
the warrior’s behalf.
An ancient regiment of arcane knights from a lost civilization that used
magic as part of everyday life, now released from a stasis spell.
Skills Arcana +4
Senses Passive Perception 10
Languages Any two languages
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) slashing damage.
Spellcasting. The spellsword casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 11):
1/day each: color spray, grease
Reactions
Sorcerous Deflection. When the spellsword is hit by an attack or when
it fails a saving throw against a spell, it protects itself with a barrier of
magical force. Until the end of the turn, the spellsword adds 2 to its
AC and to its saving throws against spells (including against the
triggering attack or spell).
184
Essential NPCs
Spellsword (CR 1/2) Spellsword (CR 1)
Medium Humanoid (Fighter, Wizard), Any Alignment Medium Humanoid (Fighter, Wizard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 11 (+0)
Actions Actions
Elemental Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The spellsword makes two Elemental Blade attacks. It
target. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) cold, fire, or can replace one attack with a use of Spellcasting, if available.
lightning damage (spellsword’s choice).
Elemental Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Spellcasting. The spellsword casts one of the following spells, using target. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) cold, fire, or
Intelligence as the spellcasting ability (spell save DC 12): lightning damage (spellsword’s choice).
1/day each: color spray, grease, longstrider War Arcana (Recharge 4-6). The spellsword fires a blast of elemental
energy, which takes the form of either a 15-foot cone or a 30-foot-long
Reactions line that is 5 feet wide. Each creature within the blast must make a DC
12 Dexterity saving throw, taking 14 (4d6) cold, fire, or lightning
Sorcerous Deflection. When the spellsword is hit by an attack or when damage (spellsword’s choice) on a failed save, or half as much
it fails a saving throw against a spell, it protects itself with a barrier of damage on a successful one.
magical force. Until the end of the turn, the spellsword adds 2 to its
AC and to its saving throws against spells (including against the Spellcasting. The spellsword casts one of the following spells, using
triggering attack or spell). Intelligence as the spellcasting ability (spell save DC 12):
1/day each: color spray, grease, longstrider
Reactions
Sorcerous Deflection. When the spellsword is hit by an attack or when
it fails a saving throw against a spell, it protects itself with a barrier of
magical force. Until the end of the turn, the spellsword adds 2 to its
AC and to its saving throws against spells (including against the
triggering attack or spell).
185
Essential NPCs
Spellsword (CR 2) Spellsword (CR 3)
Medium Humanoid (Fighter, Wizard), Any Alignment Medium Humanoid (Fighter, Wizard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 12 (+1)
Actions Actions
Multiattack. The spellsword makes two Elemental Blade attacks. It Multiattack. The spellsword makes two Elemental Blade attacks. It
can replace one attack with a use of Spellcasting or War Arcana, if can replace one attack with a use of Spellcasting or War Arcana, if
available. available.
Elemental Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one Elemental Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) cold, fire, or target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) cold, fire, or
lightning damage (spellsword’s choice). lightning damage (spellsword’s choice).
War Arcana (Recharge 4-6). The spellsword fires a blast of elemental War Arcana (Recharge 4-6). The spellsword fires a blast of elemental
energy, which takes the form of either a 15-foot cone or a 30-foot-long energy, which takes the form of either a 15-foot cone or a 30-foot-long
line that is 5 feet wide. Each creature within the blast must make a DC line that is 5 feet wide. Each creature within the blast must make a DC
13 Dexterity saving throw, taking 14 (4d6) cold, fire, or lightning 13 Dexterity saving throw, taking 17 (5d6) cold, fire, or lightning
damage (spellsword’s choice) on a failed save, or half as much damage (spellsword’s choice) on a failed save, or half as much
damage on a successful one. damage on a successful one.
Spellcasting. The spellsword casts one of the following spells, using Spellcasting. The spellsword casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 13): Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with
spell attacks):
1/day each: color spray, grease, gust of windC, longstrider
C 1/day each: grease, gust of windC, levitateC, longstrider, ray of
Requires concentration
enfeeblementC
Reactions C
Requires concentration
Sorcerous Deflection. When the spellsword is hit by an attack or when Reactions
it fails a saving throw against a spell, it protects itself with a barrier of
magical force. Until the end of the turn, the spellsword adds 2 to its Sorcerous Deflection. When the spellsword is hit by an attack or when
AC and to its saving throws against spells (including against the it fails a saving throw against a spell, it protects itself with a barrier of
triggering attack or spell). magical force. Until the end of the turn, the spellsword adds 2 to its
AC and to its saving throws against spells (including against the
triggering attack or spell).
186
Essential NPCs
Spellsword (CR 5) Spellsword (CR 7)
Medium Humanoid (Fighter, Wizard), Any Alignment Medium Humanoid (Fighter, Wizard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 18 (+4) 12 (+1) 18 (+4) 12 (+1) 13 (+1)
Actions Actions
Multiattack. The spellsword makes two Elemental Blade attacks. It Multiattack. The spellsword makes three Elemental Blade attacks. It
can replace one attack with a use of Spellcasting or War Arcana, if can replace one attack with a use of Spellcasting or War Arcana, if
available. available.
Elemental Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one Elemental Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage plus 9 (2d8) cold, fire, or target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) cold, fire, or
lightning damage (spellsword’s choice). lightning damage (spellsword’s choice).
War Arcana (Recharge 4-6). The spellsword fires a blast of elemental War Arcana (Recharge 4-6). The spellsword fires a blast of elemental
energy, which takes the form of either a 15-foot cone or a 30-foot-long energy, which takes the form of either a 15-foot cone or a 30-foot-long
line that is 5 feet wide. Each creature within the blast must make a DC line that is 5 feet wide. Each creature within the blast must make a DC
14 Dexterity saving throw, taking 24 (7d6) cold, fire, or lightning 15 Dexterity saving throw, taking 21 (6d6) cold, fire, or lightning
damage (spellsword’s choice) on a failed save, or half as much damage (spellsword’s choice) on a failed save, or half as much
damage on a successful one. damage on a successful one.
Spellcasting. The spellsword casts one of the following spells, using Spellcasting. The spellsword casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with
spell attacks): spell attacks):
1/day each: grease, gust of windC, levitateC, longstrider, ray of 1/day each: grease, gust of windC, levitateC, longstrider, ray of
enfeeblementC, stinking cloudC enfeeblementC, stinking cloudC
C C
Requires concentration Requires concentration
Reactions Reactions
Sorcerous Deflection. When the spellsword is hit by an attack or when Sorcerous Deflection. When the spellsword is hit by an attack or when
it fails a saving throw against a spell, it protects itself with a barrier of it fails a saving throw against a spell, it protects itself with a barrier of
magical force. Until the end of the turn, the spellsword adds 3 to its magical force. Until the end of the turn, the spellsword adds 3 to its
AC and to its saving throws against spells (including against the AC and to its saving throws against spells (including against the
triggering attack or spell). triggering attack or spell).
187
Essential NPCs
Spellsword (CR 9) Spellsword (CR 11)
Medium Humanoid (Fighter, Wizard), Any Alignment Medium Humanoid (Fighter, Wizard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 18 (+4) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 12 (+1) 18 (+4) 12 (+1) 13 (+1)
Saving Throws DEX +8, CON +5 Saving Throws DEX +8, CON +5
Skills Acrobatics +8, Arcana +8 Skills Acrobatics +8, Arcana +8
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any two languages
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Actions Actions
Multiattack. The spellsword makes three attacks using Elemental Multiattack. The spellsword makes three attacks using Elemental
Blade, Dispelling Cut, or a combination of them. It can replace one Blade, Dispelling Cut, or a combination of them. It can replace one
attack with a use of Spellcasting or War Arcana, if available. attack with a use of Spellcasting or War Arcana, if available.
Elemental Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one Elemental Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) cold, fire, or target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) cold, fire, or
lightning damage (spellsword’s choice). lightning damage (spellsword’s choice).
Dispelling Cut. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Dispelling Cut. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) force damage, and the Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) force damage, and the
highest level spell on the target ends. highest level spell on the target ends.
War Arcana (Recharge 4-6). The spellsword fires a blast of elemental War Arcana (Recharge 4-6). The spellsword fires a blast of elemental
energy, which takes the form of either a 30-foot cone or a 100- energy, which takes the form of either a 30-foot cone or a 100-
foot-long line that is 5 feet wide. Each creature within the blast must foot-long line that is 5 feet wide. Each creature within the blast must
make a DC 16 Dexterity saving throw, taking 28 (8d6) cold, fire, or make a DC 16 Dexterity saving throw, taking 31 (9d6) cold, fire, or
lightning damage (spellsword’s choice) on a failed save, or half as lightning damage (spellsword’s choice) on a failed save, or half as
much damage on a successful one. much damage on a successful one.
Spellcasting. The spellsword casts one of the following spells, using Spellcasting. The spellsword casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with Intelligence as the spellcasting ability (spell save DC 16):
spell attacks):
1/day each: fire shield, flyC, grease, levitateC, stinking cloudC, wall of fireC
1/day each: flyC, grease, levitateC, ray of enfeeblementC, stinking cloudC, C
Requires concentration
wall of fireC
C
Requires concentration Bonus Actions
Bonus Actions Mystic Step (2/Day). The spellsword magically teleports up to 30 feet
to an unoccupied space that it can see.
Mystic Step (2/Day). The spellsword magically teleports up to 30 feet
to an unoccupied space that it can see. Reactions
Reactions Sorcerous Deflection. When the spellsword is hit by an attack or when
it fails a saving throw against a spell, it protects itself with a barrier of
Sorcerous Deflection. When the spellsword is hit by an attack or when magical force. Until the end of the turn, the spellsword adds 4 to its
it fails a saving throw against a spell, it protects itself with a barrier of AC and to its saving throws against spells (including against the
magical force. Until the end of the turn, the spellsword adds 4 to its triggering attack or spell).
AC and to its saving throws against spells (including against the
triggering attack or spell).
188
Essential NPCs
Spellsword (CR 13) Spellsword (CR 15)
Medium Humanoid (Fighter, Wizard), Any Alignment Medium Humanoid (Fighter, Wizard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 18 (+4) 14 (+2) 13 (+1) 10 (+0) 20 (+5) 14 (+2) 20 (+5) 14 (+2) 13 (+1)
Saving Throws DEX +9, CON +7 Saving Throws DEX +10, CON +7, INT +10
Skills Acrobatics +9, Arcana +9 Skills Acrobatics +10, Arcana +10
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 15 (13,000 XP) Proficiency Bonus +5
Actions Master of Steel and Spell. Creatures within 5 feet of the spellsword
Multiattack. The spellsword makes three attacks using Elemental have disadvantage on saving throws against its spells and abilities.
Blade, Dispelling Cut, or a combination of them. It can replace one
attack with a use of Spellcasting or War Arcana, if available.
Actions
Elemental Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one Multiattack. The spellsword makes three attacks using Elemental
target. Hit: 8 (1d8 + 4) slashing damage plus 17 (5d6) cold, fire, or Blade, Dispelling Cut, or a combination of them. It can replace one
lightning damage (spellsword’s choice). attack with a use of Spellcasting or War Arcana, if available.
Dispelling Cut. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Elemental Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) force damage, and the target. Hit: 9 (1d8 + 5) slashing damage plus 21 (6d6) cold, fire, or
highest level spell on the target ends. lightning damage (spellsword’s choice).
War Arcana (Recharge 4-6). The spellsword fires a blast of elemental Dispelling Cut. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
energy, which takes the form of either a 30-foot cone or a 100- Hit: 9 (1d8 + 5) slashing damage plus 10 (3d6) force damage, and the
foot-long line that is 5 feet wide. Each creature within the blast must highest level spell on the target ends.
make a DC 17 Dexterity saving throw, taking 35 (10d6) cold, fire, or War Arcana (Recharge 4-6). The spellsword fires a blast of elemental
lightning damage (spellsword’s choice) on a failed save, or half as energy, which takes the form of either a 30-foot cone or a 100-
much damage on a successful one. foot-long line that is 5 feet wide. Each creature within the blast must
Spellcasting. The spellsword casts one of the following spells, using make a DC 18 Dexterity saving throw, taking 38 (11d6) cold, fire, or
Intelligence as the spellcasting ability (spell save DC 17): lightning damage (spellsword’s choice) on a failed save, or half as
much damage on a successful one.
1/day each: fire shield, flyC, levitateC, slowC, stinking cloudC, wall of fireC
C
Spellcasting. The spellsword casts one of the following spells, using
Requires concentration Intelligence as the spellcasting ability (spell save DC 18):
Bonus Actions 1/day each: fire shield, flyC, levitateC, slowC, stinking cloudC, wall of fireC,
wall of forceC
Mystic Step (2/Day). The spellsword magically teleports up to 30 feet
C
to an unoccupied space that it can see. Requires concentration
189
Essential NPCs
Spellsword (CR 17) Spellsword (CR 20)
Medium Humanoid (Fighter, Wizard), Any Alignment Medium Humanoid (Fighter, Wizard), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 20 (+5) 14 (+2) 13 (+1) 10 (+0) 22 (+6) 14 (+2) 22 (+6) 14 (+2) 13 (+1)
Saving Throws DEX +11, CON +8, INT +11 Saving Throws DEX +12, CON +8, INT +12
Skills Acrobatics +11, Arcana +11 Skills Acrobatics +12, Arcana +12
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge 20 (25,000 XP) Proficiency Bonus +6
Master of Steel and Spell. Creatures within 5 feet of the spellsword Master of Steel and Spell. Creatures within 5 feet of the spellsword
have disadvantage on saving throws against its spells and abilities. have disadvantage on saving throws against its spells and abilities.
Actions Actions
Multiattack. The spellsword makes three attacks using Elemental Multiattack. The spellsword makes three attacks using Elemental
Blade, Dispelling Cut, or a combination of them. It can replace one Blade, Dispelling Cut, or a combination of them. It can replace one
attack with a use of Spellcasting or War Arcana, if available. attack with a use of Spellcasting or War Arcana, if available.
Elemental Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one Elemental Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage plus 24 (7d6) cold, fire, or target. Hit: 10 (1d8 + 6) slashing damage plus 31 (9d6) cold, fire, or
lightning damage (spellsword’s choice). lightning damage (spellsword’s choice).
Dispelling Cut. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Dispelling Cut. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) slashing damage plus 10 (3d6) force damage, and the Hit: 10 (1d8 + 6) slashing damage plus 14 (4d6) force damage, and
highest level spell on the target ends. the highest level spell on the target ends.
War Arcana (Recharge 4-6). The spellsword fires a blast of elemental War Arcana (Recharge 4-6). The spellsword fires a blast of elemental
energy, which takes the form of either a 30-foot cone or a 100- energy, which takes the form of either a 30-foot cone or a 100-
foot-long line that is 5 feet wide. Each creature within the blast must foot-long line that is 5 feet wide. Each creature within the blast must
make a DC 19 Dexterity saving throw, taking 42 (12d6) cold, fire, or make a DC 20 Dexterity saving throw, taking 45 (13d6) cold, fire, or
lightning damage (spellsword’s choice) on a failed save, or half as lightning damage (spellsword’s choice) on a failed save, or half as
much damage on a successful one. much damage on a successful one.
Spellcasting. The spellsword casts one of the following spells, using Spellcasting. The spellsword casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 19): Intelligence as the spellcasting ability (spell save DC 20):
1/day each: fire shield, flyC, levitateC, slowC, stinking cloudC, wall of fireC, 1/day each: fire shield, flyC, levitateC, slowC, stinking cloudC, wall of fireC,
wall of forceC wall of forceC
C C
Requires concentration Requires concentration
Reactions Reactions
Sorcerous Deflection. When the spellsword is hit by an attack or when Sorcerous Deflection. When the spellsword is hit by an attack or when
it fails a saving throw against a spell, it protects itself with a barrier of it fails a saving throw against a spell, it protects itself with a barrier of
magical force. Until the end of the turn, the spellsword adds 6 to its magical force. Until the end of the turn, the spellsword adds 6 to its
AC and to its saving throws against spells (including against the AC and to its saving throws against spells (including against the
triggering attack or spell). triggering attack or spell).
190
Essential NPCs
Templar
Templars are bound by oath to champion a spiritual ideal. Their
devotion to this ideal empowers them: A templar can cast spells,
and their attacks are strengthened by divine power. Some
templars dedicate themselves to religious convictions, such as
service to a god or church, but many templars commit themselves
to an abstract idea, such as “justice,” “vengeance,” or “peace.”
The very presence of a templar bolsters allies, and if those allies
fall, the templar can heal their injuries and ailments with a touch.
Girded in stout armor and bearing a radiant sword, a templar is a
beacon of hope to their friends and a harbinger of retribution to
their enemies.
Templar Examples
A venerable paladin who measures their own worth by the number of
lives they have saved.
An order of inquisitors, tasked with maintaining strict adherence to the
consulate’s code of conduct.
A zealous crusader convinced that those whom their militant church
conquers will be better off in the long run.
The chosen champion of a benevolent god, prophesied to bring peace
to their kingdom.
A divine warrior, sent to take adventurers to task for their reckless
endangerment of the lives of innocent townsfolk.
A child from another world, raised by common folk, who grew up to
discover their heritage gave them supernatural power to fight evil.
A terrifying, unstoppable warrior whose quest for vengeance will not
cease until they have eradicated all of demonkind.
A foot soldier in an angelic army.
Skills Religion +2
Senses Passive Perception 10
Languages Any one language
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
6 (1d10 + 1) slashing damage.
Bonus Actions
Radiant Smite (Recharges after a Short or Long Rest). Immediately
after the templar hits a target with an attack roll, it can force the target
to make a DC 11 Charisma saving throw. On a failed save, the target
sheds dim light in a 5-foot radius until the end of the templar’s next
turn. Creatures that can see the illumination have advantage on attack
rolls against the target.
191
Essential NPCs
Templar (CR 1/2) Templar (CR 1)
Medium Humanoid (Paladin), Any Alignment Medium Humanoid (Paladin), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 10 (+0) 11 (+0) 12 (+1) 14(+2) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 13 (+1)
Actions Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Multiattack. The templar makes two Longsword attacks.
7 (1d10 + 2) slashing damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Bonus Actions 7 (1d10 + 2) slashing damage.
Spellcasting. The templar casts one of the following spells using
Radiant Smite (Recharges after a Short or Long Rest). Immediately Charisma as the spellcasting ability (spell save DC 11):
after the templar hits a target with an attack roll, it can force the target
to make a DC 11 Charisma saving throw. On a failed save, the target 1/day each: command, cure wounds, detect evil and goodC
sheds dim light in a 5-foot radius until the end of the templar’s next C
Requires concentration
turn. Creatures that can see the illumination have advantage on attack
rolls against the target. Bonus Actions
Radiant Smite (Recharges after a Short or Long Rest). Immediately
after the templar hits a target with an attack roll, it can force the target
to make a DC 11 Charisma saving throw. On a failed save, the target
sheds dim light in a 5-foot radius until the end of the templar’s next
turn. Creatures that can see the illumination have advantage on attack
rolls against the target.
192
Essential NPCs
Templar (CR 2) Templar (CR 3)
Medium Humanoid (Paladin), Any Alignment Medium Humanoid (Paladin), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 13 (+1)
Saving Throws WIS +3, CHA +3 Saving Throws WIS +3, CHA +3
Skills Athletics +5, Insight +3, Religion +2 Skills Athletics +5, Insight +3, Religion +2
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 3 (700 XP) Proficiency Bonus +2
Actions Actions
Multiattack. The templar makes two Longsword attacks. Multiattack. The templar makes two Greatsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
8 (1d10 + 3) slashing damage, plus 3 (1d6) radiant damage. Hit: 10 (2d6 + 3) slashing damage, plus 3 (1d6) radiant damage.
Spellcasting. The templar casts one of the following spells using Purifying Touch (1/Day). The templar or one creature of its choice
Charisma as the spellcasting ability (spell save DC 11): within 5 feet of it regains 35 hit points. In addition, all curses,
diseases, and poisons affecting the target are removed.
1/day each: command, cure wounds, detect evil and goodC
C Spellcasting. The templar casts one of the following spells using
Requires concentration
Charisma as the spellcasting ability (spell save DC 11):
Bonus Actions 1/day each: command, detect evil and goodC, zone of truth
C
Smite. Immediately after the templar hits a target with an attack roll, it Requires concentration
can force the target to make a DC 11 Charisma saving throw. On a
failed save, the target suffers one of the following effects of the Bonus Actions
templar’s choice:
Smite. Immediately after the templar hits a target with an attack roll, it
● Radiance. The target sheds dim light in a 5-foot radius until the end can force the target to make a DC 11 Charisma saving throw. On a
of the templar’s next turn. Creatures that can see the illumination failed save, the target suffers one of the following effects of the
have advantage on attack rolls against the target. templar’s choice:
● Punishment. The templar places an abjuration on the target that ● Radiance. The target sheds dim light in a 5-foot radius until the end
lasts for 1 minute. The abjured target takes 4 (1d8) radiant damage of the templar’s next turn. Creatures that can see the illumination
when it deals damage to another creature for the first time on a have advantage on attack rolls against the target.
turn. The abjured target can repeat the save at the end of each of
● Punishment. The templar places an abjuration on the target that
its turns, ending the effect on itself on a success.
lasts for 1 minute. The abjured target takes 4 (1d8) radiant damage
when it deals damage to another creature for the first time on a
turn. The abjured target can repeat the save at the end of each of
its turns, ending the effect on itself on a success.
193
Essential NPCs
Templar (CR 5) Templar (CR 7)
Medium Humanoid (Paladin), Any Alignment Medium Humanoid (Paladin), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 18 (+4) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
Saving Throws WIS +4, CHA +4 Saving Throws WIS +4, CHA +5
Skills Athletics +6, Insight +4, Religion +3 Skills Athletics +7, Insight +4, Religion +3
Senses Passive Perception 11 Condition Immunities Frightened
Languages Any one language Senses Passive Perception 11
Challenge 5 (1,800 XP) Proficiency Bonus +3 Languages Any one language
Challenge 7 (2,900 XP) Proficiency Bonus +3
Blessed Aura. When the templar or one of its allies within 10 feet of it
makes a saving throw, it adds 1d4 to the roll. Blessed Aura. When the templar or one of its allies within 10 feet of it
makes a saving throw, it adds 1d4 to the roll.
Actions
Actions
Multiattack. The templar makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Multiattack. The templar makes two Greatsword attacks.
Hit: 10 (2d6 + 3) slashing damage, plus 9 (2d8) radiant damage. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Purifying Touch (1/Day). The templar or one creature of its choice Hit: 11 (2d6 + 4) slashing damage, plus 13 (3d8) radiant damage.
within 5 feet of it regains 55 hit points. In addition, all curses, Purifying Touch (1/Day). The templar or one creature of its choice
diseases, and poisons affecting the target are removed. within 5 feet of it regains 70 hit points. In addition, all curses,
Spellcasting. The templar casts one of the following spells using diseases, and poisons affecting the target are removed.
Charisma as the spellcasting ability (spell save DC 12): Spellcasting. The templar casts one of the following spells using
1/day each: command, detect evil and goodC, revivify, zone of truth Charisma as the spellcasting ability (spell save DC 13):
C
Requires concentration 1/day each: command, detect evil and goodC, revivify, zone of truth
C
Requires concentration
Bonus Actions
Bonus Actions
Smite. Immediately after the templar hits a target with an attack roll, it
can force the target to make a DC 12 Charisma saving throw. On a Smite. Immediately after the templar hits a target with an attack roll, it
failed save, the target suffers one of the following effects of the can force the target to make a DC 13 Charisma saving throw. On a
templar’s choice: failed save, the target suffers one of the following effects of the
● Radiance. The target sheds dim light in a 5-foot radius until the end templar’s choice:
of the templar’s next turn. Creatures that can see the illumination ● Radiance. The target sheds dim light in a 5-foot radius until the end
have advantage on attack rolls against the target. of the templar’s next turn. Creatures that can see the illumination
● Punishment. The templar places an abjuration on the target that have advantage on attack rolls against the target.
lasts for 1 minute. The abjured target takes 5 (1d10) radiant ● Punishment. The templar places an abjuration on the target that
damage when it deals damage to another creature for the first time lasts for 1 minute. The abjured target takes 9 (2d8) radiant damage
on a turn. The abjured target can repeat the save at the end of each when it deals damage to another creature for the first time on a
of its turns, ending the effect on itself on a success. turn. The abjured target can repeat the save at the end of each of
its turns, ending the effect on itself on a success.
194
Essential NPCs
Templar (CR 9) Templar (CR 11)
Medium Humanoid (Paladin), Any Alignment Medium Humanoid (Paladin), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 15 (+2) 20 (+5) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Saving Throws WIS +5, CHA +6 Saving Throws CON +6, WIS +5, CHA +7
Skills Athletics +8, Insight +5, Religion +4 Skills Athletics +9, Insight +5, Religion +4
Condition Immunities Frightened Condition Immunities Frightened
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
Blessed Aura. When the templar or one of its allies within 10 feet of it Blessed Aura. When the templar or one of its allies within 10 feet of it
makes a saving throw, it adds 1d4 to the roll. makes a saving throw, it adds 1d4 to the roll.
Inquisitor. The templar knows when it hears a creature speak a lie. Inquisitor. The templar knows when it hears a creature speak a lie.
Actions Actions
Multiattack. The templar makes three Greatsword attacks. Multiattack. The templar makes three Greatsword attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage, plus 9 (2d8) radiant damage. Hit: 12 (2d6 + 5) slashing damage, plus 13 (3d8) radiant damage.
Purifying Touch (1/Day). The templar or one creature of its choice Purifying Touch (1/Day). The templar or one creature of its choice
within 5 feet of it regains 80 hit points. In addition, all curses, within 5 feet of it regains 100 hit points. In addition, all curses,
diseases, and poisons affecting the target are removed. diseases, and poisons affecting the target are removed.
Spellcasting. The templar casts one of the following spells using Spellcasting. The templar casts one of the following spells using
Charisma as the spellcasting ability (spell save DC 14): Charisma as the spellcasting ability (spell save DC 15):
1/day each: command, daylight, detect evil and goodC, revivify 1/day each: command, daylight, detect evil and goodC, revivify
C C
Requires concentration Requires concentration
195
Essential NPCs
Templar (CR 13) Templar (CR 15)
Medium Humanoid (Paladin), Any Alignment Medium Humanoid (Paladin), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 20 (+5) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 18 (+4)
Saving Throws CON +7, WIS +6, CHA +8 Saving Throws CON +8, WIS +7, CHA +9
Skills Athletics +10, Insight +6, Religion +5 Skills Athletics +10, Insight +6, Religion +5
Condition Immunities Frightened Condition Immunities Frightened
Senses Passive Perception 11 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 13 (10,000 XP) Proficiency Bonus +5
Blessed Aura. When the templar or one of its allies within 10 feet of it Exalted Aura. When the templar or one of its allies within 30 feet
makes a saving throw, it adds 1d6 to the roll. makes a saving throw, it adds 1d6 to the roll.
Inquisitor. The templar knows when it hears a creature speak a lie. Inquisitor. The templar knows when it hears a creature speak a lie.
Actions Actions
Multiattack. The templar makes three Greatsword attacks. Multiattack. The templar makes three Greatsword attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage, plus 18 (4d8) radiant damage. Hit: 12 (2d6 + 5) slashing damage, plus 22 (5d8) radiant damage.
Purifying Touch (1/Day). The templar or one creature of its choice Purifying Touch (1/Day). The templar or one creature of its choice
within 5 feet of it regains 115 hit points. In addition, all curses, within 5 feet of it regains 135 hit points. In addition, all curses,
diseases, and poisons affecting the target are removed. diseases, and poisons affecting the target are removed.
Spellcasting. The templar casts one of the following spells using Spellcasting. The templar casts one of the following spells using
Charisma as the spellcasting ability (spell save DC 16): Charisma as the spellcasting ability (spell save DC 17):
1/day each: command, daylight, destructive wave, detect evil and goodC, 1/day each: command, daylight, destructive wave, detect evil and goodC,
revivify revivify
C C
Requires concentration Requires concentration
196
Essential NPCs
Templar (CR 17) Templar (CR 20)
Medium Humanoid (Paladin), Any Alignment Medium Humanoid (Paladin), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 18 (+4) 22 (+6) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 20 (+5)
Saving Throws CON +9, WIS +8, CHA +10 Saving Throws CON +9, WIS +8, CHA +11
Skills Athletics +11, Insight +8, Religion +6 Skills Athletics +12, Insight +8, Religion +6
Condition Immunities Frightened Condition Immunities Frightened
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
Challenge 17 (18,000 XP) Proficiency Bonus +6 Challenge 20 (25,000 XP) Proficiency Bonus +6
Exalted Aura. When the templar or one of its allies within 30 feet Exalted Aura. When the templar or one of its allies within 30 feet
makes a saving throw, it adds 1d6 to the roll. makes a saving throw, it adds 1d6 to the roll.
Inquisitor. The templar knows when it hears a creature speak a lie. Inquisitor. The templar knows when it hears a creature speak a lie.
Actions Actions
Multiattack. The templar makes three Greatsword attacks. Multiattack. The templar makes three Greatsword attacks.
Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage, plus 27 (6d8) radiant damage. Hit: 13 (2d6 + 6) slashing damage, plus 31 (7d8) radiant damage.
Purifying Touch (1/Day). The templar or one creature of its choice Purifying Touch (1/Day). The templar or one creature of its choice
within 5 feet of it regains 150 hit points. In addition, all curses, within 5 feet of it regains 180 hit points. In addition, all curses,
diseases, and poisons affecting the target are removed. diseases, and poisons affecting the target are removed.
Spellcasting. The templar casts one of the following spells using Spellcasting. The templar casts one of the following spells using
Charisma as the spellcasting ability (spell save DC 18): Charisma as the spellcasting ability (spell save DC 19):
1/day each: command, daylight, destructive wave, detect evil and goodC, 1/day each: command, daylight, destructive wave, detect evil and goodC,
revivify revivify
C C
Requires concentration Requires concentration
197
Essential NPCs
Thief
Whether in crowded streets, second-story windows, or trap-
riddled tombs, thieves have no match when it comes to liberating
property. They have an eye for value, know how to move unseen,
and are quick-footed on the exit. Thieves generally prefer a quick
getaway to an outright fight, but an angry mark who corners a
thief might find they’ve bitten off more than they can chew.
Thief Examples
A gang of pickpockets who work in concert. While one thief distracts the
target, another steals their purse.
A self-trained spy, determined to obtain proof that the vizier plans to
overthrow their queen.
A professional acquisitions expert, available when that priceless artifact
just isn’t for sale.
Members of a criminal guild, with access to a network of black market
fences to move their stolen goods.
A burglar who prefers high security targets, simply for the thrill of
pulling off the heist.
A tomb raider who knows their way past puzzles and through traps.
The greatest thief in the multiverse. Your heart isn’t the only thing
they’ll steal.
Experts enacting a complicated heist to steal the crown jewels.
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.
Steal. The thief targets one creature within 5 feet of it that it can see.
The target makes a DC 13 Wisdom (Perception) check, and does so
with advantage if it is fighting the thief. On a failed check, the thief
steals an object it can pick up with one hand that the target has in its
possession but not in its grasp, without the target noticing the theft.
198
Essential NPCs
Thief (CR 1/2)
Medium Humanoid (Rogue), Any Alignment
Actions
Thief (CR 1) Multiattack. The thief makes two Dagger attacks.
Medium Humanoid (Rogue), Any Alignment
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
Armor Class 14 (leather armor) 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The attack
Hit Points 31 (7d8) instead deals 10 (3d4 + 3) piercing damage if the thief has advantage
Speed 30 ft. on the attack roll or if the target is within 5 feet of one of the thief’s
allies.
STR DEX CON INT WIS CHA Steal. The thief targets one creature within 5 feet of it that it can see.
9 (-1) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 12 (+1) The target makes a DC 15 Wisdom (Perception) check, and does so
with advantage if it is fighting the thief. On a failed check, the thief
Skills Sleight of Hand +5, Stealth +5 steals an object it can pick up with one hand that the target has in its
Senses Passive Perception 10 possession but not in its grasp, without the target noticing the theft.
Languages Thieves’ Cant plus any two languages
Challenge 1 (200 XP) Proficiency Bonus +2
Bonus Actions
Cunning Action. The thief takes the Dash, Disengage, or Hide action.
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage. The attack instead deals 10 (2d6 + 3)
piercing damage if the thief has advantage on the attack roll or if the
target is within 5 feet of one of the thief’s allies.
Steal. The thief targets one creature within 5 feet of it that it can see.
The target makes a DC 15 Wisdom (Perception) check, and does so
with advantage if it is fighting the thief. On a failed check, the thief
steals an object it can pick up with one hand that the target has in its
possession but not in its grasp, without the target noticing the theft.
Bonus Actions
Cunning Action. The thief takes the Dash, Disengage, or Hide action.
199
Essential NPCs
Thief (CR 3) Thief (CR 5)
Medium Humanoid (Rogue), Any Alignment Medium Humanoid (Rogue), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 13 (+1) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2)
Actions Actions
Multiattack. The thief makes two Dagger attacks. Multiattack. The thief makes two Dagger attacks. It can replace one of
the attacks with a use of Steal.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage. The attack Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range
instead deals 13 (4d4 + 3) piercing damage if the thief has advantage 20/60 ft., one target. Hit: 10 (3d4 + 3) piercing damage. The attack
on the attack roll or if the target is within 5 feet of one of the thief’s instead deals 15 (5d4 + 3) piercing damage if the thief has advantage
allies. on the attack roll or if the target is within 5 feet of one of the thief’s
allies.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
target. Hit: 12 (2d8 + 3) piercing damage. The attack instead deals 21 Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
(4d8 + 3) piercing damage if the thief has advantage on the attack roll target. Hit: 19 (3d10 + 3) piercing damage. The attack instead deals
or if the target is within 5 feet of one of the thief’s allies. 30 (5d10 + 3) piercing damage if the thief has advantage on the attack
roll or if the target is within 5 feet of one of the thief’s allies.
Steal. The thief targets one creature within 5 feet of it that it can see.
The target makes a DC 15 Wisdom (Perception) check, and does so Steal. The thief targets one creature within 5 feet of it that it can see.
with advantage if it is fighting the thief. On a failed check, the thief The target makes a DC 16 Wisdom (Perception) check, and does so
steals an object it can pick up with one hand that the target has in its with advantage if it is fighting the thief. On a failed check, the thief
possession but not in its grasp, without the target noticing the theft. steals an object it can pick up with one hand that the target has in its
possession but not in its grasp, without the target noticing the theft.
Bonus Actions
Bonus Actions
Cunning Action. The thief takes the Dash, Disengage, or Hide action.
Cunning Action. The thief takes the Dash, Disengage, or Hide action.
Reactions
Reactions
Artful Dodge. When the thief takes damage from an attack or from an
effect that allows a Dexterity saving throw, it halves all damage it takes Artful Dodge. When the thief takes damage from an attack or from an
from the source of that damage until the end of the turn, including the effect that allows a Dexterity saving throw, it halves all damage it takes
triggering damage. from the source of that damage until the end of the turn, including the
triggering damage.
200
Essential NPCs
Thief (CR 7) Thief (CR 9)
Medium Humanoid (Rogue), Any Alignment Medium Humanoid (Rogue), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 10 (+0) 16 (+3) 10 (+0) 16 (+3)
Saving Throws DEX +7, INT +5 Saving Throws DEX +8, INT +7
Skills Athletics +3, Acrobatics +7, Deception +5, Perception +3, Sleight Skills Athletics +4, Acrobatics +8, Deception +7, Perception +4, Sleight
of Hand +7, Stealth +7 of Hand +8, Stealth +8
Senses Passive Perception 13 Senses Passive Perception 14
Languages Thieves’ Cant plus any three languages Languages Thieves’ Cant plus any three languages
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Actions Arcane Aficionado. The thief knows the properties of any magic item it
sees, as well as how to use them. It can instantly attune to any magic
Multiattack. The thief makes three Dagger attacks. It can replace one item it holds, and ignores all alignment, class, race, and level
of the attacks with a use of Subtle Lift. requirements to do so.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 9 (2d4 + 4) piercing damage. The attack
Actions
instead deals 14 (4d4 + 4) piercing damage if the thief has advantage Multiattack. The thief makes three Dagger attacks. It can replace one
on the attack roll or if the target is within 5 feet of one of the thief’s attack with a use of Subtle Lift. It can also replace one attack with the
allies. activation of a magic item that normally requires an action to activate.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range
target. Hit: 26 (5d8 + 4) piercing damage. The attack instead deals 40 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The attack
(8d8 + 4) piercing damage if the thief has advantage on the attack roll instead deals 18 (4d6 + 4) piercing damage if the thief has advantage
or if the target is within 5 feet of one of the thief’s allies. on the attack roll or if the target is within 5 feet of one of the thief’s
Subtle Lift. The thief targets one creature within 5 feet of it that it can allies.
see. The target makes a DC 17 Wisdom (Perception) check. On a Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one
failed check, the thief steals an object it can pick up with one hand target. Hit: 31 (6d8 + 4) piercing damage. The attack instead deals 53
that the target has in its possession but not in its grasp, without the (11d8 + 4) piercing damage if the thief has advantage on the attack
target noticing the theft. roll or if the target is within 5 feet of one of the thief’s allies.
Bonus Actions Subtle Lift. The thief targets one creature within 5 feet of it that it can
see. The target makes a DC 18 Wisdom (Perception) check. On a
Cunning Action. The thief takes the Dash, Disengage, or Hide action. failed check, the thief steals an object it can pick up with one hand
that the target has in its possession but not in its grasp, without the
Reactions target noticing the theft.
Artful Dodge. When the thief takes damage from an attack or from an Bonus Actions
effect that allows a Dexterity saving throw, it halves all damage it takes
from the source of that damage until the end of the turn, including the Cunning Action. The thief takes the Dash, Disengage, or Hide action.
triggering damage.
Reactions
The thief can take up to two reactions per round but only one per turn.
Artful Dodge. When the thief takes damage from an attack or from an
effect that allows a Dexterity saving throw, it halves all damage it takes
from the source of that damage until the end of the turn, including the
triggering damage.
201
Essential NPCs
Thief (CR 11) Thief (CR 13)
Medium Humanoid (Rogue), Any Alignment Medium Humanoid (Rogue), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 10 (+0) 20 (+5) 10 (+0) 16 (+3) 10 (+0) 16 (+3)
Saving Throws DEX +9, INT +7 Saving Throws DEX +10, INT +8, WIS +5
Skills Athletics +4, Acrobatics +9, Deception +7, Perception +4, Sleight Skills Athletics +5, Acrobatics +10, Deception +8, Perception +5, Sleight
of Hand +9, Stealth +13 of Hand +10, Stealth +15
Senses Passive Perception 14 Senses Passive Perception 15
Languages Thieves’ Cant plus any three languages Languages Thieves’ Cant plus any three languages
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 13 (10,000 XP) Proficiency Bonus +5
Arcane Aficionado. The thief knows the properties of any magic item it Arcane Aficionado. The thief knows the properties of any magic item it
sees, as well as how to use them. It can instantly attune to any magic sees, as well as how to use them. It can instantly attune to any magic
item it holds, and ignores all alignment, class, race, and level item it holds, and ignores all alignment, class, race, and level
requirements to do so. requirements to do so.
Actions Actions
Multiattack. The thief makes three Dagger attacks. It can replace one Multiattack. The thief makes three Dagger attacks. It can replace one
attack with a use of Subtle Lift. It can also replace one attack with the attack with a use of Subtle Lift. It can also replace one attack with the
activation of a magic item that normally requires an action to activate. activation of a magic item that normally requires an action to activate.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or
20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage. The attack range 20/60 ft., one target. Hit: 15 (3d6 + 5) piercing damage. The
instead deals 22 (5d6 + 5) piercing damage if the thief has advantage attack instead deals 26 (6d6 + 5) piercing damage if the thief has
on the attack roll or if the target is within 5 feet of one of the thief’s advantage on the attack roll or if the target is within 5 feet of one of
allies. the thief’s allies.
Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft.,
target. Hit: 36 (7d8 + 5) piercing damage. The attack instead deals 63 one target. Hit: 45 (9d8 + 5) piercing damage. The attack instead
(13d8 + 5) piercing damage if the thief has advantage on the attack deals 77 (16d8 + 5) piercing damage if the thief has advantage on the
roll or if the target is within 5 feet of one of the thief’s allies. attack roll or if the target is within 5 feet of one of the thief’s allies.
Subtle Lift. The thief targets one creature within 5 feet of it that it can Subtle Lift. The thief targets one creature within 5 feet of it that it can
see. The target makes a DC 19 Wisdom (Perception) check. On a see. The target makes a DC 20 Wisdom (Perception) check. On a
failed check, the thief steals an object it can pick up with one hand failed check, the thief steals an object it can pick up with one hand
that the target has in its possession but not in its grasp, without the that the target has in its possession but not in its grasp, without the
target noticing the theft. target noticing the theft.
Reactions Reactions
The thief can take up to two reactions per round but only one per turn. The thief can take up to two reactions per round but only one per turn.
Artful Dodge. When the thief takes damage from an attack or from an Artful Dodge. When the thief takes damage from an attack or from an
effect that allows a Dexterity saving throw, it halves all damage it takes effect that allows a Dexterity saving throw, it halves all damage it takes
from the source of that damage until the end of the turn, including the from the source of that damage until the end of the turn, including the
triggering damage. triggering damage.
202
Essential NPCs
Thief (CR 15) Thief (CR 17)
Medium Humanoid (Rogue), Any Alignment Medium Humanoid (Rogue), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 18 (+4) 10 (+0) 16 (+3) 10 (+0) 20 (+5) 10 (+0) 18 (+4) 10 (+0) 16 (+3)
Saving Throws DEX +10, INT +9, WIS +5 Saving Throws DEX +11, INT +10, WIS +6
Skills Athletics +5, Acrobatics +15, Deception +8, Perception +5, Sleight Skills Athletics +6, Acrobatics +17, Deception +9, Perception +6, Sleight
of Hand +10, Stealth +15 of Hand +11, Stealth +17
Senses Passive Perception 15 Senses Passive Perception 16
Languages Thieves’ Cant plus any three languages Languages Thieves’ Cant plus any three languages
Challenge 15 (13,000 XP) Proficiency Bonus +5 Challenge 17 (18,000 XP) Proficiency Bonus +6
Arcane Aficionado. The thief knows the properties of any magic item it Arcane Aficionado. The thief knows the properties of any magic item it
sees, as well as how to use them. It can instantly attune to any magic sees, as well as how to use them. It can instantly attune to any magic
item it holds, and ignores all alignment, class, race, and level item it holds, and ignores all alignment, class, race, and level
requirements to do so. requirements to do so.
Actions Perfect Plan (2/Day). In place of making an attack roll or ability check,
the thief can choose to automatically hit with the attack or treat the
Multiattack. The thief makes three Dagger attacks. It can replace one ability check as if it rolled a 20 on the d20. Alternatively, it can
attack with a use of Subtle Lift. It can also replace one attack with the automatically succeed at covertly stealing an object with its Subtle Lift
activation of a magic item that normally requires an action to activate. ability.
Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range Actions
20/60 ft., one target. Hit: 19 (4d6 + 5) piercing damage. The attack
instead deals 29 (7d6 + 5) piercing damage if the thief has advantage Multiattack. The thief makes three Dagger attacks. It can replace one
on the attack roll or if the target is within 5 feet of one of the thief’s attack with a use of Subtle Lift. It can also replace one attack with the
allies. activation of a magic item that normally requires an action to activate.
Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or
one target. Hit: 54 (11d8 + 5) piercing damage. The attack instead range 20/60 ft., one target. Hit: 19 (4d6 + 5) piercing damage. The
deals 86 (18d8 + 5) piercing damage if the thief has advantage on the attack instead deals 33 (8d6 + 5) piercing damage if the thief has
attack roll or if the target is within 5 feet of one of the thief’s allies. advantage on the attack roll or if the target is within 5 feet of one of
the thief’s allies.
Subtle Lift. The thief targets one creature within 5 feet of it that it can
see. The target makes a DC 20 Wisdom (Perception) check. On a Light Crossbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft.,
failed check, the thief steals an object it can pick up with one hand one target. Hit: 59 (12d8 + 5) piercing damage. The attack instead
that the target has in its possession but not in its grasp, without the deals 99 (21d8 + 5) piercing damage if the thief has advantage on the
target noticing the theft. attack roll or if the target is within 5 feet of one of the thief’s allies.
Bonus Actions Subtle Lift. The thief targets one creature within 5 feet of it that it can
see. The target makes a DC 21 Wisdom (Perception) check. On a
Cunning Action. The thief takes the Dash, Disengage, or Hide action. failed check, the thief steals an object it can pick up with one hand
that the target has in its possession but not in its grasp, without the
Reactions target noticing the theft.
The thief can take up to two reactions per round but only one per turn. Bonus Actions
Artful Dodge. When the thief takes damage from an attack or from an Cunning Action. The thief takes the Dash, Disengage, or Hide action.
effect that allows a Dexterity saving throw, it halves all damage it takes
from the source of that damage until the end of the turn, including the Reactions
triggering damage.
The thief can take up to two reactions per round but only one per turn.
Artful Dodge. When the thief takes damage from an attack or from an
effect that allows a Dexterity saving throw, it halves all damage it takes
from the source of that damage until the end of the turn, including the
triggering damage.
203
Essential NPCs
Thief (CR 20)
Medium Humanoid (Rogue), Any Alignment
Arcane Aficionado. The thief knows the properties of any magic item it
sees, as well as how to use them. It can instantly attune to any magic
item it holds, and ignores all alignment, class, race, and level
requirements to do so.
Perfect Plan (2/Day). In place of making an attack roll or ability check,
the thief can choose to automatically hit with the attack or treat the
ability check as if it rolled a 20 on the d20. Alternatively, it can
automatically succeed at covertly stealing an object with its Subtle Lift
ability.
Actions
Multiattack. The thief makes three Dagger attacks. It can replace one
attack with a use of Subtle Lift. It can also replace one attack with the
activation of a magic item that normally requires an action to activate.
Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 23 (5d6 + 6) piercing damage. The attack
instead deals 41 (10d6 + 6) piercing damage if the thief has advantage
on the attack roll or if the target is within 5 feet of one of the thief’s
allies.
Light Crossbow. Ranged Weapon Attack: +12 to hit, range 80/320 ft.,
one target. Hit: 73 (15d8 + 6) piercing damage. The attack instead
deals 118 (25d8 + 6) piercing damage if the thief has advantage on the
attack roll or if the target is within 5 feet of one of the thief’s allies.
Subtle Lift. The thief targets one creature within 5 feet of it that it can
see. The target makes a DC 22 Wisdom (Perception) check. On a
failed check, the thief steals an object it can pick up with one hand
that the target has in its possession but not in its grasp, without the
target noticing the theft.
Bonus Actions
Cunning Action. The thief takes the Dash, Disengage, or Hide action.
Reactions
The thief can take up to two reactions per round but only one per turn.
Artful Dodge. When the thief takes damage from an attack or from an
effect that allows a Dexterity saving throw, it halves all damage it takes
from the source of that damage until the end of the turn, including the
triggering damage.
204
Essential NPCs
Thug
Thugs are scrappers, living or dying by the strength of their sword
arm. Not all fighters have the benefit of diligent trainers or
veteran mentors; thugs paid for their skills with blood in the dirt
and scars on their hands. They come from many walks of life and
can be found in all corners of the world, especially the corners
where gold or glory can be found at the end of a length of cold
steel. Thugs may not fight fancy, but they get the job done.
Thug Examples
Hired muscle working for the local crime boss until someone makes
them a better offer.
A ruthless pirate who knows that gold splits better two ways than three.
A former farmer who took up banditry when their crops failed and the
tax collectors came.
A boisterous viking who’ll knock you flat on your back and then offer
you a horn of ale.
A brutal warrior from a culture that prizes strength over training.
Ruffians who bully the members of a small mining town.
A sadistic goon working for a local baron.
The scarily competent leader of a band of unprofessional vigilantes.
They know just how to make criminals scream.
Actions
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) bludgeoning damage. On a critical hit, the target is stunned
until the end of the thug’s next turn.
Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one
target. Hit: 4 (1d8) piercing damage.
205
Essential NPCs
Thug (CR 1/2)
Medium Humanoid, Any Alignment
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 Skills Athletics +5, Deception +3, Intimidate +3
(1d6 + 2) bludgeoning damage. On a critical hit, the target is stunned Senses Passive Perception 10
until the end of the thug’s next turn. Languages Any one language
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one Challenge 2 (450 XP) Proficiency Bonus +2
target. Hit: 5 (1d8 + 1) piercing damage.
Actions
Multiattack. The thug can use Blinding Debris, if available. It then
Thug (CR 1) makes two Mace attacks.
Medium Humanoid, Any Alignment Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
(1d10 + 3) bludgeoning damage. On a critical hit, the target is
Armor Class 13 (studded leather) stunned until the end of the thug’s next turn.
Hit Points 33 (6d8 + 6) Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft.,
Speed 30 ft. one target. Hit: 12 (2d10 + 1) piercing damage..
STR DEX CON INT WIS CHA Blinding Debris (Recharges after a Short Rest or Long Rest). The thug
14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) throws a fistful of sand or grit into the eyes of a creature within 5 feet
of it. The creature must succeed on a DC 13 Dexterity saving throw or
be blinded until the end of the thug’s next turn.
Skills Athletics +4, Deception +3, Intimidate +3
Senses Passive Perception 10 Take Hostage. The thug attempts to grab a Medium or smaller
Languages Any one language creature within 5 feet of it. The target must succeed on a DC 13
Strength saving throw or be grappled (escape DC 13). Until this
Challenge 1 (200 XP) Proficiency Bonus +2
grapple ends, the target has disadvantage on attacks against the thug.
In addition, whenever any other creature misses the thug with an
attack, that attack hits the target instead. The thug can only have one
Actions hostage at a time.
Multiattack. The thug can use Blinding Debris, if available. It then
makes two Mace attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) bludgeoning damage. On a critical hit, the target is stunned
until the end of the thug’s next turn.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft.,
one target. Hit: 6 (1d10 + 1) piercing damage.
Blinding Debris (Recharges after a Short Rest or Long Rest). The thug
throws a fistful of sand or grit into the eyes of a creature within 5 feet
of it. The creature must succeed on a DC 12 Dexterity saving throw or
be blinded until the end of the thug’s next turn.
Take Hostage. The thug attempts to grab a Medium or smaller
creature within 5 feet of it. The target must succeed on a DC 12
Strength saving throw or be grappled (escape DC 12). Until this
grapple ends, the target has disadvantage on attacks against the thug.
In addition, whenever any other creature misses the thug with an
attack, that attack hits the target instead. The thug can only have one
hostage at a time.
206
Essential NPCs
Thug (CR 3) Thug (CR 5)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 12 (+1)
Actions Actions
Multiattack. The thug can use Blinding Debris, if available. It then Multiattack. The thug can use Blinding Debris, if available. It then
makes two Mace attacks. makes two Mace attacks.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14
(2d6 + 3) bludgeoning damage. On a critical hit, the target is stunned (2d10 + 3) bludgeoning damage. On a critical hit, the target is stunned
until the end of the thug’s next turn. until the end of the thug’s next turn.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft.,
one target. Hit: 17 (3d10 + 1) piercing damage. one target. Hit: 20 (4d8 + 2) piercing damage.
Cheap Shot (Recharges 4–6). Melee Weapon Attack: +5 to hit, reach 5 Cheap Shot (Recharges 4–6). Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage, and the target ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage, and the target is
is wracked with pain until the end of the thug’s next turn. Until the wracked with pain until the end of the thug’s next turn. Until the pain
pain ends, the target cannot concentrate on spells, cast spells with ends, the target cannot concentrate on spells, cast spells with verbal
verbal components, or make more than one attack during its turn. components, or make more than one attack during its turn.
Blinding Debris (Recharges after a Short Rest or Long Rest). The thug Blinding Debris (Recharges after a Short Rest or Long Rest). The thug
throws a fistful of sand or grit into the eyes of a creature within 5 feet throws a fistful of sand or grit into the eyes of a creature within 5 feet
of it. The creature must succeed on a DC 13 Dexterity saving throw or of it. The creature must succeed on a DC 14 Dexterity saving throw or
be blinded until the end of the thug’s next turn. be blinded until the end of the thug’s next turn.
Take Hostage. The thug attempts to grab a Medium or smaller Take Hostage. The thug attempts to grab a Medium or smaller
creature within 5 feet of it. The target must succeed on a DC 13 creature within 5 feet of it. The target must succeed on a DC 14
Strength saving throw or be grappled (escape DC 13). Until this Strength saving throw or be grappled (escape DC 14). Until this
grapple ends, the target has disadvantage on attacks against the thug. grapple ends, the target has disadvantage on attacks against the thug.
In addition, whenever any other creature misses the thug with an In addition, whenever any other creature misses the thug with an
attack, that attack hits the target instead. The thug can only have one attack, that attack hits the target instead. The thug can only have one
hostage at a time. hostage at a time.
207
Essential NPCs
Thug (CR 7) Thug (CR 9)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 18 (+4) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 14 (+2)
Saving Throws STR +7, CON +4 Saving Throws STR +8, CON +6
Skills Athletics +7, Deception +4, Intimidate +4 Skills Athletics +8, Deception +6, Intimidate +6
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Shrug It Off. The thug regains 10 hit points at the start of its turn if it Shrug It Off. The thug regains 10 hit points at the start of its turn if it
has more than half its total hit points remaining (53 or more). has more than half its total hit points remaining (66 or more).
Actions Actions
Multiattack. The thug can use Blinding Debris, if available. It then Multiattack. The thug can use Blinding Debris, if available. It then
makes three Mace attacks. makes three Mace attacks.
Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15
(2d8 + 4) bludgeoning damage. On a critical hit, the target is stunned (2d10 + 4) bludgeoning damage. On a critical hit, the target is stunned
until the end of the thug’s next turn. until the end of the thug’s next turn.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft.,
one target. Hit: 29 (5d10 + 2) piercing damage. one target. Hit: 35 (6d10 + 2) piercing damage.
Cheap Shot (Recharges 4–6). Melee Weapon Attack: +7 to hit, reach 5 Cheap Shot (Recharges 4–6). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage, and the target ft., one target. Hit: 36 (5d12 + 4) bludgeoning damage, and the target
is wracked with pain until the end of the thug’s next turn. Until the is wracked with pain until the end of the thug’s next turn. Until the
pain ends, the target cannot concentrate on spells, cast spells with pain ends, the target cannot concentrate on spells, cast spells with
verbal components, or make more than one attack during its turn. verbal components, or make more than one attack during its turn.
Blinding Debris (Recharges after a Short Rest or Long Rest). The thug Blinding Debris (Recharges after a Short Rest or Long Rest). The thug
throws a fistful of sand or grit into the eyes of a creature within 5 feet throws a fistful of sand or grit into the eyes of a creature within 5 feet
of it. The creature must succeed on a DC 15 Dexterity saving throw or of it. The creature must succeed on a DC 16 Dexterity saving throw or
be blinded until the end of the thug’s next turn. be blinded until the end of the thug’s next turn.
Take Hostage. The thug attempts to grab a Medium or smaller Strong-Arm. The thug attempts to grab a Medium or smaller creature
creature within 5 feet of it. The target must succeed on a DC 15 within 5 feet of it. The target must succeed on a DC 16 Strength saving
Strength saving throw or be grappled (escape DC 15). Until this throw or be grappled (escape DC 16). Until this grapple ends, attacks
grapple ends, the target has disadvantage on attacks against the thug. against the thug have disadvantage. In addition, whenever a creature
In addition, whenever any other creature misses the thug with an other than the target misses the thug with an attack, that attack hits
attack, that attack hits the target instead. The thug can only have one the target instead. The thug can only have one creature grappled this
hostage at a time. way at a time.
208
Essential NPCs
Thug (CR 11) Thug (CR 13)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 20 (+5) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 14 (+2)
Saving Throws STR +9, CON +6 Saving Throws STR +10, CON +7, CHA +7
Skills Athletics +9, Deception +6, Intimidate +6 Skills Athletics +10, Deception +7, Intimidate +7
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 13 (10,000 XP) Proficiency Bonus +5
Shrug It Off. The thug regains 10 hit points at the start of its turn if it Shrug It Off. The thug regains 20 hit points at the start of its turn if it
has more than half its total hit points remaining (82 or more). has more than half its total hit points remaining (95 or more).
Actions Actions
Multiattack. The thug can use Blinding Debris, if available. It then Multiattack. The thug can use Blinding Debris, if available. It then
makes three Mace attacks. makes three Mace attacks. It can replace one attack with a use of
Strong-Arm.
Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19
(4d6 + 5) bludgeoning damage. On a critical hit, the target is stunned Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23
until the end of the thug’s next turn. (4d8 + 5) bludgeoning damage. On a critical hit, the target is stunned
until the end of the thug’s next turn.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft.,
one target. Hit: 47 (7d12 + 2) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft.,
one target. Hit: 51 (9d10 + 2) piercing damage.
Cheap Shot (Recharges 4–6). Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 44 (6d12 + 5) bludgeoning damage, and the target Hit ’Em Where It Hurts (Recharges 4-6). Melee Weapon Attack: +10 to
is wracked with pain until the end of the thug’s next turn. Until the hit, reach 5 ft., one target. Hit: 50 (7d12 + 5) bludgeoning damage,
pain ends, the target cannot concentrate on spells, cast spells with and the target is wracked with excruciating pain until the end of the
verbal components, or make more than one attack during its turn. thug’s next turn. The target falls prone, and until the pain ends it
cannot stand up, cast or concentrate on spells, or make more than
Blinding Debris (Recharges after a Short Rest or Long Rest). The thug
one attack during its turn.
throws a fistful of sand or grit into the eyes of a creature within 5 feet
of it. The creature must succeed on a DC 17 Dexterity saving throw or Blinding Debris (Recharges after a Short Rest or Long Rest). The thug
be blinded until the end of the thug’s next turn. throws a fistful of sand or grit into the eyes of a creature within 5 feet
of it. The creature must succeed on a DC 18 Dexterity saving throw or
Strong-Arm. The thug attempts to grab a Medium or smaller creature
be blinded until the end of the thug’s next turn.
within 5 feet of it. The target must succeed on a DC 17 Strength saving
throw or be grappled (escape DC 17). Until this grapple ends, attacks Strong-Arm. The thug attempts to grab a Medium or smaller creature
against the thug have disadvantage. In addition, whenever a creature within 5 feet of it. The target must succeed on a DC 18 Strength saving
other than the target misses the thug with an attack, that attack hits throw or be grappled (escape DC 18). Until this grapple ends, attacks
the target instead. The thug can only have one creature grappled this against the thug have disadvantage. In addition, whenever a creature
way at a time. other than the target misses the thug with an attack, that attack hits
the target instead. The thug can only have one creature grappled this
way at a time.
209
Essential NPCs
Thug (CR 15) Thug (CR 17)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 16 (+3) 20 (+5) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 16 (+3)
Saving Throws STR +10, CON +7, CHA +8 Saving Throws STR +11, CON +8, CHA +9
Skills Athletics +10, Deception +8, Intimidate +8 Skills Athletics +11, Deception +9, Intimidate +9
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
Challenge 15 (13,000 XP) Proficiency Bonus +5 Challenge 17 (18,000 XP) Proficiency Bonus +6
Shrug It Off. The thug regains 20 hit points at the start of its turn if it Shrug It Off. The thug regains 20 hit points at the start of its turn if it
has more than half its total hit points remaining (121 or more). has more than half its total hit points remaining (137 or more).
Actions Actions
Multiattack. The thug can use Blinding Debris, if available. It then Multiattack. The thug can use Blinding Debris, if available. It then
makes three Mace attacks. It can replace one attack with a use of makes three Brutal Mace attacks. It can replace one attack with a use
Strong-Arm. of Strong-Arm.
Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 Brutal Mace. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
(4d10 + 5) bludgeoning damage. On a critical hit, the target is stunned Hit: 31 (4d12 + 5) bludgeoning damage. On a critical hit, the target is
until the end of the thug’s next turn. stunned until the end of the thug’s next turn and must make a DC 19
Constitution saving throw. On a failed save, the thug chooses one of
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft.,
the target’s ability scores and inflicts some form of terrible injury on
one target. Hit: 61 (9d12 + 3) piercing damage.
the target. The target has disadvantage on all attack rolls, ability
Hit ’Em Where It Hurts (Recharges 4-6). Melee Weapon Attack: +10 to checks, and saving throws that use the chosen ability score until it
hit, reach 5 ft., one target. Hit: 60 (10d10 + 5) bludgeoning damage, receives healing from a spell of 6th level or higher.
and the target is wracked with excruciating pain until the end of the
Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400 ft.,
thug’s next turn. The target falls prone, and until the pain ends it
one target. Hit: 69 (12d10 + 3) piercing damage.
cannot stand up, cast or concentrate on spells, or make more than
one attack during its turn. Hit ’Em Where It Hurts (Recharges 4-6). Melee Weapon Attack: +11 to
hit, reach 5 ft., one target. Hit: 70 (10d12 + 5) bludgeoning damage,
Blinding Debris (Recharges after a Short Rest or Long Rest). The thug
and the target is wracked with excruciating pain until the end of the
throws a fistful of sand or grit into the eyes of a creature within 5 feet
thug’s next turn. The target falls prone, and until the pain ends it
of it. The creature must succeed on a DC 18 Dexterity saving throw or
cannot stand up, cast or concentrate on spells, or make more than
be blinded until the end of the thug’s next turn.
one attack during its turn.
Strong-Arm. The thug attempts to grab a Medium or smaller creature
Blinding Debris (Recharges after a Short Rest or Long Rest). The thug
within 5 feet of it. The target must succeed on a DC 18 Strength saving
throws a fistful of sand or grit into the eyes of a creature within 5 feet
throw or be grappled (escape DC 18). Until this grapple ends, attacks
of it. The creature must succeed on a DC 19 Dexterity saving throw or
against the thug have disadvantage. In addition, whenever a creature
be blinded until the end of the thug’s next turn.
other than the target misses the thug with an attack, that attack hits
the target instead. The thug can only have one creature grappled this Strong-Arm. The thug attempts to grab a Medium or smaller creature
way at a time. within 5 feet of it. The target must succeed on a DC 19 Strength
saving throw or be grappled (escape DC 19). Until this grapple ends,
attacks against the thug have disadvantage. In addition, whenever a
creature other than the target misses the thug with an attack, that
attack hits the target instead. The thug can only have one creature
grappled this way at a time.
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Essential NPCs
Thug (CR 20)
Medium Humanoid, Any Alignment
Shrug It Off. The thug regains 20 hit points at the start of its turn if it
has more than half its total hit points remaining (166 or more).
Actions
Multiattack. The thug can use Blinding Debris, if available. It then
makes three Brutal Mace attacks. It can replace one attack with a use
of Strong-Arm.
Brutal Mace. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 37 (7d8 + 6) bludgeoning damage. On a critical hit, the target is
stunned until the end of the thug’s next turn and must make a DC 20
Constitution saving throw. On a failed save, the thug chooses one of
the target’s ability scores and inflicts some form of terrible injury on
the target. The target has disadvantage on all attack rolls, ability
checks, and saving throws that use the chosen ability score until it
receives healing from a spell of 6th level or higher.
Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400 ft.,
one target. Hit: 85 (15d10 + 3) piercing damage.
Hit ’Em Where It Hurts (Recharges 4-6). Melee Weapon Attack: +12 to
hit, reach 5 ft., one target. Hit: 84 (12d12 + 6) bludgeoning damage,
and the target is wracked with excruciating pain until the end of the
thug’s next turn. The target falls prone, and until the pain ends it
cannot stand up, cast or concentrate on spells, or make more than
one attack during its turn.
Blinding Debris (Recharges after a Short Rest or Long Rest). The thug
throws a fistful of sand or grit into the eyes of a creature within 5 feet
of it. The creature must succeed on a DC 20 Dexterity saving throw or
be blinded until the end of the thug’s next turn.
Strong-Arm. The thug attempts to grab a Medium or smaller creature
within 5 feet of it. The target must succeed on a DC 20 Strength saving
throw or be grappled (escape DC 20). Until this grapple ends, attacks
against the thug have disadvantage. In addition, whenever a creature
other than the target misses the thug with an attack, that attack hits
the target instead. The thug can only have one creature grappled this
way at a time.
211
Essential NPCs
Non-Combat
Archetypes
Chapter 3
Non-Combat Archetypes
Expert
Most people who train to become professionals do not focus on
the combat applications of their skills. These people are experts –
artists, craftspeople, entertainers, and scholars who devote
themselves to the mastery of a particular field. Although their
battlefield usefulness is limited, experts are frequently sought out
by adventurers who have need of their expertise in other arenas.
Most experts, such as blacksmiths or merchants, ply their skills as
a way to make a living. Some are instead motivated by a
passionate dedication to their field, like scholars of esoteric
subjects or art-obsessed nobles. Regardless of what drives them,
experts typically represent the best available resource for
professional crafting, expert advice, and skilled work.
Expert Examples
The town blacksmith who also does some work as a farrier.
A renowned painter who has done a portrait for every member of the
royal family in the last fifty years.
A traveling merchant. You won’t find a better price, guaranteed.
The village doctor. They returned to their hometown after training at the
most prestigious academy in the kingdom.
A renowned religious scholar who can offer advice on the workings of
the gods without the bias of belonging to a particular faith.
A society of academics, secretly devoted to learning more about the
location of the seals that bind a Great Old One.
A wrestler in a world-spanning athletic competition, who has trained
not for combat, but only for sport.
A boulevardier who knows all the local art exhibitions, and the right
people to bribe if you want to get into them.
Making an Expert
The expert stat block represents a person who has mastered a
particular skill or tool. When you create an expert, decide what
skill best represents their expertise. The expert’s Skill Mastery
applies to that skill, and their Skill-Relevant Ability Score is the
ability score they use most often for it. All the expert’s other ability
scores are 10.
In some cases, you may decide that more than one skill is
necessary to represent a particular character. For example, a
local herbalist might be skilled in both Medicine and Nature, and
legal advocates often alternate between Persuasion and
Deception. If more than one skill best represents the expert you
are portraying, allow their Skill Mastery to apply to each of those
skills, and make the ability scores used for each skill one of the
expert’s Skill Related Ability Scores.
213
Essential NPCs
Expert, Trained Expert, Master
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Skill-Relevant Ability Score Other Ability Scores Skill-Relevant Ability Score Other Ability Scores
12 (+1) 10(+0) 18 (+4) 10(+0)
The expert has a 12 in the ability scores related to its expertise. The expert has an 18 in the ability scores related to its expertise.
All its other ability scores are 10. All its other ability scores are 10.
Skill Mastery. The expert has specialized in one skill or tool. When the Skill Mastery. The expert has specialized in one skill or tool. When the
expert makes an ability check using that skill or tool, it rolls a d4 and expert makes an ability check using that skill or tool, it rolls a d8 and
adds the result to the check’s total. adds the result to the check’s total.
Actions Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) slashing damage. (1d4) slashing damage.
Expert, Advanced
Medium Humanoid, Any Alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
Skill Mastery. The expert has specialized in one skill or tool. When the
expert makes an ability check using that skill or tool, it rolls a d6 and
adds the result to the check’s total.
Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) slashing damage.
214
Essential NPCs
Noble
Nobles set the course for governments and other powerful
establishments. They decide what alliances are made, where
troops are sent, and what laws hold sway. Though nobles rarely
pose a direct physical threat, they can become an enormous
problem when they call upon their most dangerous weapon:
powerful allies and the institutions they represent. Successful
nobles are charismatic, well-connected, and adept at maneuvering
people to suit their needs. They know when to play nice, when to
stay neutral, and when to twist the knife.
Noble Examples
The lord of a small state who protects their lands’ sovereignty by
playing their more powerful neighbors off one another.
An adventurer’s wealthy childhood friend, who can be relied upon for
information or favors related to the upper class.
The ambassador of a crumbling empire trying to maintain their
relevance in the shifting political tide.
A smooth-talking courtier who recently gained the queen’s ear, though
no one knows where they came from.
The High Emperor of a vast and powerful dictatorship, who pays careful
attention to anything that threatens their iron grip.
The head of a merchants’ guild who sees a party of adventurers as an
opportunity to expand influence.
A foppish lord with more money than sense.
A minor noble who exploits a strife-filled kingdom’s political struggles,
increasing their power each time one lord overthrows another.
Noble, Courtier
Medium Humanoid, Any Alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
Actions
Ceremonial Sword. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage.
215
Essential NPCs
Noble, Scheming Advisor Noble, Ruler
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 14(+2) 14 (+2) 18 (+4) 12 (+1) 10 (+0) 10 (+0) 14(+2) 16 (+3) 20 (+5)
Poisoned Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one Actions
target. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
on a DC 12 Constitution saving throw or take 5 (1d10) poison
5 (1d8 + 1) slashing damage.
damage.
Choose Champion. The ruler targets an ally within 30 feet of it that can
Beguiling Whisper (1/Day). One creature within 30 feet of the noble
hear it. Until the beginning of the ruler’s next turn, the target has
who can hear and understand it must make a DC 14 Wisdom saving
resistance to bludgeoning, piercing, and slashing damage, and it deals
throw. The creature has disadvantage on the save if it was targeted
an extra 3 (1d6) damage when it hits with an attack.
with this ability within the last 24 hours. On a failed save, the target is
charmed by the noble and considers it a trustworthy source of advice. Inspire. The ruler targets any number of creatures it can see within 60
The effect lasts for one hour or until the noble attacks the target or its feet of it. If those creatures can see or hear the ruler, they deal an extra
allies. 3 (1d6) damage the first time they hit with an attack on their next turn.
216
Essential NPCs
Chapter 4
Modifying NPCs
Modifying NPCs
CR Neutral Magic Weapons
A creature’s challenge rating is based almost entirely on how Some player characters, or creatures employed or summoned by
much damage it deals and how hard it is to defeat (i.e., its armor them, have abilities or resistances that care about whether or not
class and hit points). Generally, if you are not changing one of a creature’s weapons are magical. The magical or mundane
those qualities, you may modify many parts of a creature’s stat nature of creatures’ weapons and equipment is entirely up to you.
block without changing its CR. Some common examples:
Spells
Species or Creature Type With some care, you can exchange spells in NPCs’ stat blocks. In
The stat blocks in this book can be used to represent most most cases, swapping a spell for another spell of the same level
humanoid creatures without making any changes. However, you will not affect CR as long as that spell does not deal more damage
may add recognizable features if it is important to depict a specific than the spellcaster’s most commonly used attack. Be especially
species. For instance, you might give an NPC the fey ancestry and careful with damage calculations on NPCs like the Mage, whose
darkvision traits to represent an elf. It is also possible to represent multiattack action includes casting a spell. In most cases, a
creatures who are not humanoid but have similar characteristics, spellcaster’s primary methods of dealing damage are found in
such as Satyrs. With more creative license, you might make their attacks and abilities outside the Spellcasting action, which is
dramatic changes, such as using an Alchemist stat block as an more often dedicated to utility spells, crowd control, and buffs.
unusual Ooze that flings globs of chemicals at its foes.
Furthermore, be cautious with spells that render a player totally
unable to participate in combat, such as hold person. (See “CR
Weapon and Armor Affecting” below.)
Proficiencies CR Affecting
Most skill, language, tool, and vehicle proficiencies have minimal
effect on combat. Athletics and Acrobatics proficiency are more Some spells and species’ abilities can have a disproportionate
likely to have some influence, but in most cases you can still add effect on an NPC’s CR. Typically these are abilities that
these without worrying about the NPC’s CR. significantly reduce players’ ability to harm the NPC. For
example, lower level characters often have trouble fighting
creatures with a flying speed, so be careful when deciding to give
Damage Types your CR 1 Archer wings. Some spells, such as hold person,
banishment, and force cage can also greatly increase an NPC’s
While some variation exists in players’ abilities to resist particular survivability by effectively removing a player from combat. In this
types of damage, the differences are not enough to affect a book, spells like these appear infrequently or at higher CRs.
creature’s challenge rating. You may modify a creature's weapon
to deal a different type of damage, such as changing the piercing
damage of a spear to the bludgeoning damage of a maul. You
might also change a Necromancer’s Drain Life attack, exchanging
Raising or Lowering CR by 1
necrotic damage for cold damage to represent a being who steals In a specific encounter, you may want to include an NPC whose
the warmth of their enemies’ bodies. Even extreme examples, CR is not included in this book (e.g., a CR 6 Knight). Typically, the
such as changing an Archer’s arrows from piercing to psychic difference of increasing or reducing a creature’s CR by one is
damage, are not generally influential enough to change an NPC’s minimal enough that you can simply use an NPC of the CR on
challenge rating. either side of your target (in the previous example, a CR 5 or 7
Knight). CR is intended as a general guideline, and there is
significant overlap in the ranges of health and damage between
consecutive CR’s.
218
Essential NPCs
If it is important to use a specific CR, you can approximate a
higher or lower CR version of an NPC by increasing or decreasing
its maximum hit points by 10, and adding or subtracting 1 from
its To Hit bonuses and Saving Throw DCs.
Legendary NPCs
Legendary creatures typically represent specific, larger-than-life
characters. A normal Knight’s stat block, no matter how high its
challenge rating, is not a good fit for Sir Hardheart, Winter’s First
Breath and Last Bastion of the West. Instead, a legendary
creature’s stats should convey the things that make them unique
and memorable, both in your story and well as in the encounter
they are featured in.
Legendary Resistance
There are some traits that almost all legendary creatures share.
First, legendary creatures typically have features that make them
more resilient to save-based effects, like Legendary Resistance.
Adding “Legendary Resistance (3/Day)” to a creature will raise its
CR by about 1. Alternatively, you might give a creature an ability
that allows it to end a debilitating effect at the cost of hit points or
another significant resource. For example, a lich might give up a
high level spell slot at the beginning of its turn to end a spell
affecting it, or a hydra might be able to end conditions on itself
during its turn by shedding heads.
Legendary Actions
In addition to features that make them more resilient, legendary
creatures usually have abilities that give them additional actions
on other creatures’ turns, such as Legendary Actions or additional
reactions. This gives a single legendary creature more presence
and agency within an encounter. At minimum, these abilities
allow a legendary creature to move and make attacks, but they
can be used to convey even more information or specific abilities
your legendary creature possesses.
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Chapter 5
Common Questions
Common Questions
Isn’t Challenge Rating 20 too high for someone like a Guard or
a Soldier? Some archetypes are more commonly seen at
particular challenge ratings than others. Mages might be
portrayed as anything from bumbling acolytes to world-shattering
wizards, while Guards are usually low-level obstacles for players
to overcome. However, just because an archetype is often
portrayed at a particular challenge rating doesn’t mean there
aren’t exceptions. For example, a CR 17 Guard might represent
the protector of the vaults of Olympus.
The intention is not for all NPCs to “level up” alongside the
players; just because the PCs are level 10 does not mean all the
Thieves, Lawkeepers, and Bodyguards in the next city should also
be CR 10. (In fact, that approach can rob your players of their
feeling of advancement.) However, this book contains the full
spectrum of CRs for every archetype, so that you are prepared
even if that CR 17 Archer is just what your story needed.
Why do the NPCs’ weapons use different damage dice than the
standard? Can my players pick up the CR 9 Berserker’s
greataxe and deal 4d10 damage with it? An NPC’s challenge
rating is determined in large part by the amount of damage it
deals. Higher CR NPCs necessarily deal more damage.
Fictionally, this represents the powerful abilities an NPC gains,
similar to how player characters gain feats and class features that
make them more deadly. Some NPC stat blocks address this
issue by giving an NPC a normal weapon attack, then adding
poison, elemental, or other thematically appropriate extra
damage. Adding a fiery longsword to the Knight’s stat block might
make for a memorable encounter, but it is unlikely that every
knight in your campaign will wield a flaming sword. Because this
book portrays each NPC in its archetypal form, the stat blocks
avoid special damage types (e.g., poison) unless it is especially
thematic for the archetype. Additionally, to help make sure
damage amounts are as close as possible to the ideal number for
each CR, these stat blocks use die types other than the ones
associated with player character weapons (like the CR 2 Thug’s
1d10 Mace).
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