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Essential NPCs v2-1

The document credits various contributors for design, illustration, and playtesting of a fantasy RPG resource focused on non-player characters (NPCs). It includes an introduction to the importance of NPCs in storytelling, an overview of archetypes, and detailed descriptions of various character types, their abilities, and potential uses in gameplay. The book provides a comprehensive guide with 344 entries across 28 archetypes to aid game masters in creating engaging encounters for players.

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Asher Gossen
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© © All Rights Reserved
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100% found this document useful (2 votes)
814 views266 pages

Essential NPCs v2-1

The document credits various contributors for design, illustration, and playtesting of a fantasy RPG resource focused on non-player characters (NPCs). It includes an introduction to the importance of NPCs in storytelling, an overview of archetypes, and detailed descriptions of various character types, their abilities, and potential uses in gameplay. The book provides a comprehensive guide with 344 entries across 28 archetypes to aid game masters in creating engaging encounters for players.

Uploaded by

Asher Gossen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Credits

Design: Trent McCay, Jonah Leslie

Illustration: Umbrakiir Arts

Playtesting and Feedback: Jason Arnold, Chris Flynn, Amy


Flynn, John Litzinger, Ian Noble, Chris Tenca, u/ASquared80, u/
Bab-Boojlood, u/Bitter_Profit_4099, u/Dream_Perfect, u/
Killian1122, u/Maxentius, u/Ninni51, u/Ollie1051, u/
Overdrive2000, u/robotiCapra, u/SamuraiHealer, u/
SarcasmOverload, u/Synth, u/TheBleakForest, u/TheLastHans,
u/VictoriousRazor, u/West8777, u/WolFrost19, u/Yinnesha

Special Thanks: Youssef Gobran, without whom we’d have no


art. Lura Kimbell, for logic-testing so many NPC abilities and
forcing us to re-think our wording. Amy Bourret and Savvy
Stiltner, partners who supported long (long) nights of work. Tracy
Weidert for art design input. Katie Leslie, for user-friendliness
testing and helping pay to make this book a reality. u/Oh_Hi_
Mark_, for sharing their own personal subreddit, feedback, and
encouragement. u/40kakes, for always making us feel like
rockstars on reddit.

License: This work includes material taken from the System


Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast
LLC and available at https://dnd.wizards.com/resources/systems-
reference-document. The SRD 5.1 is licensed under the Creative
Commons Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/legal code.

Copyright: © 2024 Trent McCay and Jonah Leslie

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 ................................255

Archetype Overview ........................................... 6 Expert ...................................................................... 256

NPC Archetypes .................................................. 7 Noble........................................................................ 258

Alchemist ..................................................................... 8 Modifying NPCs ..............................................261

Archer .........................................................................16 Common Questions ........................................264

Assassin .....................................................................23

Berserker ...................................................................30

Blackguard ................................................................37

Blademaster ..............................................................44
Bodyguard .................................................................51

Brute ...........................................................................60

Captain .......................................................................69

Commando ................................................................77

Guard ..........................................................................89

Inventor ......................................................................97

Knight ...................................................................... 108

Lawkeeper .............................................................. 121

Mage ........................................................................ 133

Martial Artist .......................................................... 142


Necromancer ......................................................... 152

Performer ............................................................... 171

Priest of Darkness ................................................ 183

Priest of Light ........................................................ 191

Shaman ................................................................... 199

Soldier ..................................................................... 213


Spellsword.............................................................. 220
Templar ................................................................... 228

Thief ......................................................................... 238

Thug ......................................................................... 248

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, from deadly Assassins to ingenious Chapter 3, “Non-Combat Archetypes,” contains stat blocks for
Inventors. Each has been constructed to fulfill the fantasy its two archetypes, the Expert and the Noble, that are less likely to be
archetype represents in your encounters while staying flexible used as part of a standard combat encounter, but for whom it may
enough to use in a wide variety of story roles. In some cases you 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.

Planned and Unplanned


This book is an valuable resource to aid in planning an adventure
filled with humanoid NPCs, but sometimes you need an NPC you
weren’t expecting; what starts as a quick trip to the healer’s
temple gets complicated fast when the party decides to rob the
cleric. With this book, you can now quickly find a Priest of Light
stat block of an appropriate challenge rating, add a Templar or
Guard for support, and you’re ready to run an impromptu
encounter.

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 weaken and coerce those who oppose them,
and the fanatic devotion they inspire can keep their allies fighting
Bodyguards commit themselves to the protection of a ward, even 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, these priests mend the wounds of their
allies, ward them against harm, and cast spells to detain any who
Brutes are slow, implacable mountains of muscle. They are would seek 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 enemies.
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.

Alchemists’ 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.

If you want players to have access to the potions in the


alchemist’s stat block, consider placing some limitations on their
use. Perhaps the potions expire after a week or require the
addition of expensive ingredients to stay fresh. Maybe a potion
has a chance of mishap when used by an untrained character, or
its use requires an arcana check. Furthermore, not all potions
need to work the same. For instance, you may decide the vials
from the alchemist’s Volatile Concoction ability are too powerful
for your game. You can restrict access to Volatile Concoction’s
vials while still making Alchemical Potions available.

8
Essential NPCs
ALCHEMIST (CR 1/4)
Medium or Small Humanoid, Any Alignment
AC 10 Initiative +0 (10)
HP 13 (3d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 10 +0 +0 CON 10 +0 +2
INT 12 +1 +1 WIS 12 +1 +1 CHA 10 +0 +0 ALCHEMIST (CR 1)
Skills Arcana +3, Medicine +3 Medium or Small Humanoid, Any Alignment
Senses Passive Perception 11 AC 10 Initiative +0 (10)
Languages Any two languages HP 31 (7d8)
CR 1/4 (XP 50; PB +2) Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
ACTIONS
STR 10 +0 +0 DEX 10 +0 +0 CON 10 +0 +2
Volatile Concoction. The alchemist throws a vial of acid,
INT 14 +2 +2 WIS 12 +1 +1 CHA 10 +0 +0
fire, or poison. Constitution Saving Throw (for acid or poi-
son) or Dexterity Saving Throw (for fire): DC 11, each crea- Skills Arcana +4, Medicine +3
ture within a 5-foot-radius Sphere centered on a point Senses Passive Perception 11
within 30 feet. Failure: 3 (1d6) Acid, Fire, or Poison dam- Languages Any two languages
age. CR 1 (XP 200; PB +2)
ACTIONS
Volatile Concoction. The alchemist throws a vial of acid,
ALCHEMIST (CR 1/2) fire, or poison. Constitution Saving Throw (for acid or poi-
Medium or Small Humanoid, Any Alignment son) or Dexterity Saving Throw (for fire): DC 12, each crea-
AC 10 Initiative +0 (10) ture within a 5-foot-radius Sphere centered on a point
HP 22 (5d8) within 30 feet. Failure: 10 (3d6) Acid, Fire, or Poison dam-
Speed 30 ft. age.
MOD SAVE MOD SAVE MOD SAVE
Alchemical Potion. The alchemist applies a potion to it-
STR 10 +0 +0 DEX 10 +0 +0 CON 10 +0 +2
self or a creature within 5 feet. The potion creates the
INT 13 +1 +1 WIS 12 +1 +1 CHA 10 +0 +0 effect of a spell, affecting the creature it was applied to
Skills Arcana +3, Medicine +3 instead of its normal targets. If the spell would ordinarily
Senses Passive Perception 11 require Concentration, it loses the Concentration re-
Languages Any two languages quirement and instead lasts for its full duration.
CR 1/2 (XP 100; PB +2) The alchemist has prepared potions that can create the
ACTIONS following spell effects, using Intelligence as the spell-
casting ability (spell save DC 12):
Volatile Concoction. The alchemist throws a vial of acid,
fire, or poison. Constitution Saving Throw (for acid or poi- 1 Each: Cure Wounds, Enhance Ability, Invisibility, Lesser
son) or Dexterity Saving Throw (for fire): DC 11, each crea- Restoration, Enlarge/Reduce
ture within a 5-foot-radius Sphere centered on a point
within 30 feet. Failure: 7 (2d6) Acid, Fire, or Poison dam-
age.
Alchemical Potion. The alchemist applies a potion to it-
self or a creature within 5 feet. 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 re-
quirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the
following spell effects, using Intelligence as the spell-
casting ability (spell save DC 11):
1 Each: Cure Wounds, Enhance Ability, Enlarge/Reduce
9
Essential NPCs
ALCHEMIST (CR 2) ALCHEMIST (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 10 Initiative +0 (10) AC 11 Initiative +1 (11)
HP 40 (9d8) HP 54 (12d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 10 +0 +0 CON 10 +0 +2 STR 10 +0 +0 DEX 12 +1 +1 CON 10 +0 +2
INT 14 +2 +2 WIS 12 +1 +1 CHA 10 +0 +0 INT 15 +2 +2 WIS 12 +1 +1 CHA 10 +0 +0

Skills Arcana +4, Medicine +3 Skills Arcana +4, Medicine +3


Senses Passive Perception 11 Resistances One of the following: Acid, Fire, or Poison
Languages Any two languages Senses Passive Perception 11
CR 2 (XP 450; PB +2) Languages Any two languages
CR 3 (XP 700; PB +2)
ACTIONS
Volatile Concoction. The alchemist throws a vial of acid, ACTIONS
fire, or poison. Constitution Saving Throw (for acid or poi- Volatile Concoction. The alchemist throws a vial of acid,
son) or Dexterity Saving Throw (for fire): DC 12, each crea- fire, or poison. Constitution Saving Throw (for acid or poi-
ture within a 5-foot-radius Sphere centered on a point son) or Dexterity Saving Throw (for fire): DC 12, each crea-
within 30 feet. Failure: 17 (5d6) Acid, Fire, or Poison dam- ture within a 5-foot-radius Sphere centered on a point
age. within 30 feet. Failure: 21 (6d6) Acid, Fire, or Poison dam-
age.
Alchemical Potion. The alchemist applies a potion to it-
self or a creature within 5 feet. The potion creates the Alchemical Potion. The alchemist applies a potion to it-
effect of a spell, affecting the creature it was applied to self or a creature within 5 feet. The potion creates the
instead of its normal targets. If the spell would ordinarily effect of a spell, affecting the creature it was applied to
require Concentration, it loses the Concentration re- instead of its normal targets. If the spell would ordinarily
quirement and instead lasts for its full duration. require Concentration, it loses the Concentration re-
quirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the
following spell effects, using Intelligence as the spell- The alchemist has prepared potions that can create the
casting ability (spell save DC 12): following spell effects, using Intelligence as the spell-
casting ability (spell save DC 12):
1 Each: Barkskin, Cure Wounds, Enhance Ability, Invisibil-
ity, Lesser Restoration, Enlarge/Reduce 2 Each: Barkskin, Enlarge/Reduce, Invisibility
1 Each: Enhance Ability, Lesser Restoration

10
Essential NPCs
ALCHEMIST (CR 5) ALCHEMIST (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 11 Initiative +1 (11) AC 12 Initiative +2 (12)
HP 76 (17d8) HP 99 (22d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 12 +1 +1 CON 10 +0 +3 STR 10 +0 +0 DEX 14 +2 +2 CON 10 +0 +3
INT 15 +2 +5 WIS 12 +1 +1 CHA 10 +0 +0 INT 16 +3 +6 WIS 14 +2 +2 CHA 10 +0 +0

Skills Arcana +5, Medicine +4 Skills Arcana +6, Medicine +5


Resistances One of the following: Acid, Fire, or Poison 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
CR 5 (XP 1,800; PB +3) CR 7 (XP 2,900; PB +3)
ACTIONS ACTIONS
Hazardous Compound. The alchemist throws a vial at a Hazardous Compound. The alchemist throws a vial at a
point within 30 feet, causing the vial to shatter and fill a point within 30 feet, causing the vial to shatter and fill a
5-foot-radius Sphere with a cloud of acid, fire, or poison 5-foot-radius Sphere with a cloud of acid, fire, or poison
(alchemist’s choice). The cloud lingers in the area for one (alchemist’s choice). The cloud lingers in the area for one
minute. Constitution Saving Throw (for acid or poison) or minute. Constitution Saving Throw (for acid or poison) or
Dexterity Saving Throw (for fire): DC 13, any creature that Dexterity Saving Throw (for fire): DC 14, any creature that
enters the Sphere for the first time on its turn, or any enters the Sphere for the first time on its turn, or any
creature that starts its turn in the Sphere. Failure: 32 creature that starts its turn in the Sphere. Failure: 42
(9d6) Acid, Fire, or Poison damage. (12d6) Acid, Fire, or Poison damage.
Glue Explosion (2/day). The alchemist hurls a container Glue Explosion (2/day). The alchemist hurls a container
at a point within 30 feet, where it explodes and coats ev- at a point within 30 feet, where it explodes and coats ev-
ery surface in a 10-foot-radius with a potent glue that re- ery surface in a 10-foot-radius with a potent glue that re-
mains for 1 day. Surfaces covered in glue become mains for 1 day. Surfaces covered in glue become
difficult terrain. Strength Saving Throw: DC 13, any crea- difficult terrain. Strength Saving Throw: DC 14, any crea-
ture that touches the glue for the first time on its turn, or ture that touches the glue for the first time on its turn, or
any creature that starts its turn in contact with the glue. any creature that starts its turn in contact with the glue.
Failure: Until the start of the target’s next turn, its speed Failure: Until the start of the target’s next turn, its speed
is reduced to 0 and it has Disadvantage on Dexterity sav- is reduced to 0 and it has Disadvantage on Dexterity sav-
ing throws. ing throws.
Healing Tonic (1/day). The alchemist administers a spe- Healing Tonic (1/day). The alchemist administers a spe-
cialized healing potion to itself or a willing creature cialized healing potion to itself or a willing creature
within 5 feet. The target regains 31 (7d8) Hit Points. within 5 feet. The target regains 40 (9d8) Hit Points.
Alchemical Potion. The alchemist applies a potion to it- Alchemical Potion. The alchemist applies a potion to it-
self or a creature within 5 feet. The potion creates the self or a creature within 5 feet. The potion creates the
effect of a spell, affecting the creature it was applied to effect of a spell, affecting the creature it was applied to
instead of its normal targets. If the spell would ordinarily instead of its normal targets. If the spell would ordinarily
require Concentration, it loses the Concentration re- require Concentration, it loses the Concentration re-
quirement and instead lasts for its full duration. quirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the The alchemist has prepared potions that can create the
following spell effects, using Intelligence as the spell- following spell effects, using Intelligence as the spell-
casting ability (spell save DC 13): casting ability (spell save DC 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 or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 12 Initiative +2 (12) AC 13 Initiative +3 (13)
HP 121 (27d8) HP 148 (33d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 14 +2 +2 CON 10 +0 +4 STR 10 +0 +0 DEX 16 +3 +3 CON 10 +0 +4
INT 16 +3 +7 WIS 14 +2 +2 CHA 10 +0 +0 INT 18 +4 +8 WIS 16 +3 +7 CHA 10 +0 +0

Skills Arcana +7, Medicine +6 Skills Arcana +8, Medicine +7


Resistances One of the following: Acid, Fire, or Poison 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
CR 9 (XP 5,000; PB +4) CR 9 (XP 7,200; PB +4)
ACTIONS ACTIONS
Hazardous Compound. The alchemist throws a vial at a Hazardous Compound. The alchemist throws a vial at a
point within 30 feet, causing the vial to shatter and fill a point within 30 feet, causing the vial to shatter and fill a
5-foot-radius Sphere with a cloud of acid, fire, or poison 5-foot-radius Sphere with a cloud of acid, fire, or poison
(alchemist’s choice). The cloud lingers in the area for one (alchemist’s choice). The cloud lingers in the area for one
minute. Constitution Saving Throw (for acid or poison) or minute. Constitution Saving Throw (for acid or poison) or
Dexterity Saving Throw (for fire): DC 15, any creature that Dexterity Saving Throw (for fire): DC 16, any creature that
enters the Sphere for the first time on its turn, or any enters the Sphere for the first time on its turn, or any
creature that starts its turn in the Sphere. Failure: 52 creature that starts its turn in the Sphere. Failure: 63
(15d6) Acid, Fire, or Poison damage. (18d6) Acid, Fire, or Poison damage.
Glue Explosion (2/day). The alchemist hurls a container Glue Explosion (2/day). The alchemist hurls a container
at a point within 30 feet, where it explodes and coats ev- at a point within 30 feet, where it explodes and coats ev-
ery surface in a 10-foot-radius with a potent glue that re- ery surface in a 10-foot-radius with a potent glue that re-
mains for 1 day. Surfaces covered in glue become mains for 1 day. Surfaces covered in glue become
difficult terrain. Strength Saving Throw: DC 15, any crea- difficult terrain. Strength Saving Throw: DC 16, any crea-
ture that touches the glue for the first time on its turn, or ture that touches the glue for the first time on its turn, or
any creature that starts its turn in contact with the glue. any creature that starts its turn in contact with the glue.
Failure: Until the start of the target’s next turn, its speed Failure: Until the start of the target’s next turn, its speed
is reduced to 0 and it has Disadvantage on Dexterity sav- is reduced to 0 and it has Disadvantage on Dexterity sav-
ing throws. ing throws.
Healing Tonic (1/day). The alchemist administers a spe- Healing Tonic (1/day). The alchemist administers a spe-
cialized healing potion to itself or a willing creature cialized healing potion to itself or a willing creature
within 5 feet. The target regains 49 (11d8) Hit Points. within 5 feet. The target regains 58 (13d8) Hit Points.
Alchemical Potion. The alchemist applies a potion to it- Alchemical Potion. The alchemist applies a potion to it-
self or a creature within 5 feet. The potion creates the self or a creature within 5 feet. The potion creates the
effect of a spell, affecting the creature it was applied to effect of a spell, affecting the creature it was applied to
instead of its normal targets. If the spell would ordinarily instead of its normal targets. If the spell would ordinarily
require Concentration, it loses the Concentration re- require Concentration, it loses the Concentration re-
quirement and instead lasts for its full duration. quirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the The alchemist has prepared potions that can create the
following spell effects, using Intelligence as the spell- following spell effects, using Intelligence as the spell-
casting ability (spell save DC 15): casting ability (spell save DC 16):
2 Each: Barkskin, Enlarge/Reduce, Enhance Ability 2 Each: Barkskin, Enlarge/Reduce, Enhance Ability, Lesser
1 Each: Flesh to Stone, Greater Invisibility, Lesser Restora- Restoration
tion 1 Each: Flesh to Stone, Greater Invisibility

12
Essential NPCs
ALCHEMIST (CR 13) ALCHEMIST (CR 15)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +3 (13) AC 13 Initiative +3 (13)
HP 171 (38d8) HP 202 (45d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 16 +3 +3 CON 10 +0 +5 STR 10 +0 +0 DEX 16 +3 +3 CON 10 +0 +5
INT 18 +4 +9 WIS 16 +3 +8 CHA 10 +0 +0 INT 20 +5 +10 WIS 18 +4 +9 CHA 10 +0 +0

Skills Arcana +9, Medicine +8 Skills Arcana +10, Medicine +9


Resistances One of the following: Acid, Fire, or Poison 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
CR 13 (XP 10,000; PB +5) CR 15 (XP 13,000; PB +5)
ACTIONS ACTIONS
Hazardous Compound. The alchemist throws a vial at a Hazardous Compound. The alchemist throws a vial at a
point within 30 feet, causing the vial to shatter and fill a point within 30 feet, causing the vial to shatter and fill a
5-foot-radius Sphere with a cloud of acid, fire, or poison 5-foot-radius Sphere with a cloud of acid, fire, or poison
(alchemist’s choice). The cloud lingers in the area for one (alchemist’s choice). The cloud lingers in the area for one
minute. Constitution Saving Throw (for acid or poison) or minute. Constitution Saving Throw (for acid or poison) or
Dexterity Saving Throw (for fire): DC 17, any creature that Dexterity Saving Throw (for fire): DC 18, any creature that
enters the Sphere for the first time on its turn, or any enters the Sphere for the first time on its turn, or any
creature that starts its turn in the Sphere. Failure: 77 creature that starts its turn in the Sphere. Failure: 87
(22d6) Acid, Fire, or Poison damage. (25d6) Acid, Fire, or Poison damage.
Glue Explosion (2/day). The alchemist hurls a container Glue Explosion (2/day). The alchemist hurls a container
at a point within 30 feet, where it explodes and coats ev- at a point within 30 feet, where it explodes and coats ev-
ery surface in a 10-foot-radius with a potent glue that re- ery surface in a 10-foot-radius with a potent glue that re-
mains for 1 day. Surfaces covered in glue become mains for 1 day. Surfaces covered in glue become
difficult terrain. Strength Saving Throw: DC 17, any crea- difficult terrain. Strength Saving Throw: DC 18, any crea-
ture that touches the glue for the first time on its turn, or ture that touches the glue for the first time on its turn, or
any creature that starts its turn in contact with the glue. any creature that starts its turn in contact with the glue.
Failure: Until the start of the target’s next turn, its speed Failure: Until the start of the target’s next turn, its speed
is reduced to 0 and it has Disadvantage on Dexterity sav- is reduced to 0 and it has Disadvantage on Dexterity sav-
ing throws. ing throws.
Healing Tonic (1/day). The alchemist administers a spe- Healing Tonic (1/day). The alchemist administers a spe-
cialized healing potion to itself or a willing creature cialized healing potion to itself or a willing creature
within 5 feet. The target regains 72 (16d8) Hit Points. within 5 feet. The target regains 81 (18d8) Hit Points.
Alchemical Potion. The alchemist applies a potion to it- Alchemical Potion. The alchemist applies a potion to it-
self or a creature within 5 feet. The potion creates the self or a creature within 5 feet. The potion creates the
effect of a spell, affecting the creature it was applied to effect of a spell, affecting the creature it was applied to
instead of its normal targets. If the spell would ordinarily instead of its normal targets. If the spell would ordinarily
require Concentration, it loses the Concentration re- require Concentration, it loses the Concentration re-
quirement and instead lasts for its full duration. quirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the The alchemist has prepared potions that can create the
following spell effects, using Intelligence as the spell- following spell effects, using Intelligence as the spell-
casting ability (spell save DC 17): casting ability (spell save DC 18):
2 Each: Barkskin, Enlarge/Reduce, Flesh to Stone, Lesser 2 Each: Barkskin, Enlarge/Reduce, Flesh to Stone, Lesser
Restoration Restoration
1 Each: Disintegrate, Greater Invisibility 1 Each: Disintegrate, Greater Invisibility

13
Essential NPCs
ALCHEMIST (CR 17)
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +3 (13)
HP 229 (51d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 16 +3 +3 CON 10 +0 +6
INT 20 +5 +11 WIS 18 +4 +10 CHA 10 +0 +0

Skills Arcana +11, Medicine +10


Resistances One of the following: Acid, Fire, or Poison
Senses Passive Perception 14
Languages Any three languages
CR 17 (XP 18,000; PB +6)
ACTIONS
Hazardous Compound. The alchemist throws a vial at a
point within 30 feet, causing the vial to shatter and fill a
5-foot-radius Sphere with a cloud of acid, fire, or poison
(alchemist’s choice). The cloud lingers in the area for one
minute. Constitution Saving Throw (for acid or poison) or
Dexterity Saving Throw (for fire): DC 19, any creature that
enters the Sphere for the first time on its turn, or any
creature that starts its turn in the Sphere. Failure: 101
(29d6) Acid, Fire, or Poison damage.
Glue Explosion (2/day). The alchemist hurls a container
at a point within 30 feet, where it explodes and coats ev-
ery surface in a 10-foot-radius with a potent glue that re-
mains for 1 day. Surfaces covered in glue become
difficult terrain. Strength Saving Throw: DC 19, any crea-
ture that touches the glue for the first time on its turn, or
any creature that starts its turn in contact with the glue.
Failure: Until the start of the target’s next turn, its speed
is reduced to 0 and it has Disadvantage on Dexterity sav-
ing throws.
Healing Tonic (1/day). The alchemist administers a spe-
cialized healing potion to itself or a willing creature
within 5 feet. The target regains 94 (21d8) Hit Points.
Alchemical Potion. The alchemist applies a potion to it-
self or a creature within 5 feet. 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 re-
quirement and instead lasts for its full duration.
The alchemist has prepared potions that can create the
following spell effects, using Intelligence as the spell-
casting ability (spell save DC 19):
2 Each: Barkskin, Enlarge/Reduce, Flesh to Stone, Lesser
Restoration
1 Each: Disintegrate, Greater Invisibility

14
Essential NPCs
ALCHEMIST (CR 20)
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +3 (13) minute. Constitution Saving Throw (for acid or poison) or
HP 274 (61d8) Dexterity Saving Throw (for fire): DC 20, any creature that
Speed 30 ft. enters the Sphere for the first time on its turn, or any crea-
MOD SAVE MOD SAVE MOD SAVE ture that starts its turn in the Sphere. Failure: 119 (34d6)
STR 10 +0 +0 DEX 16 +3 +3 CON 10 +0 +6 Acid, Fire, or Poison damage.
INT 22 +6 +12 WIS 18 +4 +10 CHA 10 +0 +0 Glue Explosion (2/day). The alchemist hurls a container at
Skills Arcana +12, Medicine +10 a point within 30 feet, where it explodes and coats every
Resistances One of the following: Acid, Fire, or Poison surface in a 20-foot-radius with a potent glue that remains
Senses Passive Perception 14 for 1 day. Surfaces covered in glue become difficult ter-
Languages Any three languages rain. Strength Saving Throw: DC 20, any creature that
CR 20 (XP 25,000; PB +6) touches the glue for the first time on its turn, or any crea-
ture that starts its turn in contact with the glue. Failure:
TRAITS Until the start of the target’s next turn, its speed is re-
Alchemical Immortality. The alchemist cannot die, does duced to 0 and it has Disadvantage on Dexterity saving
not age, and regains 20 Hit Points at the start of each of throws.
its turns. If its body is destroyed, it reforms the next
Healing Tonic (1/day). The alchemist administers a spe-
round in an unoccupied space nearest to its previous lo-
cialized healing potion to itself or a willing creature within
cation.
5 feet. The target regains 112 (25d8) Hit Points.
In order to maintain this trait, the alchemist must con-
Alchemical Potion. The alchemist applies a potion to it-
sume a unique potion that it creates each day by spend-
self or a creature within 5 feet. The potion creates the
ing an hour in uninterrupted work using alchemist’s
effect of a spell, affecting the creature it was applied to in-
supplies. If the alchemist is prevented from consuming
stead of its normal targets. If the spell would ordinarily re-
its potion for more than 24 hours, the effects of the po-
quire Concentration, it loses the Concentration
tion cease. If any creature other than the alchemist
requirement and instead lasts for its full duration.
drinks the potion, it must succeed on a DC 20 Constitu-
tion saving throw or die instantly. The alchemist has prepared potions that can create the
following spell effects, using Intelligence as the spellcast-
ACTIONS ing ability (spell save DC 20):
Hazardous Compound. The alchemist throws a vial at a 2 Each: Barkskin, Enlarge/Reduce, Flesh to Stone, Lesser
point within 30 feet, causing the vial to shatter and fill a Restoration
5-foot-radius Sphere with a cloud of acid, fire, or poison 1 Each: Disintegrate, Greater Invisibility
(alchemist’s choice). The cloud lingers in the area for one

15
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.

ARCHER (CR 1/4)


Medium or Small Humanoid, Any Alignment
AC 12 Initiative +1 (11)
HP 13 (3d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 9 -1 -1 DEX 13 +1 +1 CON 10 +0 +0
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0

Gear Leather Armor, Longbow, Shortsword


Senses Passive Perception 11
Languages Any two languages
CR 1/4 (XP 50; PB +2)
ACTIONS
Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5
(1d8 + 1) Piercing damage.
Shortsword. Melee Attack Roll: +3, reach 5 ft. 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 Ad-
vantage. This effect ends if the archer moves 5 feet or
more, if it attacks another target, or if it uses this ability
again.

16
Essential NPCs
ARCHER (CR 1/2)
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +2 (12)
HP 22 (5d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 9 -1 -1 DEX 14 +2 +2 CON 10 +0 +0
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0

Gear Leather Armor, Longbow, Shortsword


Senses Passive Perception 11
Languages Any two languages
CR 1/2 (XP 100; PB +2)
ARCHER (CR 2)
ACTIONS
Medium or Small Humanoid, Any Alignment
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6
(1d8 + 2) Piercing damage. AC 14 Initiative +3 (13)
HP 40 (9d8)
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + Speed 30 ft.
2) Piercing damage. MOD SAVE MOD SAVE MOD SAVE

Aim. The archer targets a creature or object it can see. STR 10 +0 +0 DEX 16 +3 +3 CON 10 +0 +0
The archer’s ranged attacks against the target have Ad- INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0
vantage. This effect ends if the archer moves 5 feet or
Skills Perception +3
more, if it attacks another target, or if it uses this ability
Gear Leather Armor, Longbow, Shortsword
again.
Senses Passive Perception 14
Languages Any two languages
CR 2 (XP 450; PB +2)
ARCHER (CR 1) ACTIONS
Medium or Small Humanoid, Any Alignment Multiattack. The archer makes two Longbow attacks.
AC 13 Initiative +2 (12) Longbow. Ranged Attack Roll: +5, range 150/600 ft. Hit: 8
HP 31 (7d8) (1d10 + 3) Piercing damage.
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 +
STR 9 -1 -1 DEX 15 +2 +2 CON 10 +0 +0 3) Piercing damage.
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0 Deadly Aim. The archer targets a creature or object it
can see. The archer’s ranged attacks against the target
Gear Leather Armor, Longbow, Shortsword have Advantage and deal an extra 5 (1d10) damage. This
Senses Passive Perception 11 effect ends if the archer moves 5 feet or more, if it at-
Languages Any two languages tacks another target, or if it uses this ability again.
CR 1 (XP 200; PB +2)
ACTIONS
Multiattack. The archer makes two Longbow attacks.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6
(1d8 + 2) Piercing damage.
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 +
2) 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 extra 4 (1d8) damage. This
effect ends if the archer moves 5 feet or more, if it at-
tacks another target, or if it uses this ability again.

17
Essential NPCs
ARCHER (CR 3) ARCHER (CR 5)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +3 (13) AC 15 Initiative +4 (14)
HP 54 (12d8) HP 71 (13d8 +13)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 16 +3 +3 CON 11 +0 +0 STR 10 +0 +0 DEX 18 +4 +7 CON 12 +1 +1
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0

Skills Perception +4, Survival +4 Skills Perception +5, Stealth +7, Survival +5
Gear Leather Armor, Longbow, Shortsword Gear Leather Armor, Longbow, Shortsword
Senses Passive Perception 14 Senses Passive Perception 15
Languages Any two languages Languages Any two languages
CR 3 (XP 700; PB +2) CR 5 (XP 1,800; PB +3)
TRAITS TRAITS
Cover Specialist. If the archer has Half Cover against an Cover Specialist. If the archer has Half Cover against an
attack, it has a +5 bonus to AC instead of +2. attack, it has a +5 bonus to AC instead of +2.
ACTIONS ACTIONS
Multiattack. The archer makes two Longbow or Short- Multiattack. The archer makes two Longbow or Short-
sword attacks. sword attacks.
Longbow. Ranged Attack Roll: +5, range 150/600 ft. Hit: Longbow. Ranged Attack Roll: +7, range 150/600 ft. Hit:
10 (2d6 + 3) Piercing damage. 14 (3d6 + 4) Piercing damage.
Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 +
3) Piercing damage. 4) Piercing damage.
Deadly Aim. The archer targets a creature or object it Deadly Aim. The archer targets a creature or object it
can see. The archer’s ranged attacks against the target can see. The archer’s ranged attacks against the target
have Advantage and deal an extra 7 (2d6) damage. This have Advantage and deal an extra 9 (2d8) damage. This
effect ends if the archer moves 5 feet or more, if it at- effect ends if the archer moves 5 feet or more, if it at-
tacks another target, or if it uses this ability again. tacks another target, or if it uses this ability again.

18
Essential NPCs
ARCHER (CR 7) ARCHER (CR 9)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +4 (14) AC 16 Initiative +4 (14)
HP 93 (17d8 +17) HP 121 (22d8 + 22)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 18 +4 +7 CON 12 +1 +1 STR 10 +0 +0 DEX 18 +4 +8 CON 12 +1 +1
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0

Skills Perception +5, Stealth +7, Survival +5 Skills Perception +6, Stealth +8, Survival +6
Gear Leather Armor, Longbow, Shortsword Gear Longbow, Shortsword, Studded Leather
Senses Passive Perception 15 Senses Passive Perception 16
Languages Any two languages Languages Any two languages
CR 7 (XP 2,900; PB +3) CR 9 (XP 5,000; PB +4)
TRAITS TRAITS
Cover Specialist. If the archer has Half Cover against an Cover Specialist. If the archer has Half Cover against an
attack, it has a +5 bonus to AC instead of +2. attack, it has a +5 bonus to AC instead of +2.
ACTIONS ACTIONS
Multiattack. The archer makes three Longbow or Short- Multiattack. The archer makes three Longbow or Short-
sword attacks. sword attacks.
Longbow. Ranged Attack Roll: +7, range 150/600 ft. Hit: Longbow. Ranged Attack Roll: +8, range 150/600 ft. Hit:
13 (2d8 + 4) Piercing damage. 17 (3d8 + 4) Piercing damage.
Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + Shortsword. Melee Attack Roll: +8, reach 5 ft. Hit: 9 (1d10
4) Piercing damage. + 4) Piercing damage.
Deadly Aim. The archer targets a creature or object it Deadly Aim. The archer targets a creature or object it
can see. The archer’s ranged attacks against the target can see. The archer’s ranged attacks against the target
have Advantage and deal an extra 9 (2d8) damage. This have Advantage and deal an extra 11 (2d10) damage.
effect ends if the archer moves 5 feet or more, if it at- This effect ends if the archer moves 5 feet or more, if it
tacks another target, or if it uses this ability again. attacks another target, or if it uses this ability again.

BONUS ACTIONS
Hindering Shot. Immediately after the archer hits a target
with a Longbow attack—Strength Saving Throw: DC 16,
the target of the attack. Failure: The archer chooses one
of the following:
● The target’s Speed is halved until the beginning of the
archer’s next turn.
● The target has the Prone condition if it is Large or
smaller.

19
Essential NPCs
ARCHER (CR 11) ARCHER (CR 13)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) AC 17 Initiative +5 (15)
HP 148 (27d8 + 27) HP 170 (31d8 + 31)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 20 +5 +9 CON 12 +1 +1 STR 10 +0 +0 DEX 20 +5 +10 CON 12 +1 +1
INT 10 +0 +0 WIS 16 +3 +3 CHA 10 +0 +0 INT 10 +0 +0 WIS 16 +3 +3 CHA 10 +0 +0

Skills Perception +7, Stealth +9, Survival +7 Skills Perception +8, Stealth +10, Survival +8
Gear Longbow, Shortsword, Studded Leather Gear Longbow, Shortsword, Studded Leather
Senses Passive Perception 17 Senses Passive Perception 18
Languages Any two languages Languages Any two languages
CR 11 (XP 7,200; PB +4) CR 13 (XP 10,000; PB +5)
TRAITS TRAITS
Cover Specialist. If the archer has Half Cover against an Cover Specialist. If the archer has Half Cover against an
attack, it has a +5 bonus to AC instead of +2. attack, it has a +5 bonus to AC instead of +2.
ACTIONS ACTIONS
Multiattack. The archer makes three Longbow or Short- Multiattack. The archer makes three Longbow or Short-
sword attacks. sword attacks.
Longbow. Ranged Attack Roll: +9, range 150/600 ft. Hit: Longbow. Ranged Attack Roll: +10, range 150/600 ft. Hit:
19 (4d6 + 5) Piercing damage. 23 (4d8 + 5) Piercing damage.
Shortsword. Melee Attack Roll: +9, reach 5 ft. Hit: 10 Shortsword. Melee Attack Roll: +10, reach 5 ft. Hit: 12
(1d10 + 5) Piercing damage. (2d6 + 5) Piercing damage.
Deadly Aim. The archer targets a creature or object it Deadly Aim. The archer targets a creature or object it
can see. The archer’s ranged attacks against the target can see. The archer’s ranged attacks against the target
have Advantage and deal an extra 13 (3d8) damage. This have Advantage and deal an extra 14 (4d6) damage. This
effect ends if the archer moves 5 feet or more, if it at- effect ends if the archer moves 5 feet or more, if it at-
tacks another target, or if it uses this ability again. tacks another target, or if it uses this ability again.

BONUS ACTIONS BONUS ACTIONS


Hindering Shot. Immediately after the archer hits a target Crippling Shot. Immediately after the archer hits a target
with a Longbow attack—Strength Saving Throw: DC 17, with a Longbow attack—Strength Saving Throw: DC 18,
the target of the attack. Failure: The archer chooses one the target of the attack. Failure: The archer chooses one
of the following: of the following:
● The target’s Speed is halved until the beginning of the ● The target’s Speed is halved until the beginning of the
archer’s next turn. archer’s next turn.
● The target has the Prone condition if it is Large or ● The target has the Prone condition if it is Large or
smaller. smaller.
● The target deals half damage with melee attacks until
the end of its next turn.

20
Essential NPCs
ARCHER (CR 15) ARCHER (CR 17)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) AC 17 Initiative +5 (15)
HP 198 (36d8 + 36) HP 227 (35d8 + 70)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 20 +5 +10 CON 12 +1 +1 STR 12 +1 +1 DEX 20 +5 +11 CON 14 +2 +2
INT 10 +0 +0 WIS 16 +3 +3 CHA 10 +0 +0 INT 10 +0 +0 WIS 16 +3 +3 CHA 10 +0 +0

Skills Perception +8, Stealth +10, Survival +8 Skills Perception +9, Stealth +11, Survival +9
Gear Longbow, Shortsword, Studded Leather Gear Longbow, Shortsword, Studded Leather
Senses Passive Perception 18 Senses Passive Perception 19
Languages Any two languages Languages Any two languages
CR 15 (XP 13,000; PB +5) CR 17 (XP 18,000; PB +6)
TRAITS TRAITS
Cover Specialist. If the archer has Half Cover against an Cover Specialist. If the archer has Half Cover against an
attack, it has a +5 bonus to AC instead of +2. attack, it has a +5 bonus to AC instead of +2.
ACTIONS ACTIONS
Multiattack. The archer makes four Longbow or Short- Multiattack. The archer makes four Longbow or Short-
sword attacks. sword attacks.
Longbow. Ranged Attack Roll: +10, range 150/600 ft. Hit: Longbow. Ranged Attack Roll: +11, range 150/600 ft. Hit:
19 (4d6 + 5) Piercing damage. 23 (4d8 + 5) Piercing damage.
Shortsword. Melee Attack Roll: +10, reach 5 ft. Hit: 12 Shortsword. Melee Attack Roll: +11, reach 5 ft. Hit: 12
(2d6 + 5) Piercing damage. (2d6 + 5) Piercing damage.
Deadly Aim. The archer targets a creature or object it Deadly Aim. The archer targets a creature or object it
can see. The archer’s ranged attacks against the target can see. The archer’s ranged attacks against the target
have Advantage and deal an extra 13 (3d8) damage. This have Advantage and deal an extra 14 (4d6) damage. This
effect ends if the archer moves 5 feet or more, if it at- effect ends if the archer moves 5 feet or more, if it at-
tacks another target, or if it uses this ability again. tacks another target, or if it uses this ability again.

BONUS ACTIONS BONUS ACTIONS


Crippling Shot. Immediately after the archer hits a target Crippling Shot. Immediately after the archer hits a target
with a Longbow attack—Strength Saving Throw: DC 18, with a Longbow attack—Strength Saving Throw: DC 19,
the target of the attack. Failure: The archer chooses one the target of the attack. Failure: The archer chooses one
of the following: of the following:
● The target’s Speed is halved until the beginning of the ● The target’s Speed is halved until the beginning of the
archer’s next turn. archer’s next turn.
● The target has the Prone condition if it is Large or ● The target has the Prone condition if it is Large or
smaller. smaller.
● The target deals half damage with melee attacks until ● The target deals half damage with melee attacks until
the end of its next turn. the end of its next turn.

21
Essential NPCs
ARCHER (CR 20)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +6 (16)
HP 273 (42d8 + 84)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 22 +6 +12 CON 14 +2 +2
INT 10 +0 +0 WIS 18 +4 +4 CHA 10 +0 +0

Skills Perception +10, Stealth +12, Survival +10


Gear Longbow, Shortsword, Studded Leather
Senses Passive Perception 20
Languages Any two languages
CR 20 (XP 25,000; PB +6)
TRAITS
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 Short-
sword attacks.
Longbow. Ranged Attack Roll: +12, range 150/600 ft. Hit:
27 (6d6 + 6) Piercing damage.
Shortsword. Melee Attack Roll: +12, reach 5 ft. 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 target and deal an extra 18 (4d8) damage. This effect
ends if the archer moves 5 feet or more, if it attacks an-
other target, or if it uses this ability again.

BONUS ACTIONS
Crippling Shot. Immediately after the archer hits a target
with a Longbow attack—Strength Saving Throw: DC 20,
the target of the attack. Failure: The archer chooses one
of the following:
● The target’s Speed is halved until the beginning of the
archer’s next turn.
● The target has the Prone condition if it is Large or
smaller.
● The target deals half damage with melee attacks until
the end of its next turn.

22
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.
A 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.

Murder and Resurrection


In stories with magic capable of returning characters to life,
assassination might not mean a permanent end. If your players
have access to this kind of magic, or are hiring an assassin to take
down a target who does, you may decide the assassin has taken
extra precautions. The assassin might possess a specialized
weapon or poison that prevents resurrection by normal means.
Players or NPCs may need to take additional steps or procure an
unusual item before the target can be returned to life.

23
Essential NPCs
ASSASSIN (CR 1/4)
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +2 (12)
HP 13 (3d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 14 +2 +2 CON 10 +0 +0
INT 12 +1 +1 WIS 10 +0 +0 CHA 11 +0 +0

Skills Stealth +4
Gear Leather Armor, Daggers (3)
Senses Passive Perception 10
Languages Any two languages
CR 1/4 (XP 50; PB +2) ASSASSIN (CR 1)
Medium or Small Humanoid, Any Alignment
ACTIONS
AC 14 Initiative +2 (12)
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or
HP 36 (8d8)
range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage. Speed 30 ft.
Assassin’s Mark. The assassin targets a creature it can MOD SAVE MOD SAVE MOD SAVE
see. Its attacks against the target have Advantage. The STR 10 +0 +0 DEX 16 +3 +3 CON 10 +0 +0
first attack the assassin scores against the target deals INT 12 +1 +1 WIS 10 +0 +0 CHA 11 +0 +0
an extra 5 damage if the target has not taken a turn in
combat. The assassin loses these benefits after one Skills Acrobatics +5, Stealth +5
minute, or if it targets another creature with this ability. Gear Leather Armor, Daggers (3)
Senses Passive Perception 10
Languages Any two languages
CR 1 (XP 200; PB +2)
ACTIONS
ASSASSIN (CR 1/2) Multiattack. The assassin makes two Dagger attacks.
Medium or Small Humanoid, Any Alignment
Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or
AC 13 Initiative +2 (12) range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.
HP 27 (6d8)
Speed 30 ft. Assassin’s Mark. The assassin targets a creature it can
MOD SAVE MOD SAVE MOD SAVE see. Its attacks against the target have Advantage. The
STR 10 +0 +0 DEX 14 +2 +2 CON 10 +0 +0 first attack the assassin scores against the target deals
INT 12 +1 +1 WIS 10 +0 +0 CHA 11 +0 +0 an extra 5 damage if the target has not taken a turn in
combat. The assassin loses these benefits after one
Skills Stealth +4 minute, or if it targets another creature with this ability.
Gear Leather Armor, Daggers (3)
Senses Passive Perception 10 BONUS ACTIONS
Languages Any two languages Exit Strategy. The assassin takes the Disengage action.
CR 1/2 (XP 100; PB +2)
ACTIONS
Multiattack. The assassin makes two Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or
range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
Assassin’s Mark. The assassin targets a creature it can
see. Its attacks against the target have Advantage. The
first attack the assassin scores against the target deals
an extra 5 damage if the target has not taken a turn in
combat. The assassin loses these benefits after one
minute, or if it targets another creature with this ability.

24
Essential NPCs
ASSASSIN (CR 2) ASSASSIN (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +3 (13) AC 14 Initiative +3 (13)
HP 45 (10d8) HP 58 (13d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 16 +3 +3 CON 10 +0 +0 STR 10 +0 +0 DEX 16 +3 +5 CON 10 +0 +0
INT 12 +1 +1 WIS 10 +0 +0 CHA 12 +1 +1 INT 12 +1 +1 WIS 10 +0 +0 CHA 12 +1 +1

Skills Acrobatics +5, Deception +3, Performance +3, Skills Acrobatics +5, Deception +3, Performance +3,
Stealth +5 Stealth +5
Gear Leather Armor, Light Crossbow, Shortsword Gear Leather Armor, Light Crossbow, Shortsword
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any three languages
CR 2 (450 XP; PB +2) CR 3 (700 XP; PB +2)
ACTIONS ACTIONS
Multiattack. The assassin makes two Shortsword at- Multiattack. The assassin makes two Shortsword at-
tacks. tacks.
Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d6 + Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6
3) Piercing damage. The attack instead deals 10 (2d6 + 3) + 3) Piercing damage. The attack instead deals 13 (3d6 +
Piercing damage if the assassin has Advantage on the at- 3) Piercing damage if the assassin has Advantage on the
tack roll or if the target is within 5 feet of one of the as- attack roll or if the target is within 5 feet of one of the as-
sassin’s allies. sassin’s allies.
Light Crossbow. Ranged Attack Roll: +5, range 80/320 ft. Light Crossbow. Ranged Attack Roll: +5, range 80/320 ft.
Hit: 6 (1d6 + 3) Piercing damage. The attack instead deals Hit: 12 (2d8 + 3) Piercing damage. The attack instead
10 (2d6 + 3) Piercing damage if the assassin has Advan- deals 16 (3d8 + 3) Piercing damage if the assassin has Ad-
tage on the attack roll or if the target is within 5 feet of vantage on the attack roll or if the target is within 5 feet
one of the assassin’s allies. of one of the assassin’s allies.
Assassin’s Mark. The assassin targets a creature it can Assassin’s Mark. The assassin targets a creature it can
see. Its attacks against the target have Advantage. The see. Its attacks against the target have Advantage. The
first attack the assassin scores against the target deals first attack the assassin scores against the target deals
an extra 5 damage if the target has not taken a turn in an extra 5 damage if the target has not taken a turn in
combat. The assassin loses these benefits after one combat. The assassin loses these benefits after one
minute, or if it targets another creature with this ability. minute, or if it targets another creature with this ability.
BONUS ACTIONS Spellcasting. The assassin casts one of the following
spells, using Intelligence as the spellcasting ability:
Exit Strategy. The assassin takes the Disengage action.
2/Day Each: Disguise Self, Jump

BONUS ACTIONS
Exit Strategy. The assassin takes the Disengage action.

25
Essential NPCs
ASSASSIN (CR 5) ASSASSIN (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +3 (13) AC 15 Initiative +4 (14)
HP 81 (18d8) HP 108 (24d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 16 +3 +6 CON 10 +0 +0 STR 10 +0 +0 DEX 18 +4 +7 CON 10 +0 +0
INT 14 +2 +2 WIS 10 +0 +0 CHA 14 +2 +2 INT 14 +2 +5 WIS 10 +0 +0 CHA 14 +2 +2

Skills Acrobatics +6, Deception +5, Performance +5, Skills Acrobatics +7, Deception +5, Perception +3,
Stealth +6 Performance +5, Stealth +7
Gear Leather Armor, Light Crossbow, Shortsword Gear Leather Armor, Light Crossbow, Shortsword
Senses Passive Perception 10 Senses Passive Perception 13
Languages Any three languages Languages Any three languages
CR 5 (1,800 XP; PB +3) CR 7 (2,900 XP; PB +3)
ACTIONS ACTIONS
Multiattack. The assassin makes two Shortsword at- Multiattack. The assassin makes two Shortsword at-
tacks. tacks.
Shortsword. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 18 (4d6
+ 3) Piercing damage. The attack instead deals 20 (5d6 + + 4) Piercing damage. The attack instead deals 25 (6d6 +
3) Piercing damage if the assassin has Advantage on the 4) Piercing damage if the assassin has Advantage on the
attack roll or if the target is within 5 feet of one of the as- attack roll or if the target is within 5 feet of one of the as-
sassin’s allies. sassin’s allies.
Light Crossbow. Ranged Attack Roll: +6, range 80/320 ft. Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft.
Hit: 12 (2d8 + 3) Piercing damage. The attack instead Hit: 17 (3d8 + 4) Piercing damage. The attack instead
deals 25 (5d8 + 3) Piercing damage if the assassin has Ad- deals 31 (6d8 + 4) Piercing damage if the assassin has Ad-
vantage on the attack roll or if the target is within 5 feet vantage on the attack roll or if the target is within 5 feet
of one of the assassin’s allies. of one of the assassin’s allies.
Assassin’s Mark. The assassin targets a creature it can Assassin’s Mark. The assassin targets a creature it can
see. Its attacks against the target have Advantage. The see. Its attacks against the target have Advantage. The
first attack the assassin scores against the target deals first attack the assassin scores against the target deals
an extra 10 damage if the target has not taken a turn in an extra 15 damage if the target has not taken a turn in
combat. The assassin loses these benefits after one combat. The assassin loses these benefits after one
minute, or if it targets another creature with this ability. minute, or if it targets another creature with this ability.
Spellcasting. The assassin casts one of the following Spellcasting. The assassin casts one of the following
spells, using Intelligence as the spellcasting ability: spells, using Intelligence as the spellcasting ability:
2/Day Each: Disguise Self, Jump 2/Day Each: Disguise Self, Jump, Nondetection
1/Day Each: InvisibilityC, Spider ClimbC
BONUS ACTIONS
C
Requires Concentration
Exit Strategy. The assassin takes the Disengage action.
BONUS ACTIONS
Exit Strategy. The assassin takes the Disengage action.

26
Essential NPCs
ASSASSIN (CR 9) ASSASSIN (CR 11)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +4 (14) AC 17 Initiative +5 (15)
HP 130 (29d8) HP 162 (36d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 18 +4 +8 CON 10 +0 +0 STR 10 +0 +0 DEX 20 +5 +9 CON 10 +0 +0
INT 14 +2 +6 WIS 10 +0 +0 CHA 14 +2 +2 INT 16 +3 +7 WIS 10 +0 +0 CHA 16 +3 +3

Skills Acrobatics +8, Deception +6, Perception +4, Skills Acrobatics +9, Deception +7, Perception +4,
Performance +6, Stealth +8 Performance +7, Stealth +9
Gear Light Crossbow, Shortsword, Studded Leather Gear Light Crossbow, Shortsword, Studded Leather
Armor Armor
Senses Passive Perception 14 Senses Passive Perception 14
Languages Any three languages Languages Any three languages
CR 9 (5,000 XP; PB +4) CR 11 (7,200 XP; PB +4)
ACTIONS ACTIONS
Multiattack. The assassin makes three Shortsword at- Multiattack. The assassin makes three Shortsword at-
tacks. tacks.
Shortsword. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 Shortsword. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (3d6
+ 4) Piercing damage. The attack instead deals 21 (5d6 + + 5) Piercing damage. The attack instead deals 26 (6d6 +
4) Piercing damage if the assassin has Advantage on the 5) Piercing damage if the assassin has Advantage on the
attack roll or if the target is within 5 feet of one of the as- attack roll or if the target is within 5 feet of one of the as-
sassin’s allies. sassin’s allies.
Light Crossbow. Ranged Attack Roll: +8, range 80/320 ft. Light Crossbow. Ranged Attack Roll: +9, range 80/320 ft.
Hit: 22 (4d8 + 4) Piercing damage. The attack instead Hit: 27 (5d8 + 5) Piercing damage. The attack instead
deals 35 (7d8 + 4) Piercing damage if the assassin has Ad- deals 41 (8d8 + 5) Piercing damage if the assassin has Ad-
vantage on the attack roll or if the target is within 5 feet vantage on the attack roll or if the target is within 5 feet
of one of the assassin’s allies. of one of the assassin’s allies.
Assassin’s Mark. The assassin targets a creature it can Assassin’s Mark. The assassin targets a creature it can
see. Its attacks against the target have Advantage. The see. Its attacks against the target have Advantage. The
first attack the assassin scores against the target deals first attack the assassin scores against the target deals
an extra 15 damage if the target has not taken a turn in an extra 20 damage if the target has not taken a turn in
combat. The assassin loses these benefits after one combat. The assassin loses these benefits after one
minute, or if it targets another creature with this ability. minute, or if it targets another creature with this ability.
Spellcasting. The assassin casts one of the following Spellcasting. The assassin casts one of the following
spells, using Intelligence as the spellcasting ability: spells, using Intelligence as the spellcasting ability:
2/Day Each: Disguise Self, Jump, Nondetection 2/Day Each: Disguise Self, Jump, Nondetection, Spider
1/Day Each: InvisibilityC, SilenceC, Spider ClimbC ClimbC
C
Requires Concentration 1/Day Each: Dimension Door, InvisibilityC, SilenceC
C
Requires Concentration
BONUS ACTIONS
Exit Strategy. The assassin takes the Disengage action. BONUS ACTIONS
Exit Strategy. The assassin takes the Disengage action.

27
Essential NPCs
ASSASSIN (CR 13) ASSASSIN (CR 15)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) AC 17 Initiative +5 (15)
HP 189 (42d8) HP 220 (49d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 20 +5 +10 CON 10 +0 +0 STR 10 +0 +0 DEX 20 +5 +10 CON 10 +0 +0
INT 16 +3 +8 WIS 10 +0 +0 CHA 16 +3 +3 INT 16 +3 +8 WIS 10 +0 +0 CHA 16 +3 +3

Skills Acrobatics +10, Deception +8, Perception +5, Skills Acrobatics +10, Deception +8, Perception +5,
Performance +8, Stealth +10 Performance +8, Stealth +10
Resistances Poison Resistances Poison
Gear Light Crossbow, Shortsword, Studded Leather Gear Light Crossbow, Shortsword, Studded Leather
Armor Armor
Senses Passive Perception 15 Senses Passive Perception 15
Languages Any three languages Languages Any three languages
CR 13 (10,000 XP; PB +5) CR 15 (13,000 XP; PB +5)
ACTIONS TRAITS
Multiattack. The assassin makes three Shortsword at- Flawless Execution. The assassin’s attacks cannot be
tacks. affected by Disadvantage. Damage from its attacks ig-
Shortsword. Melee Attack Roll: +10, reach 5 ft. Hit: 19 nores creatures’ Resistances and Immunities.
(4d6 + 5) Piercing damage. The attack instead deals 29 ACTIONS
(7d6 + 5) Piercing damage if the assassin has Advantage
Multiattack. The assassin makes three Shortsword at-
on the attack roll or if the target is within 5 feet of one of
tacks.
the assassin’s allies.
Shortsword. Melee Attack Roll: +10, reach 5 ft. Hit: 22
Light Crossbow. Ranged Attack Roll: +10, range 80/320 ft.
(5d6 + 5) Piercing damage. The attack instead deals 36
Hit: 32 (6d8 + 5) Piercing damage. The attack instead
(9d6 + 5) Piercing damage if the assassin has Advantage
deals 45 (9d8 + 5) Piercing damage if the assassin has Ad-
on the attack roll or if the target is within 5 feet of one of
vantage on the attack roll or if the target is within 5 feet
the assassin’s allies.
of one of the assassin’s allies.
Light Crossbow. Ranged Attack Roll: +10, range 80/320 ft.
Assassin’s Mark. The assassin targets a creature it can
Hit: 32 (6d8 + 5) Piercing damage. The attack instead
see. Its attacks against the target have Advantage. The
deals 50 (10d8 + 5) Piercing damage if the assassin has
first attack the assassin scores against the target deals
Advantage on the attack roll or if the target is within 5
an extra 20 damage if the target has not taken a turn in
feet of one of the assassin’s allies.
combat. The assassin loses these benefits after one
minute, or if it targets another creature with this ability. Assassin’s Mark. The assassin targets a creature it can
see. Its attacks against the target have Advantage. The
Spellcasting. The assassin casts one of the following
first attack the assassin scores against the target deals
spells, using Intelligence as the spellcasting ability:
an extra 20 damage if the target has not taken a turn in
2/Day Each: Disguise Self, Jump, Nondetection, Spider combat. The assassin loses these benefits after one
ClimbC minute, or if it targets another creature with this ability.
1/Day Each: Dimension Door, InvisibilityC, SilenceC
Spellcasting. The assassin casts one of the following
C
Requires Concentration spells, using Intelligence as the spellcasting ability:
BONUS ACTIONS 2/Day Each: Disguise Self, Jump, Nondetection, Spider
Exit Strategy. The assassin takes the Disengage action. ClimbC
1/Day Each: Dimension Door, InvisibilityC, SilenceC
C
Requires Concentration

BONUS ACTIONS
Exit Strategy. The assassin takes the Disengage action.

28
Essential NPCs
ASSASSIN (CR 17) ASSASSIN (CR 20)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) AC 18 Initiative +6 (16)
HP 252 (56d8) HP 301 (67d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 20 +5 +11 CON 10 +0 +0 STR 10 +0 +0 DEX 22 +6 +12 CON 10 +0 +0
INT 18 +4 +10 WIS 10 +0 +0 CHA 18 +4 +4 INT 18 +4 +10 WIS 10 +0 +0 CHA 18 +4 +4

Skills Acrobatics +11, Deception +10, Perception +6, Skills Acrobatics +12, Deception +10, Perception +6,
Performance +10, Stealth +11 Performance +10, Stealth +12
Resistances Poison Resistances Poison
Gear Light Crossbow, Shortsword, Studded Leather Gear Light Crossbow, Shortsword, Studded Leather
Armor Armor
Senses Passive Perception 16 Senses Passive Perception 16
Languages Any three languages Languages Any three languages
CR 17 (18,000 XP; PB +6) CR 20 (25,000 XP; PB +6)
TRAITS TRAITS
Flawless Execution. The assassin’s attacks cannot be Flawless Execution. The assassin’s attacks cannot be
affected by Disadvantage. Damage from its attacks ig- affected by Disadvantage. Damage from its attacks ig-
nores creatures’ Resistances and Immunities. nores creatures’ Resistances and Immunities.

ACTIONS ACTIONS
Multiattack. The assassin makes three Shortsword at- Multiattack. The assassin makes three Shortsword at-
tacks. tacks.
Shortsword. Melee Attack Roll: +11, reach 5 ft. Hit: 26 Shortsword. Melee Attack Roll: +12, reach 5 ft. Hit: 30
(6d6 + 5) Piercing damage. The attack instead deals 40 (7d6 + 6) Piercing damage. The attack instead deals 48
(10d6 + 5) Piercing damage if the assassin has Advantage (12d6 + 6) Piercing damage if the assassin has Advantage
on the attack roll or if the target is within 5 feet of one of on the attack roll or if the target is within 5 feet of one of
the assassin’s allies. the assassin’s allies.
Light Crossbow. Ranged Attack Roll: +11, range 80/320 ft. Light Crossbow. Ranged Attack Roll: +12, range 80/320 ft.
Hit: 36 (7d8 + 5) Piercing damage. The attack instead Hit: 37 (7d8 + 6) Piercing damage. The attack instead
deals 54 (11d8 + 5) Piercing damage if the assassin has deals 60 (12d8 + 6) Piercing damage if the assassin has
Advantage on the attack roll or if the target is within 5 Advantage on the attack roll or if the target is within 5
feet of one of the assassin’s allies. feet of one of the assassin’s allies.
Assassin’s Mark. The assassin targets a creature it can Assassin’s Mark. The assassin targets a creature it can
see. Its attacks against the target have Advantage. The see. Its attacks against the target have Advantage. The
first attack the assassin scores against the target deals first attack the assassin scores against the target deals
an extra 30 damage if the target has not taken a turn in an extra 30 damage if the target has not taken a turn in
combat. The assassin loses these benefits after one combat. The assassin loses these benefits after one
minute, or if it targets another creature with this ability. minute, or if it targets another creature with this ability.
Spellcasting. The assassin casts one of the following Spellcasting. The assassin casts one of the following
spells, using Intelligence as the spellcasting ability: spells, using Intelligence as the spellcasting ability:
2/Day Each: Disguise Self, Jump, Nondetection, Spider 2/Day Each: Disguise Self, Jump, Nondetection, Spider
ClimbC ClimbC
1/Day Each: Dimension Door, InvisibilityC, SilenceC 1/Day Each: Dimension Door, InvisibilityC, SilenceC
C C
Requires Concentration Requires Concentration

BONUS ACTIONS BONUS ACTIONS


Exit Strategy. The assassin takes the Disengage action. Exit Strategy. The assassin takes the Disengage action.

29
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.

BERSERKER (CR 1/4)


Medium or Small Humanoid, Any Alignment
AC 12 Initiative +1 (11)
HP 16 (3d8 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 13 +1 +1 DEX 12 +1 +1 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Athletics +3, Intimidation +2


Gear Handaxes (3)
Senses Passive Perception 10
Languages Any one language
CR 1/4 (XP 50; PB +2)
TRAITS
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.

ACTIONS
Handaxe. Melee or Ranged Attack Roll: +3, reach 5 ft. or
range 20/60 ft. Hit: 4 (1d6 + 1) Slashing damage.

30
Essential NPCs
BERSERKER (CR 1/2) BERSERKER (CR 1)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 12 Initiative +1 (11) AC 12 Initiative +1 (11)
HP 27 (5d8 + 5) HP 38 (7d8 + 7)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 12 +1 +1 CON 12 +1 +1 STR 15 +2 +2 DEX 12 +1 +1 CON 13 +1 +3
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0 INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Athletics +4, Intimidation +2 Skills Athletics +4, Intimidation +2


Gear Battleaxe, Handaxes (3) Gear Battleaxe, Handaxes (3)
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 1/2 (XP 100; PB +2) CR 1 (XP 200; PB +2)
TRAITS TRAITS
Furious. At the start of its turn, the berserker can enter a 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 fury until the start of its next turn. While in a fury, the
berserker gains Advantage on all melee attack rolls, but berserker gains Advantage on all melee attack rolls, but
attack rolls against it have Advantage. attack rolls against it have Advantage.

ACTIONS ACTIONS
Battleaxe. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + Multiattack. The berserker makes two Battleaxe attacks.
2) Slashing damage. Battleaxe. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 +
Handaxe. Melee or Ranged Attack Roll: +4, reach 5 ft. or 2) Slashing damage.
range 20/60 ft. Hit: 5 (1d6 + 2) Slashing damage. Handaxe. Melee or Ranged Attack Roll: +4, reach 5 ft. or
range 20/60 ft. Hit: 5 (1d6 + 2) Slashing damage.

31
Essential NPCs
BERSERKER (CR 2) BERSERKER (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 12 Initiative +1 (11) AC 13 Initiative +1 (11)
HP 49 (9d8 + 9) HP 65 (10d8 + 20)
Speed 30 ft. Speed 35 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 12 +1 +1 CON 13 +1 +3 STR 16 +3 +3 DEX 12 +1 +3 CON 14 +2 +4
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0 INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0

Skills Athletics +5, Intimidation +2 Skills Athletics +5, Intimidation +2


Gear Battleaxe, Handaxes (3) Gear Greataxe, Handaxes (4)
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
CR 2 (XP 450; PB +2) CR 3 (XP 700; PB +2)
TRAITS TRAITS
Furious. At the start of its turn, the berserker can enter a 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 fury until the start of its next turn. While in a fury, the
berserker gains Advantage on all melee attack rolls, but berserker gains Advantage on all melee attack rolls, but
attack rolls against it have Advantage. attack rolls against it have Advantage.

ACTIONS ACTIONS
Multiattack. The berserker makes two attacks, using Multiattack. The berserker makes two attacks, using
Battleaxe or Handaxe in any combination. Greataxe or Handaxe in any combination.
Battleaxe. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 +
3) Slashing damage. 3) Slashing damage.
Handaxe. Melee or Ranged Attack Roll: +5, reach 5 ft. or Handaxe. Melee or Ranged Attack Roll: +5, reach 5 ft. or
range 20/60 ft. Hit: 6 (1d6 + 3) Slashing damage. range 20/60 ft. Hit: 6 (1d6 + 3) Slashing damage.

REACTIONS REACTIONS
Onslaught. Trigger: The berserker is Bloodied (24 HP or Onslaught. Trigger: The berserker is Bloodied (32 HP or
less) and a creature ends its turn within 15 feet of the less) and a creature ends its turn within 15 feet of the
berserker. Response: The berserker moves up to half its berserker. Response: The berserker moves up to half its
Speed toward that creature and makes a Battleaxe at- Speed toward that creature and makes a Greataxe attack
tack against it. against it.

32
Essential NPCs
BERSERKER (CR 5) BERSERKER (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +1 (11) AC 14 Initiative +2 (12)
HP 91 (14d8 + 28) HP 117 (18d8 + 36)
Speed 35 ft. Speed 35 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 17 +3 +3 DEX 13 +1 +4 CON 14 +2 +5 STR 18 +4 +4 DEX 14 +2 +5 CON 14 +2 +5
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0 INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0

Skills Athletics +6, Intimidation +3 Skills Athletics +7, Intimidation +3


Gear Greataxe, Handaxes (4) Gear Greataxe, Handaxes (4)
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
CR 5 (XP 1,800; PB +3) CR 7 (XP 2,900; PB +3)
TRAITS TRAITS
Furious. At the start of its turn, the berserker can enter a 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 fury until the start of its next turn. While in a fury, the
berserker gains Advantage on all melee attack rolls, but berserker gains Advantage on all melee attack rolls, but
attack rolls against it have Advantage. attack rolls against it have Advantage.

ACTIONS ACTIONS
Multiattack. The berserker makes two attacks, using Multiattack. The berserker makes two attacks, using
Greataxe or Handaxe in any combination. Greataxe or Handaxe in any combination.
Greataxe. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (2d10 + Greataxe. Melee Attack Roll: +7, reach 5 ft. Hit: 20 (3d10 +
3) Slashing damage. 4) Slashing damage.
Handaxe. Melee or Ranged Attack Roll: +6, reach 5 ft. or Handaxe. Melee or Ranged Attack Roll: +7, reach 5 ft. or
range 20/60 ft. Hit: 6 (1d6 + 3) Slashing damage. range 20/60 ft. Hit: 14 (3d6 + 4) Slashing damage.

REACTIONS REACTIONS
Onslaught. Trigger: The berserker is Bloodied (45 HP or Onslaught. Trigger: The berserker is Bloodied (58 HP or
less) and a creature ends its turn within 15 feet of the less) and a creature ends its turn within 15 feet of the
berserker. Response: The berserker moves up to half its berserker. Response: The berserker moves up to half its
Speed toward that creature and makes a Greataxe attack Speed toward that creature and makes a Greataxe attack
against it. against it.

33
Essential NPCs
BERSERKER (CR 9) BERSERKER (CR 11)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +2 (12) AC 15 Initiative +2 (12)
HP 142 (19d8 + 57) HP 172 (23d8 + 69)
Speed 40 ft. Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +4 DEX 14 +2 +6 CON 16 +3 +7 STR 20 +5 +9 DEX 15 +2 +6 CON 16 +3 +7
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0 INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0

Skills Athletics +8, Intimidation +4 Skills Athletics +9, Intimidation +4


Gear Greataxe, Handaxes (4) Immunities Charmed, Frightened
Senses Passive Perception 11 Gear Greataxe, Handaxes (4)
Languages Any one language Senses Passive Perception 11
CR 9 (XP 5,000; PB +4) Languages Any one language
CR 11 (XP 7,200; PB +4)
TRAITS
Furious. At the start of its turn, the berserker can enter a TRAITS
fury until the start of its next turn. While in a fury, the Furious. At the start of its turn, the berserker can enter a
berserker gains Advantage on all melee attack rolls, but fury until the start of its next turn. While in a fury, the
attack rolls against it have Advantage. berserker gains Advantage on all melee attack rolls, but
attack rolls against it have Advantage.
Uncontrollable. While berserker is Bloodied (70 HP or
less), it has immunity to the Incapacitated, Paralyzed, Uncontrollable. While berserker is Bloodied (85 HP or
and Stunned conditions. This trait does not function less), it has immunity to the Incapacitated, Paralyzed,
while the berserker has the Unconscious condition. and Stunned conditions. This trait does not function
while the berserker has the Unconscious condition.
ACTIONS
Multiattack. The berserker makes two attacks, using ACTIONS
Greataxe or Handaxe in any combination. Multiattack. The berserker makes two attacks, using
Greataxe or Handaxe in any combination.
Greataxe. Melee Attack Roll: +8, reach 5 ft. Hit: 26 (4d10 +
4) Slashing damage. Greataxe. Melee Attack Roll: +9, reach 5 ft. Hit: 31 (4d12 +
5) Slashing damage.
Handaxe. Melee or Ranged Attack Roll: +8, reach 5 ft. or
range 20/60 ft. Hit: 18 (4d6 + 4) Slashing damage. Handaxe. Melee or Ranged Attack Roll: +9, reach 5 ft. or
range 20/60 ft. Hit: 19 (4d6 + 5) Slashing damage.
REACTIONS
Onslaught. Trigger: The berserker is Bloodied (70 HP or REACTIONS
less) and a creature ends its turn within 20 feet of the Onslaught. Trigger: The berserker is Bloodied (85 HP or
berserker. Response: The berserker moves up to half its less) and a creature ends its turn within 20 feet of the
Speed toward that creature and makes a Greataxe attack berserker. Response: The berserker moves up to half its
against it. Speed toward that creature and makes a Greataxe attack
against it.

34
Essential NPCs
BERSERKER (CR 13) BERSERKER (CR 15)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +3 (13) AC 17 Initiative +3 (13)
HP 210 (28d8 + 84) HP 238 (28d8 + 112)
Speed 45 ft. Speed 45 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +10 DEX 16 +3 +8 CON 16 +3 +8 STR 20 +5 +10 DEX 16 +3 +8 CON 18 +4 +9
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0

Skills Athletics +10, Intimidation +5 Skills Athletics +10, Intimidation +5


Immunities Charmed, Frightened Immunities Charmed, Frightened
Gear Greataxe, Handaxes (4) Gear Greataxe, Handaxes (4)
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any one language Languages Any one language
CR 13 (XP 10,000; PB +5) CR 15 (XP 13,000; PB +5)
TRAITS TRAITS
Furious. At the start of its turn, the berserker can enter a 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 fury until the start of its next turn. While in a fury, the
berserker gains Advantage on all melee attack rolls, but berserker gains Advantage on all melee attack rolls, but
attack rolls against it have Advantage. attack rolls against it have Advantage.
Uncontrollable. While berserker is Bloodied (104 HP or Uncontrollable. While berserker is Bloodied (118 HP or
less), it has immunity to the Incapacitated, Paralyzed, less), it has immunity to the Incapacitated, Paralyzed,
and Stunned conditions. This trait does not function and Stunned conditions. This trait does not function
while the berserker has the Unconscious condition. while the berserker has the Unconscious condition.

ACTIONS Relentless Fortitude (3/Day). If damage reduces the


berserker to 0 Hit Points, it must make a DC 16 Constitu-
Multiattack. The berserker makes two attacks, using
tion saving throw. On a success, the berserker drops to 1
Greataxe or Handaxe in any combination.
hit point instead.
Greataxe. Melee Attack Roll: +9, reach 5 ft. Hit: 37 (5d12 +
5) Slashing damage. ACTIONS
Handaxe. Melee or Ranged Attack Roll: +9, reach 5 ft. or Multiattack. The berserker makes two attacks, using
range 20/60 ft. Hit: 22 (5d6 + 5) Slashing damage. Greataxe or Handaxe in any combination.
Greataxe. Melee Attack Roll: +10, reach 5 ft. Hit: 43 (7d10
REACTIONS + 5) Slashing damage.
Onslaught. Trigger: The berserker is Bloodied (104 HP or
Handaxe. Melee or Ranged Attack Roll: +10, reach 5 ft. or
less) and a creature ends its turn within 20 feet of the
range 20/60 ft. Hit: 26 (6d6 + 5) Slashing damage.
berserker. Response: The berserker moves up to half its
Speed toward that creature and makes a Greataxe attack REACTIONS
against it. Onslaught. Trigger: The berserker is Bloodied (118 HP or
less) and a creature ends its turn within 20 feet of the
berserker. Response: The berserker moves up to half its
Speed toward that creature and makes a Greataxe attack
against it.

35
Essential NPCs
BERSERKER (CR 17) BERSERKER (CR 20)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +3 (13) AC 18 Initiative +4 (14)
HP 272 (32d8 + 128) HP 331 (39d8 + 156)
Speed 45 ft. Speed 45 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +11 DEX 16 +3 +9 CON 18 +4 +10 STR 22 +6 +12 DEX 18 +4 +10 CON 18 +4 +10
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0

Skills Athletics +11, Intimidation +6 Skills Athletics +12, Intimidation +6


Immunities Charmed, Frightened Immunities Charmed, Frightened
Gear Greataxe, Handaxes (4) Gear Greataxe, Handaxes (4)
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any one language Languages Any one language
CR 17 (XP 18,000; PB +6) CR 20 (XP 25,000; PB +6)
TRAITS TRAITS
Furious. At the start of its turn, the berserker can enter a 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 fury until the start of its next turn. While in a fury, the
berserker gains Advantage on all melee attack rolls, but berserker gains Advantage on all melee attack rolls, but
attack rolls against it have Advantage. attack rolls against it have Advantage.
Uncontrollable. While berserker is Bloodied (135 HP or Uncontrollable. While berserker is Bloodied (165 HP or
less), it has immunity to the Incapacitated, Paralyzed, less), it has immunity to the Incapacitated, Paralyzed,
and Stunned conditions. This trait does not function and Stunned conditions. This trait does not function
while the berserker has the Unconscious condition. while the berserker has the Unconscious condition.
Relentless Fortitude (3/Day). If damage reduces the Relentless Fortitude (3/Day). If damage reduces the
berserker to 0 Hit Points, it must make a DC 16 Constitu- berserker to 0 Hit Points, it must make a DC 16 Constitu-
tion saving throw. On a success, the berserker drops to 1 tion saving throw. On a success, the berserker drops to 1
hit point instead. hit point instead.

ACTIONS ACTIONS
Multiattack. The berserker makes two attacks, using Multiattack. The berserker makes two attacks, using
Greataxe or Handaxe in any combination. Greataxe or Handaxe in any combination.
Greataxe. Melee Attack Roll: +11, reach 5 ft. Hit: 49 (8d10 Greataxe. Melee Attack Roll: +11, reach 5 ft. Hit: 58 (8d12
+ 5) Slashing damage. + 6) Slashing damage.
Handaxe. Melee or Ranged Attack Roll: +11, reach 5 ft. or Handaxe. Melee or Ranged Attack Roll: +11, reach 5 ft. or
range 20/60 ft. Hit: 29 (7d6 + 5) Slashing damage. range 20/60 ft. Hit: 37 (9d6 + 6) Slashing damage.

REACTIONS REACTIONS
Onslaught. Trigger: The berserker is Bloodied (135 HP or Onslaught. Trigger: The berserker is Bloodied (165 HP or
less) and a creature ends its turn within 20 feet of the less) and a creature ends its turn within 20 feet of the
berserker. Response: The berserker moves up to half its berserker. Response: The berserker moves up to half its
Speed toward that creature and makes a Greataxe attack Speed toward that creature and makes a Greataxe attack
against it. against it.

36
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.

BLACKGUARD (CR 1/4)


Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10)
HP 16 (3d8 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 13 +1 +1 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 12 +1 +1

Skills Deception +3, Intimidation +3


Gear Half Plate Armor, Longsword
Senses Passive Perception 10
Languages Any one language
CR 1/4 (50 XP; PB +2)
ACTIONS
Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (1d10
+ 1) Slashing damage.

BONUS ACTIONS
Underhanded Hex (Recharges after a Short or Long
Rest). Wisdom Saving Throw: DC 11, one creature the
blackguard can see within 30 feet. Failure: Until the start
of the blackguard’s next turn, the target’s Speed is re-
duced to 0 and the blackguard has Advantage on attack
rolls against it.

37
Essential NPCs
BLACKGUARD (CR 1/2) BLACKGUARD (CR 1)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) AC 16 Initiative +0 (10)
HP 27 (5d8 + 5) HP 38 (7d8 + 7)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1 STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 11 +0 +0 CHA 12 +1 +1 INT 10 +0 +0 WIS 12 +1 +1 CHA 12 +1 +1

Skills Deception +3, Intimidation +3 Skills Deception +3, Intimidation +3


Gear Half Plate Armor, Longsword Gear Chain Mail, Longsword
Senses Passive Perception 10 Senses Passive Perception 11
Languages Any one language Languages Any one language
CR 1/2 (100 XP; PB +2) CR 1 (200 XP; PB +2)
ACTIONS ACTIONS
Longsword. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 Multiattack. The blackguard makes two Longsword at-
+ 2) Slashing damage. tacks.
BONUS ACTIONS Longsword. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10
+ 2) Slashing damage.
Underhanded Hex (Recharges after a Short or Long
Rest). Wisdom Saving Throw: DC 11, one creature the Spellcasting. The blackguard casts one of the following
blackguard can see within 30 feet. Failure: Until the start spells, using Charisma as the spellcasting ability (spell
of the blackguard’s next turn, the target’s Speed is re- save DC 11):
duced to 0 and the blackguard has Advantage on attack 1/Day Each: Blindness/Deafness, Command
rolls against it.
BONUS ACTIONS
Underhanded Hex (Recharges after a Short or Long
Rest). Wisdom Saving Throw: DC 11, one creature the
blackguard can see within 30 feet. Failure: Until the start
of the blackguard’s next turn, the target’s Speed is re-
duced to 0 and the blackguard has Advantage on attack
rolls against it.

38
Essential NPCs
BLACKGUARD (CR 2) BLACKGUARD (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +0 (10) AC 17 Initiative +0 (10)
HP 49 (9d8 + 9) HP 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +5 DEX 10 +0 +0 CON 14 +2 +4 STR 16 +3 +5 DEX 10 +0 +0 CON 14 +2 +4
INT 10 +0 +0 WIS 12 +1 +1 CHA 13 +1 +1 INT 10 +0 +0 WIS 12 +1 +1 CHA 13 +1 +1

Skills Athletics +5, Deception +3, Intimidation +3 Skills Athletics +5, Deception +3, Intimidation +3
Gear Longsword, Splint Armor Gear Greatsword, Splint Armor
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
CR 2 (450 XP; PB +2) CR 3 (700 XP; PB +2)
ACTIONS TRAITS
Multiattack. The blackguard makes two Longsword at- Aura of Dread. When a hostile creature within 10 feet of
tacks. the blackguard makes an attack roll or a saving throw,
Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 the creature must roll a d4 and subtract the number
+ 3) Slashing damage plus 3 (1d6) Necrotic damage. rolled from the attack roll or saving throw. Creatures that
are immune to the Frightened condition are immune to
Spellcasting. The blackguard casts one of the following this trait.
spells, using Charisma as the spellcasting ability (spell
save DC 11): ACTIONS
1/Day Each: Blindness/Deafness, Command, SuggestionC Multiattack. The blackguard makes two Greatsword at-
C
tacks.
Requires Concentration
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6
BONUS ACTIONS + 3) Slashing damage plus 4 (1d8) Necrotic damage.
Underhanded Hex (Recharges after a Short or Long Spellcasting. The blackguard casts one of the following
Rest). Wisdom Saving Throw: DC 11, one creature the spells, using Charisma as the spellcasting ability (spell
blackguard can see within 30 feet. Failure: Until the start save DC 11):
of the blackguard’s next turn, the target’s Speed is re-
duced to 0 and the blackguard has Advantage on attack 1/Day Each: Blindness/Deafness, Command, Disguise
rolls against it. Self, InvisibilityC, SuggestionC
C
Requires Concentration

BONUS ACTIONS
Underhanded Hex (Recharges after a Short or Long
Rest). Wisdom Saving Throw: DC 11, one creature the
blackguard can see within 30 feet. Failure: Until the start
of the blackguard’s next turn, the target’s Speed is re-
duced to 0 and the blackguard has Advantage on attack
rolls against it.

39
Essential NPCs
BLACKGUARD (CR 5) BLACKGUARD (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +0 (10) AC 18 Initiative +0 (10)
HP 91 (14d8 + 28) HP 117 (18d8 + 36)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +6 DEX 10 +0 +0 CON 14 +2 +5 STR 18 +4 +7 DEX 10 +0 +0 CON 14 +2 +5
INT 10 +0 +0 WIS 12 +1 +1 CHA 13 +1 +1 INT 10 +0 +0 WIS 12 +1 +1 CHA 14 +2 +2

Skills Athletics +6, Deception +4, Intimidation +4 Skills Athletics +7, Deception +5, Intimidation +5
Gear Greatsword, Splint Armor Gear Greatsword, Plate Armor
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
CR 5 (1,800 XP; PB +3) CR 7 (2,900 XP; PB +3)
TRAITS TRAITS
Aura of Dread. When a hostile creature within 10 feet of Aura of Dread. When a hostile creature within 10 feet of
the blackguard makes an attack roll or a saving throw, the blackguard makes an attack roll or a saving throw,
the creature must roll a d4 and subtract the number the creature must roll a d4 and subtract the number
rolled from the attack roll or saving throw. Creatures that rolled from the attack roll or saving throw. Creatures that
are immune to the Frightened condition are immune to are immune to the Frightened condition are immune to
this trait. this trait.

ACTIONS ACTIONS
Multiattack. The blackguard makes two Greatsword at- Multiattack. The blackguard makes two Greatsword at-
tacks. tacks.
Greatsword. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 Greatsword. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6
+ 3) Slashing damage plus 3 (1d6) Necrotic damage. + 4) Slashing damage plus 10 (3d6) Necrotic damage.
Malediction’s Strike. Melee Attack Roll: +6, reach 5 ft. Hit: Malediction’s Strike. Melee Attack Roll: +7, reach 5 ft. Hit:
13 (3d6 + 3) Necrotic damage, and the target gains Vul- 21 (5d6 + 4) Necrotic damage, and the target gains Vul-
nerability to all damage until the end of the blackguard’s nerability to all damage until the end of the blackguard’s
next turn. next turn.
Spellcasting. The blackguard casts one of the following Spellcasting. The blackguard casts one of the following
spells, using Charisma as the spellcasting ability (spell spells, using Charisma as the spellcasting ability (spell
save DC 12): save DC 13):
1/Day Each: Blindness/Deafness, Command, Disguise 1/Day Each: Blindness/Deafness, Command, Disguise
Self, InvisibilityC, SuggestionC Self, InvisibilityC, SuggestionC
C C
Requires Concentration Requires Concentration

BONUS ACTIONS BONUS ACTIONS


Underhanded Hex (Recharges after a Short or Long Underhanded Hex (Recharges 5–6). Wisdom Saving
Rest). Wisdom Saving Throw: DC 12, one creature the Throw: DC 13, one creature the blackguard can see
blackguard can see within 30 feet. Failure: Until the start within 30 feet. Failure: Until the start of the blackguard’s
of the blackguard’s next turn, the target’s Speed is re- next turn, the target’s Speed is reduced to 0 and the
duced to 0 and the blackguard has Advantage on attack blackguard has Advantage on attack rolls against it.
rolls against it.

40
Essential NPCs
BLACKGUARD (CR 9) BLACKGUARD (CR 11)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) AC 18 Initiative +0 (10)
HP 143 (22d8 + 44) HP 175 (27d8 + 54)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 19 +4 +8 DEX 10 +0 +0 CON 14 +2 +6 STR 20 +5 +9 DEX 10 +0 +0 CON 14 +2 +6
INT 10 +0 +0 WIS 12 +1 +1 CHA 15 +2 +2 INT 10 +0 +0 WIS 12 +1 +5 CHA 16 +3 +3

Skills Athletics +8, Deception +6, Intimidation +6 Skills Athletics +9, Deception +7, Intimidation +7
Gear Greatsword, Plate Armor Gear Greatsword, Plate Armor
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
CR 9 (5,000 XP; PB +4) CR 11 (7,200 XP; PB +4)
TRAITS TRAITS
Aura of Dread. When a hostile creature within 10 feet of Aura of Dread. When a hostile creature within 10 feet of
the blackguard makes an attack roll or a saving throw, the blackguard makes an attack roll or a saving throw,
the creature must roll a d4 and subtract the number the creature must roll a d4 and subtract the number
rolled from the attack roll or saving throw. Creatures that rolled from the attack roll or saving throw. Creatures that
are immune to the Frightened condition are immune to are immune to the Frightened condition are immune to
this trait. this trait.

ACTIONS ACTIONS
Multiattack. The blackguard makes two Greatsword at- Multiattack. The blackguard makes two Greatsword at-
tacks. tacks.
Greatsword. Melee Attack Roll: +8, reach 5 ft. Hit: 11 (2d6 Greatsword. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6
+ 4) Slashing damage plus 14 (4d6) Necrotic damage. + 5) Slashing damage plus 17 (5d6) Necrotic damage.
Malediction’s Strike. Melee Attack Roll: +8, reach 5 ft. Hit: Malediction’s Strike. Melee Attack Roll: +9, reach 5 ft. Hit:
25 (6d6 + 4) Necrotic damage, and the target gains Vul- 29 (7d6 + 5) Necrotic damage, and the target gains Vul-
nerability to all damage until the end of the blackguard’s nerability to all damage until the end of the blackguard’s
next turn. next turn.
Spellcasting. The blackguard casts one of the following Spellcasting. The blackguard casts one of the following
spells, using Charisma as the spellcasting ability (spell spells, using Charisma as the spellcasting ability (spell
save DC 14): save DC 15):
2/Day Each: Blindness/Deafness, Command, Disguise Self 2/Day Each: Blindness/Deafness, Command, Disguise Self
1/Day Each: Dimension Door, Greater InvisibilityC, Sug- 1/Day Each: Dimension Door, Greater InvisibilityC, Sug-
gestionC gestionC
C C
Requires Concentration Requires Concentration

BONUS ACTIONS BONUS ACTIONS


Underhanded Hex (Recharges 5–6). Wisdom Saving Underhanded Hex (Recharges 5–6). Wisdom Saving
Throw: DC 14, one creature the blackguard can see Throw: DC 15, one creature the blackguard can see
within 30 feet. Failure: Until the start of the blackguard’s within 30 feet. Failure: Until the start of the blackguard’s
next turn, the target’s Speed is reduced to 0 and the next turn, the target’s Speed is reduced to 0 and the
blackguard has Advantage on attack rolls against it. blackguard has Advantage on attack rolls against it.

41
Essential NPCs
BLACKGUARD (CR 13) BLACKGUARD (CR 15)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) AC 18 Initiative +0 (10)
HP 208 (32d8 + 64) HP 240 (32d8 + 96)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +10 DEX 10 +0 +0 CON 14 +2 +7 STR 20 +5 +10 DEX 10 +0 +0 CON 16 +3 +8
INT 10 +0 +0 WIS 12 +1 +6 CHA 16 +3 +3 INT 10 +0 +0 WIS 14 +2 +7 CHA 18 +4 +4

Skills Athletics +10, Deception +8, Intimidation +8 Skills Athletics +10, Deception +9, Intimidation +9
Gear Greatsword, Plate Armor Gear Greatsword, Plate Armor
Senses Passive Perception 11 Senses Passive Perception 12
Languages Any one language Languages Any one language
CR 13 (10,000 XP; PB +5) CR 15 (13,000 XP; PB +5)
TRAITS TRAITS
Aura of Dread. When a hostile creature within 10 feet of Aura of Dread. When a hostile creature within 10 feet of
the blackguard makes an attack roll or a saving throw, the blackguard makes an attack roll or a saving throw,
the creature must roll a d4 and subtract the number the creature must roll a d4 and subtract the number
rolled from the attack roll or saving throw. Creatures that rolled from the attack roll or saving throw. Creatures that
are immune to the Frightened condition are immune to are immune to the Frightened condition are immune to
this trait. this trait.

ACTIONS ACTIONS
Multiattack. The blackguard makes two Greatsword at- Multiattack. The blackguard makes two Greatsword at-
tacks. tacks.
Greatsword. Melee Attack Roll: +10, reach 5 ft. Hit: 15 Greatsword. Melee Attack Roll: +10, reach 5 ft. Hit: 19
(3d6 + 5) Slashing damage plus 21 (6d6) Necrotic dam- (4d6 + 5) Slashing damage plus 24 (7d6) Necrotic dam-
age. age.
Malediction’s Strike. Melee Attack Roll: +10, reach 5 ft. Malediction’s Strike. Melee Attack Roll: +10, reach 5 ft.
Hit: 36 (9d6 + 5) Necrotic damage, and the target gains Hit: 43 (11d6 + 5) Necrotic damage, and the target gains
Vulnerability to all damage until the end of the black- Vulnerability to all damage until the end of the black-
guard’s next turn. guard’s next turn.
Spellcasting. The blackguard casts one of the following Spellcasting. The blackguard casts one of the following
spells, using Charisma as the spellcasting ability (spell spells, using Charisma as the spellcasting ability (spell
save DC 16): save DC 17):
2/Day Each: Blindness/Deafness, Command, Disguise Self 2/Day Each: Blindness/Deafness, Command, Dimension
1/Day Each: Dimension Door, Dominate PersonC, Greater Door, Disguise Self
InvisibilityC 1/Day Each: Dominate PersonC, Greater InvisibilityC
C C
Requires Concentration Requires Concentration

BONUS ACTIONS BONUS ACTIONS


Underhanded Hex (Recharges 5–6). Wisdom Saving Underhanded Hex (Recharges 5–6). Wisdom Saving
Throw: DC 16, one creature the blackguard can see Throw: DC 17, one creature the blackguard can see
within 30 feet. Failure: Until the start of the blackguard’s within 30 feet. Failure: Until the start of the blackguard’s
next turn, the target’s Speed is reduced to 0 and the next turn, the target’s Speed is reduced to 0 and the
blackguard has Advantage on attack rolls against it. blackguard has Advantage on attack rolls against it.

42
Essential NPCs
BLACKGUARD (CR 17) BLACKGUARD (CR 20)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) AC 18 Initiative +0 (10)
HP 277 (37d8 + 111) HP 330 (44d8 + 132)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +11 DEX 10 +0 +0 CON 16 +3 +9 STR 22 +6 +12 DEX 10 +0 +0 CON 16 +3 +9
INT 10 +0 +0 WIS 14 +2 +8 CHA 18 +4 +4 INT 10 +0 +0 WIS 14 +2 +8 CHA 20 +5 +5

Skills Athletics +11, Deception +10, Intimidation +10 Skills Athletics +12, Deception +11, Intimidation +11
Gear Greatsword, Plate Armor Gear Greatsword, Plate Armor
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any one language Languages Any one language
CR 17 (18,000 XP; PB +6) CR 20 (25,000 XP; PB +6)
TRAITS TRAITS
Aura of Dread. When a hostile creature within 10 feet of Aura of Dread. When a hostile creature within 10 feet of
the blackguard makes an attack roll or a saving throw, the blackguard makes an attack roll or a saving throw,
the creature must roll a d4 and subtract the number the creature must roll a d4 and subtract the number
rolled from the attack roll or saving throw. Creatures that rolled from the attack roll or saving throw. Creatures that
are immune to the Frightened condition are immune to are immune to the Frightened condition are immune to
this trait. this trait.

ACTIONS ACTIONS
Multiattack. The blackguard makes two Greatsword at- Multiattack. The blackguard makes two Ruinous
tacks. Greatsword attacks.
Greatsword. Melee Attack Roll: +11, reach 5 ft. Hit: 19 Ruinous Greatsword. Melee Attack Roll: +12, reach 5 ft.
(4d6 + 5) Slashing damage plus 28 (8d6) Necrotic dam- Hit: 20 (4d6 + 6) Slashing damage plus 24 (7d6) Necrotic
age. damage, and the weapon emits a 10-foot-radius burst of
Malediction’s Strike. Melee Attack Roll: +11, reach 5 ft. necrotic energy. Each creature of the blackguard’s
Hit: 47 (12d6 + 5) Necrotic damage, and the target gains choice within the burst takes 14 (4d6) Necrotic damage.
Vulnerability to all damage until the end of the black- Damnation’s Strike. Melee Attack Roll: +12, reach 5 ft.
guard’s next turn. Hit: 44 (11d6 + 6) Necrotic damage, and the weapon
Spellcasting. The blackguard casts one of the following emits a 10-foot-radius burst of necrotic energy. Each
spells, using Charisma as the spellcasting ability (spell creature of the blackguard’s choice within the burst
save DC 18): takes 14 (4d6) Necrotic damage and gains Vulnerability
to all damage until the end of the blackguard's next turn.
2/Day Each: Blindness/Deafness, Command, Dimension
Door, Disguise Self Spellcasting. The blackguard casts one of the following
1/Day Each: Dominate PersonC, Greater InvisibilityC spells, using Charisma as the spellcasting ability (spell
save DC 19):
C
Requires Concentration
2/Day Each: Blindness/Deafness, Command, Dimension
BONUS ACTIONS Door, Disguise Self
Underhanded Hex (Recharges 5–6). Wisdom Saving 1/Day Each: Dominate PersonC, Greater InvisibilityC
Throw: DC 18, one creature the blackguard can see C
Requires Concentration
within 30 feet. Failure: Until the start of the blackguard’s
next turn, the target’s Speed is reduced to 0 and the BONUS ACTIONS
blackguard has Advantage on attack rolls against it. Underhanded Hex (Recharges 5–6). Wisdom Saving
Throw: DC 19, one creature the blackguard can see
within 30 feet. Failure: Until the start of the blackguard’s
next turn, the target’s Speed is reduced to 0 and the
blackguard has Advantage on attack rolls against it.

43
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.

BLADEMASTER (CR 1/4)


Medium or Small Humanoid, Any Alignment
AC 12 Initiative +2 (12)
HP 13 (3d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 14 +2 +4 CON 10 +0 +0
INT 10 +0 +0 WIS 14 +2 +2 CHA 11 +0 +0

Skills Acrobatics +4, Athletics +3


Gear Weapon of the Blademaster’s Choice
Senses Passive Perception 12
Languages Any one language
CR 1/4 (XP 50; PB +2)
ACTIONS
Elegant Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 5
(1d6 + 2) Piercing or Slashing damage (blademaster's
choice).

REACTIONS
Parry. Trigger: The blademaster is hit by a melee attack
roll while holding a weapon. Response: The blademaster
adds 2 to its AC against that attack, possibly causing it to
miss.

44
Essential NPCs
BLADEMASTER (CR 1/2) BLADEMASTER (CR 1)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +3 (13) AC 13 Initiative +3 (13)
HP 27 (6d8) HP 36 (8d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 16 +3 +5 CON 10 +0 +0 STR 14 +2 +2 DEX 16 +3 +5 CON 10 +0 +0
INT 10 +0 +0 WIS 14 +2 +2 CHA 11 +0 +0 INT 10 +0 +0 WIS 14 +2 +2 CHA 12 +1 +1

Skills Acrobatics +5, Athletics +4 Skills Acrobatics +5, Athletics +4, Insight +4
Gear Weapon of the Blademaster’s Choice Gear Weapon of the Blademaster’s Choice
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any one language Languages Any one language
CR 1/2 (XP 100; PB +2) CR 1 (XP 200; PB +2)
ACTIONS ACTIONS
Elegant Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 8 Elegant Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 10
(1d10 + 3) Piercing or Slashing damage (blademaster's (2d6 + 3) Piercing or Slashing damage (blademaster's
choice). choice).

REACTIONS REACTIONS
Parry. Trigger: The blademaster is hit by a melee attack Parry. Trigger: The blademaster is hit by a melee attack
roll while holding a weapon. Response: The blademaster roll while holding a weapon. Response: The blademaster
adds 2 to its AC against that attack, possibly causing it to adds 2 to its AC against that attack, possibly causing it to
miss. miss. If the attack misses, the blademaster can immedi-
ately use Riposte as part of the same Reaction.
Riposte. Trigger: A creature the blademaster can see
misses it with a melee attack. Response: The blademas-
ter makes an Elegant Blade attack against the creature.

45
Essential NPCs
BLADEMASTER (CR 2) BLADEMASTER (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +3 (13) AC 14 Initiative +4 (14)
HP 45 (10d8) HP 55 (10d8 + 10)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 16 +3 +5 CON 10 +0 +0 STR 16 +3 +3 DEX 18 +4 +6 CON 12 +1 +1
INT 10 +0 +0 WIS 14 +2 +2 CHA 12 +1 +1 INT 10 +0 +0 WIS 14 +2 +2 CHA 12 +1 +1

Skills Acrobatics +5, Athletics +4, Insight +4 Skills Acrobatics +6, Athletics +5, Insight +4,
Gear Weapon of the Blademaster’s Choice Performance +3
Senses Passive Perception 12 Gear Weapon of the Blademaster’s Choice
Languages Any one language Senses Passive Perception 12
CR 2 (XP 450; PB +2) Languages Any one language
CR 3 (XP 700; PB +2)
ACTIONS
Elegant Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 14 ACTIONS
(2d10 + 3) Piercing or Slashing damage (blademaster's Multiattack. The blademaster makes two Elegant Blade
choice). attacks.

REACTIONS Elegant Blade. Melee Attack Roll: +6, reach 5 ft. Hit: 11
(2d6 + 4) Piercing or Slashing damage (blademaster's
Parry. Trigger: The blademaster is hit by a melee attack
choice).
roll while holding a weapon. Response: The blademaster
adds 2 to its AC against that attack, possibly causing it to REACTIONS
miss. If the attack misses, the blademaster can immedi- Parry. Trigger: The blademaster is hit by a melee attack
ately use Riposte as part of the same Reaction. roll while holding a weapon. Response: The blademaster
Riposte. Trigger: A creature the blademaster can see adds 2 to its AC against that attack, possibly causing it to
misses it with a melee attack. Response: The blademas- miss. If the attack misses, the blademaster can immedi-
ter makes an Elegant Blade attack against the creature. ately use Riposte as part of the same Reaction.
Riposte. Trigger: A creature the blademaster can see
misses it with a melee attack. Response: The blademas-
ter makes an Elegant Blade attack against the creature.

46
Essential NPCs
BLADEMASTER (CR 5) BLADEMASTER (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +4 (14) AC 15 Initiative +5 (15)
HP 82 (15d8 + 15) HP 104 (19d8 + 19)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +6 DEX 18 +4 +7 CON 12 +1 +1 STR 18 +4 +7 DEX 20 +5 +8 CON 12 +1 +1
INT 10 +0 +0 WIS 14 +2 +2 CHA 12 +1 +1 INT 10 +0 +0 WIS 14 +2 +2 CHA 12 +1 +1

Skills Acrobatics +7, Athletics +6, Insight +5, Skills Acrobatics +8, Athletics +7, Insight +5,
Performance +4 Performance +4
Gear Weapon of the Blademaster’s Choice Gear Weapon of the Blademaster’s Choice
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any one language Languages Any one language
CR 5 (XP 1,800; PB +3) CR 7 (XP 2,900; PB +3)
ACTIONS ACTIONS
Multiattack. The blademaster makes two Elegant Blade Multiattack. The blademaster makes three Elegant
attacks. Blade attacks.
Elegant Blade. Melee Attack Roll: +7, reach 5 ft. Hit: 15 Elegant Blade. Melee Attack Roll: +8, reach 5 ft. Hit: 14
(2d10 + 4) Piercing or Slashing damage (blademaster's (2d8 + 5) Piercing or Slashing damage (blademaster's
choice). choice).
Blademaster’s Technique (Recharge 4–6). The blade- Blademaster’s Technique (Recharge 4–6). The blade-
master uses one of the following options: master uses one of the following options:
● Swift Assault. The blademaster moves up to its ● Swift Assault. The blademaster moves up to its
Speed without provoking Opportunity Attacks. It can Speed without provoking Opportunity Attacks. It can
make one Elegant Blade attack against each creature make one Elegant Blade attack against each creature
that it can reach during this movement. that it can reach during this movement.
● Disarming Series. The blademaster makes two ● Disarming Series. The blademaster makes two
Elegant Blade attacks, then chooses a creature hit by Elegant Blade attacks, then chooses a creature hit by
one of the attacks. The target drops an item of the one of the attacks. The target drops an item of the
blademaster’s choice that it is holding. The blademaster’s choice that it is holding. The
blademaster can fling the item up to 20 feet in any blademaster can fling the item up to 20 feet in any
direction. direction.
● Master Stroke. The blademaster makes an Elegant ● Master Stroke. The blademaster makes an Elegant
Blade attack with Advantage. If the attack hits, it deals Blade attack with Advantage. If the attack hits, it deals
an extra 5 (1d10) damage and ignores Resistances. an extra 13 (3d8) damage and ignores Resistances.

REACTIONS REACTIONS
Parry. Trigger: The blademaster is hit by a melee attack Parry. Trigger: The blademaster is hit by a melee attack
roll while holding a weapon. Response: The blademaster roll while holding a weapon. Response: The blademaster
adds 3 to its AC against that attack, possibly causing it to adds 3 to its AC against that attack, possibly causing it to
miss. If the attack misses, the blademaster can immedi- miss. If the attack misses, the blademaster can immedi-
ately use Riposte as part of the same Reaction. ately use Riposte as part of the same Reaction.
Riposte. Trigger: A creature the blademaster can see Riposte. Trigger: A creature the blademaster can see
misses it with a melee attack. Response: The blademas- misses it with a melee attack. Response: The blademas-
ter makes an Elegant Blade attack against the creature. ter makes an Elegant Blade attack against the creature.

47
Essential NPCs
BLADEMASTER (CR 9) BLADEMASTER (CR 11)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +5 (15) AC 16 Initiative +5 (15)
HP 132 (24d8 + 24) HP 159 (29d8 + 29)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +8 DEX 20 +5 +9 CON 12 +1 +1 STR 18 +4 +8 DEX 20 +5 +9 CON 12 +1 +1
INT 10 +0 +0 WIS 14 +2 +2 CHA 13 +1 +1 INT 10 +0 +0 WIS 14 +2 +2 CHA 13 +1 +1

Skills Acrobatics +9, Athletics +8, Insight +6, Skills Acrobatics +9, Athletics +8, Insight +6,
Performance +5 Performance +5
Gear Leather Armor, Weapon of the Blademaster’s Gear Leather Armor, Weapon of the Blademaster’s
Choice Choice
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any one language Languages Any one language
CR 9 (XP 5,000; PB +4) CR 11 (XP 7,200; PB +4)
ACTIONS ACTIONS
Multiattack. The blademaster makes three Elegant Multiattack. The blademaster makes three Elegant
Blade attacks. Blade attacks.
Elegant Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 18 Elegant Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 21
(3d8 + 5) Piercing or Slashing damage (blademaster's (3d10 + 5) Piercing or Slashing damage (blademaster's
choice). choice).
Blademaster’s Technique (Recharge 4–6). The blade- Blademaster’s Technique (Recharge 4–6). The blade-
master uses one of the following options: master uses one of the following options:
● Swift Assault. The blademaster moves up to its ● Swift Assault. The blademaster moves up to its
Speed without provoking Opportunity Attacks. It can Speed without provoking Opportunity Attacks. It can
make one Elegant Blade attack against each creature make one Elegant Blade attack against each creature
that it can reach during this movement. that it can reach during this movement.
● Disarming Series. The blademaster makes two ● Disarming Series. The blademaster makes two
Elegant Blade attacks, then chooses a creature hit by Elegant Blade attacks, then chooses a creature hit by
one of the attacks. The target drops an item of the one of the attacks. The target drops an item of the
blademaster’s choice that it is holding. The blademaster’s choice that it is holding. The
blademaster can fling the item up to 20 feet in any blademaster can fling the item up to 20 feet in any
direction. direction.
● Master Stroke. The blademaster makes an Elegant ● Master Stroke. The blademaster makes an Elegant
Blade attack with Advantage. If the attack hits, it deals Blade attack with Advantage. If the attack hits, it deals
an extra 18 (4d8) damage and ignores Resistances. an extra 22 (4d10) damage and ignores Resistances.

REACTIONS REACTIONS
The blademaster can take up to two Reactions per round The blademaster can take up to two Reactions per round
but only one per turn. but only one per turn.
Parry. Trigger: The blademaster is hit by a melee attack Parry. Trigger: The blademaster is hit by a melee attack
roll while holding a weapon. Response: The blademaster roll while holding a weapon. Response: The blademaster
adds 4 to its AC against that attack, possibly causing it to adds 4 to its AC against that attack, possibly causing it to
miss. If the attack misses, the blademaster can immedi- miss. If the attack misses, the blademaster can immedi-
ately use Riposte as part of the same Reaction. ately use Riposte as part of the same Reaction.
Riposte. Trigger: A creature the blademaster can see Riposte. Trigger: A creature the blademaster can see
misses it with a melee attack. Response: The blademas- misses it with a melee attack. Response: The blademas-
ter makes an Elegant Blade attack against the creature. ter makes an Elegant Blade attack against the creature.

48
Essential NPCs
BLADEMASTER (CR 13) BLADEMASTER (CR 15)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) AC 17 Initiative +5 (15)
HP 187 (34d8 + 34) HP 220 (40d8 + 40)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +9 DEX 20 +5 +10 CON 12 +1 +1 STR 18 +4 +9 DEX 20 +5 +10 CON 12 +1 +1
INT 10 +0 +0 WIS 16 +3 +8 CHA 14 +2 +2 INT 10 +0 +0 WIS 18 +4 +9 CHA 14 +2 +2

Skills Acrobatics +10, Athletics +9, Insight +8, Skills Acrobatics +10, Athletics +9, Insight +9,
Performance +7 Performance +7
Gear Studded Leather Armor, Weapon of the Gear Studded Leather Armor, Weapon of the
Blademaster’s Choice Blademaster’s Choice
Senses Passive Perception 13 Senses Passive Perception 14
Languages Any one language Languages Any one language
CR 13 (XP 10,000; PB +5) CR 15 (XP 13,000; PB +5)
ACTIONS ACTIONS
Multiattack. The blademaster makes three Elegant Multiattack. The blademaster makes three Elegant
Blade attacks. Blade attacks.
Elegant Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 27 Elegant Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 31
(4d10 + 5) Piercing or Slashing damage (blademaster's (4d12 + 5) Piercing or Slashing damage (blademaster's
choice). choice).
Blademaster’s Technique (Recharge 4–6). The blade- Perfected Technique (Recharge 4–6). The blademaster
master uses one of the following options: uses one of the following options:
● Swift Assault. The blademaster moves up to its ● Step Between Winds. The blademaster targets any
Speed without provoking Opportunity Attacks. It can number of creatures within 30 feet, then teleports to
make one Elegant Blade attack against each creature each target and makes one Elegant Blade attack
that it can reach during this movement. against it. The blademaster can then teleport to an
● Disarming Series. The blademaster makes two unoccupied space within 30 feet of its original
Elegant Blade attacks, then chooses a creature hit by position.
one of the attacks. The target drops an item of the ● Disarming Dance. The blademaster makes three
blademaster’s choice that it is holding. The Elegant Blade attacks. When a creature is hit by one of
blademaster can fling the item up to 20 feet in any these attacks, it drops an item of the blademaster’s
direction. choice that it is holding. The blademaster can fling the
● Master Stroke. The blademaster makes an Elegant item up to 20 feet in any direction.
Blade attack with Advantage. If the attack hits, it deals ● Blade of Air. The blademaster makes an Elegant
an extra 27 (5d10) damage and ignores Resistances. Blade attack with a reach of 50 feet. The attack is
made with Advantage, deals an extra 32 (5d12)
REACTIONS damage if it hits, and ignores Resistances
The blademaster can take up to two Reactions per round
but only one per turn. REACTIONS
Parry. Trigger: The blademaster is hit by a melee attack The blademaster can take up to two Reactions per round
roll while holding a weapon. Response: The blademaster but only one per turn.
adds 5 to its AC against that attack, possibly causing it to Parry. Trigger: The blademaster is hit by a melee attack
miss. If the attack misses, the blademaster can immedi- roll while holding a weapon. Response: The blademaster
ately use Riposte as part of the same Reaction. adds 5 to its AC against that attack, possibly causing it to
Riposte. Trigger: A creature the blademaster can see miss. If the attack misses, the blademaster can immedi-
misses it with a melee attack. Response: The blademas- ately use Riposte as part of the same Reaction.
ter makes an Elegant Blade attack against the creature. Riposte. Trigger: A creature the blademaster can see
misses it with a melee attack. Response: The blademas-
ter makes an Elegant Blade attack against the creature.

49
Essential NPCs
BLADEMASTER (CR 17) BLADEMASTER (CR 20)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) AC 18 Initiative +6 (16)
HP 253 (46d8 + 46) HP 302 (55d8 + 55)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +11 DEX 20 +5 +11 CON 12 +1 +1 STR 20 +5 +11 DEX 22 +5 +12 CON 12 +1 +1
INT 10 +0 +0 WIS 18 +4 +10 CHA 16 +3 +3 INT 10 +0 +0 WIS 18 +4 +10 CHA 16 +3 +3

Skills Acrobatics +11, Athletics +11, Insight +10, Skills Acrobatics +12, Athletics +11, Insight +10,
Performance +9 Performance +9
Gear Studded Leather Armor, Weapon of the Gear Studded Leather Armor, Weapon of the
Blademaster’s Choice Blademaster’s Choice
Senses Passive Perception 14 Senses Passive Perception 14
Languages Any one language Languages Any one language
CR 17 (XP 18,000; PB +6) CR 20 (XP 25,000; PB +6)
ACTIONS ACTIONS
Multiattack. The blademaster makes three Elegant Multiattack. The blademaster makes three Elegant
Blade attacks. Blade attacks.
Elegant Blade. Melee Attack Roll: +11, reach 5 ft. Hit: 33 Elegant Blade. Melee Attack Roll: +12, reach 5 ft. Hit: 41
(8d6 + 5) Piercing or Slashing damage (blademaster's (10d6 + 6) Piercing or Slashing damage (blademaster's
choice). choice).
Perfected Technique (Recharge 4–6). The blademaster Perfected Technique (Recharge 4–6). The blademaster
uses one of the following options: uses one of the following options:
● Step Between Winds. The blademaster targets any ● Step Between Winds. The blademaster targets any
number of creatures within 30 feet, then teleports to number of creatures within 30 feet, then teleports to
each target and makes one Elegant Blade attack each target and makes one Elegant Blade attack
against it. The blademaster can then teleport to an against it. The blademaster can then teleport to an
unoccupied space within 30 feet of its original unoccupied space within 30 feet of its original
position. position.
● Disarming Dance. The blademaster makes three ● Disarming Dance. The blademaster makes three
Elegant Blade attacks. When a creature is hit by one of Elegant Blade attacks. When a creature is hit by one of
these attacks, it drops an item of the blademaster’s these attacks, it drops an item of the blademaster’s
choice that it is holding. The blademaster can fling the choice that it is holding. The blademaster can fling the
item up to 20 feet in any direction. item up to 20 feet in any direction.
● Blade of Air. The blademaster makes an Elegant ● Blade of Air. The blademaster makes an Elegant
Blade attack with a reach of 50 feet. The attack is Blade attack with a reach of 50 feet. The attack is
made with Advantage, deals an extra 35 (10d6) made with Advantage, deals an extra 42 (12d6)
damage if it hits, and ignores Resistances damage if it hits, and ignores Resistances

REACTIONS REACTIONS
The blademaster can take one Reaction every turn. The blademaster can take one Reaction every turn.
Parry. Trigger: The blademaster is hit by a melee attack Parry. Trigger: The blademaster is hit by a melee attack
roll while holding a weapon. Response: The blademaster roll while holding a weapon. Response: The blademaster
adds 6 to its AC against that attack, possibly causing it to adds 6 to its AC against that attack, possibly causing it to
miss. If the attack misses, the blademaster can immedi- miss. If the attack misses, the blademaster can immedi-
ately use Riposte as part of the same Reaction. ately use Riposte as part of the same Reaction.
Riposte. Trigger: A creature the blademaster can see Riposte. Trigger: A creature the blademaster can see
misses it with a melee attack. Response: The blademas- misses it with a melee attack. Response: The blademas-
ter makes an Elegant Blade attack against the creature. ter makes an Elegant Blade attack against the creature.

50
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
ward. Bodyguards’ selfless service usually requires a deep sense
of devotion 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.

BODYGUARD (CR 1/4)


Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Insight +2
Gear Chain Shirt, Mace, Shield
Senses Passive Perception 10
Languages Any one language
CR 1/4 (XP 50; PB +2)
ACTIONS
Mace. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1)
Bludgeoning damage.

REACTIONS
Intercept. Trigger: A creature within 5 feet is hit by an at-
tack. The bodyguard must see the attacker. Response:
The bodyguard causes itself to be hit instead.

51
Essential NPCs
BODYGUARD (CR 1/2) BODYGUARD (CR 1)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) AC 15 Initiative +0 (10)
HP 33 (6d8 + 6) HP 44 (8d8 + 8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1 STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0 INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Insight +2 Skills Insight +2


Gear Chain Shirt, Mace, Shield Gear Chain Shirt, Mace, Shield
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 1/2 (XP 100; PB +2) CR 1 (XP 200; PB +2)
ACTIONS TRAITS
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Ward. The bodyguard is dedicated to the protection of
Bludgeoning damage. another creature, called its ward. This has the following
effects:
REACTIONS
Defensive Positioning. As long as the bodyguard is
Intercept. Trigger: A creature within 5 feet is hit by an at-
within 5 feet of its ward and is not Incapacitated, at-
tack. The bodyguard must see the attacker. Response:
tacks against the ward have Disadvantage, and the
The bodyguard causes itself to be hit instead.
ward has Advantage on Dexterity saving throws.
Coordinated Initiative. 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 Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2)
Bludgeoning damage.

REACTIONS
Intercept. Trigger: A creature within 5 feet is hit by an at-
tack. The bodyguard must see the attacker. Response:
The bodyguard causes itself to be hit instead.

52
Essential NPCs
BODYGUARD (CR 2) BODYGUARD (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) AC 16 Initiative +1 (11)
HP 60 (11d8 + 11) HP 71 (13d8 + 13)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 10 +0 +0 CON 12 +1 +1 STR 16 +3 +3 DEX 12 +1 +1 CON 12 +1 +1
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0 INT 10 +0 +0 WIS 12 +1 +3 CHA 10 +0 +0

Skills Athletics +5, Insight +3 Skills Athletics +5, Insight +3


Gear Chain Shirt, Mace, Shield Gear Chain Shirt, Morningstar, Shield
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
CR 2 (XP 450; PB +2) CR 3 (XP 700; PB +2)
TRAITS TRAITS
Ward. The bodyguard is dedicated to the protection of Ward. The bodyguard is dedicated to the protection of
another creature, called its ward. This has the following another creature, called its ward. This has the following
effects: effects:
Defensive Positioning. As long as the bodyguard is Defensive Positioning. As long as the bodyguard is
within 5 feet of its ward and is not Incapacitated, at- within 5 feet of its ward and is not Incapacitated, at-
tacks against the ward have Disadvantage, and the tacks against the ward have Disadvantage, and the
ward has Advantage on Dexterity saving throws. ward has Advantage on Dexterity saving throws.
Coordinated Initiative. After Initiative is rolled, the Coordinated Initiative. After Initiative is rolled, the
bodyguard may choose to ignore its Initiative roll and bodyguard may choose to ignore its Initiative roll and
instead act immediately after its ward in Initiative. instead act immediately after its ward in Initiative.
The bodyguard can spend 1 minute committing itself to The bodyguard can spend 1 minute committing itself to
the protection of a new ward, at which point the former the protection of a new ward, at which point the former
ward’s protection ends. ward’s protection ends.

ACTIONS ACTIONS
Multiattack. The bodyguard makes two Mace attacks. Multiattack. The bodyguard makes two Morningstar at-
Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) tacks. It can replace one attack with a Shield Bash at-
Bludgeoning damage. tack.
Morningstar. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6
REACTIONS + 3) Piercing damage.
Intercept. Trigger: A creature within 5 feet is hit by an at-
Shield Bash. Melee Attack Roll: +5, reach 5 ft. Hit: 4 (1d8)
tack. The bodyguard must see the attacker. Response:
Bludgeoning damage, and the target has the Prone con-
The bodyguard causes itself to be hit instead.
dition if it is Medium or smaller.

REACTIONS
Intercept. Trigger: A creature within 5 feet is hit by an at-
tack. The bodyguard must see the attacker. Response:
The bodyguard causes itself to be hit instead.

53
Essential NPCs
BODYGUARD (CR 5) BODYGUARD (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +1 (11) AC 17 Initiative +2 (12)
HP 104 (16d8 + 32) HP 136 (21d8 + 42)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 12 +1 +1 CON 14 +2 +2 STR 18 +4 +4 DEX 14 +2 +2 CON 14 +2 +5
INT 10 +0 +0 WIS 12 +1 +4 CHA 10 +0 +0 INT 10 +0 +0 WIS 12 +1 +4 CHA 10 +0 +0

Skills Athletics +6, Insight +4 Skills Athletics +7, Insight +4, Perception +4
Gear Chain Shirt, Morningstar, Shield Gear Chain Shirt, Morningstar, Shield
Senses Passive Perception 11 Senses Passive Perception 14
Languages Any one language Immunities Charmed
CR 5 (XP 1,800; PB +3) Languages Any one language
CR 7 (XP 2,900; PB +3)
TRAITS
Vigilant. The bodyguard cannot be surprised. TRAITS
Vigilant. The bodyguard cannot be surprised.
Ward. The bodyguard is dedicated to the protection of
another creature, called its ward. This has the following Ward. The bodyguard is dedicated to the protection of
effects: another creature, called its ward. This has the following
effects:
Defensive Positioning. As long as the bodyguard is
within 5 feet of its ward and is not Incapacitated, at- Defensive Positioning. As long as the bodyguard is
tacks against the ward have Disadvantage, and the within 5 feet of its ward and is not Incapacitated, at-
ward has Advantage on Dexterity saving throws. tacks against the ward have Disadvantage, and the
Coordinated Initiative. After Initiative is rolled, the ward has Advantage on Dexterity saving throws.
bodyguard may choose to ignore its Initiative roll and Coordinated Initiative. After Initiative is rolled, the
instead act immediately after its ward in Initiative. 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 The bodyguard can spend 1 minute committing itself to
ward’s protection ends. the protection of a new ward, at which point the former
ward’s protection ends.
ACTIONS
Multiattack. The bodyguard makes two Morningstar at- ACTIONS
tacks. It can replace one attack with a Shield Bash at- Multiattack. The bodyguard makes two Morningstar at-
tack. tacks. It can replace one attack with a Shield Bash at-
tack.
Morningstar. Melee Attack Roll: +6, reach 5 ft. Hit: 14
(2d10 + 3) Piercing damage. Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 20
(3d10 + 4) Piercing damage.
Shield Bash. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d10)
Bludgeoning damage, and the target has the Prone con- Shield Bash. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (2d8)
dition if it is Medium or smaller. Bludgeoning damage, and the target has the Prone con-
dition if it is Medium or smaller.
REACTIONS
Intercept. Trigger: A creature within 5 feet is hit by an at- REACTIONS
tack. The bodyguard must see the attacker. Response: Dauntless Interposition. Trigger: A creature within 5 feet
The bodyguard causes itself to be hit instead. is hit by an attack or makes a saving throw against a
spell with no other targets. Response: 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 au-
tomatically fails its first saving throw against the spell.

54
Essential NPCs
BODYGUARD (CR 9) BODYGUARD (CR 11)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 18 Initiative +2 (12) AC 18 Initiative +2 (12)
HP 169 (26d8 + 52) HP 201 (31d8 + 62)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +4 DEX 14 +2 +2 CON 14 +2 +6 STR 18 +4 +4 DEX 14 +2 +2 CON 14 +2 +6
INT 10 +0 +0 WIS 14 +2 +6 CHA 10 +0 +0 INT 10 +0 +0 WIS 14 +2 +6 CHA 10 +0 +0

Skills Athletics +8, Insight +6, Perception +6 Skills Athletics +8, Insight +6, Perception +6
Gear Morningstar, Scale Mail, Shield Gear Morningstar, Scale Mail, Shield
Senses Passive Perception 16 Senses Passive Perception 16
Immunities Charmed Immunities Charmed
Languages Any one language Languages Any one language
CR 9 (XP 5,000; PB +4) CR 11 (XP 7,200; PB +4)
TRAITS TRAITS
Vigilant. The bodyguard cannot be surprised. Vigilant. The bodyguard cannot be surprised.
Ward. The bodyguard is dedicated to the protection of Ward. The bodyguard is dedicated to the protection of
another creature, called its ward. This has the following another creature, called its ward. This has the following
effects: effects:
Defensive Positioning. As long as the bodyguard is Defensive Positioning. As long as the bodyguard is
within 5 feet of its ward and is not Incapacitated, at- within 5 feet of its ward and is not Incapacitated, at-
tacks against the ward have Disadvantage, and the tacks against the ward have Disadvantage, and the
ward has Advantage on Dexterity saving throws. ward has Advantage on Dexterity saving throws.
Coordinated Initiative. After Initiative is rolled, the Coordinated Initiative. After Initiative is rolled, the
bodyguard may choose to ignore its Initiative roll and bodyguard may choose to ignore its Initiative roll and
instead act immediately after its ward in Initiative. instead act immediately after its ward in Initiative.
The bodyguard can spend 1 minute committing itself to The bodyguard can spend 1 minute committing itself to
the protection of a new ward, at which point the former the protection of a new ward, at which point the former
ward’s protection ends. ward’s protection ends.

ACTIONS ACTIONS
Multiattack. The bodyguard makes two Morningstar at- Multiattack. The bodyguard makes two Morningstar at-
tacks. It can replace one attack with a Shield Bash at- tacks. It can replace one attack with a Shield Bash at-
tack. tack.
Morningstar. Melee Attack Roll: +8, reach 5 ft. Hit: 22 (4d8 Morningstar. Melee Attack Roll: +8, reach 5 ft. Hit: 28 (7d6
+ 4) Piercing damage. + 4) Piercing damage.
Shield Bash. Melee Attack Roll: +8, reach 5 ft. Hit: 11 Shield Bash. Melee Attack Roll: +8, reach 5 ft. Hit: 11
(2d10) Bludgeoning damage, and the target has the (2d10) Bludgeoning damage, and the target has the
Prone condition if it is Medium or smaller. Prone condition if it is Medium or smaller.

REACTIONS REACTIONS
Dauntless Interposition. Trigger: A creature within 5 feet Tireless Protector. Trigger: A creature within 5 feet is hit
is hit by an attack or makes a saving throw against a by an attack or makes a saving throw against a spell with
spell with no other targets. Response: If the creature was no other targets. Response: If the creature was hit by an
hit by an attack, the attack hits the bodyguard instead. If attack, the attack hits the bodyguard instead. If the crea-
the creature was the target of a spell, the bodyguard ture was the target of a spell, the bodyguard magically
magically switches the target of the spell to itself and au- switches the target of the spell to itself and automati-
tomatically fails its first saving throw against the spell. cally 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
BODYGUARD (CR 13)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +2 (12) The bodyguard can spend 1 minute committing itself to
HP 240 (32d8 + 96) the protection of a new ward, at which point the former
Speed 30 ft. ward’s protection ends.
MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +4 DEX 14 +2 +2 CON 16 +3 +8 ACTIONS
INT 10 +0 +0 WIS 14 +2 +7 CHA 10 +0 +0 Multiattack. The bodyguard makes three Morningstar at-
tacks. It can replace one attack with a Shield Bash attack.
Skills Athletics +9, Insight +7, Perception +7
Gear Morningstar, Scale Mail, Shield Morningstar. Melee Attack Roll: +9, reach 5 ft. Hit: 22 (4d8 +
Senses Passive Perception 17 4) Piercing damage.
Immunities Charmed Shield Bash. Melee Attack Roll: +9, reach 5 ft. Hit: 11 (2d10)
Languages Any one language Bludgeoning damage, and the target has the Prone condi-
CR 13 (XP 10,000; PB +5) tion if it is Medium or smaller.
TRAITS REACTIONS
Vigilant. The bodyguard cannot be surprised. Tireless Protector. Trigger: A creature within 5 feet is hit
Ward. The bodyguard is dedicated to the protection of by an attack or makes a saving throw against a spell with
another creature, called its ward. This has the following no other targets. Response: If the creature was hit by an
effects: attack, the attack hits the bodyguard instead. If the crea-
ture was the target of a spell, the bodyguard magically
Defensive Positioning. As long as the bodyguard is
switches the target of the spell to itself and automatically
within 5 feet of its ward and is not Incapacitated, at-
fails its first saving throw against the spell.
tacks against the ward have Disadvantage, and the
ward has Advantage on Dexterity saving throws. If the bodyguard uses this ability to protect its ward, the
Coordinated Initiative. After Initiative is rolled, the bodyguard's Reaction is not consumed.
bodyguard may choose to ignore its Initiative roll and
instead act immediately after its ward in Initiative.

56
Essential NPCs
BODYGUARD (CR 15)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +2 (12) ACTIONS
HP 277 (37d8 + 111)
Multiattack. The bodyguard makes three Morningstar at-
Speed 30 ft.
tacks. It can replace one attack with a Shield Bash attack.
MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +10 DEX 14 +2 +2 CON 16 +3 +8 Morningstar. Melee Attack Roll: +10, reach 5 ft. Hit: 27
INT 10 +0 +0 WIS 14 +2 +7 CHA 10 +0 +0 (4d10 + 5) Piercing damage.
Shield Bash. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (3d8)
Skills Athletics +10, Insight +7, Perception +7
Bludgeoning damage, and the target has the Prone condi-
Gear Morningstar, Scale Mail, Shield
Senses Passive Perception 17 tion if it is Medium or smaller.
Immunities Charmed Reunite. The bodyguard magically teleports, along with
Languages Any one language any equipment it is wearing or carrying, to an unoccupied
CR 15 (XP 13,000; PB +5) space within 5 feet of its ward. This ability functions even
TRAITS if the ward is on a different plane of existence than the
bodyguard.
Vigilant. The bodyguard cannot be surprised.
Ward. The bodyguard is dedicated to the protection of
REACTIONS
another creature, called its ward. This has the following Tireless Protector. Trigger: A creature within 5 feet is hit
effects: by an attack or makes a saving throw against a spell with
no other targets. Response: If the creature was hit by an
Defensive Positioning. As long as the bodyguard is
attack, the attack hits the bodyguard instead. If the crea-
within 5 feet of its ward and is not Incapacitated, at-
ture was the target of a spell, the bodyguard magically
tacks against the ward have Disadvantage, and the
switches the target of the spell to itself and automatically
ward has Advantage on Dexterity saving throws.
fails its first saving throw against the spell.
Coordinated Initiative. After Initiative is rolled, the
bodyguard may choose to ignore its Initiative roll and If the bodyguard uses this ability to protect its ward, the
instead act immediately after its ward in Initiative. bodyguard's Reaction is not consumed.
The bodyguard can spend 1 minute committing itself to
the protection of a new ward, at which point the former
ward’s protection ends.

57
Essential NPCs
BODYGUARD (CR 17)
Medium or Small Humanoid, Any Alignment
AC 19 Initiative +2 (12) ACTIONS
HP 322 (43d8 + 129)
Multiattack. The bodyguard makes three Morningstar at-
Speed 30 ft.
tacks. It can replace one attack with a Shield Bash attack.
MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +11 DEX 14 +2 +2 CON 16 +3 +9 Morningstar. Melee Attack Roll: +11, reach 5 ft. Hit: 29 (7d6
INT 10 +0 +0 WIS 16 +3 +9 CHA 10 +0 +0 + 5) Piercing damage.
Shield Bash. Melee Attack Roll: +11, reach 5 ft. Hit: 13 (3d8)
Skills Athletics +11, Insight +9, Perception +9
Bludgeoning damage, and the target has the Prone condi-
Gear Half Plate Armor, Morningstar, Shield
Senses Passive Perception 19 tion if it is Medium or smaller.
Immunities Charmed Reunite. The bodyguard magically teleports, along with
Languages Any one language any equipment it is wearing or carrying, to an unoccupied
CR 17 (XP 18,000; PB +6) space within 5 feet of its ward. This ability functions even
TRAITS if the ward is on a different plane of existence than the
bodyguard.
Vigilant. The bodyguard cannot be surprised.
Ward. The bodyguard is dedicated to the protection of
REACTIONS
another creature, called its ward. This has the following Tireless Protector. Trigger: A creature within 5 feet is hit
effects: by an attack or makes a saving throw against a spell with
no other targets. Response: If the creature was hit by an
Defensive Positioning. As long as the bodyguard is
attack, the attack hits the bodyguard instead. If the crea-
within 5 feet of its ward and is not Incapacitated, at-
ture was the target of a spell, the bodyguard magically
tacks against the ward have Disadvantage, and the
switches the target of the spell to itself and automatically
ward has Advantage on Dexterity saving throws.
fails its first saving throw against the spell.
Coordinated Initiative. After Initiative is rolled, the
bodyguard may choose to ignore its Initiative roll and If the bodyguard uses this ability to protect its ward, the
instead act immediately after its ward in Initiative. bodyguard's Reaction is not consumed.
The bodyguard can spend 1 minute committing itself to
the protection of a new ward, at which point the former
ward’s protection ends.

58
Essential NPCs
BODYGUARD (CR 20)
Medium or Small Humanoid, Any Alignment
AC 19 Initiative +2 (12) ACTIONS
HP 382 (45d8 + 180)
Multiattack. The bodyguard makes three Morningstar at-
Speed 30 ft.
tacks. It can replace one attack with a Shield Bash attack.
MOD SAVE MOD SAVE MOD SAVE
STR 22 +6 +12 DEX 14 +2 +2 CON 18 +4 +10 Morningstar. Melee Attack Roll: +12, reach 5 ft. Hit: 37 (7d8
INT 10 +0 +0 WIS 16 +3 +9 CHA 10 +0 +0 + 6) Piercing damage.
Shield Bash. Melee Attack Roll: +12, reach 5 ft. Hit: 16
Skills Athletics +12, Insight +9, Perception +9
(3d10) Bludgeoning damage, and the target has the Prone
Gear Half Plate Armor, Morningstar, Shield
Senses Passive Perception 19 condition if it is Medium or smaller.
Immunities Charmed Reunite. The bodyguard magically teleports, along with
Languages Any one language any equipment it is wearing or carrying, to an unoccupied
CR 20 (XP 25,000; PB +6) space within 5 feet of its ward. This ability functions even
TRAITS if the ward is on a different plane of existence than the
bodyguard.
Vigilant. The bodyguard cannot be surprised.
Ward. The bodyguard is dedicated to the protection of
REACTIONS
another creature, called its ward. This has the following Tireless Protector. Trigger: A creature within 5 feet is hit
effects: by an attack or makes a saving throw against a spell with
no other targets. Response: If the creature was hit by an
Defensive Positioning. As long as the bodyguard is
attack, the attack hits the bodyguard instead. If the crea-
within 5 feet of its ward and is not Incapacitated, at-
ture was the target of a spell, the bodyguard magically
tacks against the ward have Disadvantage, and the
switches the target of the spell to itself and automatically
ward has Advantage on Dexterity saving throws.
fails its first saving throw against the spell.
Coordinated Initiative. After Initiative is rolled, the
bodyguard may choose to ignore its Initiative roll and If the bodyguard uses this ability to protect its ward, the
instead act immediately after its ward in Initiative. bodyguard's Reaction is not consumed.
The bodyguard can spend 1 minute committing itself to
the protection of a new ward, at which point the former
ward’s protection ends.

59
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.

The Brute’s Weak Spot


The brute represents a character who is difficult to defeat with
raw physical force. In fiction, heroes often pummel ineffectively at
brutes until they find a clever way to hit the brute where it hurts,
represented in the brute’s stat block by its Weak Spot ability. You
may decide that the brute’s Resistances can be bypassed by
something other than a critical hit. For example, you can rule that
tricking the brute into falling between the enormous gears of a
Gnomish mining device triggers its Weak Spot.

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.

60
Essential NPCs
15 (2d8 + 6)
BRUTE (CR 1/4)
Medium Humanoid, Any Alignment
AC 11 Initiative +0 (10)
HP 15 (2d8 + 6)
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 15 +2 +2 DEX 10 +0 +0 CON 16 +3 +3
INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1

Resistances All except Psychic or damage from Critical


Hits
Gear Leather Armor
Senses Passive Perception 10
Languages Any one language
CR 1/4 (XP 50; PB +2)
BRUTE (CR 1)
Medium Humanoid, Any Alignment
TRAITS
AC 11 Initiative +0 (10)
Weak Spot. When a creature scores a Critical Hit against HP 30 (4d8 + 12)
the brute, the brute has the Stunned condition until the Speed 20 ft.
start of that creature’s next turn. MOD SAVE MOD SAVE MOD SAVE

Moment of Weakness. While the brute is Stunned, it STR 16 +3 +5 DEX 10 +0 +0 CON 16 +3 +5


loses all Resistances. INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1

ACTIONS Skills Athletics +5


Fist. Melee Attack Roll: +4, reach 5 ft. Hit: 3 Bludgeoning Resistances All except Psychic or damage from Critical
damage. Hits
Gear Leather Armor
Senses Passive Perception 10
Languages Any one language
CR 1 (XP 200; PB +2)
BRUTE (CR 1/2)
Medium Humanoid, Any Alignment TRAITS
AC 11 Initiative +0 (10) Weak Spot. When a creature scores a Critical Hit against
HP 22 (3d8 + 9) the brute, the brute has the Stunned condition until the
Speed 20 ft. start of that creature’s next turn.
MOD SAVE MOD SAVE MOD SAVE Moment of Weakness. While the brute is Stunned, it
STR 16 +3 +3 DEX 10 +0 +0 CON 16 +3 +3 loses all Resistances.
INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1
ACTIONS
Resistances All except Psychic or damage from Critical Grab. Melee Attack Roll: +5, reach 5 ft. Hit: 4 Bludgeoning
Hits
damage. If the target is Large or smaller, it has the Grap-
Gear Leather Armor
pled condition (escape DC 13). The brute can have one
Senses Passive Perception 10
target Grappled at a time.
Languages Any one language
CR 1/2 (XP 100; PB +2) Crush. Constitution Saving Throw: DC 13, a creature
Grappled by the brute. Failure: 10 (3d6) Bludgeoning
TRAITS damage. Success: Half damage.
Weak Spot. When a creature scores a Critical Hit against
the brute, the brute has the Stunned condition until the
start of that creature’s next turn.
Moment of Weakness. While the brute is Stunned, it
loses all Resistances.

ACTIONS
Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 4 Bludgeoning
damage.
61
Essential NPCs
BRUTE (CR 2) BRUTE (CR 3)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
AC 11 Initiative +0 (10) AC 12 Initiative +0 (10)
HP 45 (6d8 + 18) HP 52 (7d8 + 21)
Speed 20 ft. Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 17 +3 +5 DEX 10 +0 +0 CON 16 +3 +5 STR 18 +4 +6 DEX 10 +0 +0 CON 16 +3 +5
INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1 INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1

Skills Athletics +5 Skills Athletics +6


Resistances All except Psychic or damage from Critical Resistances All except Psychic or damage from Critical
Hits Hits
Gear Leather Armor Gear Leather Armor
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 2 (XP 450; PB +2) CR 3 (XP 700; PB +2)
TRAITS TRAITS
Weak Spot. When a creature scores a Critical Hit against Weak Spot. When a creature scores a Critical Hit against
the brute, the brute has the Stunned condition until the the brute, the brute has the Stunned condition until the
start of that creature’s next turn. start of that creature’s next turn.
Moment of Weakness. While the brute is Stunned, it Moment of Weakness. While the brute is Stunned, it
loses all Resistances. loses all Resistances.

ACTIONS ACTIONS
Grab. Melee Attack Roll: +5, reach 5 ft. Hit: 4 Bludgeoning Grab. Melee Attack Roll: +6, reach 5 ft. Hit: 5 Bludgeoning
damage. If the target is Large or smaller, it has the Grap- damage. If the target is Large or smaller, it has the Grap-
pled condition (escape DC 13). The brute can have one pled condition (escape DC 14). The brute can have one
target Grappled at a time. target Grappled at a time.
Crush. Constitution Saving Throw: DC 13, a creature Crush. Constitution Saving Throw: DC 14, a creature
Grappled by the brute. Failure: 17 (5d6) Bludgeoning Grappled by the brute. Failure: 24 (7d6) Bludgeoning
damage. Success: Half damage. damage. Success: Half damage.

62
Essential NPCs
BRUTE (CR 5) BRUTE (CR 7)
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
AC 12 Initiative +0 (10) AC 13 Initiative +0 (10)
HP 75 (10d8 + 30) HP 93 (11d8 + 44)
Speed 20 ft. Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 19 +4 +7 DEX 10 +0 +0 CON 16 +3 +6 STR 20 +5 +8 DEX 10 +0 +0 CON 18 +4 +7
INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1 INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1

Skills Athletics +7 Skills Athletics +8


Resistances All except Psychic or damage from Critical Resistances All except Psychic or damage from Critical
Hits Hits
Gear Hide Armor Immunities Charmed
Senses Passive Perception 10 Gear Chain Shirt
Languages Any one language Senses Passive Perception 10
CR 5 (XP 1,800; PB +3) Languages Any one language
CR 7 (XP 2,900; PB +3)
TRAITS
Weak Spot. When a creature scores a Critical Hit against TRAITS
the brute, the brute has the Stunned condition until the Weak Spot. When a creature scores a Critical Hit against
start of that creature’s next turn. the brute, the brute has the Stunned condition until the
start of that creature’s next turn.
Moment of Weakness. While the brute is Stunned, it
loses all Resistances. Moment of Weakness. While the brute is Stunned, it
loses all Resistances.
Unyielding. The brute cannot be Grappled by Medium or
smaller creatures. If an effect would push or pull the Unyielding. The brute cannot be Grappled by Medium or
brute against its will, it subtracts 10 feet from the dis- smaller creatures. If an effect would push or pull the
tance it is moved. brute against its will, it subtracts 10 feet from the dis-
tance it is moved.
ACTIONS
Multiattack. The brute makes two Grab attacks. ACTIONS
Multiattack. The brute makes two Grab attacks.
Grab. Melee Attack Roll: +7, reach 5 ft. Hit: 5 Bludgeoning
damage. If the target is Large or smaller, it has the Grap- Grab. Melee Attack Roll: +8, reach 5 ft. Hit: 8 (1d6 + 5)
pled condition (escape DC 15). The brute can have one Bludgeoning damage. If the target is Large or smaller, it
target Grappled at a time. has the Grappled condition (escape DC 16). The brute
can have one target Grappled at a time.
Crush. Constitution Saving Throw: DC 15, a creature
Grappled by the brute. Failure: 35 (10d6) Bludgeoning Crush. Constitution Saving Throw: DC 16, a creature
damage. Success: Half damage. Grappled by the brute. Failure: 45 (13d6) Bludgeoning
damage. Success: Half damage.
Hurl. The brute throws a creature it is grappling up to 10
feet. Dexterity Saving Throw: DC 15, one Medium or Hurl. The brute throws a creature it is grappling up to 10
smaller creature Grappled by the brute. If another crea- feet. Dexterity Saving Throw: DC 16, one Medium or
ture is in the path of the target, that creature must make smaller creature Grappled by the brute. If another crea-
the same saving throw. Failure: 38 (7d10) Bludgeoning ture is in the path of the target, that creature must make
damage, and the target has the Prone condition. Suc- the same saving throw. Failure: 49 (9d10) Bludgeoning
cess: Half damage, and the target suffers no other damage, and the target has the Prone condition. Suc-
effects. cess: Half damage, and the target suffers no other
effects.

63
Essential NPCs
BRUTE (CR 9) BRUTE (CR 11)
Medium Humanoid, Any Alignment Large Humanoid, Any Alignment
AC 14 Initiative +0 (10) AC 14 Initiative +0 (10)
HP 119 (14d8 + 56) HP 144 (17d10 + 68)
Speed 20 ft. Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +9 DEX 10 +0 +0 CON 18 +4 +8 STR 20 +5 +9 DEX 10 +0 +0 CON 20 +5 +9
INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1 INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1

Skills Athletics +9 Skills Athletics +9


Resistances All except Psychic or damage from Critical Resistances All except Psychic or damage from Critical
Hits Hits
Immunities Charmed, Paralyzed Immunities Charmed, Paralyzed
Gear Ring Mail Gear Ring Mail
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 9 (XP 5,000; PB +4) CR 11 (XP 7,200; PB +4)
TRAITS TRAITS
Weak Spot. When a creature scores a Critical Hit against Weak Spot. When a creature scores a Critical Hit against
the brute, the brute has the Stunned condition until the the brute, the brute has the Stunned condition until the
start of that creature’s next turn. start of that creature’s next turn.
Moment of Weakness. While the brute is Stunned, it Moment of Weakness. While the brute is Stunned, it
loses all Resistances. loses all Resistances.
Unyielding. The brute cannot be Grappled by Medium or Unyielding. The brute cannot be Grappled by Large or
smaller creatures. If an effect would push or pull the smaller creatures. If an effect would push or pull the
brute against its will, it subtracts 10 feet from the dis- brute against its will, it subtracts 10 feet from the dis-
tance it is moved. tance it is moved.

ACTIONS Destructive. The brute deals double damage to objects


and structures.
Multiattack. The brute makes two Grab attacks.
Grab. Melee Attack Roll: +9, reach 5 ft. Hit: 11 (1d12 + 5) ACTIONS
Bludgeoning damage. If the target is Large or smaller, it Multiattack. The brute makes two Grab attacks.
has the Grappled condition (escape DC 17). The brute Grab. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5)
can have one target Grappled at a time. Bludgeoning damage. If the target is Huge or smaller, it
Crush. Constitution Saving Throw: DC 17, a creature has the Grappled condition (escape DC 17). The brute
Grappled by the brute. Failure: 59 (17d6) Bludgeoning grapple two Medium or smaller creatures at a time, or
damage. Success: Half damage. one Large or Huge creature.
Hurl. The brute throws a creature it is grappling up to 10 Pulverize. Constitution Saving Throw: DC 17, each crea-
feet. Dexterity Saving Throw: DC 17, one Medium or ture Grappled by the brute. Failure: 70 (20d6) Bludgeon-
smaller creature Grappled by the brute. If another crea- ing damage. Success: Half damage.
ture is in the path of the target, that creature must make Hurl. The brute throws a creature it is grappling up to 10
the same saving throw. Failure: 66 (12d10) Bludgeoning feet. Dexterity Saving Throw: DC 17, one Large or smaller
damage, and the target has the Prone condition. Suc- creature Grappled by the brute. If another creature is in
cess: Half damage, and the target suffers no other the path of the target, that creature must make the same
effects. saving throw. Failure: 77 (14d10) Bludgeoning damage,
and the target has the Prone condition. Success: Half
damage, and the target suffers no other effects.

64
Essential NPCs
BRUTE (CR 13)
Large Humanoid, Any Alignment
AC 14 Initiative +0 (10) ACTIONS
HP 168 (16d10 + 80)
Multiattack. The brute makes two Grab attacks.
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE Grab. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (2d10 + 5)
STR 20 +5 +10 DEX 10 +0 +0 CON 20 +5 +10 Bludgeoning damage. If the target is Huge or smaller, it
INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1 has the Grappled condition (escape DC 18). The brute
grapple two Medium or smaller creatures at a time, or one
Skills Athletics +10 Large or Huge creature.
Resistances All except Psychic or damage from Critical
Hits Pulverize. Constitution Saving Throw: DC 18, each creature
Immunities Charmed, Paralyzed Grappled by the brute. Failure: 84 (24d6) Bludgeoning
Gear Ring Mail damage. Success: Half damage.
Senses Passive Perception 10 Hurl. The brute throws a creature it is grappling up to 10
Languages Any one language feet. Dexterity Saving Throw: DC 18, one Large or smaller
CR 13 (XP 10,000; PB +5) creature Grappled by the brute. If another creature is in
TRAITS the path of the target, that creature must make the same
saving throw. Failure: 88 (16d10) Bludgeoning damage,
Weak Spot. When a creature scores a Critical Hit against
and the target has the Prone condition. Success: Half dam-
the brute, the brute has the Stunned condition until the
age, and the target suffers no other effects.
start of that creature’s next turn.
Juggernaut Charge (Recharge 5–6). The brute moves up
Moment of Weakness. While the brute is Stunned, it
to 40 feet in a straight line, and can move through the
loses all Resistances.
space of any creature smaller than Large. It breaks
Unyielding. The brute cannot be Grappled by Large or through barriers in its way unless they are made of more
smaller creatures. If an effect would push or pull the than 2 inches of metal, 6 inches of stone, 2 feet of wood or
brute against its will, it subtracts 10 feet from the dis- earth, or magical force. Strength Saving Throw: DC 18,
tance it is moved. each creature whose space the Brute enters during this
Destructive. The brute deals double damage to objects move. Failure: 85 (19d8) Bludgeoning damage, and the
and structures. target is pushed up to 10 feet and has the Prone condi-
tion. Success: Half damage, and the target suffers no other
effects.

65
Essential NPCs
BRUTE (CR 15)
Large Humanoid, Any Alignment
AC 16 Initiative +0 (10) ACTIONS
HP 199 (19d10 + 95)
Multiattack. The brute makes two Grab attacks.
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE Grab. Melee Attack Roll: +11, reach 5 ft. Hit: 17 (2d10 + 6)
STR 22 +6 +11 DEX 10 +0 +0 CON 20 +5 +10 Bludgeoning damage. If the target is Huge or smaller, it
INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1 has the Grappled condition (escape DC 19). The brute
grapple two Medium or smaller creatures at a time, or one
Skills Athletics +11 Large or Huge creature.
Resistances All except Psychic or damage from Critical
Hits Pulverize. Constitution Saving Throw: DC 19, each creature
Immunities Charmed, Paralyzed Grappled by the brute. Failure: 98 (28d6) Bludgeoning
Gear Chain Mail damage. Success: Half damage.
Senses Passive Perception 10 Hurl. The brute throws a creature it is grappling up to 10
Languages Any one language feet. Dexterity Saving Throw: DC 19, one Large or smaller
CR 15 (XP 13,000; PB +5) creature Grappled by the brute. If another creature is in
TRAITS the path of the target, that creature must make the same
saving throw. Failure: 104 (19d6) Bludgeoning damage,
Weak Spot. When a creature scores a Critical Hit against
and the target has the Prone condition. Success: Half dam-
the brute, the brute has the Stunned condition until the
age, and the target suffers no other effects.
start of that creature’s next turn.
Juggernaut Charge (Recharge 5–6). The brute moves up
Moment of Weakness. While the brute is Stunned, it
to 40 feet in a straight line, and can move through the
loses all Resistances.
space of any creature smaller than Large. It breaks
Unyielding. The brute cannot be Grappled by Medium or through barriers in its way unless they are made of more
smaller creatures. If an effect would push or pull the than 2 inches of metal, 6 inches of stone, 2 feet of wood or
brute against its will, it subtracts 10 feet from the dis- earth, or magical force. Strength Saving Throw: DC 19,
tance it is moved. each creature whose space the Brute enters during this
Destructive. The brute deals double damage to objects move. Failure: 99 (22d8) Bludgeoning damage, and the
and structures. target is pushed up to 10 feet and has the Prone condi-
tion. Success: Half damage, and the target suffers no other
effects.

66
Essential NPCs
BRUTE (CR 17)
Large Humanoid, Any Alignment
AC 16 Initiative +0 (10) ACTIONS
HP 231 (22d10 + 110)
Multiattack. The brute makes two Grab attacks.
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE Grab. Melee Attack Roll: +12, reach 5 ft. Hit: 19 (2d12 + 6)
STR 22 +6 +12 DEX 10 +0 +0 CON 20 +5 +11 Bludgeoning damage. If the target is Huge or smaller, it
INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1 has the Grappled condition (escape DC 20). The brute
grapple two Medium or smaller creatures at a time, or one
Skills Athletics +12 Large or Huge creature.
Resistances All except Psychic or damage from Critical
Hits Pulverize. Constitution Saving Throw: DC 20, each creature
Immunities Charmed, Paralyzed Grappled by the brute. Failure: 112 (32d6) Bludgeoning
Gear Chain Mail damage. Success: Half damage.
Senses Passive Perception 10 Hurl. The brute throws a creature it is grappling up to 10
Languages Any one language feet. Dexterity Saving Throw: DC 20, one Large or smaller
CR 17 (XP 18,000; PB +6) creature Grappled by the brute. If another creature is in
TRAITS the path of the target, that creature must make the same
saving throw. Failure: 115 (21d10) Bludgeoning damage,
Weak Spot. When a creature scores a Critical Hit against
and the target has the Prone condition. Success: Half dam-
the brute, the brute has the Stunned condition until the
age, and the target suffers no other effects.
start of that creature’s next turn.
Juggernaut Charge (Recharge 5–6). The brute moves up
Moment of Weakness. While the brute is Stunned, it
to 40 feet in a straight line, and can move through the
loses all Resistances.
space of any creature smaller than Large. It breaks
Unyielding. The brute cannot be Grappled by Medium or through barriers in its way unless they are made of more
smaller creatures. If an effect would push or pull the than 2 inches of metal, 6 inches of stone, 2 feet of wood or
brute against its will, it subtracts 10 feet from the dis- earth, or magical force. Strength Saving Throw: DC 20,
tance it is moved. each creature whose space the Brute enters during this
Destructive. The brute deals double damage to objects move. Failure: 108 (24d8) Bludgeoning damage, and the
and structures. target is pushed up to 10 feet and has the Prone condi-
tion. Success: Half damage, and the target suffers no other
effects.

67
Essential NPCs
BRUTE (CR 20)
Large Humanoid, Any Alignment
AC 16 Initiative +0 (10) ACTIONS
HP 273 (26d10 + 130)
Multiattack. The brute makes two Grab attacks.
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE Grab. Melee Attack Roll: +13, reach 5 ft. Hit: 23 (3d10 + 7)
STR 24 +7 +13 DEX 10 +0 +0 CON 20 +5 +11 Bludgeoning damage. If the target is Huge or smaller, it
INT 8 -1 -1 WIS 10 +0 +0 CHA 9 -1 -1 has the Grappled condition (escape DC 21). The brute
grapple two Medium or smaller creatures at a time, or one
Skills Athletics +13 Large or Huge creature.
Resistances All except Psychic or damage from Critical
Hits Pulverize. Constitution Saving Throw: DC 21, each creature
Immunities Charmed, Paralyzed Grappled by the brute. Failure: 133 (38d6) Bludgeoning
Gear Chain Mail damage. Success: Half damage.
Senses Passive Perception 10 Hurl. The brute throws a creature it is grappling up to 10
Languages Any one language feet. Dexterity Saving Throw: DC 21, one Large or smaller
CR 20 (XP 25,000; PB +6) creature Grappled by the brute. If another creature is in
TRAITS the path of the target, that creature must make the same
saving throw. Failure: 137 (25d6) Bludgeoning damage,
Weak Spot. When a creature scores a Critical Hit against
and the target has the Prone condition. Success: Half dam-
the brute, the brute has the Stunned condition until the
age, and the target suffers no other effects.
start of that creature’s next turn.
Juggernaut Charge (Recharge 5–6). The brute moves up
Moment of Weakness. While the brute is Stunned, it
to 40 feet in a straight line, and can move through the
loses all Resistances.
space of any creature smaller than Large. It breaks
Unyielding. The brute cannot be Grappled by Medium or through barriers in its way unless they are made of more
smaller creatures. If an effect would push or pull the than 2 inches of metal, 6 inches of stone, 2 feet of wood or
brute against its will, it subtracts 10 feet from the dis- earth, or magical force. Strength Saving Throw: DC 21,
tance it is moved. each creature whose space the Brute enters during this
Destructive. The brute deals double damage to objects move. Failure: 130 (29d8) Bludgeoning damage, and the
and structures. target is pushed up to 10 feet and has the Prone condi-
tion. Success: Half damage, and the target suffers no other
effects.

68
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.

CAPTAIN (CR 1/4)


Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10)
HP 16 (3d8 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 13 +1 +1 DEX 10 +0 +0 CON 12 +1 +1
INT 12 +1 +1 WIS 10 +0 +0 CHA 12 +1 +1

Skills Intimidation +3
Gear Breastplate, Longsword
Senses Passive Perception 10
Languages Any one language
CR 1/4 (XP 50; PB +2)
ACTIONS
Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (1d10
+ 1) Slashing damage.
Issue Command. One ally within 30 feet can make an at-
tack as a Reaction. To use this ability, the captain and its
ally must be able to see or hear each other.

69
Essential NPCs
CAPTAIN (CR 1/2)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10)
HP 27 (5d8 + 5)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1
INT 12 +1 +1 WIS 10 +0 +0 CHA 12 +1 +1
CAPTAIN (CR 2)
Skills Intimidation +3, Persuasion +3 Medium or Small Humanoid, Any Alignment
Gear Breastplate, Longsword
Senses Passive Perception 10 AC 15 Initiative +0 (10)
Languages Any one language HP 55 (10d8 + 10)
CR 1/2 (XP 100; PB +2) Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
ACTIONS STR 16 +3 +3 DEX 10 +0 +0 CON 12 +1 +1
Longsword. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 INT 12 +1 +1 WIS 10 +0 +0 CHA 14 +2 +4
+ 2) Slashing damage.
Skills Insight +2, Intimidation +4, Persuasion +4
Issue Command. One ally within 30 feet can make an at- Gear Half Plate Armor, Longsword
tack as a Reaction. To use this ability, the captain and its Senses Passive Perception 10
ally must be able to see or hear each other. Languages Any two languages
CR 2 (XP 450; PB +2)
TRAITS
CAPTAIN (CR 1) Strategist.The captain and its allies within 30 feet have
Medium or Small Humanoid, Any Alignment Advantage on Initiative rolls.
AC 15 Initiative +0 (10) ACTIONS
HP 44 (8d8 + 8)
Multiattack. The captain makes two Longsword attacks.
Speed 30 ft.
It can replace either or both of these attacks with a use
MOD SAVE MOD SAVE MOD SAVE
of Battlefield Command.
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1
INT 12 +1 +1 WIS 10 +0 +0 CHA 12 +1 +1 Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10
+ 3) Slashing damage.
Skills Intimidation +3, Persuasion +3
Battlefield Command. Up to two allies within 60 feet
Gear Greatsword, Half Plate Armor
can make an attack using their Reaction, if available. To
Senses Passive Perception 10
Languages Any one language use this ability, the captain and its allies must be able to
CR 1 (XP 200; PB +2) see or hear each other.

TRAITS
Strategist.The captain and its allies within 30 feet have
Advantage on Initiative rolls.

ACTIONS
Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 +
2) Slashing damage.
Battlefield Command. Up to two allies within 60 feet
can make an attack using their Reaction, if available. To
use this ability, the captain and its allies must be able to
see or hear each other.

70
Essential NPCs
CAPTAIN (CR 3) CAPTAIN (CR 5)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) AC 16 Initiative +0 (10)
HP 66 (12d8 + 12) HP 93 (17d8 + 17)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 10 +0 +0 CON 12 +1 +1 STR 16 +3 +3 DEX 10 +0 +0 CON 12 +1 +1
INT 12 +1 +1 WIS 10 +0 +0 CHA 14 +2 +4 INT 12 +1 +1 WIS 10 +0 +3 CHA 14 +2 +5

Skills Insight +2, Intimidation +4, Persuasion +4 Skills History +4, Insight +3, Intimidation +5, Persuasion
Gear Greatsword, Half Plate Armor +5
Senses Passive Perception 10 Gear Chain Mail, Greatsword
Languages Any two languages Senses Passive Perception 10
CR 3 (XP 700; PB +2) Languages Any two languages
CR 5 (XP 1,800; PB +3)
TRAITS
Strategist.The captain and its allies within 60 feet have TRAITS
Advantage on Initiative rolls. Strategist.The captain and its allies within 60 feet have
Advantage on Initiative rolls.
ACTIONS
Multiattack. The captain makes two Greatsword attacks. ACTIONS
It can replace either or both of these attacks with a use Multiattack. The captain makes two Greatsword attacks.
of Battlefield Command or Marching Orders. It can replace either or both of these attacks with a use
of Battlefield Command or Marching Orders.
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6
+ 3) Slashing damage. Greatsword. Melee Attack Roll: +6, reach 5 ft. Hit: 14
(2d10 + 3) Slashing damage.
Battlefield Command. Up to two allies within 60 feet
can make an attack using their Reaction, if available. To Battlefield Command. Up to two allies within 60 feet
use this ability, the captain and its allies must be able to can make an attack using their Reaction, if available. To
see or hear each other. use this ability, the captain and its allies must be able to
see or hear each other.
Marching Orders. The captain targets any number of
creatures it can see within 60 feet. Each target can move Marching Orders. The captain targets any number of
up to its Speed using its Reaction, if available. This creatures it can see within 60 feet. Each target can move
movement does not provoke Opportunity Attacks. To up to its Speed using its Reaction, if available. This
use this ability, the captain and its ally must be able to movement does not provoke Opportunity Attacks. To
see or hear each other. use this ability, the captain and its ally must be able to
see or hear each other.

71
Essential NPCs
CAPTAIN (CR 7) CAPTAIN (CR 9)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +0 (10) AC 18 Initiative +0 (10)
HP 123 (19d8 + 38) HP 156 (24d8 + 48)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +4 DEX 10 +0 +0 CON 12 +1 +1 STR 18 +4 +4 DEX 10 +0 +0 CON 14 +2 +2
INT 14 +2 +2 WIS 12 +1 +4 CHA 14 +2 +5 INT 14 +2 +2 WIS 12 +1 +5 CHA 14 +2 +6

Skills History +5, Insight +4, Intimidation +5, Persuasion Skills History +6, Insight +5, Intimidation +6, Persuasion
+4 +6
Gear Greatsword, Splint Armor Gear Greatsword, Plate Armor
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any two languages
CR 7 (XP 2,900; PB +3) CR 9 (XP 5,000; PB +4)
TRAITS TRAITS
Strategist.The captain and its allies within 60 feet have Strategist.The captain and its allies within 60 feet have
Advantage on Initiative rolls. Advantage on Initiative rolls.

ACTIONS ACTIONS
Multiattack. The captain makes two Greatsword attacks. Multiattack. The captain makes three Greatsword at-
It can replace either or both of these attacks with a use tacks. It can replace any number of these attacks with a
of Battlefield Command or Rally. use of Battlefield Command or Rally.
Greatsword. Melee Attack Roll: +7, reach 5 ft. Hit: 18 (4d6 Greatsword. Melee Attack Roll: +8, reach 5 ft. Hit: 15
+ 4) Slashing damage. (2d10 + 4) Slashing damage.
Battlefield Command. Up to two allies within 60 feet Battlefield Command. Up to two allies within 60 feet
can make an attack using their Reaction, if available. To can make an attack using their Reaction, if available. To
use this ability, the captain and its allies must be able to use this ability, the captain and its allies must be able to
see or hear each other. see or hear each other.
Rally. The captain targets any number of creatures it can Rally. The captain targets any number of creatures it can
see within 60 feet. Any effects on the targets that cause see within 60 feet. Any effects on the targets that cause
the Charmed or Frightened conditions are removed. The the Charmed or Frightened conditions are removed. The
targets can then move up to their speed using their Re- targets can then move up to their speed using their Re-
action, if available. This movement does not provoke action, if available. This movement does not provoke
Opportunity Attacks. To use this ability, the captain and Opportunity Attacks. To use this ability, the captain and
its allies must be able to see or hear each other. its allies must be able to see or hear each other.

72
Essential NPCs
CAPTAIN (CR 11) CAPTAIN (CR 13)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) AC 18 Initiative +0 (10)
HP 188 (29d8 + 58) HP 221 (34d8 + 68)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +5 DEX 10 +0 +0 CON 14 +2 +2 STR 20 +5 +5 DEX 10 +0 +0 CON 14 +2 +2
INT 14 +2 +6 WIS 12 +1 +5 CHA 16 +3 +7 INT 16 +3 +8 WIS 12 +1 +6 CHA 16 +3 +8

Skills History +6, Insight +5, Intimidation +7, Persuasion Skills History +8, Insight +6, Intimidation +8, Persuasion
+7 +8
Gear Greatsword, Plate Armor Gear Greatsword, Plate Armor
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any two languages
CR 11 (XP 7,200; PB +4) CR 13 (XP 10,000; PB +5)
TRAITS TRAITS
Strategist.The captain and its allies within 60 feet have Strategist.The captain and its allies within 60 feet have
Advantage on Initiative rolls. Advantage on Initiative rolls.

ACTIONS ACTIONS
Multiattack. The captain can use Demoralize. It then Multiattack. The captain can use Demoralize. It then
makes three Greatsword attacks. It can replace any num- makes three Greatsword attacks. It can replace any num-
ber of these attacks with a use of Battlefield Command ber of these attacks with a use of Battlefield Command
or Rally. or Rally.
Greatsword. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (4d6 Greatsword. Melee Attack Roll: +10, reach 5 ft. Hit: 22
+ 5) Slashing damage. (5d6 + 5) Slashing damage.
Battlefield Command. Up to two allies within 60 feet Battlefield Command. Up to two allies within 60 feet
can make an attack using their Reaction, if available. To can make an attack using their Reaction, if available. To
use this ability, the captain and its allies must be able to use this ability, the captain and its allies must be able to
see or hear each other. see or hear each other.
Rally. The captain targets any number of creatures it can Rally. The captain targets any number of creatures it can
see within 60 feet. Any effects on the targets that cause see within 60 feet. Any effects on the targets that cause
the Charmed or Frightened conditions are removed. The the Charmed or Frightened conditions are removed. The
targets can then move up to their speed using their Re- targets can then move up to their speed using their Re-
action, if available. This movement does not provoke action, if available. This movement does not provoke
Opportunity Attacks. To use this ability, the captain and Opportunity Attacks. To use this ability, the captain and
its allies must be able to see or hear each other. its allies must be able to see or hear each other.
Demoralize: Wisdom Saving Throw: DC 15, each enemy Demoralize: Wisdom Saving Throw: DC 16, each enemy
within 60 feet that can see or hear the commander, and within 60 feet that can see or hear the commander, and
that hasn’t been targeted by this ability in the last 24 that hasn’t been targeted by this ability in the last 24
hours. Failure: The target has the Frightened condition hours. Failure: The target has the Frightened condition
for 1 minute. A creature can repeat the saving throw at for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on a suc- the end of each of its turns, ending the effect on a suc-
cess. cess.

73
Essential NPCs
CAPTAIN (CR 15)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) use this ability, the captain and its allies must be able to
HP 260 (40d8 + 80) see or hear each other.
Speed 30 ft.
Rally. The captain targets any number of creatures it can
MOD SAVE MOD SAVE MOD SAVE
see within 60 feet. Any effects on the targets that cause
STR 20 +5 +5 DEX 10 +0 +0 CON 14 +2 +2
the Charmed or Frightened conditions are removed. The
INT 16 +3 +8 WIS 12 +1 +6 CHA 18 +4 +9 targets can then move up to their speed using their Reac-
Skills History +8, Insight +6, Intimidation +9, Persuasion tion, if available. This movement does not provoke Oppor-
+9 tunity Attacks. To use this ability, the captain and its allies
Gear Greatsword, Plate Armor must be able to see or hear each other.
Senses Passive Perception 11 Demoralize: Wisdom Saving Throw: DC 17, each enemy
Languages Any two languages within 60 feet that can see or hear the commander, and
CR 15 (XP 13,000; PB +5) that hasn’t been targeted by this ability in the last 24
TRAITS hours. Failure: The target has the Frightened condition for
1 minute. A creature can repeat the saving throw at the
Strategist.The captain and its allies within 60 feet have
end of each of its turns, ending the effect on a success.
Advantage on Initiative rolls.
ACTIONS REACTIONS
Evasive Maneuvers. Trigger: The captain or any number
Multiattack. The captain can use Demoralize. It then
of its allies it can see within 60 feet become the target of
makes three Greatsword attacks. It can replace any num-
an effect that requires a saving throw. Response: The cap-
ber of these attacks with a use of Battlefield Command
tain uses its Rally ability. Any creatures who are no longer
or Rally.
a valid target for the effect (for example, an ally who
Greatsword. Melee Attack Roll: +10, reach 5 ft. Hit: 26 leaves the affected area of a Fireball spell) are unaffected
(6d6 + 5) Slashing damage. by it. If the captain or any of the creatures must still make
Battlefield Command. Up to two allies within 60 feet a saving throw, they add +5 to the roll.
can make an attack using their Reaction, if available. To

74
Essential NPCs
CAPTAIN (CR 17)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) use this ability, the captain and its allies must be able to
HP 299 (46d8 + 92) see or hear each other.
Speed 30 ft.
Rally. The captain targets any number of creatures it can
MOD SAVE MOD SAVE MOD SAVE
see within 60 feet. Any effects on the targets that cause
STR 20 +5 +5 DEX 10 +0 +0 CON 14 +2 +2
the Charmed or Frightened conditions are removed. The
INT 16 +3 +9 WIS 12 +1 +7 CHA 18 +4 +10 targets can then move up to their speed using their Reac-
Skills History +9, Insight +7, Intimidation +10, Persuasion tion, if available. This movement does not provoke Oppor-
+10 tunity Attacks. To use this ability, the captain and its allies
Gear Greatsword, Plate Armor must be able to see or hear each other.
Senses Passive Perception 11 Demoralize: Wisdom Saving Throw: DC 18, each enemy
Languages Any two languages within 60 feet that can see or hear the commander, and
CR 17 (XP 18,000; PB +6) that hasn’t been targeted by this ability in the last 24
TRAITS hours. Failure: The target has the Frightened condition for
1 minute. A creature can repeat the saving throw at the
Strategist.The captain and its allies within 60 feet have
end of each of its turns, ending the effect on a success.
Advantage on Initiative rolls.
ACTIONS REACTIONS
Evasive Maneuvers. Trigger: The captain or any number
Multiattack. The captain can use Demoralize. It then
of its allies it can see within 60 feet become the target of
makes three Greatsword attacks. It can replace any num-
an effect that requires a saving throw. Response: The cap-
ber of these attacks with a use of Battlefield Command
tain uses its Rally ability. Any creatures who are no longer
or Rally.
a valid target for the effect (for example, an ally who
Greatsword. Melee Attack Roll: +11, reach 5 ft. Hit: 29 leaves the affected area of a Fireball spell) are unaffected
(7d6 + 5) Slashing damage. by it. If the captain or any of the creatures must still make
Battlefield Command. Up to two allies within 60 feet a saving throw, they add +5 to the roll.
can make an attack using their Reaction, if available. To

75
Essential NPCs
CAPTAIN (CR 20)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) Battlefield Command. Up to two allies within 60 feet can
HP 357 (55d8 + 110) make an attack using their Reaction, if available. To use
Speed 30 ft. this ability, the captain and its allies must be able to see or
MOD SAVE MOD SAVE MOD SAVE hear each other.
STR 20 +5 +5 DEX 10 +0 +0 CON 14 +2 +2
Rally. The captain targets any number of creatures it can
INT 16 +3 +9 WIS 12 +1 +7 CHA 20 +5 +11 see within 60 feet. Any effects on the targets that cause
Skills History +9, Insight +7, Intimidation +11, Persuasion the Charmed or Frightened conditions are removed. The
+11 targets can then move up to their speed using their Reac-
Gear Greatsword, Plate Armor tion, if available. This movement does not provoke Oppor-
Senses Passive Perception 11 tunity Attacks. To use this ability, the captain and its allies
Languages Any two languages must be able to see or hear each other.
CR 20 (XP 25,000; PB +6) Demoralize: Wisdom Saving Throw: DC 19, each enemy
TRAITS within 60 feet that can see or hear the commander, and
that hasn’t been targeted by this ability in the last 24
Strategist.The captain and its allies within 30 feet have
hours. Failure: The target has the Frightened condition for
Advantage on Initiative rolls.
1 minute. A creature can repeat the saving throw at the
United Front. When one of the captain’s allies within 60 end of each of its turns, ending the effect on a success.
feet takes damage, that damage is prevented. After 100
points of damage have been prevented this way, the REACTIONS
captain’s allies take damage normally. The amount of Evasive Maneuvers. Trigger: The captain or any number
damage prevented resets when the captain finishes a of its allies it can see within 60 feet becomes the target of
Long Rest. an effect that requires a saving throw. Response: The cap-
tain uses its Rally ability. Any creatures who are no longer
ACTIONS a valid target for the effect (for example, an ally who
Multiattack. The captain can use Demoralize. It then leaves the affected area of a Fireball spell) are unaffected
makes three Greatsword attacks. It can replace any num- by it. If the captain or any of the creatures must still make
ber of these attacks with a use of Battlefield Command a saving throw, they add +5 to the roll.
or Rally.
Greatsword. Melee Attack Roll: +11, reach 5 ft. Hit: 36
(9d6 + 5) Slashing damage.

76
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 snares 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.

77
Essential NPCs
COMMANDO (CR 1/4) COMMANDO (CR 1/2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +1 (11) AC 14 Initiative +2 (12)
HP 16 (3d8 + 3) HP 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 13 +1 +1 CON 12 +1 +1 STR 12 +1 +1 DEX 14 +2 +2 CON 12 +1 +1
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0 INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0

Skills Stealth +3, Survival +3 Skills Stealth +4, Survival +3


Gear Longbow, Shortsword, Studded Leather Armor Gear Longbow, Shortsword, Studded Leather Armor
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any two languages
CR 1/4 (XP 50; PB +2) CR 1/2 (XP 100; PB +2)
TRAITS TRAITS
Traps. The commando can create a trap by spending 10 Traps. The commando can create a trap by spending 10
minutes assembling and hiding it at a point on an adja- minutes assembling and hiding it at a point on an adja-
cent surface. The first time a creature other than the cent surface. The first time a creature other than the
commando moves within 5 feet of the trap, it activates. commando moves within 5 feet of the trap, it activates.
Immobilizing Trap. Dexterity Saving Throw: DC 11, each Immobilizing Trap. Dexterity Saving Throw: DC 11, each
creature within 5 feet of the trap when it activates. Fail- creature within 5 feet of the trap when it activates. Fail-
ure: The target’s Speed is reduced to 0 until the ure: The target’s Speed is reduced to 0 until the
trapped creature or a creature adjacent to it uses an trapped creature or a creature adjacent to it uses an
action to end the effect by making a successful DC 11 action to end the effect by making a successful DC 11
Strength (Athletics) check. Strength (Athletics) check.
Wounding Trap. Dexterity Saving Throw: DC 11, each Wounding Trap. Dexterity Saving Throw: DC 11, each
creature within 10 feet of the trap when it activates. creature within 10 feet of the trap when it activates.
Failure: 3 (1d6) Piercing damage. Success: Half damage. Failure: 7 (2d6) Piercing damage. Success: Half damage.
A hidden trap can be perceived with a DC 11 Wisdom A hidden trap can be perceived with a DC 11 Wisdom
(Perception) check, and safely disarmed with a DC 11 In- (Perception) check, and safely disarmed with a DC 11 In-
telligence (Arcana) check or a DC 11 Dexterity (Thieves’ telligence (Arcana) check or a DC 11 Dexterity (Thieves’
Tools) check. Tools) check.

ACTIONS ACTIONS
Shortsword. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 +
1) Piercing damage. 2) Piercing damage.
Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6
(1d8 + 1) Piercing damage. (1d8 + 2) Piercing damage.
Rapid Deployment (3/Day). The commando creates one Rapid Deployment (3/Day). The commando creates one
of its Traps, and then throws the trap up to 30 feet. The of its Traps, and then throws the trap up to 30 feet. The
trap immediately activates where it lands. trap immediately activates where it lands.

78
Essential NPCs
COMMANDO (CR 1) COMMANDO (CR 2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) AC 15 Initiative +3 (13)
HP 44 (8d8 + 8) HP 55 (10d8 + 10)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 14 +2 +4 CON 12 +1 +1 STR 12 +1 +1 DEX 16 +3 +5 CON 12 +1 +1
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0 INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0

Skills Perception +3, Stealth +4, Survival +3 Skills Athletics +3, Perception +4, Stealth +5, Survival +4
Gear Longbow, Shortsword, Studded Leather Armor Gear Longbow, Shortsword, Studded Leather Armor
Senses Passive Perception 13 Senses Passive Perception 14
Languages Any two languages Languages Any two languages
CR 1 (XP 200; PB +2) CR 2 (XP 450; PB +2)
TRAITS TRAITS
Traps. The commando can create a trap by spending 10 Traps. The commando can create a trap by spending 10
minutes assembling and hiding it at a point on an adja- minutes assembling and hiding it at a point on an adja-
cent surface. The first time a creature other than the cent surface. The first time a creature other than the
commando moves within 5 feet of the trap, it activates. commando moves within 5 feet of the trap, it activates.
Immobilizing Trap. Dexterity Saving Throw: DC 11, each Immobilizing Trap. Dexterity Saving Throw: DC 12, each
creature within 5 feet of the trap when it activates. Fail- creature within 5 feet of the trap when it activates. Fail-
ure: The target’s Speed is reduced to 0 until the ure: The target’s Speed is reduced to 0 until the
trapped creature or a creature adjacent to it uses an trapped creature or a creature adjacent to it uses an
action to end the effect by making a successful DC 11 action to end the effect by making a successful DC 12
Strength (Athletics) check. Strength (Athletics) check.
Wounding Trap. Dexterity Saving Throw: DC 11, each Wounding Trap. Dexterity Saving Throw: DC 11, each
creature within 10 feet of the trap when it activates. creature within 10 feet of the trap when it activates.
Failure: 7 (2d6) Piercing damage. Success: Half damage. Failure: 10 (3d6) Piercing damage. Success: Half dam-
A hidden trap can be perceived with a DC 11 Wisdom age.
(Perception) check, and safely disarmed with a DC 11 In- A hidden trap can be perceived with a DC 12 Wisdom
telligence (Arcana) check or a DC 11 Dexterity (Thieves’ (Perception) check, and safely disarmed with a DC 12 In-
Tools) check. telligence (Arcana) check or a DC 12 Dexterity (Thieves’
Tools) check.
ACTIONS
Multiattack. The commando makes two Shortsword or ACTIONS
Longbow attacks. Multiattack. The commando makes two Shortsword or
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + Longbow attacks.
2) Piercing damage. Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 + 3) Piercing damage.
(1d8 + 2) Piercing damage. Longbow. Ranged Attack Roll: +5, range 150/600 ft. Hit: 9
Rapid Deployment (3/Day). The commando creates one (1d12 + 3) Piercing damage.
of its Traps, and then throws the trap up to 30 feet. The Rapid Deployment (3/Day). The commando creates one
trap immediately activates where it lands. of its Traps, and then throws the trap up to 30 feet. The
trap immediately activates where it lands.

79
Essential NPCs
COMMANDO (CR 3)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +3 (13) with Advantage at the end of each of its turns, ending
HP 66 (12d8 + 2) the effect on a success.
Speed 30 ft. Immobilizing Trap. Dexterity Saving Throw: DC 12, each
MOD SAVE MOD SAVE MOD SAVE creature within 5 feet of the trap when it activates. Fail-
STR 12 +1 +1 DEX 16 +3 +5 CON 12 +1 +3 ure: The target’s Speed is reduced to 0 until the trapped
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 creature or a creature adjacent to it uses an action to
end the effect by making a successful DC 12 Strength
Skills Athletics +3, Perception +4, Stealth +5, Survival +4 (Athletics) check.
Gear Longbow, Shortsword, Studded Leather Armor Wounding Trap. Dexterity Saving Throw: DC 12, each crea-
Senses Passive Perception 14
ture within 10 feet of the trap when it activates. Failure:
Languages Any two languages
14 (4d6) Piercing damage. Success: Half damage.
CR 3 (XP 700; PB +2)
A hidden trap can be perceived with a DC 12 Wisdom (Per-
TRAITS ception) check, and safely disarmed with a DC 12 Dexter-
Traps. The commando can create a trap by spending 10 ity (Thieves’ Tools) check.
minutes assembling and hiding it at a point on an adja-
cent surface. The first time a creature other than the ACTIONS
commando moves within 5 feet of the trap, it activates. Multiattack. The commando makes two Shortsword or
Choking Trap. When this trap activates, it releases poi- Longbow attacks.
son gas in a 15-foot-radius Sphere. The Sphere is Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 13 (3d6 +
Lightly Obscured. The gas lingers for 1 minute or until 3) Piercing damage.
dispersed by a strong wind. Constitution Saving Throw: Longbow. Ranged Attack Roll: +5, range 150/600 ft. Hit: 12
DC 12, any creature within the gas’s area when the trap (2d8 + 3) Piercing damage.
activates, or any creature that ends its turn in the gas.
Failure: The target gains the Poisoned condition until Rapid Deployment (3/Day). The commando creates one
the end of its next turn. While Poisoned in this way, the of its Traps, and then throws the trap up to 30 feet. The
target cannot concentrate on spells. trap immediately activates where it lands.
Dazing Trap. Constitution Saving Throw: DC 12, each BONUS ACTIONS
creature within 10 feet of the trap when it activates.
Failure: The target gains the Blinded and Deafened Covert Action. The commando takes the Hide Action.
conditions for 1 minute. A creature can repeat the save

80
Essential NPCs
COMMANDO (CR 5)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +3 (13) with Advantage at the end of each of its turns, ending
HP 93 (17d8 + 17) the effect on a success.
Speed 30 ft. Immobilizing Trap. Dexterity Saving Throw: DC 13, each
MOD SAVE MOD SAVE MOD SAVE creature within 5 feet of the trap when it activates. Fail-
STR 14 +2 +2 DEX 16 +3 +6 CON 12 +1 +4 ure: The target’s Speed is reduced to 0 until the trapped
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 creature or a creature adjacent to it uses an action to
end the effect by making a successful DC 13 Strength
Skills Athletics +5, Perception +5, Stealth +6, Survival +5 (Athletics) check.
Gear Longbow, Shortsword, Studded Leather Armor Wounding Trap. Dexterity Saving Throw: DC 13, each crea-
Senses Passive Perception 15
ture within 10 feet of the trap when it activates. Failure:
Languages Any two languages
17 (5d6) Piercing damage. Success: Half damage.
CR 5 (XP 1,800; PB +3)
A hidden trap can be perceived with a DC 13 Wisdom (Per-
TRAITS ception) check, and safely disarmed with a DC 13 Dexter-
Traps. The commando can create a trap by spending 10 ity (Thieves’ Tools) check.
minutes assembling and hiding it at a point on an adja-
cent surface. The first time a creature other than the ACTIONS
commando moves within 5 feet of the trap, it activates. Multiattack. The commando makes two Shortsword or
Choking Trap. When this trap activates, it releases poi- Longbow attacks.
son gas in a 15-foot-radius Sphere. The Sphere is Shortsword. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 +
Lightly Obscured. The gas lingers for 1 minute or until 3) Piercing damage.
dispersed by a strong wind. Constitution Saving Throw: Longbow. Ranged Attack Roll: +6, range 150/600 ft. Hit: 16
DC 13, any creature within the gas’s area when the trap (3d8 + 3) Piercing damage.
activates, or any creature that ends its turn in the gas.
Failure: The target gains the Poisoned condition until Rapid Deployment (3/Day). The commando creates one
the end of its next turn. While Poisoned in this way, the of its Traps, and then throws the trap up to 30 feet. The
target cannot concentrate on spells. trap immediately activates where it lands.
Dazing Trap. Constitution Saving Throw: DC 13, each BONUS ACTIONS
creature within 10 feet of the trap when it activates.
Failure: The target gains the Blinded and Deafened Covert Action. The commando takes the Hide Action.
conditions for 1 minute. A creature can repeat the save

81
Essential NPCs
COMMANDO (CR 7)
Medium or Small Humanoid, Any Alignment
AC 16 Initiative +4 (14) with Advantage at the end of each of its turns, ending
HP 123 (19d8 + 38) the effect on a success.
Speed 30 ft. Immobilizing Trap. Dexterity Saving Throw: DC 14, each
MOD SAVE MOD SAVE MOD SAVE creature within 5 feet of the trap when it activates. Fail-
STR 14 +2 +2 DEX 18 +4 +7 CON 14 +2 +5 ure: The target’s Speed is reduced to 0 until the trapped
INT 10 +0 +0 WIS 16 +3 +3 CHA 10 +0 +0 creature or a creature adjacent to it uses an action to
end the effect by making a successful DC 14 Strength
Skills Athletics +5, Perception +6, Stealth +7, Survival +6 (Athletics) check.
Gear Longbow, Shortsword, Studded Leather Armor Wounding Trap. Dexterity Saving Throw: DC 14, each crea-
Senses Passive Perception 16
ture within 10 feet of the trap when it activates. Failure:
Languages Any two languages
21 (6d6) Piercing damage. Success: Half damage.
CR 7 (XP 2,900; PB +3)
A hidden trap can be perceived with a DC 14 Wisdom (Per-
TRAITS ception) check, and safely disarmed with a DC 14 Dexter-
Traps. The commando can create a trap by spending 10 ity (Thieves’ Tools) check.
minutes assembling and hiding it at a point on an adja-
cent surface. The first time a creature other than the ACTIONS
commando moves within 5 feet of the trap, it activates. Multiattack. The commando makes two Shortsword or
Choking Trap. When this trap activates, it releases poi- Longbow attacks. It can replace one attack with a use of
son gas in a 15-foot-radius Sphere. The Sphere is Rapid Deployment, if available.
Lightly Obscured. The gas lingers for 1 minute or until Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 22 (4d8 +
dispersed by a strong wind. Constitution Saving Throw: 4) Piercing damage.
DC 14, any creature within the gas’s area when the trap Longbow. Ranged Attack Roll: +7, range 150/600 ft. Hit: 21
activates, or any creature that ends its turn in the gas. (5d6 + 4) Piercing damage.
Failure: The target gains the Poisoned condition until
the end of its next turn. While Poisoned in this way, the Rapid Deployment (3/Day). The commando creates one
target cannot concentrate on spells. of its Traps, and then throws the trap up to 30 feet. The
Dazing Trap. Constitution Saving Throw: DC 14, each trap immediately activates where it lands.
creature within 10 feet of the trap when it activates. BONUS ACTIONS
Failure: The target gains the Blinded and Deafened
conditions for 1 minute. A creature can repeat the save Covert Action. The commando takes the Hide Action.

82
Essential NPCs
COMMANDO (CR 9)
Medium or Small Humanoid, Any Alignment
AC 16 Initiative +4 (14) with Advantage at the end of each of its turns, ending
HP 156 (24d8 + 48) the effect on a success.
Speed 30 ft. Immobilizing Trap. Dexterity Saving Throw: DC 15, each
MOD SAVE MOD SAVE MOD SAVE creature within 5 feet of the trap when it activates. Fail-
STR 16 +3 +3 DEX 18 +4 +8 CON 14 +2 +6 ure: The target’s Speed is reduced to 0 until the trapped
INT 10 +0 +0 WIS 16 +3 +3 CHA 10 +0 +0 creature or a creature adjacent to it uses an action to
end the effect by making a successful DC 15 Strength
Skills Athletics +7, Perception +7, Stealth +8, Survival +7 (Athletics) check.
Gear Longbow, Shortsword, Studded Leather Armor Wounding Trap. Dexterity Saving Throw: DC 15, each crea-
Senses Passive Perception 17
ture within 10 feet of the trap when it activates. Failure:
Languages Any two languages
28 (8d6) Piercing damage. Success: Half damage.
CR 9 (XP 5,000; PB +4)
A hidden trap can be perceived with a DC 15 Wisdom (Per-
TRAITS ception) check, and safely disarmed with a DC 15 Dexter-
Traps. The commando can create a trap by spending 10 ity (Thieves’ Tools) check.
minutes assembling and hiding it at a point on an adja-
cent surface. The first time a creature other than the ACTIONS
commando moves within 5 feet of the trap, it activates. Multiattack. The commando makes two Shortsword or
Choking Trap. When this trap activates, it releases poi- Longbow attacks. It can replace one attack with a use of
son gas in a 15-foot-radius Sphere. The Sphere is Rapid Deployment, if available.
Lightly Obscured. The gas lingers for 1 minute or until Shortsword. Melee Attack Roll: +8, reach 5 ft. Hit: 28 (7d6 +
dispersed by a strong wind. Constitution Saving Throw: 4) Piercing damage.
DC 15, any creature within the gas’s area when the trap Longbow. Ranged Attack Roll: +8, range 150/600 ft. Hit: 26
activates, or any creature that ends its turn in the gas. (4d10 + 4) Piercing damage.
Failure: The target gains the Poisoned condition until
the end of its next turn. While Poisoned in this way, the Rapid Deployment (3/Day). The commando creates one
target cannot concentrate on spells. of its Traps, and then throws the trap up to 30 feet. The
Dazing Trap. Constitution Saving Throw: DC 15, each trap immediately activates where it lands.
creature within 10 feet of the trap when it activates. BONUS ACTIONS
Failure: The target gains the Blinded and Deafened
conditions for 1 minute. A creature can repeat the save Covert Action. The commando takes the Hide Action.

83
Essential NPCs
COMMANDO (CR 11)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) with Advantage at the end of each of its turns, ending
HP 188 (29d8 + 58) the effect on a success.
Speed 30 ft. Immobilizing Trap. Dexterity Saving Throw: DC 16, each
MOD SAVE MOD SAVE MOD SAVE creature within 5 feet of the trap when it activates. Fail-
STR 16 +3 +3 DEX 20 +5 +9 CON 14 +2 +6 ure: The target’s Speed is reduced to 0 until the trapped
INT 10 +0 +0 WIS 18 +4 +4 CHA 10 +0 +0 creature or a creature adjacent to it uses an action to
end the effect by making a successful DC 16 Strength
Skills Athletics +7, Perception +8, Stealth +9, Survival +8 (Athletics) check.
Gear Longbow, Shortsword, Studded Leather Armor Wounding Trap. Dexterity Saving Throw: DC 16, each crea-
Senses Passive Perception 18
ture within 10 feet of the trap when it activates. Failure:
Languages Any two languages
28 (8d6) Piercing damage. Success: Half damage.
CR 11 (XP 7,200; PB +4)
A hidden trap can be perceived with a DC 16 Wisdom (Per-
TRAITS ception) check, and safely disarmed with a DC 16 Dexter-
Traps. The commando can create a trap by spending 10 ity (Thieves’ Tools) check.
minutes assembling and hiding it at a point on an adja-
cent surface. The first time a creature other than the ACTIONS
commando moves within 5 feet of the trap, it activates. Multiattack. The commando makes three Shortsword or
Choking Trap. When this trap activates, it releases poi- Longbow attacks. It can replace one attack with a use of
son gas in a 15-foot-radius Sphere. The Sphere is Rapid Deployment, if available.
Lightly Obscured. The gas lingers for 1 minute or until Shortsword. Melee Attack Roll: +9, reach 5 ft. Hit: 23 (7d6 +
dispersed by a strong wind. Constitution Saving Throw: 5) Piercing damage.
DC 16, any creature within the gas’s area when the trap Longbow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 22
activates, or any creature that ends its turn in the gas. (5d6 + 5) Piercing damage.
Failure: The target gains the Poisoned condition until
the end of its next turn. While Poisoned in this way, the Rapid Deployment (3/Day). The commando creates one
target cannot concentrate on spells. of its Traps, and then throws the trap up to 30 feet. The
Dazing Trap. Constitution Saving Throw: DC 16, each trap immediately activates where it lands.
creature within 10 feet of the trap when it activates. BONUS ACTIONS
Failure: The target gains the Blinded and Deafened
conditions for 1 minute. A creature can repeat the save Covert Action. The commando takes the Hide Action.

84
Essential NPCs
COMMANDO (CR 13)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) and cannot target anything inside the Sphere. Any part
HP 221 (34d8 + 68) of an affected spell’s area that overlaps with the Sphere
Speed 30 ft. is suppressed. Affected spells on a creature or object are
MOD SAVE MOD SAVE MOD SAVE suppressed while the creature or object is in the Sphere.
STR 16 +3 +3 DEX 20 +5 +10 CON 14 +2 +7 The Sphere disappears after one minute.
INT 10 +0 +0 WIS 18 +4 +4 CHA 10 +0 +0 Sunburst Trap. Constitution Saving Throw: DC 17, each
creature within 10 feet of the trap when it activates. Fail-
Skills Athletics +8, Perception +9, Stealth +10, Survival +9 ure: The target has the Blinded condition for 1 minute. A
Gear Longbow, Shortsword, Studded Leather Armor creature can repeat the saving throw at the end of each
Senses Passive Perception 19
of its turns, ending the effect on itself on a success.
Languages Any two languages
CR 13 (XP 10,000; PB +5) A hidden trap can be perceived with a DC 17 Wisdom (Per-
ception) check, and safely disarmed with a DC 17 Intelli-
TRAITS gence (Arcana) check or a DC 17 Dexterity (Thieves’ Tools)
Magical Traps. The commando can create a trap by check.
spending 10 minutes assembling and hiding it at a point
on an adjacent surface. The first time a creature other ACTIONS
than the commando moves within 5 feet of the trap, it Multiattack. The commando makes three Shortsword or
activates. Longbow attacks. It can replace one attack with a use of
Blasting Trap. Dexterity Saving Throw: DC 17, each crea- Rapid Deployment, if available.
ture within 10 feet of the trap when it activates. Failure: Shortsword. Melee Attack Roll: +10, reach 5 ft. Hit: 27
31 (9d6) Force damage. Success: Half damage. (4d10 + 5) Piercing damage.
Fettering Trap. Strength Saving Throw: DC 17, each crea- Longbow. Ranged Attack Roll: +10, range 150/600 ft. Hit:
ture within 5 feet of the trap when it activates. Failure: 26 (6d6 + 5) Piercing damage.
The target has the Restrained condition until the
trapped creature or a creature adjacent to it uses an Rapid Deployment (3/Day). The commando creates one
action to end the effect by making a successful DC 17 of its Magical Traps, and then throws the trap up to 30
Strength (Athletics) check. feet. The trap immediately activates where it lands.
Spell Trap. When this trap activates, it creates a 15-foot- BONUS ACTIONS
radius Sphere that suppresses spells of 4th level or
lower. Affected spells cannot be cast within the Sphere Covert Action. The commando takes the Hide Action.

85
Essential NPCs
COMMANDO (CR 15)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) and cannot target anything inside the Sphere. Any part
HP 260 (40d8 + 88) of an affected spell’s area that overlaps with the Sphere
Speed 30 ft. is suppressed. Affected spells on a creature or object are
MOD SAVE MOD SAVE MOD SAVE suppressed while the creature or object is in the Sphere.
STR 16 +3 +3 DEX 20 +5 +10 CON 14 +2 +7 The Sphere disappears after one minute.
INT 10 +0 +0 WIS 20 +5 +5 CHA 10 +0 +0 Sunburst Trap. Constitution Saving Throw: DC 18, each
creature within 10 feet of the trap when it activates. Fail-
Skills Athletics +8, Perception +10, Stealth +10, Survival ure: The target has the Blinded condition for 1 minute. A
+10 creature can repeat the saving throw at the end of each
Gear Longbow, Shortsword, Studded Leather Armor
of its turns, ending the effect on itself on a success.
Senses Passive Perception 20
Languages Any two languages A hidden trap can be perceived with a DC 18 Wisdom (Per-
CR 15 (XP 13,000; PB +5) ception) check, and safely disarmed with a DC 18 Intelli-
gence (Arcana) check or a DC 18 Dexterity (Thieves’ Tools)
TRAITS check.
Magical Traps. The commando can create a trap by
spending 10 minutes assembling and hiding it at a point ACTIONS
on an adjacent surface. The first time a creature other Multiattack. The commando makes three Shortsword or
than the commando moves within 5 feet of the trap, it Longbow attacks. It can replace one attack with a use of
activates. Rapid Deployment, if available.
Blasting Trap. Dexterity Saving Throw: DC 18, each crea- Shortsword. Melee Attack Roll: +10, reach 5 ft. Hit: 32
ture within 10 feet of the trap when it activates. Failure: (5d10 + 5) Piercing damage.
35 (10d6) Force damage. Success: Half damage.
Longbow. Ranged Attack Roll: +10, range 150/600 ft. Hit:
Fettering Trap. Strength Saving Throw: DC 18, each crea-
31 (4d12 + 5) Piercing damage.
ture within 5 feet of the trap when it activates. Failure:
The target has the Restrained condition until the Rapid Deployment (3/Day). The commando creates one
trapped creature or a creature adjacent to it uses an of its Magical Traps, and then throws the trap up to 30
action to end the effect by making a successful DC 18 feet. The trap immediately activates where it lands.
Strength (Athletics) check. BONUS ACTIONS
Spell Trap. When this trap activates, it creates a 15-foot-
radius Sphere that suppresses spells of 4th level or Covert Action. The commando takes the Hide Action.
lower. Affected spells cannot be cast within the Sphere

86
Essential NPCs
COMMANDO (CR 17)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) and cannot target anything inside the Sphere. Any part
HP 299 (46d8 + 92) of an affected spell’s area that overlaps with the Sphere
Speed 30 ft. is suppressed. Affected spells on a creature or object are
MOD SAVE MOD SAVE MOD SAVE suppressed while the creature or object is in the Sphere.
STR 18 +4 +4 DEX 20 +5 +11 CON 14 +2 +8 The Sphere disappears after one minute.
INT 10 +0 +0 WIS 20 +5 +5 CHA 10 +0 +0 Sunburst Trap. Constitution Saving Throw: DC 19, each
creature within 10 feet of the trap when it activates. Fail-
Skills Athletics +10, Perception +11, Stealth +11, Survival ure: The target has the Blinded condition for 1 minute. A
+11 creature can repeat the saving throw at the end of each
Gear Longbow, Shortsword, Studded Leather Armor
of its turns, ending the effect on itself on a success.
Senses Passive Perception 21
Languages Any two languages A hidden trap can be perceived with a DC 19 Wisdom (Per-
CR 17 (XP 18,000; PB +6) ception) check, and safely disarmed with a DC 19 Intelli-
gence (Arcana) check or a DC 19 Dexterity (Thieves’ Tools)
TRAITS check.
Magical Traps. The commando can create a trap by
spending 10 minutes assembling and hiding it at a point ACTIONS
on an adjacent surface. The first time a creature other Multiattack. The commando makes three Shortsword or
than the commando moves within 5 feet of the trap, it Longbow attacks. It can replace one attack with a use of
activates. Rapid Deployment, if available.
Blasting Trap. Dexterity Saving Throw: DC 19, each crea- Shortsword. Melee Attack Roll: +11, reach 5 ft. Hit: 38
ture within 10 feet of the trap when it activates. Failure: (6d10 + 5) Piercing damage.
38 (11d6) Force damage. Success: Half damage.
Longbow. Ranged Attack Roll: +11, range 150/600 ft. Hit:
Fettering Trap. Strength Saving Throw: DC 19, each crea-
37 (5d12 + 5) Piercing damage.
ture within 5 feet of the trap when it activates. Failure:
The target has the Restrained condition until the Rapid Deployment (3/Day). The commando creates one
trapped creature or a creature adjacent to it uses an of its Magical Traps, and then throws the trap up to 30
action to end the effect by making a successful DC 19 feet. The trap immediately activates where it lands.
Strength (Athletics) check. BONUS ACTIONS
Spell Trap. When this trap activates, it creates a 15-foot-
radius Sphere that suppresses spells of 5th level or Covert Action. The commando takes the Hide Action.
lower. Affected spells cannot be cast within the Sphere

87
Essential NPCs
COMMANDO (CR 20)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +6 (16) Fettering Trap. Strength Saving Throw: DC 19, each crea-
HP 357 (55d8 + 110) ture within 5 feet of the trap when it activates. Failure:
Speed 30 ft. The target has the Restrained condition until the
MOD SAVE MOD SAVE MOD SAVE trapped creature or a creature adjacent to it uses an ac-
STR 18 +4 +4 DEX 22 +6 +12 CON 14 +2 +8 tion to end the effect by making a successful DC 19
INT 10 +0 +0 WIS 20 +5 +5 CHA 10 +0 +0 Strength (Athletics) check.
Sunburst Trap. Constitution Saving Throw: DC 19, each
Skills Athletics +10, Perception +11, Stealth +12, Survival creature within 10 feet of the trap when it activates. Fail-
+11 ure: The target has the Blinded condition for 1 minute. A
Gear Longbow, Shortsword, Studded Leather Armor
creature can repeat the saving throw at the end of each
Senses Passive Perception 21
of its turns, ending the effect on itself on a success.
Languages Any two languages
CR 20 (XP 25,000; PB +6) A hidden trap can be perceived with a DC 19 Wisdom (Per-
ception) check, and safely disarmed with a DC 19 Intelli-
TRAITS gence (Arcana) check or a DC 19 Dexterity (Thieves’ Tools)
Magical Traps.The commando can create a trap by check.
spending 10 minutes assembling and hiding it at a point
on an adjacent surface. The first time a creature other ACTIONS
than the commando moves within 5 feet of the trap, it Multiattack. The commando makes three Shortsword or
activates. Longbow attacks. It can replace one attack with a use of
Blasting Trap. Dexterity Saving Throw: DC 19, each crea- Rapid Deployment, if available.
ture within 10 feet of the trap when it activates. Failure: Shortsword. Melee Attack Roll: +12, reach 5 ft. Hit: 44
45 (13d6) Force damage. Success: Half damage. (7d10 + 6) Piercing damage.
Spell Trap. When this trap activates, it creates a 15-foot-
Longbow. Ranged Attack Roll: +12, range 150/600 ft. Hit:
radius Sphere that suppresses spells of 5th level or
42(8d8 + 6) Piercing damage.
lower. Affected spells cannot be cast within the Sphere
and cannot target anything inside the Sphere. Any part Rapid Deployment (3/Day). The commando creates one
of an affected spell’s area that overlaps with the of its Magical Traps, and then throws the trap up to 30
Sphere is suppressed. Affected spells on a creature or feet. The trap immediately activates where it lands.
object are suppressed while the creature or object is in BONUS ACTIONS
the Sphere. The Sphere disappears after one minute.
Covert Action. The commando takes the Hide Action.

88
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.

GUARD (CR 1/4)


Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10)
HP 16 (3d8 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 13 +1 +1 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Perception +2
Gear Breastplate, Light Crossbow, Spear
Senses Passive Perception 12
Languages Any one language
CR 1/4 (XP 50; PB +2)
ACTIONS
Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or
range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage. If this at-
tack is an Opportunity Attack, the target’s Speed is re-
duced to 0 until the end of the turn.
Light Crossbow. Ranged Attack Roll: +2, range 80/320 ft.
Hit: 4 (1d8) Piercing damage.

89
Essential NPCs
GUARD (CR 1/2)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10)
HP 27 (5d8 + 5)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 11 +0 +0 CHA 10 +0 +0

Skills Perception +2
Gear Breastplate, Light Crossbow, Spear
Senses Passive Perception 12
Languages Any one language
CR 1/2 (XP 100; PB +2) GUARD (CR 2)
Medium or Small Humanoid, Any Alignment
ACTIONS
AC 14 Initiative +0 (10)
Spear. Melee or Ranged Attack Roll: +4, reach 5 ft. or HP 44 (8d8 + 8)
range 20/60 ft. Hit: 6 (1d8 + 2) Piercing damage. If this at- Speed 30 ft.
tack is an Opportunity Attack, the target’s Speed is re- MOD SAVE MOD SAVE MOD SAVE
duced to 0 until the end of the turn. STR 16 +3 +3 DEX 10 +0 +0 CON 12 +1 +1
Light Crossbow. Ranged Attack Roll: +2, range 80/320 ft. INT 10 +0 +0 WIS 13 +1 +1 CHA 10 +0 +0
Hit: 4 (1d8) Piercing damage.
Skills Insight +3, Perception +3
Gear Breastplate, Heavy Crossbow, Spear
Senses Passive Perception 13
GUARD (CR 1) Languages Any one language
CR 2 (XP 450; PB +2)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) ACTIONS
HP 33 (6d8 + 6) Multiattack. The guard makes two Spear attacks.
Speed 30 ft.
Spear. Melee or Ranged Attack Roll: +5, reach 5 ft. or
MOD SAVE MOD SAVE MOD SAVE
range 20/60 ft. Hit: 8 (1d10 + 3) Piercing damage. If this
STR 15 +2 +2 DEX 10 +0 +0 CON 12 +1 +1
attack is an Opportunity Attack, the target’s Speed is re-
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0 duced to 0 until the end of the turn.
Skills Perception +3 Heavy Crossbow. Ranged Attack Roll: +2, range 100/400
Gear Breastplate, Heavy Crossbow, Spear ft. Hit: 9 (2d8) Piercing damage.
Senses Passive Perception 13
Languages Any one language
CR 1 (XP 200; PB +2)
ACTIONS
Spear. Melee or Ranged Attack Roll: +4, reach 5 ft. or
range 20/60 ft. Hit: 11 (2d8 + 2) Piercing damage. If this
attack is an Opportunity Attack, the target’s Speed is re-
duced to 0 until the end of the turn.
Heavy Crossbow. Ranged Attack Roll: +2, range 100/400
ft. Hit: 5 (1d10) Piercing damage.

90
Essential NPCs
GUARD (CR 3) GUARD (CR 5)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) AC 15 Initiative +0 (10)
HP 55 (10d8 + 8) HP 84 (13d8 + 26)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +5 DEX 10 +0 +0 CON 12 +1 +1 STR 16 +3 +6 DEX 10 +0 +0 CON 14 +2 +2
INT 12 +1 +0 WIS 13 +1 +3 CHA 10 +0 +0 INT 12 +1 +1 WIS 14 +2 +5 CHA 10 +0 +0

Skills Insight +3, Perception +3 Skills Insight +5, Perception +5


Gear Half Plate Armor, Heavy Crossbow, Spear Gear Half Plate Armor, Heavy Crossbow, Spear
Senses Passive Perception 13 Senses Passive Perception 15
Languages Any one language Languages Any one language
CR 3 (XP 700; PB +2) CR 5 (XP 1,800; PB +3)
ACTIONS TRAITS
Multiattack. The guard makes two Spear attacks. Shrewd Observer. The guard has Advantage on checks
Spear. Melee or Ranged Attack Roll: +5, reach 5 ft. or made as part of the Search action.
range 20/60 ft. Hit: 10 (2d6 + 3) Piercing damage. If this ACTIONS
attack is an Opportunity Attack, the target’s Speed is re-
Multiattack. The guard makes two Spear attacks.
duced to 0 until the end of the turn.
Spear. Melee or Ranged Attack Roll: +6, reach 5 ft. or
Heavy Crossbow. Ranged Attack Roll: +2, range 100/400
range 20/60 ft. Hit: 14 (2d10 + 3) Piercing damage. If this
ft. Hit: 9 (2d8) Piercing damage.
attack is an Opportunity Attack, the target’s Speed is re-
Defensive Stand. The guard braces itself against enemy duced to 0 until the end of the turn.
advance until the beginning of its next turn. While the
Heavy Crossbow. Ranged Attack Roll: +3, range 100/400
guard is braced, it can make an Opportunity Attack
ft. Hit: 13 (2d12) Piercing damage.
against any creature that enters its reach for the first
time on a turn. In addition, it can take up to three Reac- Defensive Stand. The guard braces itself against enemy
tions per round but no more than one per turn. advance until 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 first
time on a turn. In addition, it can take up to three Reac-
tions per round but no more than one per turn.

91
Essential NPCs
GUARD (CR 7) GUARD (CR 9)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +1 (11) AC 17 Initiative +1 (11)
HP 105 (14d8 + 42) HP 135 (18d8 + 54)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +7 DEX 12 +1 +1 CON 16 +3 +3 STR 18 +4 +8 DEX 12 +1 +1 CON 16 +3 +3
INT 12 +1 +1 WIS 14 +2 +5 CHA 10 +0 +0 INT 12 +1 +1 WIS 14 +2 +6 CHA 10 +0 +0

Skills Insight +5, Perception +5 Skills Athletics +8, Insight +6, Perception +6
Gear Half Plate Armor, Heavy Crossbow, Spear Gear Breastplate, Heavy Crossbow, Shield, Spear
Senses Passive Perception 15 Senses Passive Perception 16
Languages Any one language Languages Any one language
CR 7 (XP 2,900; PB +3) CR 9 (XP 5,000; PB +4)
TRAITS TRAITS
Shrewd Observer. The guard has Advantage on checks Shrewd Observer. The guard has Advantage on checks
made as part of the Search action. made as part of the Search action.
ACTIONS Spell Sense. The guard can detect the direction of and
distance to active spells within 100 feet that have a dura-
Multiattack. The guard makes two Spear attacks.
tion longer than instantaneous. This trait doesn’t allow
Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or the guard to discern any other information about the
range 20/60 ft. Hit: 18 (4d6 + 4) Piercing damage. If this spell, such as its school or function.
attack is an Opportunity Attack, the target’s Speed is re-
duced to 0 until the end of the turn. ACTIONS
Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 Multiattack. The guard makes three Spear attacks.
ft. Hit: 17 (3d10 + 1) Piercing damage. Spear. Melee or Ranged Attack Roll: +8, reach 5 ft. or
Defensive Stand. The guard braces itself against enemy range 20/60 ft. Hit: 15 (2d10 + 4) Piercing damage. If this
advance until the beginning of its next turn. While the attack is an Opportunity Attack, the target’s Speed is re-
guard is braced, it can make an Opportunity Attack duced to 0 until the end of the turn.
against any creature that enters its reach for the first Heavy Crossbow. Ranged Attack Roll: +5, range 100/400
time on a turn. In addition, it can take up to three Reac- ft. Hit: 23 (4d10 + 1) Piercing damage.
tions per round but no more than one per turn. Defensive Stand. The guard braces itself against enemy
advance until 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 first
time on a turn. In addition, it can take up to three Reac-
tions per round but no more than one per turn.

92
Essential NPCs
GUARD (CR 11) GUARD (CR 13)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +1 (11) AC 18 Initiative +2 (12)
HP 165 (22d8 + 66) HP 187 (22d8 + 88)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +9 DEX 12 +1 +1 CON 16 +3 +3 STR 20 +5 +10 DEX 14 +2 +2 CON 18 +4 +4
INT 12 +1 +1 WIS 14 +2 +6 CHA 10 +0 +0 INT 12 +1 +1 WIS 16 +3 +8 CHA 10 +0 +5

Skills Athletics +9, Insight +6, Perception +6 Skills Athletics +10, Insight +8, Perception +8
Gear Breastplate, Heavy Crossbow, Shield, Spear Gear Half Plate Armor, Heavy Crossbow, Shield, Spear
Senses Passive Perception 16 Senses Passive Perception 18
Languages Any one language Languages Any one language
CR 11 (XP 7,200; PB +4) CR 13 (XP 10,000; PB +5)
TRAITS TRAITS
Shrewd Observer. The guard has Advantage on checks Shrewd Observer. The guard has Advantage on checks
made as part of the Search action. made as part of the Search action.
Spell Sense. The guard can detect the direction of and Spell Sense. The guard can detect the direction of and
distance to active spells within 100 feet that have a dura- distance to active spells within 100 feet that have a dura-
tion longer than instantaneous. This trait doesn’t allow tion longer than instantaneous. This trait doesn’t allow
the guard to discern any other information about the the guard to discern any other information about the
spell, such as its school or function. spell, such as its school or function.

ACTIONS Teleportation Sentinel. Charisma Saving Throw: DC 17,


any creature that attempts to use teleportation or planar
Multiattack. The guard makes three Spear attacks.
travel to enter or exit a space within 100 feet of the
Spear. Melee or Ranged Attack Roll: +9, reach 5 ft. or guard. Failure: The guard is aware of the attempt and
range 20/60 ft. Hit: 19 (4d6 + 5) Piercing damage. If this can change the destination of the creature to an unoccu-
attack is an Opportunity Attack, the target’s Speed is re- pied space adjacent to the guard, instead of the crea-
duced to 0 until the end of the turn. ture’s intended destination.
Heavy Crossbow. Ranged Attack Roll: +5, range 100/400 ACTIONS
ft. Hit: 28 (5d10 + 1) Piercing damage.
Multiattack. The guard makes three Spear attacks.
Defensive Stand. The guard braces itself against enemy
advance until the beginning of its next turn. While the Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or
guard is braced, it can make an Opportunity Attack range 20/60 ft. Hit: 23 (4d8 + 5) Piercing damage. If this
against any creature that enters its reach for the first attack is an Opportunity Attack, the target’s Speed is re-
time on a turn. In addition, it can take up to three Reac- duced to 0 until the end of the turn.
tions per round but no more than one per turn. Heavy Crossbow. Ranged Attack Roll: +7, range 100/400
ft. Hit: 34 (5d12 + 2) Piercing damage.
Defensive Stand. The guard braces itself against enemy
advance until 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 first
time on a turn. In addition, it can take up to three Reac-
tions per round but no more than one per turn.

93
Essential NPCs
GUARD (CR 15)
Medium or Small Humanoid, Any Alignment
AC 20 Initiative +2 (12) creature’s intended destination.
HP 221 (26d8 + 104)
Speed 30 ft. ACTIONS
MOD SAVE MOD SAVE MOD SAVE Multiattack. The guard makes three Spear attacks.
STR 20 +5 +10 DEX 14 +2 +2 CON 18 +4 +4
Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or
INT 12 +1 +1 WIS 16 +3 +8 CHA 10 +0 +5 range 20/60 ft. Hit: 27 (4d10 + 5) Piercing damage. If this
Skills Athletics +10, Insight +8, Perception +8 attack is an Opportunity Attack, the target’s Speed is re-
Gear Heavy Crossbow, Plate Armor, Shield, Spear duced to 0 until the end of the turn.
Senses Truesight 120 ft., Passive Perception 18 Heavy Crossbow. Ranged Attack Roll: +7, range 100/400 ft.
Languages Any one language Hit: 41 (6d12 + 2) Piercing damage.
CR 15 (XP 13,000; PB +5)
Defensive Stand. The guard braces itself against enemy
TRAITS advance until the beginning of its next turn. While the
Shrewd Observer. The guard has Advantage on checks guard is braced, it can make an Opportunity Attack
made as part of the Search action. against any creature that enters its reach for the first time
on a turn. In addition, it can take up to three Reactions per
Spell Sense. The guard can detect the direction of and round but no more than one per turn.
distance to active spells within 100 feet that have a dura-
tion longer than instantaneous. This trait doesn’t allow REACTIONS
the guard to discern any other information about the Spell Reflection (3/Day). Trigger: The guard sees a crea-
spell, such as its school or function. ture cast a spell that targets the guard or includes the
Teleportation Sentinel. Charisma Saving Throw: DC 17, guard in the spell’s area. Response: The guard magically
any creature that attempts to use teleportation or planar draws the spell into its shield, then reflects it. Instead of
travel to enter or exit a space within 100 feet of the the spell’s original target and area, the guard reselects the
guard. Failure: The guard is aware of the attempt and targets and area as if the spell had been cast from the
can change the destination of the creature to an unoccu- guard’s space, using the original caster’s spell slot level,
pied space adjacent to the guard, instead of the spell save DC, attack bonus, and spellcasting ability.

94
Essential NPCs
GUARD (CR 17)
Medium or Small Humanoid, Any Alignment
AC 20 Initiative +2 (12) creature’s intended destination.
HP 256 (27d8 + 135)
Speed 30 ft. ACTIONS
MOD SAVE MOD SAVE MOD SAVE Multiattack. The guard makes three Spear attacks.
STR 20 +5 +11 DEX 14 +2 +2 CON 20 +5 +5
Spear. Melee or Ranged Attack Roll: +11, reach 5 ft. or
INT 12 +1 +1 WIS 18 +4 +10 CHA 10 +0 +6 range 20/60 ft. Hit: 29 (7d6 + 5) Piercing damage. If this at-
Skills Athletics +11, Insight +10, Perception +10 tack is an Opportunity Attack, the target’s Speed is re-
Gear Heavy Crossbow, Plate Armor, Shield, Spear duced to 0 until the end of the turn.
Senses Truesight 120 ft., Passive Perception 20 Heavy Crossbow. Ranged Attack Roll: +8, range 100/400 ft.
Languages Any one language Hit: 41 (6d12 + 2) Piercing damage.
CR 17 (XP 18,000; PB +6)
Defensive Stand. The guard braces itself against enemy
TRAITS advance until the beginning of its next turn. While the
Shrewd Observer. The guard has Advantage on checks guard is braced, it can make an Opportunity Attack
made as part of the Search action. against any creature that enters its reach for the first time
on a turn. In addition, it can take up to three Reactions per
Spell Sense. The guard can detect the direction of and round but no more than one per turn.
distance to active spells within 100 feet that have a dura-
tion longer than instantaneous. This trait doesn’t allow REACTIONS
the guard to discern any other information about the Spell Reflection (3/Day). Trigger: The guard sees a crea-
spell, such as its school or function. ture cast a spell that targets the guard or includes the
Teleportation Sentinel. Charisma Saving Throw: DC 19, guard in the spell’s area. Response: The guard magically
any creature that attempts to use teleportation or planar draws the spell into its shield, then reflects it. Instead of
travel to enter or exit a space within 100 feet of the the spell’s original target and area, the guard reselects the
guard. Failure: The guard is aware of the attempt and targets and area as if the spell had been cast from the
can change the destination of the creature to an unoccu- guard’s space, using the original caster’s spell slot level,
pied space adjacent to the guard, instead of the spell save DC, attack bonus, and spellcasting ability.

95
Essential NPCs
GUARD (CR 20)
Medium or Small Humanoid, Any Alignment
AC 20 Initiative +2 (12) creature’s intended destination.
HP 304 (32d8 + 160)
Speed 30 ft. ACTIONS
MOD SAVE MOD SAVE MOD SAVE Multiattack. The guard makes three Spear attacks.
STR 22 +6 +12 DEX 14 +2 +2 CON 20 +5 +5
Spear. Melee or Ranged Attack Roll: +12, reach 5 ft. or
INT 12 +1 +1 WIS 20 +5 +11 CHA 10 +0 +6 range 20/60 ft. Hit: 37 (7d8 + 6) Piercing damage. If this at-
Skills Athletics +12, Insight +11, Perception +11 tack is an Opportunity Attack, the target’s Speed is re-
Gear Heavy Crossbow, Plate Armor, Shield, Spear duced to 0 until the end of the turn.
Senses Truesight 120 ft., Passive Perception 21 Heavy Crossbow. Ranged Attack Roll: +8, range 100/400 ft.
Languages Any one language Hit: 54 (8d12 + 2) Piercing damage.
CR 20 (XP 25,000; PB +6)
Defensive Stand. The guard braces itself against enemy
TRAITS advance until the beginning of its next turn. While the
Shrewd Observer. The guard has Advantage on checks guard is braced, it can make an Opportunity Attack
made as part of the Search action. against any creature that enters its reach for the first time
on a turn. In addition, it can take up to three Reactions per
Spell Sense. The guard can detect the direction of and round but no more than one per turn.
distance to active spells within 100 feet that have a dura-
tion longer than instantaneous. This trait doesn’t allow REACTIONS
the guard to discern any other information about the Spell Reflection (3/Day). Trigger: The guard sees a crea-
spell, such as its school or function. ture cast a spell that targets the guard or includes the
Teleportation Sentinel. Charisma Saving Throw: DC 19, guard in the spell’s area. Response: The guard magically
any creature that attempts to use teleportation or planar draws the spell into its shield, then reflects it. Instead of
travel to enter or exit a space within 100 feet of the the spell’s original target and area, the guard reselects the
guard. Failure: The guard is aware of the attempt and targets and area as if the spell had been cast from the
can change the destination of the creature to an unoccu- guard’s space, using the original caster’s spell slot level,
pied space adjacent to the guard, instead of the spell save DC, attack bonus, and spellcasting ability.

96
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 apparatus 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.

97
Essential NPCs
INVENTOR (CR 1/4)
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +0 (10)
HP 13 (3d8) INVENTOR (CR 1)
Speed 30 ft.
Medium or Small Humanoid, Any Alignment
MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 10 +0 +0 CON 10 +0 +0 AC 13 Initiative +0 (10)
INT 13 +1 +1 WIS 12 +1 +1 CHA 10 +0 +0 HP 36 (8d8)
Speed 30 ft.
Skills Arcana +3, Investigation +3 MOD SAVE MOD SAVE MOD SAVE
Gear Chain Shirt STR 12 +1 +1 DEX 10 +0 +0 CON 10 +0 +0
Senses Passive Perception 11 INT 15 +2 +4 WIS 12 +1 +1 CHA 10 +0 +0
Languages Any two languages
CR 1/4 (XP 50; PB +2) Skills Arcana +4, Investigation +4
Gear Chain Shirt
ACTIONS Senses Passive Perception 11
Shocking Invention. Dexterity Saving Throw: DC 11, each Languages Any two languages
creature in a 30-foot-long, 5-foot-wide Line. Failure: 3 CR 1 (XP 200; PB +2)
(1d6) Lightning damage.
TRAITS
Magical Devices. The inventor has assembled up to
three devices that it can use to create magical effects.
INVENTOR (CR 1/2) Each device is an object no larger than Huge. Tiny de-
Medium or Small Humanoid, Any Alignment vices can be wielded in one hand by the inventor or at-
tached to a willing Construct. The inventor can control
AC 13 Initiative +0 (10)
and create effects from devices within 100 feet.
HP 27 (6d8)
Speed 30 ft. Regardless of size, each device has 10 Hit Points, an AC
MOD SAVE MOD SAVE MOD SAVE of 14, and immunity to Poison and Psychic damage. The
STR 12 +1 +1 DEX 10 +0 +0 CON 10 +0 +0 inventor can make a new device by spending one hour
INT 14 +2 +2 WIS 12 +1 +1 CHA 10 +0 +0 with a set of tools.

Skills Arcana +4, Investigation +4 ACTIONS


Gear Chain Shirt Lightning Lance. One of the inventor’s Magical Devices
Senses Passive Perception 11 fires lightning. Dexterity Saving Throw: DC 12, each crea-
Languages Any two languages ture in a 30-foot-long, 5-foot-wide Line. Failure: 7 (2d6)
CR 1/2 (XP 100; PB +2) Lightning damage.
ACTIONS Concussive Pulse. One of the inventor’s Magical Devices
Shocking Invention. Dexterity Saving Throw: DC 11, each emits disruptive sound. Constitution Saving Throw: DC
creature in a 30-foot-long, 5-foot-wide Line. Failure: 5 12, each creature in a 15-foot Cone. Failure: 4 (1d8) Thun-
(1d10) Lightning damage. der damage, the target loses Concentration, and on the
target’s 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. Success: Half damage, and the target suffers
no other effects.

98
Essential NPCs
INVENTOR (CR 2) INVENTOR (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +0 (10) AC 14 Initiative +0 (10)
HP 45 (10d8) HP 58 (13d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 10 +0 +0 CON 10 +0 +0 STR 14 +2 +2 DEX 10 +0 +0 CON 10 +0 +2
INT 16 +3 +5 WIS 12 +1 +1 CHA 10 +0 +0 INT 16 +3 +5 WIS 12 +1 +1 CHA 10 +0 +0

Skills Arcana +5, Investigation +5 Skills Arcana +5, Investigation +5


Gear Chain Shirt Gear Breastplate
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any two languages
CR 2 (XP 450; PB +2) CR 3 (XP 700; PB +2)
TRAITS TRAITS
Magical Devices. The inventor has assembled up to Magical Devices. The inventor has assembled up to five
three devices that it can use to create magical effects. devices that it can use to create magical effects. Each de-
Each device is an object no larger than Huge. Tiny de- vice is an object no larger than Huge. Tiny devices can be
vices can be wielded in one hand by the inventor or at- wielded in one hand by the inventor or attached to a
tached to a willing Construct. The inventor can control willing Construct. The inventor can control and create
and create effects from devices within 100 feet. effects from devices within 300 feet.
Regardless of size, each device has 10 Hit Points, an AC Regardless of size, each device has 15 Hit Points, an AC
of 15, and immunity to Poison and Psychic damage. The of 16, and immunity to Poison and Psychic damage. The
inventor can make a new device by spending one hour inventor can make a new device by spending one hour
with a set of tools. with a set of tools.

ACTIONS ACTIONS
Lightning Lance. One of the inventor’s Magical Devices Lightning Lance. One of the inventor’s Magical Devices
fires lightning. Dexterity Saving Throw: DC 13, each crea- fires lightning. Dexterity Saving Throw: DC 13, each crea-
ture in a 30-foot-long, 5-foot-wide Line. Failure: 10 (3d6) ture in a 60-foot-long, 5-foot-wide Line. Failure: 14 (4d6)
Lightning damage. Lightning damage.
Concussive Pulse. One of the inventor’s Magical Devices Concussive Wave. One of the inventor’s Magical Devices
emits disruptive sound. Constitution Saving Throw: DC emits disruptive sound. Constitution Saving Throw: DC
13, each creature in a 15-foot Cone. Failure: 4 (1d8) Thun- 13, each creature in a 30-foot-long, 15-foot-wide Line.
der damage, the target loses Concentration, and on the Failure: 9 (2d8) Thunder damage, the target loses Con-
target’s next turn it must choose whether it gets to move, centration, and on the target’s next turn it must choose
take an action, or take a Bonus Action; it gets only one of whether it gets to move, take an action, or take a Bonus
the three. Success: Half damage, and the target suffers Action; it gets only one of the three. Success: Half dam-
no other effects. age, and the target suffers no other effects.
Flamethrower. One of the inventor’s Magical Devices
spews flames. Dexterity Saving Throw: DC 13, each crea-
ture in a 30-foot Cone. Failure: The target is set on fire.
While set on fire this way, the target takes 11 (2d10) Fire
damage at the start of each of its turns until it or an adja-
cent creature uses an action to pat out the flame.
Remote Viewing. The inventor chooses one of its Magi-
cal 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 in-
ventor is perceiving through its device, it is Blinded and
Deafened in regard to its own surroundings.

99
Essential NPCs
INVENTOR (CR 5)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) damage, and the target suffers no other effects.
HP 81 (18d8)
Flamethrower. One of the inventor’s Magical Devices
Speed 30 ft.
spews flames. Dexterity Saving Throw: DC 14, each crea-
MOD SAVE MOD SAVE MOD SAVE
ture in a 30-foot Cone. Failure: The target is set on fire.
STR 14 +2 +2 DEX 10 +0 +0 CON 10 +0 +3
While set on fire this way, the target takes 16 (3d10) Fire
INT 16 +3 +6 WIS 12 +1 +1 CHA 10 +0 +0 damage at the start of each of its turns until it or an adja-
Skills Arcana +6, Investigation +6 cent creature uses an action to pat out the flame.
Gear Breastplate Tractor Beams. One of the inventor’s Magical Devices ex-
Senses Passive Perception 11 tends invisible tethers of force. Strength Saving Throw: DC
Languages Any three languages 14, each Huge or smaller creature the inventor chooses
CR 5 (XP 1,800; PB +3) within 30 feet of the Magical Device. Failure: The target is
TRAITS pulled in a straight line toward the device, ending in an
unoccupied space as close to it as possible. A creature
Magical Devices. The inventor has assembled up to five
pulled by this effect is then held in place, unable to move
devices that it can use to create magical effects. Each de-
away from the device or be moved away from it. At the
vice is an object no larger than Huge. Tiny devices can be
end of each of its turns, the target can repeat the save to
wielded in one hand by the inventor or attached to a
pull itself free and regain the ability to move normally.
willing Construct. The inventor can control and create
The effect ends if the device is destroyed or if the inventor
effects from devices within 300 feet.
uses a Bonus Action to dismiss it. If a creature that was
Regardless of size, each device has 20 Hit Points, an AC of held aloft by the device is freed, the creature falls if it does
17, and immunity to Poison and Psychic damage. The in- not have a fixed object to grab onto.
ventor can make a new device by spending one hour
Image Projection. The inventor chooses one of its Magical
with a set of tools.
Devices and casts Major Image as if it were in that device’s
ACTIONS space rather than its own. The inventor uses Intelligence
as the spellcasting ability (spell save DC 14). Instead of the
Lightning Lance. One of the inventor’s Magical Devices
spell’s normal duration, it lasts until the device is de-
fires lightning. Dexterity Saving Throw: DC 14, each crea-
stroyed, the inventor uses a Bonus Action to dismiss it, or
ture in a 60-foot-long, 5-foot-wide Line. Failure: 21 (6d6)
the inventor uses the same device to cast Major Image
Lightning damage.
again.
Concussive Wave. One of the inventor’s Magical Devices
Remote Viewing. The inventor chooses one of its Magical
emits disruptive sound. Constitution Saving Throw: DC
Devices. The inventor can see and hear as if it were in the
14, each creature in a 30-foot-long, 15-foot-wide Line.
chosen device’s space until it uses this action again or dis-
Failure: 13 (3d8) Thunder damage, the target loses Con-
misses the effect as a Bonus Action. While the inventor is
centration, and on the target’s next turn it must choose
perceiving through its device, it is Blinded and Deafened
whether it gets to move, take an action, or take a Bonus
in regard to its own surroundings.
Action; it gets only one of the three. Success: Half

100
Essential NPCs
INVENTOR (CR 7)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) Action; it gets only one of the three. Success: Half damage,
HP 108 (24d8) and the target suffers no other effects.
Speed 30 ft.
Flamethrower. One of the inventor’s Magical Devices
MOD SAVE MOD SAVE MOD SAVE
spews flames. Dexterity Saving Throw: DC 15, each crea-
STR 14 +2 +2 DEX 10 +0 +0 CON 10 +0 +3
ture in a 30-foot Cone. Failure: The target is set on fire.
INT 18 +4 +7 WIS 12 +1 +1 CHA 10 +0 +0 While set on fire this way, the target takes 22 (4d10) Fire
Skills Arcana +7, Investigation +7 damage at the start of each of its turns until it or an adja-
Gear Half Plate Armor cent creature uses an action to pat out the flame.
Senses Passive Perception 11 Tractor Beams. One of the inventor’s Magical Devices ex-
Languages Any three languages tends invisible tethers of force. Strength Saving Throw: DC
CR 7 (XP 2,900; PB +3) 15, each Huge or smaller creature the inventor chooses
TRAITS within 30 feet of the Magical Device. Failure: The target is
pulled in a straight line toward the device, ending in an
Magical Devices. The inventor has assembled up to five
unoccupied space as close to it as possible. A creature
devices that it can use to create magical effects. Each de-
pulled by this effect is then held in place, unable to move
vice is an object no larger than Huge. Tiny devices can be
away from the device or be moved away from it. At the
wielded in one hand by the inventor or attached to a
end of each of its turns, the target can repeat the save to
willing Construct. The inventor can control and create
pull itself free and regain the ability to move normally.
effects from devices within 300 feet.
The effect ends if the device is destroyed or if the inventor
Regardless of size, each device has 20 Hit Points, an AC of uses a Bonus Action to dismiss it. If a creature that was
18, and immunity to Poison and Psychic damage. The in- held aloft by the device is freed, the creature falls if it does
ventor can make a new device by spending one hour not have a fixed object to grab onto.
with a set of tools.
Image Projection. The inventor chooses one of its Magical
ACTIONS Devices and casts Major Image as if it were in that device’s
space rather than its own. The inventor uses Intelligence
Lightning Lance. One of the inventor’s Magical Devices
as the spellcasting ability (spell save DC 15). Instead of the
fires lightning. Dexterity Saving Throw: DC 15, each crea-
spell’s normal duration, it lasts until the device is de-
ture in a 60-foot-long, 5-foot-wide Line. Failure: 28 (8d6)
stroyed, the inventor uses a Bonus Action to dismiss it, or
Lightning damage.
the inventor uses the same device to cast Major Image
Concussive Wave. One of the inventor’s Magical Devices again.
emits disruptive sound. Constitution Saving Throw: DC
Remote Viewing. The inventor chooses one of its Magical
15, each creature in a 30-foot-long, 15-foot-wide Line.
Devices. The inventor can see and hear as if it were in the
Failure: 13 (3d8) Thunder damage, the target loses Con-
chosen device’s space until it uses this action again or dis-
centration, and on the target’s next turn it must choose
misses the effect as a Bonus Action. While the inventor is
whether it gets to move, take an action, or take a Bonus
perceiving through its device, it is Blinded and Deafened
in regard to its own surroundings.

101
Essential NPCs
INVENTOR (CR 9)
Medium or Small Humanoid, Any Alignment
AC 15 (20 with Power Armor) Initiative +0 (10) Failure: 18 (4d8) Thunder damage, the target loses Con-
HP 130 (29d8) centration, and on the target’s next turn it must choose
Speed 30 ft. (60 ft. Fly with jet pack) whether it gets to move, take an action, or take a Bonus
MOD SAVE MOD SAVE MOD SAVE Action; it gets only one of the three. Success: Half damage,
STR 14 +2 +2 DEX 10 +0 +0 CON 10 +0 +4 and the target suffers no other effects.
INT 18 +4 +8 WIS 12 +1 +1 CHA 10 +0 +0 Flamethrower. One of the inventor’s Magical Devices
Skills Arcana +8, Investigation +8 spews flames. Dexterity Saving Throw: DC 16, each crea-
Gear Half Plate Armor ture in a 30-foot Cone. Failure: The target is set on fire.
Senses Passive Perception 11 While set on fire this way, the target takes 27 (5d10) Fire
Languages Any three languages damage at the start of each of its turns until it or an adja-
CR 9 (XP 5,000; PB +4) cent creature uses an action to pat out the flame.

TRAITS Tractor Beams. One of the inventor’s Magical Devices ex-


tends invisible tethers of force. Strength Saving Throw: DC
Marvelous Invention. The inventor has created a wear-
16, each Huge or smaller creature the inventor chooses
able apparatus that grants an extraordinary benefit. It
within 30 feet of the Magical Device. Failure: The target is
has one of the following items:
pulled in a straight line toward the device, ending in an
Jet Pack. The inventor has a Fly speed of 60 feet (Hover). unoccupied space as close to it as possible. A creature
Power Armor. The inventor has a +5 bonus to AC. pulled by this effect is then held in place, unable to move
Antimagic Matrix. The inventor has Advantage on sav- away from the device or be moved away from it. At the
ing throws against spells and other magical effects. end of each of its turns, the target can repeat the save to
Magical Devices. The inventor has assembled up to five pull itself free and regain the ability to move normally.
devices that it can use to create magical effects. Each de- The effect ends if the device is destroyed or if the inventor
vice is an object no larger than Huge. Tiny devices can be uses a Bonus Action to dismiss it. If a creature that was
wielded in one hand by the inventor or attached to a held aloft by the device is freed, the creature falls if it does
willing Construct. The inventor can control and create not have a fixed object to grab onto.
effects from devices within 300 feet. Image Projection. The inventor chooses one of its Magical
Regardless of size, each device has 20 Hit Points, an AC of Devices and casts Major Image as if it were in that device’s
18, and immunity to Poison and Psychic damage. The in- space rather than its own. The inventor uses Intelligence
ventor can make a new device by spending one hour as the spellcasting ability (spell save DC 16). Instead of the
with a set of tools. spell’s normal duration, it lasts until the device is de-
stroyed, the inventor uses a Bonus Action to dismiss it, or
ACTIONS the inventor uses the same device to cast Major Image
Lightning Lance. One of the inventor’s Magical Devices again.
fires lightning. Dexterity Saving Throw: DC 16, each crea- Remote Viewing. The inventor chooses one of its Magical
ture in a 60-foot-long, 5-foot-wide Line. Failure: 35 (10d6) Devices. The inventor can see and hear as if it were in the
Lightning damage. chosen device’s space until it uses this action again or dis-
Concussive Wave. One of the inventor’s Magical Devices misses the effect as a Bonus Action. While the inventor is
emits disruptive sound. Constitution Saving Throw: DC perceiving through its device, it is Blinded and Deafened
16, each creature in a 30-foot-long, 15-foot-wide Line. in regard to its own surroundings.

102
Essential NPCs
INVENTOR (CR 11)
Medium or Small Humanoid, Any Alignment
AC 16 (21 with Power Armor) Initiative +0 (10) Flamethrower. One of the inventor’s Magical Devices
HP 162 (36d8) spews flames. Dexterity Saving Throw: DC 17, each crea-
Speed 30 ft. (60 ft. Fly with jet pack) ture in a 30-foot Cone. Failure: The target is set on fire.
MOD SAVE MOD SAVE MOD SAVE While set on fire this way, the target takes 16 (3d10) Fire
STR 14 +2 +2 DEX 10 +0 +0 CON 10 +0 +4 damage at the start of each of its turns until it or an adja-
INT 20 +5 +9 WIS 12 +1 +1 CHA 10 +0 +0 cent creature uses an action to pat out the flame.

Skills Arcana +9, Investigation +9 Tractor Beams. One of the inventor’s Magical Devices ex-
Gear Chain Mail tends invisible tethers of force. Strength Saving Throw: DC
Senses Passive Perception 11 17, each Huge or smaller creature the inventor chooses
Languages Any three languages within 30 feet of the Magical Device. Failure: The target is
CR 11 (XP 7,200; PB +4) pulled in a straight line toward the device, ending in an
unoccupied space as close to it as possible. A creature
TRAITS pulled by this effect is then held in place, unable to move
Marvelous Invention. The inventor has created a wear- away from the device or be moved away from it. At the
able apparatus that grants an extraordinary benefit. It end of each of its turns, the target can repeat the save to
has one of the following items: pull itself free and regain the ability to move normally.
Jet Pack. The inventor has a Fly speed of 60 feet (Hover). The effect ends if the device is destroyed or if the inventor
Power Armor. The inventor has a +5 bonus to AC. uses a Bonus Action to dismiss it. If a creature that was
Antimagic Matrix. The inventor has Advantage on sav- held aloft by the device is freed, the creature falls if it does
ing throws against spells and other magical effects. not have a fixed object to grab onto.

Magical Devices. The inventor has assembled up to five Deterrent Field. The inventor chooses two of its Magical
devices that it can use to create magical effects. Each de- Devices that are no further than 100 feet from each other.
vice is an object no larger than Huge. Tiny devices can be The chosen devices project a 20 foot high, 5 foot thick wall
wielded in one hand by the inventor or attached to a of translucent, forceful energy that begins in the devices’
willing Construct. The inventor can control and create spaces and spans the length between them. Ranged at-
effects from devices within 300 feet. tacks can’t pass through the wall, and for every 1 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 movement. Constitution Saving Throw: DC 17, each crea-
18, and immunity to Poison and Psychic damage. The in- ture that enters the wall for the first time on a turn or ends
ventor can make a new device by spending one hour its turn in the wall. Failure: 18 (4d8) Force damage Suc-
with a set of tools. cess: Half damage.
ACTIONS The devices used to project the wall cannot be used for
Synchronize Devices. The inventor takes two actions, the inventor’s other actions until it dismisses the wall as a
choosing from among the following: Lightning Lance, Bonus Action. The wall also disappears if either of the de-
Concussive Wave, Flamethrower, Tractor Beams, Deter- vices projecting it are destroyed or moved more than 5
rent Field, Image Projection, and Remote Viewing. feet.
Lightning Lance. One of the inventor’s Magical Devices Image Projection. The inventor chooses one of its Magical
fires lightning. Dexterity Saving Throw: DC 17, each crea- Devices and casts Major Image as if it were in that device’s
ture in a 60-foot-long, 5-foot-wide Line. Failure: 21 (6d6) space rather than its own. The inventor uses Intelligence
Lightning damage. as the spellcasting ability (spell save DC 17). Instead of the
spell’s normal duration, it lasts until the device is de-
Concussive Wave. One of the inventor’s Magical Devices
stroyed, the inventor uses a Bonus Action to dismiss it, or
emits disruptive sound. Constitution Saving Throw: DC
the inventor uses the same device to cast Major Image
17, each creature in a 30-foot-long, 15-foot-wide Line.
again.
Failure: 9 (2d8) Thunder damage, the target loses Con-
centration, and on the target’s next turn it must choose Remote Viewing. The inventor chooses one of its Magical
whether it gets to move, take an action, or take a Bonus Devices. The inventor can see and hear as if it were in the
Action; it gets only one of the three. Success: Half dam- chosen device’s space until it uses this action again or dis-
age, and the target suffers no other effects. misses 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.

103
Essential NPCs
INVENTOR (CR 13)
Medium or Small Humanoid, Any Alignment
AC 17 (22 with Power Armor) Initiative +0 (10) Flamethrower. One of the inventor’s Magical Devices
HP 189 (42d8) spews flames. Dexterity Saving Throw: DC 18, each crea-
Speed 30 ft. (60 ft. Fly with jet pack) ture in a 30-foot Cone. Failure: The target is set on fire.
MOD SAVE MOD SAVE MOD SAVE While set on fire this way, the target takes 16 (3d10) Fire
STR 15 +2 +2 DEX 10 +0 +0 CON 10 +0 +5 damage at the start of each of its turns until it or an adja-
INT 20 +5 +10 WIS 12 +1 +1 CHA 10 +0 +0 cent creature uses an action to pat out the flame.

Skills Arcana +10, Investigation +10 Tractor Beams. One of the inventor’s Magical Devices ex-
Gear Splint Armor tends invisible tethers of force. Strength Saving Throw: DC
Senses Passive Perception 11 18, each Huge or smaller creature the inventor chooses
Languages Any three languages within 30 feet of the Magical Device. Failure: The target is
CR 13 (XP 7,200; PB +5) pulled in a straight line toward the device, ending in an
unoccupied space as close to it as possible. A creature
TRAITS pulled by this effect is then held in place, unable to move
Marvelous Invention. The inventor has created a wear- away from the device or be moved away from it. At the
able apparatus that grants an extraordinary benefit. It end of each of its turns, the target can repeat the save to
has one of the following items: pull itself free and regain the ability to move normally.
Jet Pack. The inventor has a Fly speed of 60 feet (Hover). The effect ends if the device is destroyed or if the inventor
Power Armor. The inventor has a +5 bonus to AC. uses a Bonus Action to dismiss it. If a creature that was
Antimagic Matrix. The inventor has Advantage on sav- held aloft by the device is freed, the creature falls if it does
ing throws against spells and other magical effects. not have a fixed object to grab onto.

Magical Devices. The inventor has assembled up to five Deterrent Field. The inventor chooses two of its Magical
devices that it can use to create magical effects. Each de- Devices that are no further than 100 feet from each other.
vice is an object no larger than Huge. Tiny devices can be The chosen devices project a 20 foot high, 5 foot thick wall
wielded in one hand by the inventor or attached to a of translucent, forceful energy that begins in the devices’
willing Construct. The inventor can control and create spaces and spans the length between them. Ranged at-
effects from devices within 300 feet. tacks can’t pass through the wall, and for every 1 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 movement. Constitution Saving Throw: DC 18, each crea-
18, and immunity to Poison and Psychic damage. The in- ture that enters the wall for the first time on a turn or ends
ventor can make a new device by spending one hour its turn in the wall. Failure: 18 (4d8) Force damage Suc-
with a set of tools. cess: Half damage.
ACTIONS The devices used to project the wall cannot be used for
Synchronize Devices. The inventor takes two actions, the inventor’s other actions until it dismisses the wall as a
choosing from among the following: Lightning Lance, Bonus Action. The wall also disappears if either of the de-
Concussive Wave, Flamethrower, Tractor Beams, Deter- vices projecting it are destroyed or moved more than 5
rent Field, Image Projection, and Remote Viewing. feet.
Lightning Lance. One of the inventor’s Magical Devices Image Projection. The inventor chooses one of its Magical
fires lightning. Dexterity Saving Throw: DC 18, each crea- Devices and casts Major Image as if it were in that device’s
ture in a 60-foot-long, 5-foot-wide Line. Failure: 24 (6d6) space rather than its own. The inventor uses Intelligence
Lightning damage. as the spellcasting ability (spell save DC 18). Instead of the
spell’s normal duration, it lasts until the device is de-
Concussive Wave. One of the inventor’s Magical Devices
stroyed, the inventor uses a Bonus Action to dismiss it, or
emits disruptive sound. Constitution Saving Throw: DC
the inventor uses the same device to cast Major Image
18, each creature in a 30-foot-long, 15-foot-wide Line.
again.
Failure: 13 (3d8) Thunder damage, the target loses Con-
centration, and on the target’s next turn it must choose Remote Viewing. The inventor chooses one of its Magical
whether it gets to move, take an action, or take a Bonus Devices. The inventor can see and hear as if it were in the
Action; it gets only one of the three. Success: Half dam- chosen device’s space until it uses this action again or dis-
age, and the target suffers no other effects. misses 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.

104
Essential NPCs
INVENTOR (CR 15)
Medium or Small Humanoid, Any Alignment
AC 18 (23 with Power Armor) Initiative +0 (10) Flamethrower. One of the inventor’s Magical Devices
HP 220 (49d8) spews flames. Dexterity Saving Throw: DC 18, each crea-
Speed 30 ft. (60 ft. Fly with jet pack) ture in a 60-foot Cone. Failure: The target is set on fire.
MOD SAVE MOD SAVE MOD SAVE While set on fire this way, the target takes 22 (4d10) Fire
STR 15 +2 +2 DEX 10 +0 +0 CON 10 +0 +5 damage at the start of each of its turns until it or an adja-
INT 20 +5 +10 WIS 12 +1 +1 CHA 10 +0 +0 cent creature uses an action to pat out the flame.

Skills Arcana +10, Investigation +10 Tractor Beams. One of the inventor’s Magical Devices ex-
Gear Plate Armor tends invisible tethers of force. Strength Saving Throw: DC
Senses Passive Perception 11 18, each Huge or smaller creature the inventor chooses
Languages Any three languages within 60 feet of the Magical Device. Failure: The target is
CR 15 (XP 13,000; PB +5) pulled in a straight line toward the device, ending in an
unoccupied space as close to it as possible. A creature
TRAITS pulled by this effect is then held in place, unable to move
Marvelous Invention. The inventor has created a wear- away from the device or be moved away from it. At the
able apparatus that grants an extraordinary benefit. It end of each of its turns, the target can repeat the save to
has one of the following items: pull itself free and regain the ability to move normally.
Jet Pack. The inventor has a Fly speed of 60 feet (Hover). The effect ends if the device is destroyed or if the inventor
Power Armor. The inventor has a +5 bonus to AC. uses a Bonus Action to dismiss it. If a creature that was
Antimagic Matrix. The inventor has Advantage on sav- held aloft by the device is freed, the creature falls if it does
ing throws against spells and other magical effects. not have a fixed object to grab onto.

Magical Devices. The inventor has assembled up to five Deterrent Field. The inventor chooses two of its Magical
devices that it can use to create magical effects. Each de- Devices that are no further than 100 feet from each other.
vice is an object no larger than Huge. Tiny devices can be The chosen devices project a 20 foot high, 5 foot thick wall
wielded in one hand by the inventor or attached to a of translucent, forceful energy that begins in the devices’
willing Construct. The inventor can control and create spaces and spans the length between them. Ranged at-
effects from devices within 300 feet. tacks can’t pass through the wall, and for every 1 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 movement. Constitution Saving Throw: DC 18, each crea-
20, and immunity to Poison and Psychic damage. The in- ture that enters the wall for the first time on a turn or ends
ventor can make a new device by spending one hour its turn in the wall. Failure: 22 (5d8) Force damage Suc-
with a set of tools. cess: Half damage.
ACTIONS The devices used to project the wall cannot be used for
Synchronize Devices. The inventor takes two actions, the inventor’s other actions until it dismisses the wall as a
choosing from among the following: Lightning Lance, Bonus Action. The wall also disappears if either of the de-
Concussive Wave, Flamethrower, Tractor Beams, Deter- vices projecting it are destroyed or moved more than 5
rent Field, Image Projection, and Remote Viewing. feet.
Lightning Lance. One of the inventor’s Magical Devices Image Projection. The inventor chooses one of its Magical
fires lightning. Dexterity Saving Throw: DC 18, each crea- Devices and casts Major Image as if it were in that device’s
ture in a 100-foot-long, 5-foot-wide Line. Failure: 28 (8d6) space rather than its own. The inventor uses Intelligence
Lightning damage. as the spellcasting ability (spell save DC 18). Instead of the
spell’s normal duration, it lasts until the device is de-
Concussive Wave. One of the inventor’s Magical Devices
stroyed, the inventor uses a Bonus Action to dismiss it, or
emits disruptive sound. Constitution Saving Throw: DC
the inventor uses the same device to cast Major Image
18, each creature in a 60-foot-long, 15-foot-wide Line.
again.
Failure: 13 (3d8) Thunder damage, the target loses Con-
centration, and on the target’s next turn it must choose Remote Viewing. The inventor chooses one of its Magical
whether it gets to move, take an action, or take a Bonus Devices. The inventor can see and hear as if it were in the
Action; it gets only one of the three. Success: Half dam- chosen device’s space until it uses this action again or dis-
age, and the target suffers no other effects. misses 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.

105
Essential NPCs
INVENTOR (CR 17)
Medium or Small Humanoid, Any Alignment
AC 18 (23 with Power Armor) Initiative +0 (10) Flamethrower. One of the inventor’s Magical Devices
HP 252 (56d8) spews flames. Dexterity Saving Throw: DC 19, each crea-
Speed 30 ft. (60 ft. Fly with jet pack) ture in a 60-foot Cone. Failure: The target is set on fire.
MOD SAVE MOD SAVE MOD SAVE While set on fire this way, the target takes 22 (4d10) Fire
STR 15 +2 +2 DEX 10 +0 +0 CON 10 +0 +6 damage at the start of each of its turns until it or an adja-
INT 20 +5 +11 WIS 12 +1 +1 CHA 10 +0 +0 cent creature uses an action to pat out the flame.

Skills Arcana +11, Investigation +11 Tractor Beams. One of the inventor’s Magical Devices ex-
Gear Plate Armor tends invisible tethers of force. Strength Saving Throw: DC
Senses Passive Perception 11 19, each Huge or smaller creature the inventor chooses
Languages Any three languages within 60 feet of the Magical Device. Failure: The target is
CR 17 (XP 18,000; PB +6) pulled in a straight line toward the device, ending in an
unoccupied space as close to it as possible. A creature
TRAITS pulled by this effect is then held in place, unable to move
Marvelous Invention. The inventor has created a wear- away from the device or be moved away from it. At the
able apparatus that grants an extraordinary benefit. It end of each of its turns, the target can repeat the save to
has one of the following items: pull itself free and regain the ability to move normally.
Jet Pack. The inventor has a Fly speed of 60 feet (Hover). The effect ends if the device is destroyed or if the inventor
Power Armor. The inventor has a +5 bonus to AC. uses a Bonus Action to dismiss it. If a creature that was
Antimagic Matrix. The inventor has Advantage on sav- held aloft by the device is freed, the creature falls if it does
ing throws against spells and other magical effects. not have a fixed object to grab onto.

Magical Devices. The inventor has assembled up to five Deterrent Field. The inventor chooses two of its Magical
devices that it can use to create magical effects. Each de- Devices that are no further than 100 feet from each other.
vice is an object no larger than Huge. Tiny devices can be The chosen devices project a 20 foot high, 5 foot thick wall
wielded in one hand by the inventor or attached to a of translucent, forceful energy that begins in the devices’
willing Construct. The inventor can control and create spaces and spans the length between them. Ranged at-
effects from devices within 300 feet. tacks can’t pass through the wall, and for every 1 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 movement. Constitution Saving Throw: DC 19, each crea-
20, and immunity to Poison and Psychic damage. The in- ture that enters the wall for the first time on a turn or ends
ventor can make a new device by spending one hour its turn in the wall. Failure: 22 (5d8) Force damage Suc-
with a set of tools. cess: Half damage.
ACTIONS The devices used to project the wall cannot be used for
Synchronize Devices. The inventor takes two actions, the inventor’s other actions until it dismisses the wall as a
choosing from among the following: Lightning Lance, Bonus Action. The wall also disappears if either of the de-
Concussive Wave, Flamethrower, Tractor Beams, Deter- vices projecting it are destroyed or moved more than 5
rent Field, Image Projection, and Remote Viewing. feet.
Lightning Lance. One of the inventor’s Magical Devices Image Projection. The inventor chooses one of its Magical
fires lightning. Dexterity Saving Throw: DC 19, each crea- Devices and casts Major Image as if it were in that device’s
ture in a 100-foot-long, 5-foot-wide Line. Failure: 31 (9d6) space rather than its own. The inventor uses Intelligence
Lightning damage. as the spellcasting ability (spell save DC 19). Instead of the
spell’s normal duration, it lasts until the device is de-
Concussive Wave. One of the inventor’s Magical Devices
stroyed, the inventor uses a Bonus Action to dismiss it, or
emits disruptive sound. Constitution Saving Throw: DC
the inventor uses the same device to cast Major Image
19, each creature in a 60-foot-long, 15-foot-wide Line.
again.
Failure: 18 (4d8) Thunder damage, the target loses Con-
centration, and on the target’s next turn it must choose Remote Viewing. The inventor chooses one of its Magical
whether it gets to move, take an action, or take a Bonus Devices. The inventor can see and hear as if it were in the
Action; it gets only one of the three. Success: Half dam- chosen device’s space until it uses this action again or dis-
age, and the target suffers no other effects. misses 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.

106
Essential NPCs
INVENTOR (CR 20)
Medium or Small Humanoid, Any Alignment
AC 19 (24 with Power Armor) Initiative +0 (10) Flamethrower. One of the inventor’s Magical Devices
HP 301 (67d8) spews flames. Dexterity Saving Throw: DC 20, each crea-
Speed 30 ft. (60 ft. Fly with jet pack) ture in a 60-foot Cone. Failure: The target is set on fire.
MOD SAVE MOD SAVE MOD SAVE While set on fire this way, the target takes 27 (5d10) Fire
STR 15 +2 +2 DEX 10 +0 +0 CON 10 +0 +6 damage at the start of each of its turns until it or an adja-
INT 22 +6 +12 WIS 12 +1 +1 CHA 10 +0 +0 cent creature uses an action to pat out the flame.

Skills Arcana +12, Investigation +12 Tractor Beams. One of the inventor’s Magical Devices ex-
Gear Shield, Splint Armor tends invisible tethers of force. Strength Saving Throw: DC
Senses Passive Perception 11 20, each Huge or smaller creature the inventor chooses
Languages Any three languages within 60 feet of the Magical Device. Failure: The target is
CR 20 (XP 25,000; PB +6) pulled in a straight line toward the device, ending in an
unoccupied space as close to it as possible. A creature
TRAITS pulled by this effect is then held in place, unable to move
Marvelous Invention. The inventor has created a wear- away from the device or be moved away from it. At the
able apparatus that grants an extraordinary benefit. It end of each of its turns, the target can repeat the save to
has one of the following items: pull itself free and regain the ability to move normally.
Jet Pack. The inventor has a Fly speed of 60 feet (Hover). The effect ends if the device is destroyed or if the inventor
Power Armor. The inventor has a +5 bonus to AC. uses a Bonus Action to dismiss it. If a creature that was
Antimagic Matrix. The inventor has Advantage on sav- held aloft by the device is freed, the creature falls if it does
ing throws against spells and other magical effects. not have a fixed object to grab onto.

Magical Devices. The inventor has assembled up to five Deterrent Field. The inventor chooses two of its Magical
devices that it can use to create magical effects. Each de- Devices that are no further than 100 feet from each other.
vice is an object no larger than Huge. Tiny devices can be The chosen devices project a 20 foot high, 5 foot thick wall
wielded in one hand by the inventor or attached to a of translucent, forceful energy that begins in the devices’
willing Construct. The inventor can control and create spaces and spans the length between them. Ranged at-
effects from devices within 300 feet. tacks can’t pass through the wall, and for every 1 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 movement. Constitution Saving Throw: DC 20, each crea-
20, and immunity to Poison and Psychic damage. The in- ture that enters the wall for the first time on a turn or ends
ventor can make a new device by spending one hour its turn in the wall. Failure: 27 (6d8) Force damage Suc-
with a set of tools. cess: Half damage.
ACTIONS The devices used to project the wall cannot be used for
Synchronize Devices. The inventor takes two actions, the inventor’s other actions until it dismisses the wall as a
choosing from among the following: Lightning Lance, Bonus Action. The wall also disappears if either of the de-
Concussive Wave, Flamethrower, Tractor Beams, Deter- vices projecting it are destroyed or moved more than 5
rent Field, Image Projection, and Remote Viewing. feet.
Lightning Lance. One of the inventor’s Magical Devices Image Projection. The inventor chooses one of its Magical
fires lightning. Dexterity Saving Throw: DC 20, each crea- Devices and casts Major Image as if it were in that device’s
ture in a 100-foot-long, 5-foot-wide Line. Failure: 38 space rather than its own. The inventor uses Intelligence
(11d6) Lightning damage. as the spellcasting ability (spell save DC 20). Instead of the
spell’s normal duration, it lasts until the device is de-
Concussive Wave. One of the inventor’s Magical Devices
stroyed, the inventor uses a Bonus Action to dismiss it, or
emits disruptive sound. Constitution Saving Throw: DC
the inventor uses the same device to cast Major Image
20, each creature in a 60-foot-long, 15-foot-wide Line.
again.
Failure: 22 (5d8) Thunder damage, the target loses Con-
centration, and on the target’s next turn it must choose Remote Viewing. The inventor chooses one of its Magical
whether it gets to move, take an action, or take a Bonus Devices. The inventor can see and hear as if it were in the
Action; it gets only one of the three. Success: Half dam- chosen device’s space until it uses this action again or dis-
age, and the target suffers no other effects. misses 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.

107
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
The scion of a noble family that has served the queen for generations.
A member of the heavy cavalry in a wealthy kingdom’s army.
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.

108
Essential NPCs
KNIGHT (CR 1/4) KNIGHT (CR 1/2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 or 17 (if wielding a shield) Initiative +0 (10) AC 15 or 17 (if wielding a shield) Initiative +0 (10)
HP 16 (3d8 + 3) HP 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 10 +0 +0 CON 12 +1 +1 STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 12 +1 +1 INT 10 +0 +0 WIS 10 +0 +0 CHA 12 +1 +1

Skills Animal Handling +2, History +2 Skills Animal Handling +2, History +2
Gear Half Plate Armor, Light Crossbow, Longsword, Gear Half Plate Armor, Heavy Crossbow, Longsword,
Shield Shield
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 1/4 (XP 50; PB +2) CR 1/2 (XP 100; PB +2)
TRAITS TRAITS
Brave. The knight has Advantage on saving throws to Brave. The knight has Advantage on saving throws to
avoid or end the Frightened condition. avoid or end the Frightened condition.

ACTIONS ACTIONS
Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + Longsword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 +
1) Slashing damage, or 6 (1d10 + 1) Slashing damage if 2) Slashing damage, or 7 (1d10 + 2) Slashing damage if
used with two hands. used with two hands.
Light Crossbow. Ranged Attack Roll: +2, range 80/320 ft. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400
Hit: 4 (1d8) Piercing damage. ft. 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 Cavalry Expertise. The knight has Advantage on saving
throws made to avoid falling off its mount. If the knight falls throws made to avoid falling off its mount. If the knight falls
off its mount and descends no more than 10 feet, it can land off its mount and descends no more than 10 feet, it can land
on its feet if does not have the Incapacitated condition. on its feet if does not have the Incapacitated condition.

New Action: Lance (While Mounted Only). Melee Attack Roll: New Action: Lance (While Mounted Only). Melee Attack Roll:
+3 to hit, reach 10 ft. Hit: 7 (1d12 + 1) Piercing damage. If the +4 to hit, reach 10 ft. Hit: 8 (1d12 + 2) Piercing damage.If the
knight moved at least 20 feet straight toward the target im- knight moved at least 20 feet straight toward the target im-
mediately before the hit and the target is Huge or smaller, it mediately before the hit and the target is Huge or smaller, it
has the Prone condition. has the Prone condition.

109
Essential NPCs
KNIGHT (CR 1) Variant: Mounted Knight (CR 1)
Medium or Small Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
AC 15 or 17 (if wielding a shield) Initiative +0 (10)
HP 38 (7d8 + 7) Cavalry Expertise. The knight has Advantage on saving
Speed 30 ft. throws made to avoid falling off its mount. If the knight falls
MOD SAVE MOD SAVE MOD SAVE off its mount and descends no more than 10 feet, it can land
STR 14 +2 +4 DEX 10 +0 +0 CON 12 +1 +1 on its feet if does not have the Incapacitated condition.
INT 10 +0 +0 WIS 10 +0 +0 CHA 14 +2 +2 New Action: Multiattack. The knight can use Issue Chal-
Skills Animal Handling +2, History +2, Persuasion +4 lenge if it is not currently challenging a creature. It then
Gear Half Plate Armor, Heavy Crossbow, Longsword, makes one Lance attack or two Longsword attacks.
Shield New Action: Lance (While Mounted Only). Melee Attack Roll:
Senses Passive Perception 10 +4 to hit, reach 10 ft. Hit: 7 (1d10 + 2) Piercing damage. If the
Languages Any two languages knight moved at least 20 feet straight toward the target im-
CR 1 (XP 200; PB +2) mediately before the hit, the target takes an extra 4 (1d8)
TRAITS Piercing damage, and if it is Huge or smaller, has the Prone
condition.
Brave. The knight has Advantage on saving throws to
avoid or end the Frightened condition.

ACTIONS
Multiattack. The knight can use Issue Challenge if it is
not currently challenging a creature. It then makes two
Longsword attacks.
Longsword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 +
2) Slashing damage, or 7 (1d10 + 2) Slashing damage if
used with two hands.
Heavy Crossbow. Ranged Attack Roll: +2, range 100/400
ft. Hit: 5 (1d10) Piercing damage.
Issue Challenge. The knight targets one creature it can
see within 60 feet and challenges the target to single
combat. Until the challenge ends, the knight and the tar-
get 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 ig-
nore the effect on itself until the start of its next turn. The
target automatically succeeds on the save 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 re-
duced 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.

110
Essential NPCs
KNIGHT (CR 2) Variant: Mounted Knight (CR 2)
Medium or Small Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
AC 15 or 17 (if wielding a shield) Initiative +0 (10)
HP 49 (9d8 + 9) Cavalry Expertise. The knight has Advantage on saving
Speed 30 ft. throws made to avoid falling off its mount. If the knight falls
MOD SAVE MOD SAVE MOD SAVE off its mount and descends no more than 10 feet, it can land
STR 16 +3 +5 DEX 10 +0 +0 CON 13 +1 +1 on its feet if does not have the Incapacitated condition.
INT 10 +0 +0 WIS 10 +0 +0 CHA 14 +2 +2 New Action: Multiattack. The knight can use Issue Chal-
Skills Animal Handling +2, Athletics +5, History +2, lenge if it is not currently challenging a creature. It then
Persuasion +4 makes one Lance attack or two Longsword attacks.
Gear Half Plate Armor, Heavy Crossbow, Longsword, New Action: Lance (While Mounted Only). Melee Attack Roll:
Shield +5 to hit, reach 10 ft. Hit: 14 (2d10 + 3) Piercing damage. If
Senses Passive Perception 10 the knight moved at least 20 feet straight toward the target
Languages Any two languages immediately before the hit, the target takes an extra 5
CR 2 (XP 450; PB +2) (1d10) Piercing damage, and if it is Huge or smaller, has the
TRAITS Prone condition.
Brave. The knight has Advantage on saving throws to
avoid or end the Frightened condition.

ACTIONS
Multiattack. The knight can use Issue Challenge if it is
not currently challenging a creature. It then makes two
Longsword attacks.
Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 +
3) Slashing damage, or 8 (1d10 + 3) Slashing damage if
used with two hands.
Heavy Crossbow. Ranged Attack Roll: +2, range 100/400
ft. Hit: 11 (2d10) Piercing damage.
Issue Challenge. The knight targets one creature it can
see within 60 feet and challenges the target to single
combat. Until the challenge ends, the knight and the tar-
get 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 ig-
nore the effect on itself until the start of its next turn. The
target automatically succeeds on the save 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 re-
duced 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.

111
Essential NPCs
KNIGHT (CR 3) Variant: Mounted Knight (CR 3)
Medium or Small Humanoid, Any Alignment Many knights train to be especially effective as cavalry. These
knights gain new traits and actions.
AC 16 or 18 (if wielding a shield) Initiative +0 (10)
HP 65 (10d8 + 20) Cavalry Expertise. The knight has Advantage on saving
Speed 30 ft. throws made to avoid falling off its mount. If the knight falls
MOD SAVE MOD SAVE MOD SAVE off its mount and descends no more than 10 feet, it can land
STR 17 +3 +5 DEX 12 +1 +1 CON 14 +2 +2 on its feet if does not have the Incapacitated condition.
INT 10 +0 +0 WIS 10 +0 +0 CHA 14 +2 +2 New Action: Multiattack. The knight can use Issue Chal-
Skills Animal Handling +2, Athletics +5, History +2, lenge if it is not currently challenging a creature. It then
Persuasion +4 makes one Lance attack or two Longsword attacks.
Gear Half Plate Armor, Heavy Crossbow, Longsword, New Action: Lance (While Mounted Only). Melee Attack Roll:
Shield +5 to hit, reach 10 ft. Hit: 16 (2d12 + 3) Piercing damage. If
Senses Passive Perception 10 the knight moved at least 20 feet straight toward the target
Languages Any two languages immediately before the hit, the target takes an extra 6
CR 3 (XP 700; PB +2) (1d12) Piercing damage, and if it is Huge or smaller, has the
TRAITS Prone condition.
Brave. The knight has Advantage on saving throws to
avoid or end the Frightened condition.

ACTIONS
Multiattack. The knight can use Issue Challenge if it is
not currently challenging a creature. It then makes two
Longsword attacks.
Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6
+ 3) Slashing damage, or 13 (3d6 + 3) Slashing damage if
used with two hands.
Heavy Crossbow. Ranged Attack Roll: +3, range 100/400
ft. Hit: 17 (3d10 + 1) Piercing damage.
Issue Challenge. The knight targets one creature it can
see within 60 feet and challenges the target to single
combat. Until the challenge ends, the knight and the tar-
get 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 ig-
nore the effect on itself until the start of its next turn. The
target automatically succeeds on the save 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 re-
duced 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. Trigger: The knight is subjected to an
effect that allows it to make a Dexterity saving throw to
take only half damage. The knight must be wielding a
shield to use this ability. Response: The knight takes no
damage if it succeeds on the save and only half damage
if it fails.

112
Essential NPCs
KNIGHT (CR 5)
Medium or Small Humanoid, Any Alignment
AC 18 or 20 (if wielding a shield) Initiative +1 (11) see within 60 feet and challenges the target to single com-
HP 91 (14d8 + 28) bat. Until the challenge ends, the knight and the target
Speed 30 ft. have Disadvantage on attack rolls against creatures other
MOD SAVE MOD SAVE MOD SAVE than each other. At the start of each of the target’s turns, it
STR 18 +4 +7 DEX 12 +1 +1 CON 14 +2 +5 can make a DC 14 Wisdom saving throw to ignore the
INT 10 +0 +0 WIS 10 +0 +0 CHA 16 +3 +3 effect on itself until the start of its next turn. The target au-
tomatically succeeds on the save if it is more than 60 feet
Skills Animal Handling +3, Athletics +7, History +3, from the knight or if its Intelligence is 3 or lower.
Persuasion +6
Gear Heavy Crossbow, Longsword, Plate Armor, Shield The challenge ends if either the target or the knight is re-
Senses Passive Perception 10 duced to 0 HP, or the knight uses an action to formally dis-
Languages Any two languages miss the challenge. The knight cannot use this ability
CR 5 (XP 1,800; PB +3) again until the challenge ends.
TRAITS BONUS ACTIONS
Brave. The knight has Advantage on saving throws to Fasten Shield. The knight Dons or Doffs its shield.
avoid or end the Frightened condition.
REACTIONS
ACTIONS Interpose Shield (While Wielding a Shield). Trigger: The
Multiattack. The knight can use Issue Challenge if it is knight is subjected to an effect that allows it to make a
not currently challenging a creature. It then makes two Dexterity saving throw to take only half damage. The
Longsword attacks. knight must be wielding a shield to use this ability. Re-
Longsword. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (3d6 sponse: The knight takes no damage if it succeeds on the
+ 4) Slashing damage, or 18 (4d6 + 4) Slashing damage if save and only half damage if it fails.
used with two hands. Follow Through (While Wielding a Longsword in Two
Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 Hands). Trigger: The knight would miss with a Longsword
ft. Hit: 23 (4d10+1) Piercing damage. attack. Response: The knight rerolls the attack roll, poten-
tially causing the attack to hit.
Issue Challenge. The knight targets one creature it can

Variant: Mounted Knight (CR 5) New Action: Lance (While Mounted Only). Melee Attack Roll:
Many knights train to be especially effective as cavalry. These +7 to hit, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage. If
knights gain new traits and actions. the knight moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 13
Cavalry Expertise. The knight has Advantage on saving (2d12) Piercing damage, and if it is Huge or smaller, has the
throws made to avoid falling off its mount. If the knight falls Prone condition.
off its mount and descends no more than 10 feet, it can land
on its feet if does not have the Incapacitated condition. New Action: Issue Challenge. While the knight is mounted,
the knight’s Issue Challenge does not impose Disadvantage
Trained Mount. When the knight hits a target with a melee on attack rolls against the mount.
attack while mounted, the mount can use its Reaction to
move up to 5 feet and make one melee attack against the
same target.
New Action: Multiattack. The knight can use Issue Chal-
lenge if it is not currently challenging a creature. It then
makes one Lance attack or two Longsword attacks.

113
Essential NPCs
KNIGHT (CR 7)
Medium or Small Humanoid, Any Alignment
AC 18 or 20 (if wielding a shield) Initiative +2 (12) see within 60 feet and challenges the target to single com-
HP 117 (18d8 + 36) bat. Until the challenge ends, the knight and the target
Speed 30 ft. have Disadvantage on attack rolls against creatures other
MOD SAVE MOD SAVE MOD SAVE than each other. At the start of each of the target’s turns, it
STR 18 +4 +7 DEX 14 +2 +2 CON 14 +2 +5 can make a DC 14 Wisdom saving throw to ignore the
INT 10 +0 +0 WIS 10 +0 +0 CHA 16 +3 +3 effect on itself until the start of its next turn. The target au-
tomatically succeeds on the save if it is more than 60 feet
Skills Animal Handling +3, Athletics +7, History +3, from the knight or if its Intelligence is 3 or lower.
Persuasion +6
Gear Heavy Crossbow, Longsword, Plate Armor, Shield The challenge ends if either the target or the knight is re-
Senses Passive Perception 10 duced to 0 HP, or the knight uses an action to formally dis-
Languages Any two languages miss the challenge. The knight cannot use this ability
CR 7 (XP 2,900; PB +3) again until the challenge ends.
TRAITS BONUS ACTIONS
Brave. The knight has Advantage on saving throws to Fasten Shield. The knight Dons or Doffs its shield.
avoid or end the Frightened condition.
REACTIONS
ACTIONS Interpose Shield (While Wielding a Shield). Trigger: The
Multiattack. The knight can use Issue Challenge if it is knight is subjected to an effect that allows it to make a
not currently challenging a creature. It then makes two Dexterity saving throw to take only half damage. The
Longsword attacks. knight must be wielding a shield to use this ability. Re-
Longsword. Melee Attack Roll: +7, reach 5 ft. Hit: 18 (4d6 sponse: The knight takes no damage if it succeeds on the
+ 4) Slashing damage, or 21 (5d6 + 4) Slashing damage if save and only half damage if it fails.
used with two hands. Follow Through (While Wielding a Longsword in Two
Heavy Crossbow. Ranged Attack Roll: +5, range 100/400 Hands). Trigger: The knight would miss with a Longsword
ft. Hit: 29 (5d10+2) Piercing damage. attack. Response: The knight rerolls the attack roll, poten-
tially causing the attack to hit.
Issue Challenge. The knight targets one creature it can

Variant: Mounted Knight (CR 7) New Action: Lance (While Mounted Only). Melee Attack Roll:
Many knights train to be especially effective as cavalry. These +7 to hit, reach 10 ft. Hit: 30 (4d12 + 4) Piercing damage. If
knights gain new traits and actions. the knight moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 13
Cavalry Expertise. The knight has Advantage on saving (2d12) Piercing damage, and if it is Huge or smaller, has the
throws made to avoid falling off its mount. If the knight falls Prone condition.
off its mount and descends no more than 10 feet, it can land
on its feet if does not have the Incapacitated condition. New Action: Issue Challenge. While the knight is mounted,
the knight’s Issue Challenge does not impose Disadvantage
Trained Mount. When the knight hits a target with a melee on attack rolls against the mount.
attack while mounted, the mount can use its Reaction to
move up to 5 feet and make one melee attack against the
same target.
New Action: Multiattack. The knight can use Issue Chal-
lenge if it is not currently challenging a creature. It then
makes one Lance attack or two Longsword attacks.

114
Essential NPCs
KNIGHT (CR 9)
Medium or Small Humanoid, Any Alignment
AC 18 or 20 (if wielding a shield) Initiative +2 (12) see within 60 feet and challenges the target to single com-
HP 143 (22d8 + 44) bat. Until the challenge ends, the knight and the target
Speed 30 ft. have Disadvantage on attack rolls against creatures other
MOD SAVE MOD SAVE MOD SAVE than each other. At the start of each of the target’s turns, it
STR 18 +4 +8 DEX 14 +2 +2 CON 14 +2 +6 can make a DC 15 Wisdom saving throw to ignore the
INT 10 +0 +0 WIS 10 +0 +0 CHA 16 +3 +3 effect on itself until the start of its next turn. The target au-
tomatically succeeds on the save if it is more than 60 feet
Skills Animal Handling +4, Athletics +8, History +4, from the knight or if its Intelligence is 3 or lower.
Persuasion +7
Gear Heavy Crossbow, Longsword, Plate Armor, Shield The challenge ends if either the target or the knight is re-
Senses Passive Perception 10 duced to 0 HP, or the knight uses an action to formally dis-
Languages Any two languages miss the challenge. The knight cannot use this ability
CR 9 (XP 5,000; PB +4) again until the challenge ends.
TRAITS BONUS ACTIONS
Brave. The knight has Advantage on saving throws to Fasten Shield. The knight Dons or Doffs its shield.
avoid or end the Frightened condition.
REACTIONS
ACTIONS Interpose Shield (While Wielding a Shield). Trigger: The
Multiattack. The knight can use Issue Challenge if it is knight is subjected to an effect that allows it to make a
not currently challenging a creature. It then makes two Dexterity saving throw to take only half damage. The
Longsword attacks. knight must be wielding a shield to use this ability. Re-
Longsword. Melee Attack Roll: +8, reach 5 ft. Hit: 25 (6d6 sponse: The knight takes no damage if it succeeds on the
+ 4) Slashing damage, or 28 (7d6 + 4) Slashing damage if save and only half damage if it fails.
used with two hands. Follow Through (While Wielding a Longsword in Two
Heavy Crossbow. Ranged Attack Roll: +6, range 100/400 Hands). Trigger: The knight would miss with a Longsword
ft. Hit: 29 (5d10+2) Piercing damage. attack. Response: The knight rerolls the attack roll, poten-
tially causing the attack to hit.
Issue Challenge. The knight targets one creature it can

Variant: Mounted Knight (CR 9) New Action: Lance (While Mounted Only). Melee Attack Roll:
Many knights train to be especially effective as cavalry. These +8 to hit, reach 10 ft. Hit: 36 (5d12 + 4) Piercing damage. If
knights gain new traits and actions. the knight moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 19
Cavalry Expertise. The knight has Advantage on saving (3d12) Piercing damage, and if it is Huge or smaller, has the
throws made to avoid falling off its mount. If the knight falls Prone condition.
off its mount and descends no more than 10 feet, it can land
on its feet if does not have the Incapacitated condition. New Action: Issue Challenge. While the knight is mounted,
the knight’s Issue Challenge does not impose Disadvantage
Trained Mount. When the knight hits a target with a melee on attack rolls against the mount.
attack while mounted, the mount can use its Reaction to
move up to 5 feet and make one melee attack against the
same target.
New Action: Multiattack. The knight can use Issue Chal-
lenge if it is not currently challenging a creature. It then
makes one Lance attack or two Longsword attacks.

115
Essential NPCs
KNIGHT (CR 11)
Medium or Small Humanoid, Any Alignment
AC 18 or 21 (if wielding a shield) Initiative +2 (12) Issue Challenge. The knight targets one creature it can
HP 175 (27d8 + 54) see within 60 feet and challenges the target to single com-
Speed 30 ft. bat. Until the challenge ends, the knight and the target
MOD SAVE MOD SAVE MOD SAVE have Disadvantage on attack rolls against creatures other
STR 20 +5 +9 DEX 14 +2 +2 CON 14 +2 +6 than each other. At the start of each of the target’s turns, it
INT 10 +0 +0 WIS 10 +0 +0 CHA 16 +3 +3 can make a DC 15 Wisdom saving throw to ignore the
effect on itself until the start of its next turn. The target au-
Skills Animal Handling +4, Athletics +9, History +4, tomatically succeeds on the save if it is more than 60 feet
Persuasion +7 from the knight or if its Intelligence is 3 or lower.
Gear Heavy Crossbow, Longsword, Plate Armor, Shield
Senses Passive Perception 10 The challenge ends if either the target or the knight is re-
Languages Any two languages duced to 0 HP, or the knight uses an action to formally dis-
CR 11 (XP 7,200; PB +4) miss the challenge. The knight cannot use this ability
again until the challenge ends.
TRAITS
Shield Expert. While wielding a shield, the knight gains BONUS ACTIONS
an additional +1 bonus to its AC (included in AC). Fasten Shield. The knight Dons or Doffs its shield.
Brave. The knight has Advantage on saving throws to REACTIONS
avoid or end the Frightened condition.
Interpose Shield (While Wielding a Shield). Trigger: The
ACTIONS knight is subjected to an effect that allows it to make a
Multiattack. The knight can use Issue Challenge if it is Dexterity saving throw to take only half damage. The
not currently challenging a creature. It then makes two knight must be wielding a shield to use this ability. Re-
Longsword attacks. sponse: The knight takes no damage if it succeeds on the
save and only half damage if it fails.
Longsword. Melee Attack Roll: +9, reach 5 ft. Hit: 29 (7d6
+ 5) Slashing damage, or 33 (8d6 + 5) Slashing damage if Follow Through (While Wielding a Longsword in Two
used with two hands. Hands). Trigger: The knight would miss with a Longsword
attack. Response: The knight rerolls the attack roll, poten-
Heavy Crossbow. Ranged Attack Roll: +6, range 100/400 tially causing the attack to hit.
ft. Hit: 29 (5d10+2) Piercing damage.

Variant: Mounted Knight (CR 11) New Action: Lance (While Mounted Only). Melee Attack Roll:
Many knights train to be especially effective as cavalry. These +9 to hit, reach 10 ft. Hit: 37 (5d12 + 5) Piercing damage. If
knights gain new traits and actions. the knight moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 26
Cavalry Expertise. The knight has Advantage on saving (4d12) Piercing damage, and if it is Huge or smaller, has the
throws made to avoid falling off its mount. If the knight falls Prone condition.
off its mount and descends no more than 10 feet, it can land
New Action: Issue Challenge. While the knight is mounted,
on its feet if does not have the Incapacitated condition.
the knight’s Issue Challenge does not impose Disadvantage
Trained Mount. When the knight hits a target with a melee on attack rolls against the mount.
attack while mounted, the mount can use its Reaction to
move up to 5 feet and make one melee attack against the
same target.
New Action: Multiattack. The knight can use Issue Chal-
lenge if it is not currently challenging a creature. It then
makes one Lance attack or two Longsword attacks.

116
Essential NPCs
KNIGHT (CR 13)
Medium or Small Humanoid, Any Alignment
AC 18 or 21 (if wielding a shield) Initiative +2 (12) Issue Challenge. The knight targets one creature it can
HP 208 (32d8 + 64) see within 60 feet and challenges the target to single com-
Speed 30 ft. bat. Until the challenge ends, the knight and the target
MOD SAVE MOD SAVE MOD SAVE have Disadvantage on attack rolls against creatures other
STR 20 +5 +10 DEX 14 +2 +2 CON 14 +2 +7 than each other. At the start of each of the target’s turns, it
INT 10 +0 +0 WIS 10 +0 +5 CHA 16 +3 +3 can make a DC 16 Wisdom saving throw to ignore the
effect on itself until the start of its next turn. The target au-
Skills Animal Handling +5, Athletics +10, History +5, tomatically succeeds on the save if it is more than 60 feet
Persuasion +8 from the knight or if its Intelligence is 3 or lower.
Gear Heavy Crossbow, Longsword, Plate Armor, Shield
Senses Passive Perception 10 The challenge ends if either the target or the knight is re-
Languages Any two languages duced to 0 HP, or the knight uses an action to formally dis-
CR 13 (XP 10,000; PB +5) miss the challenge. The knight cannot use this ability
again until the challenge ends.
TRAITS
Shield Expert. While wielding a shield, the knight gains BONUS ACTIONS
an additional +1 bonus to its AC (included in AC). Fasten Shield. The knight Dons or Doffs its shield.
Brave. The knight has Advantage on saving throws to REACTIONS
avoid or end the Frightened condition.
Interpose Shield (While Wielding a Shield). Trigger: The
ACTIONS knight is subjected to an effect that allows it to make a
Multiattack. The knight can use Issue Challenge if it is Dexterity saving throw to take only half damage. The
not currently challenging a creature. It then makes two knight must be wielding a shield to use this ability. Re-
Longsword attacks. sponse: The knight takes no damage if it succeeds on the
save and only half damage if it fails.
Longsword. Melee Attack Roll: +10, reach 5 ft. Hit: 36 (9d6
+ 5) Slashing damage, or 40 (10d6 + 5) Slashing damage Follow Through (While Wielding a Longsword in Two
if used with two hands. Hands). Trigger: The knight would miss with a Longsword
attack. Response: The knight rerolls the attack roll, poten-
Heavy Crossbow. Ranged Attack Roll: +7, range 100/400 tially causing the attack to hit.
ft. Hit: 29 (5d10+2) Piercing damage.

Variant: Mounted Knight (CR 13) New Action: Lance (While Mounted Only). Melee Attack Roll:
Many knights train to be especially effective as cavalry. These +10 to hit, reach 10 ft. Hit: 44 (6d12 + 5) Piercing damage. If
knights gain new traits and actions. the knight moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 32
Cavalry Expertise. The knight has Advantage on saving
(5d12) Piercing damage, and if it is Huge or smaller, has the
throws made to avoid falling off its mount. If the knight falls
Prone condition.
off its mount and descends no more than 10 feet, it can land
on its feet if does not have the Incapacitated condition. New Action: Issue Challenge. While the knight is mounted,
the knight’s Issue Challenge does not impose Disadvantage
Trained Mount. When the knight hits a target with a melee
on attack rolls against the mount.
attack while mounted, the mount can use its Reaction to
move up to 5 feet and make one melee attack against the
same target.
New Action: Multiattack. The knight can use Issue Chal-
lenge if it is not currently challenging a creature. It then
makes one Lance attack or two Longsword attacks.

117
Essential NPCs
KNIGHT (CR 15)
Medium or Small Humanoid, Any Alignment
AC 18 or 21 (if wielding a shield) Initiative +2 (12) can see within 100 feet and uses supernatural authority to
HP 240 (32d8 + 96) challenge the target to single combat. Until the challenge
Speed 30 ft. ends, the knight and the target have Disadvantage on at-
MOD SAVE MOD SAVE MOD SAVE tack rolls against creatures other than each other, and
STR 20 +5 +10 DEX 14 +2 +2 CON 16 +3 +8 other creatures have Advantage on saving throws that the
INT 10 +0 +0 WIS 10 +0 +5 CHA 16 +3 +3 knight or the target force them to make.

Skills Animal Handling +5, Athletics +10, History +5, The challenge magically prevents interference, and at-
Persuasion +8 tacks made by other creatures against the knight or the
Gear Heavy Crossbow, Longsword, Plate Armor, Shield target have Disadvantage. In addition, the knight and the
Senses Passive Perception 10 target have Advantage on saving throws against the spells
Languages Any two languages and abilities of creatures other than each other.
CR 15 (XP 13,000; PB +5) The effects of the challenge are suppressed as long as the
TRAITS knight and the target are more than 100 feet from one an-
other, and the challenge ends if either the target or the
Shield Expert. While wielding a shield, the knight gains
knight is reduced to 0 HP, or the knight uses an action to
an additional +1 bonus to its AC (included in AC).
formally dismiss the challenge. The knight cannot use this
Brave. The knight has Advantage on saving throws to ability again until the challenge ends.
avoid or end the Frightened condition.
BONUS ACTIONS
ACTIONS Fasten Shield. The knight Dons or Doffs its shield.
Multiattack. The knight can use Imperious Challenge if it
is not currently challenging a creature. It then makes two REACTIONS
Longsword attacks. Impervious Shield (While Wielding a Shield). Trigger: The
Longsword. Melee Attack Roll: +10, reach 5 ft. Hit: 43 knight would take damage from a ranged attack or an
(11d6 + 5) Slashing damage, or 47 (12d6 + 5) Slashing effect that required it to make a Dexterity saving throw.
damage if used with two hands. Response: The knight takes no damage.

Heavy Crossbow. Ranged Attack Roll: +7, range 100/400 Strike True (While Wielding a Longsword in Two Hands).
ft. Hit: 35 (6d10+2) Piercing damage. Trigger: The knight would miss with a Longsword attack.
Response: The knight causes the attack to hit.
Imperious Challenge. The knight targets one creature it

Variant: Mounted Knight (CR 15) New Action: Lance (While Mounted Only). Melee Attack Roll:
+10 to hit, reach 10 ft. Hit: 50 (7d12 + 5) Piercing damage. If
Many knights train to be especially effective as cavalry. These
knights gain new traits and actions. the knight moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 39
Cavalry Expertise. The knight has Advantage on saving (6d12) Piercing damage, and if it is Huge or smaller, has the
throws made to avoid falling off its mount. If the knight falls Prone condition.
off its mount and descends no more than 10 feet, it can land New Action: Imperious Challenge. While the knight is
on its feet if does not have the Incapacitated condition. mounted, the mount is unaffected by the knight’s Imperious
Trained Mount. When the knight hits a target with a melee Challenge. (The mount’s attack rolls, attack rolls against the
attack while mounted, the mount can use its Reaction to mount, the mount’s saving throws, and saving throws the
move up to 5 feet and make one melee attack against the mount forces other creatures to make are not affected.)
same target.
New Action: Multiattack. The knight can use Issue Chal-
lenge if it is not currently challenging a creature. It then
makes one Lance attack or two Longsword attacks.

118
Essential NPCs
KNIGHT (CR 17)
Medium or Small Humanoid, Any Alignment
AC 18 or 22 (if wielding a shield) Initiative +2 (12) can see within 100 feet and uses supernatural authority to
HP 277 (37d8 + 111) challenge the target to single combat. Until the challenge
Speed 30 ft. ends, the knight and the target have Disadvantage on at-
MOD SAVE MOD SAVE MOD SAVE tack rolls against creatures other than each other, and
STR 20 +5 +11 DEX 14 +2 +2 CON 16 +3 +9 other creatures have Advantage on saving throws that the
INT 10 +0 +0 WIS 10 +0 +6 CHA 16 +3 +3 knight or the target force them to make.

Skills Animal Handling +6, Athletics +11, History +6, The challenge magically prevents interference, and at-
Persuasion +9 tacks made by other creatures against the knight or the
Gear Heavy Crossbow, Longsword, Plate Armor, Shield target have Disadvantage. In addition, the knight and the
Senses Passive Perception 10 target have Advantage on saving throws against the spells
Languages Any two languages and abilities of creatures other than each other.
CR 17 (XP 18,000; PB +6) The effects of the challenge are suppressed as long as the
TRAITS knight and the target are more than 100 feet from one an-
other, and the challenge ends if either the target or the
Shield Expert. While wielding a shield, the knight gains
knight is reduced to 0 HP, or the knight uses an action to
an additional +2 bonus to its AC (included in AC).
formally dismiss the challenge. The knight cannot use this
Brave. The knight has Advantage on saving throws to ability again until the challenge ends.
avoid or end the Frightened condition.
BONUS ACTIONS
ACTIONS Fasten Shield. The knight Dons or Doffs its shield.
Multiattack. The knight can use Imperious Challenge if it
is not currently challenging a creature. It then makes two REACTIONS
Longsword attacks. Impervious Shield (While Wielding a Shield). Trigger: The
Longsword. Melee Attack Roll: +11, reach 5 ft. Hit: 47 knight would take damage from a ranged attack or an
(12d6 + 5) Slashing damage, or 50 (13d6 + 5) Slashing effect that required it to make a Dexterity saving throw.
damage if used with two hands. Response: The knight takes no damage.

Heavy Crossbow. Ranged Attack Roll: +8, range 100/400 Strike True (While Wielding a Longsword in Two Hands).
ft. Hit: 35 (6d10+2) Piercing damage. Trigger: The knight would miss with a Longsword attack.
Response: The knight causes the attack to hit.
Imperious Challenge. The knight targets one creature it

Variant: Mounted Knight (CR 17) New Action: Lance (While Mounted Only). Melee Attack Roll:
+11 to hit, reach 10 ft. Hit: 57 (8d12 + 5) Piercing damage. If
Many knights train to be especially effective as cavalry. These
knights gain new traits and actions. the knight moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 45
Cavalry Expertise. The knight has Advantage on saving (7d12) Piercing damage, and if it is Huge or smaller, has the
throws made to avoid falling off its mount. If the knight falls Prone condition.
off its mount and descends no more than 10 feet, it can land New Action: Imperious Challenge. While the knight is
on its feet if does not have the Incapacitated condition. mounted, the mount is unaffected by the knight’s Imperious
Trained Mount. When the knight hits a target with a melee Challenge. (The mount’s attack rolls, attack rolls against the
attack while mounted, the mount can use its Reaction to mount, the mount’s saving throws, and saving throws the
move up to 5 feet and make one melee attack against the mount forces other creatures to make are not affected.)
same target.
New Action: Multiattack. The knight can use Issue Chal-
lenge if it is not currently challenging a creature. It then
makes one Lance attack or two Longsword attacks.

119
Essential NPCs
KNIGHT (CR 20)
Medium or Small Humanoid, Any Alignment
AC 18 or 22 (if wielding a shield) Initiative +2 (12) can see within 100 feet and uses supernatural authority to
HP 330 (44d8 + 132) challenge the target to single combat. Until the challenge
Speed 30 ft. ends, the knight and the target have Disadvantage on at-
MOD SAVE MOD SAVE MOD SAVE tack rolls against creatures other than each other, and
STR 22 +6 +12 DEX 14 +2 +2 CON 16 +3 +9 other creatures have Advantage on saving throws that the
INT 10 +0 +0 WIS 10 +0 +6 CHA 16 +3 +3 knight or the target force them to make.

Skills Animal Handling +6, Athletics +12, History +6, The challenge magically prevents interference, and at-
Persuasion +9 tacks made by other creatures against the knight or the
Gear Heavy Crossbow, Longsword, Plate Armor, Shield target have Disadvantage. In addition, the knight and the
Senses Passive Perception 10 target have Advantage on saving throws against the spells
Languages Any two languages and abilities of creatures other than each other.
CR 20 (XP 25,000; PB +6) The effects of the challenge are suppressed as long as the
TRAITS knight and the target are more than 100 feet from one an-
other, and the challenge ends if either the target or the
Shield Expert. While wielding a shield, the knight gains
knight is reduced to 0 HP, or the knight uses an action to
an additional +2 bonus to its AC (included in AC).
formally dismiss the challenge. The knight cannot use this
Brave. The knight has Advantage on saving throws to ability again until the challenge ends.
avoid or end the Frightened condition.
BONUS ACTIONS
ACTIONS Fasten Shield. The knight Dons or Doffs its shield.
Multiattack. The knight can use Imperious Challenge if it
is not currently challenging a creature. It then makes two REACTIONS
Longsword attacks. Impervious Shield (While Wielding a Shield). Trigger: The
Longsword. Melee Attack Roll: +12, reach 5 ft. Hit: 58 knight would take damage from a ranged attack or an
(15d6 + 6) Slashing damage, or 62 (16d6 + 6) Slashing effect that required it to make a Dexterity saving throw.
damage if used with two hands. Response: The knight takes no damage.

Heavy Crossbow. Ranged Attack Roll: +8, range 100/400 Strike True (While Wielding a Longsword in Two Hands).
ft. Hit: 35 (6d10+2) Piercing damage. Trigger: The knight would miss with a Longsword attack.
Response: The knight causes the attack to hit.
Imperious Challenge. The knight targets one creature it

Variant: Mounted Knight (CR 20) New Action: Lance (While Mounted Only). Melee Attack Roll:
+12 to hit, reach 10 ft. Hit: 71 (10d12 + 6) Piercing damage. If
Many knights train to be especially effective as cavalry. These
knights gain new traits and actions. the knight moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 52
Cavalry Expertise. The knight has Advantage on saving (8d12) Piercing damage, and if it is Huge or smaller, has the
throws made to avoid falling off its mount. If the knight falls Prone condition.
off its mount and descends no more than 10 feet, it can land New Action: Imperious Challenge. While the knight is
on its feet if does not have the Incapacitated condition. mounted, the mount is unaffected by the knight’s Imperious
Trained Mount. When the knight hits a target with a melee Challenge. (The mount’s attack rolls, attack rolls against the
attack while mounted, the mount can use its Reaction to mount, the mount’s saving throws, and saving throws the
move up to 5 feet and make one melee attack against the mount forces other creatures to make are not affected.)
same target.
New Action: Multiattack. The knight can use Issue Chal-
lenge if it is not currently challenging a creature. It then
makes one Lance attack or two Longsword attacks.

120
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 justiciars 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.

121
Essential NPCs
LAWKEEPER (CR 1/4) LAWKEEPER (CR 1/2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) AC 14 Initiative +0 (10)
HP 18 (4d8) HP 27 (6d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 10 +0 +0 CON 10 +0 +0 STR 12 +1 +1 DEX 10 +0 +0 CON 10 +0 +0
INT 12 +1 +1 WIS 12 +1 +3 CHA 10 +0 +0 INT 12 +1 +1 WIS 12 +1 +3 CHA 10 +0 +0

Skills Insight +3, Investigation +3 Skills Insight +3, Investigation +3


Gear Breastplate, Club, Light Crossbow Gear Breastplate, Heavy Crossbow, Mace
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any two languages
CR 1/4 (XP 50; PB +2) CR 1/2 (XP 100; PB +2)
ACTIONS ACTIONS
Truncheon. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + Truncheon. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 +
1) Bludgeoning damage. 1) Bludgeoning damage.
Light Crossbow. Ranged Attack Roll: +2, range 80/320 ft. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400
Hit: 4 (1d8) Piercing damage. ft. Hit: 5 (1d10) Piercing damage.
Halt (Recharges after a Short or Long Rest). The Halt (Recharges after a Short or Long Rest). The
lawkeeper uses magical force to bind a creature. lawkeeper uses magical force to bind a creature.
Strength Saving Throw: DC 11, one creature the Strength Saving Throw: DC 11, one creature the
lawkeeper can see within 30 feet. Failure: The target has lawkeeper can see within 30 feet. Failure: The target has
the Restrained condition until the end of the lawkeeper’s the Restrained condition until the end of the lawkeeper’s
next turn. next turn.
Spellcasting. The lawkeeper casts one of the following Spellcasting. The lawkeeper casts one of the following
spells, using Intelligence as the spellcasting ability: spells, using Intelligence as the spellcasting ability:
1/Day Each: Alarm, Arcane Lock 1/Day Each: Alarm, Arcane Lock

122
Essential NPCs
LAWKEEPER (CR 1) LAWKEEPER (CR 2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) AC 14 Initiative +0 (10)
HP 36 (8d8) HP 49 (11d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 10 +0 +0 CON 10 +0 +0 STR 14 +2 +2 DEX 10 +0 +0 CON 10 +0 +2
INT 12 +1 +1 WIS 12 +1 +3 CHA 10 +0 +0 INT 14 +2 +2 WIS 14 +2 +4 CHA 10 +0 +0

Skills Insight +3, Investigation +3 Skills Insight +4, Investigation +4


Gear Breastplate, Heavy Crossbow, Mace Gear Breastplate, Heavy Crossbow, Mace
Senses Passive Perception 11 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
CR 1 (XP 200; PB +2) CR 2 (XP 450; PB +2)
ACTIONS ACTIONS
Truncheon. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + Multiattack. The lawkeeper makes two Mace attacks. It
1) Bludgeoning damage. can replace one attack with a use of Detain or Spellcast-
Heavy Crossbow. Ranged Attack Roll: +2, range 80/320 ft. ing, if available.
Hit: 5 (1d10) Piercing damage. Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2)
Halt (Recharges after a Short or Long Rest). The Bludgeoning damage.
lawkeeper uses magical force to bind a creature. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400
Strength Saving Throw: DC 11, one creature the ft. Hit: 5 (1d10) Piercing damage.
lawkeeper can see within 30 feet. Failure: The target has Detain (Recharge 4–6). The lawkeeper uses magical
the Restrained condition until the end of the lawkeeper’s force to bind a creature. Strength Saving Throw: DC 12,
next turn. one creature the lawkeeper can see within 30 feet. Fail-
Spellcasting. The lawkeeper casts one of the following ure: The target has the Restrained and Incapacitated
spells, using Intelligence as the spellcasting ability (spell conditions for 1 minute or until the lawkeeper’s Concen-
save DC 11): tration is broken (as if concentrating on a spell). A crea-
1/Day Each: Alarm, Arcane Lock, Zone of Truth ture can repeat the saving throw at the end of each of its
turns, 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, Zone
of Truth
C
Requires Concentration

123
Essential NPCs
LAWKEEPER (CR 3)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) Spellcasting, if available.
HP 60 (11d8 + 11)
Justiciar’s Baton. Melee Attack Roll: +4, reach 5 ft. Hit: 6
Speed 30 ft.
(1d8 + 2) Bludgeoning damage plus 3 (1d6) Force damage.
MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +3 Forcebolt Crossbow. Ranged Attack Roll: +2, range
INT 14 +2 +2 WIS 14 +2 +4 CHA 12 +1 +1 100/400 ft. Hit: 5 (1d10) Piercing damage plus 3 (1d6)
Force damage. If this attack reduces the target to 0 Hit
Skills Insight +4, Intimidation +3, Investigation +4, Points, the lawkeeper can choose for the target to become
Persuasion +3 Stable.
Gear Half Plate Armor, Heavy Crossbow, Mace
Detain (Recharge 4–6). The lawkeeper uses magical force
Senses Passive Perception 12
Languages Any two languages to bind a creature. Strength Saving Throw: DC 12, one
CR 3 (XP 700; PB +2) creature the lawkeeper can see within 30 feet. Failure: The
target has the Restrained and Incapacitated conditions for
TRAITS 1 minute or until the lawkeeper’s Concentration is broken
Investigative Arcana. The lawkeeper can sense whether (as if concentrating on a spell). A creature can repeat the
magic has been present within 30 feet of its current loca- saving throw at the end of each of its turns, ending the
tion any time in the last 24 hours. If the lawkeeper effect on a success.
senses magic this way, it can take the Study action to Spellcasting. The lawkeeper casts one of the following
discern its precise location, the magic’s exact effect, or spells, using Intelligence as the spellcasting ability (spell
the type and any sub-types of the creature that caused save DC 12):
it.
1/Day Each: Alarm, Arcane Lock, Detect ThoughtsC, Si-
ACTIONS lenceC, Zone of Truth
Multiattack. The lawkeeper makes two Justiciar’s Baton C
Requires Concentration
attacks. It can replace one attack with a use of Detain or

124
Essential NPCs
LAWKEEPER (CR 5)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) (1d8 + 2) Bludgeoning damage plus 7 (2d6) Force damage.
HP 88 (16d8 + 16)
Forcebolt Crossbow. Ranged Attack Roll: +3, range
Speed 30 ft.
100/400 ft. Hit: 5 (1d10) Piercing damage plus 7 (2d6)
MOD SAVE MOD SAVE MOD SAVE
Force damage. If this attack reduces the target to 0 Hit
STR 15 +2 +2 DEX 10 +0 +0 CON 12 +1 +4
Points, the lawkeeper can choose for the target to become
INT 15 +2 +2 WIS 14 +2 +5 CHA 12 +1 +1 Stable.
Skills Insight +5, Intimidation +4, Investigation +5, Detain (Recharge 4–6). The lawkeeper uses magical force
Persuasion +4 to bind a creature. Strength Saving Throw: DC 13, one
Gear Half Plate Armor, Heavy Crossbow, Mace creature the lawkeeper can see within 30 feet. Failure: The
Senses Passive Perception 12 target has the Restrained and Incapacitated conditions for
Languages Any two languages 1 minute or until the lawkeeper’s Concentration is broken
CR 5 (XP 1,800; PB +3) (as if concentrating on a spell). A creature can repeat the
TRAITS saving throw at the end of each of its turns, ending the
effect on a success.
Investigative Arcana. The lawkeeper can sense whether
magic has been present within 30 feet of its current loca- Spellcasting. The lawkeeper casts one of the following
tion any time in the last 24 hours. If the lawkeeper spells, using Intelligence as the spellcasting ability (spell
senses magic this way, it can take the Study action to save DC 13):
discern its precise location, the magic’s exact effect, or 2/Day Each: Alarm, Arcane Lock, Detect ThoughtsC, Zone of
the type and any sub-types of the creature that caused Truth
it. 1/Day Each: SilenceC, SlowC, Speak with Dead
ACTIONS C
Requires Concentration
Multiattack. The lawkeeper makes two Justiciar’s Baton REACTIONS
attacks. It can replace one attack with a use of Detain or
Spellcasting, if available. Counterspell (2/Day). The Lawkeeper casts Counterspell
in response to that spell’s trigger, using the same spell-
Justiciar’s Baton. Melee Attack Roll: +5, reach 5 ft. Hit: 6 casting ability in Spellcasting.

125
Essential NPCs
LAWKEEPER (CR 7)
Medium or Small Humanoid, Any Alignment
AC 16 Initiative +1 (11) (1d8 + 3) Bludgeoning damage plus 10 (3d6) Force dam-
HP 115 (21d8 + 21) age.
Speed 30 ft.
Forcebolt Crossbow. Ranged Attack Roll: +4, range
MOD SAVE MOD SAVE MOD SAVE
100/400 ft. Hit: 6 (1d10 + 1) Piercing damage plus 10 (3d6)
STR 16 +3 +3 DEX 12 +1 +1 CON 12 +1 +4
Force damage. If this attack reduces the target to 0 Hit
INT 16 +3 +3 WIS 16 +3 +6 CHA 12 +1 +1 Points, the lawkeeper can choose for the target to become
Skills Insight +6, Intimidation +4, Investigation +6, Stable.
Persuasion +4 Detain (Recharge 4–6). The lawkeeper uses magical force
Gear Half Plate Armor, Heavy Crossbow, Mace to bind a creature. Strength Saving Throw: DC 14, one
Senses Passive Perception 13 creature the lawkeeper can see within 30 feet. Failure: The
Languages Any two languages target has the Restrained and Incapacitated conditions for
CR 7 (XP 2,900; PB +3) 1 minute or until the lawkeeper’s Concentration is broken
TRAITS (as if concentrating on a spell). A creature can repeat the
saving throw at the end of each of its turns, ending the
Investigative Arcana. The lawkeeper can sense whether
effect on a success.
magic has been present within 30 feet of its current loca-
tion any time in the last 24 hours. If the lawkeeper Spellcasting. The lawkeeper casts one of the following
senses magic this way, it can take the Study action to spells, using Intelligence as the spellcasting ability (spell
discern its precise location, the magic’s exact effect, or save DC 14):
the type and any sub-types of the creature that caused 2/Day Each: Alarm, Arcane Lock, Detect ThoughtsC, Zone of
it. Truth
ACTIONS 1/Day Each: Dispel Magic, SilenceC, SlowC, Speak with Dead
C
Multiattack. The lawkeeper makes two Justiciar’s Baton Requires Concentration
attacks. It can replace one attack with a use of Detain or REACTIONS
Spellcasting, if available.
Counterspell (2/Day). The Lawkeeper casts Counterspell
Justiciar’s Baton. Melee Attack Roll: +6, reach 5 ft. Hit: 7 in response to that spell’s trigger, using the same spell-
casting ability in Spellcasting.

126
Essential NPCs
LAWKEEPER (CR 9)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +1 (11) (1d8 + 3) Bludgeoning damage plus 14 (4d6) Force dam-
HP 143 (22d8 + 44) age.
Speed 30 ft.
Forcebolt Crossbow. Ranged Attack Roll: +5, range
MOD SAVE MOD SAVE MOD SAVE
100/400 ft. Hit: 6 (1d10 + 1) Piercing damage plus 14 (4d6)
STR 16 +3 +3 DEX 12 +1 +1 CON 14 +2 +6
Force damage. If this attack reduces the target to 0 Hit
INT 16 +3 +3 WIS 16 +3 +7 CHA 12 +1 +1 Points, the lawkeeper can choose for the target to become
Skills Insight +7, Intimidation +5, Investigation +7, Stable.
Persuasion +5 Detain (Recharge 4–6). The lawkeeper uses magical force
Gear Breastplate, Heavy Crossbow, Mace, Shield to bind a creature. Strength Saving Throw: DC 15, one
Senses Passive Perception 13 creature the lawkeeper can see within 30 feet. Failure: The
Languages Any three languages target has the Restrained and Incapacitated conditions for
CR 9 (XP 5,000; PB +4) 1 minute or until the lawkeeper’s Concentration is broken
TRAITS (as if concentrating on a spell). A creature can repeat the
saving throw at the end of each of its turns, ending the
Investigative Arcana. The lawkeeper can sense whether
effect on a success.
magic has been present within 30 feet of its current loca-
tion any time in the last 24 hours. If the lawkeeper Spellcasting. The lawkeeper casts one of the following
senses magic this way, it can take the Study action to spells, using Intelligence as the spellcasting ability (spell
discern its precise location, the magic’s exact effect, or save DC 15):
the type and any sub-types of the creature that caused 2/Day Each: Alarm, Arcane Lock, Detect ThoughtsC, Zone of
it. Truth
ACTIONS 1/Day Each: Dispel Magic, SilenceC, SlowC, Speak with Dead
C
Multiattack. The lawkeeper makes two Justiciar’s Baton Requires Concentration
attacks. It can replace one attack with a use of Detain or REACTIONS
Spellcasting, if available.
Counterspell (2/Day). The Lawkeeper casts Counterspell
Justiciar’s Baton. Melee Attack Roll: +7, reach 5 ft. Hit: 7 in response to that spell’s trigger, using the same spell-
casting ability in Spellcasting.

127
Essential NPCs
LAWKEEPER (CR 11)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +1 (11) (1d8 + 4) Bludgeoning damage plus 17 (5d6) Force dam-
HP 175 (27d8 + 54) age.
Speed 30 ft.
Forcebolt Crossbow. Ranged Attack Roll: +5, range
MOD SAVE MOD SAVE MOD SAVE
100/400 ft. Hit: 6 (1d10 + 1) Piercing damage plus 17 (5d6)
STR 18 +4 +4 DEX 12 +1 +1 CON 14 +2 +6
Force damage. If this attack reduces the target to 0 Hit
INT 18 +4 +8 WIS 18 +4 +8 CHA 13 +1 +1 Points, the lawkeeper can choose for the target to become
Skills Insight +8, Intimidation +5, Investigation +8, Stable.
Persuasion +5 Detain (Recharge 4–6). The lawkeeper uses magical force
Gear Breastplate, Heavy Crossbow, Mace, Shield to bind a creature. Strength Saving Throw: DC 16, one
Senses Passive Perception 14 creature the lawkeeper can see within 30 feet. Failure: The
Languages Any three languages target has the Restrained and Incapacitated conditions for
CR 11 (XP 7,200; PB +4) 1 minute or until the lawkeeper’s Concentration is broken
TRAITS (as if concentrating on a spell). A creature can repeat the
saving throw at the end of each of its turns, ending the
Investigative Arcana. The lawkeeper can sense whether
effect on a success.
magic has been present within 30 feet of its current loca-
tion any time in the last 24 hours. If the lawkeeper Spellcasting. The lawkeeper casts one of the following
senses magic this way, it can take the Study action to spells, using Intelligence as the spellcasting ability (spell
discern its precise location, the magic’s exact effect, or save DC 16):
the type and any sub-types of the creature that caused 2/Day Each: Alarm, Arcane Lock, Detect ThoughtsC, Dispel
it. Magic, Zone of Truth
ACTIONS 1/Day Each: SilenceC, SlowC, Speak with Dead
C
Multiattack. The lawkeeper makes two Justiciar’s Baton Requires Concentration
attacks. It can replace one attack with a use of Detain or REACTIONS
Spellcasting, if available.
Counterspell (2/Day). The Lawkeeper casts Counterspell
Justiciar’s Baton. Melee Attack Roll: +8, reach 5 ft. Hit: 8 in response to that spell’s trigger, using the same spell-
casting ability in Spellcasting.

128
Essential NPCs
LAWKEEPER (CR 13)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +1 (11) Forcebolt Crossbow. Ranged Attack Roll: +6, range
HP 208 (32d8 + 64) 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage plus 21 (6d6)
Speed 30 ft. Force damage. If this attack reduces the target to 0 Hit
MOD SAVE MOD SAVE MOD SAVE Points, the lawkeeper can choose for the target to become
STR 18 +4 +4 DEX 12 +1 +1 CON 14 +2 +7 Stable.
INT 18 +4 +9 WIS 18 +4 +9 CHA 13 +1 +1 Detain (Recharge 4–6). The lawkeeper uses magical force
Skills Insight +9, Intimidation +6, Investigation +9, to bind a creature. Strength Saving Throw: DC 17, one
Persuasion +6 creature the lawkeeper can see within 30 feet. Failure: The
Gear Heavy Crossbow, Mace, Plate Armor target has the Restrained and Incapacitated conditions for
Senses Passive Perception 14 1 minute or until the lawkeeper’s Concentration is broken
Languages Any three languages (as if concentrating on a spell). A creature can repeat the
CR 13 (XP 10,000; PB +5) saving throw at the end of each of its turns, ending the
effect on a success.
TRAITS
Spellcasting. The lawkeeper casts one of the following
Investigative Arcana. The lawkeeper can sense whether
spells, using Intelligence as the spellcasting ability (spell
magic has been present within 30 feet of its current loca-
save DC 17):
tion any time in the last 24 hours. If the lawkeeper
senses magic this way, it can take the Study action to 2/Day Each: Alarm, Arcane Lock, Detect ThoughtsC, Dispel
discern its precise location, the magic’s exact effect, or Magic, Zone of Truth
the type and any sub-types of the creature that caused 1/Day Each: SilenceC, SlowC, Speak with Dead, Wall of
it. ForceC
C
ACTIONS Requires Concentration

Multiattack. The lawkeeper makes two Justiciar’s Baton REACTIONS


attacks. It can replace one attack with a use of Detain or Counterspell (2/Day). The Lawkeeper casts Counterspell
Spellcasting, if available. in response to that spell’s trigger, using the same spell-
Justiciar’s Baton. Melee Attack Roll: +9, reach 5 ft. Hit: 8 casting ability in Spellcasting.
(1d8 + 4) Bludgeoning damage plus 21 (6d6) Force dam-
age.

129
Essential NPCs
LAWKEEPER (CR 15)
Medium or Small Humanoid, Any Alignment
AC 20 Initiative +1 (11) Forcebolt Crossbow. Ranged Attack Roll: +6, range
HP 240 (37d8 + 74) 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage plus 28 (8d6)
Speed 30 ft. Force damage. If this attack reduces the target to 0 Hit
MOD SAVE MOD SAVE MOD SAVE Points, the lawkeeper can choose for the target to become
STR 20 +5 +5 DEX 12 +1 +1 CON 14 +2 +7 Stable.
INT 20 +5 +10 WIS 20 +5 +10 CHA 14 +2 +2 Detain (Recharge 4–6). The lawkeeper uses magical force
Skills Insight +10, Intimidation +7, Investigation +10, to bind a creature. Strength Saving Throw: DC 18, one
Persuasion +7 creature the lawkeeper can see within 30 feet. Failure: The
Gear Heavy Crossbow, Mace, Plate Armor, Shield target has the Restrained and Incapacitated conditions for
Senses Passive Perception 15 1 minute or until the lawkeeper’s Concentration is broken
Languages Any three languages (as if concentrating on a spell). A creature can repeat the
CR 15 (XP 13,000; PB +5) saving throw at the end of each of its turns, ending the
effect on a success.
TRAITS
Spellcasting. The lawkeeper casts one of the following
Investigative Arcana. The lawkeeper can sense whether
spells, using Intelligence as the spellcasting ability (spell
magic has been present within 30 feet of its current loca-
save DC 18):
tion any time in the last 24 hours. If the lawkeeper
senses magic this way, it can take the Study action to 2/Day Each: Alarm, Arcane Lock, Detect ThoughtsC, Dispel
discern its precise location, the magic’s exact effect, or Magic, Zone of Truth
the type and any sub-types of the creature that caused 1/Day Each: SilenceC, SlowC, Speak with Dead, Wall of
it. ForceC
C
ACTIONS Requires Concentration

Multiattack. The lawkeeper makes two Justiciar’s Baton REACTIONS


attacks. It can replace one attack with a use of Detain or Counterspell (2/Day). The Lawkeeper casts Counterspell
Spellcasting, if available. in response to that spell’s trigger, using the same spell-
Justiciar’s Baton. Melee Attack Roll: +10, reach 5 ft. Hit: 9 casting ability in Spellcasting.
(1d8 + 5) Bludgeoning damage plus 28 (8d6) Force dam-
age.

130
Essential NPCs
LAWKEEPER (CR 17)
Medium or Small Humanoid, Any Alignment
AC 20 Initiative +1 (11) one creature the lawkeeper can see within 30 feet. Failure:
HP 273 (42d8 + 84) The target has the Restrained and Incapacitated condi-
Speed 30 ft. tions for 1 minute or until the lawkeeper’s Concentration
MOD SAVE MOD SAVE MOD SAVE is broken (as if concentrating on a spell). A creature can re-
STR 20 +5 +5 DEX 12 +1 +1 CON 14 +2 +8 peat the saving throw at the end of each of its turns, end-
INT 20 +5 +11 WIS 20 +5 +11 CHA 14 +2 +2 ing the effect on a success.

Skills Insight +11, Intimidation +8, Investigation +11, Total Lockdown (1/Day). The lawkeeper causes arcane
Persuasion +8 bonds to reach up in a 30-foot-radius, 100-foot-high Cylin-
Gear Heavy Crossbow, Mace, Plate Armor, Shield der centered on a point on the ground within 120 feet.
Senses Passive Perception 15 Strength Saving Throw: DC 19, any creature that enters the
Languages Any three languages Cylinder for the first time on that creature’s turn, or any
CR 17 (XP 18,000; PB +6) creature that starts its turn in the Cylinder. Failure: 44
(8d10) Force damage, and the target has the Restrained
TRAITS condition until the start of its next turn. While Restrained
Investigative Arcana. The lawkeeper can sense whether in this way, creatures are unable to teleport and are
magic has been present within 30 feet of its current loca- pulled safely to the ground if they are flying. Success: Half
tion any time in the last 24 hours. If the lawkeeper damage, and the target is not Restrained.
senses magic this way, it can take the Study action to
If the damage from this ability reduces a creature to 0 Hit
discern its precise location, the magic’s exact effect, or
Points, it has the Unconscious condition and is Stable.
the type and any sub-types of the creature that caused
When the lawkeeper uses this ability, it can designate any
it.
number of creatures to be unaffected by the magic and
ACTIONS able to act freely within the lockdown.
Multiattack. The lawkeeper makes two Justiciar’s Baton Spellcasting. The lawkeeper casts one of the following
attacks. It can replace one attack with a use of Detain or spells, using Intelligence as the spellcasting ability (spell
Spellcasting, if available. save DC 19):
Justiciar’s Baton. Melee Attack Roll: +11, reach 5 ft. Hit: 9 2/Day Each: Alarm, Arcane Lock, Detect ThoughtsC, Dispel
(1d8 + 5) Bludgeoning damage plus 31 (9d6) Force dam- Magic, Zone of Truth
age. 1/Day Each: SilenceC, SlowC, Speak with Dead, Wall of
Forcebolt Crossbow. Ranged Attack Roll: +7, range ForceC
C
100/400 ft. Hit: 6 (1d10 + 1) Piercing damage plus 31 Requires Concentration
(9d6) Force damage. If this attack reduces the target to 0
Hit Points, the lawkeeper can choose for the target to be-
REACTIONS
come Stable. Counterspell (2/Day). The Lawkeeper casts Counterspell
in response to that spell’s trigger, using the same spell-
Detain (Recharge 4–6). The lawkeeper uses magical
casting ability in Spellcasting.
force to bind a creature. Strength Saving Throw: DC 19,

131
Essential NPCs
LAWKEEPER (CR 20)
Medium or Small Humanoid, Any Alignment
AC 20 Initiative +1 (11) one creature the lawkeeper can see within 30 feet. Failure:
HP 331 (51d8 + 102) The target has the Restrained and Incapacitated condi-
Speed 30 ft. tions for 1 minute or until the lawkeeper’s Concentration
MOD SAVE MOD SAVE MOD SAVE is broken (as if concentrating on a spell). A creature can re-
STR 20 +5 +5 DEX 12 +1 +1 CON 14 +2 +8 peat the saving throw at the end of each of its turns, end-
INT 22 +6 +12 WIS 20 +5 +11 CHA 14 +2 +2 ing the effect on a success.

Skills Insight +11, Intimidation +8, Investigation +12, Total Lockdown (1/Day). The lawkeeper causes arcane
Persuasion +8 bonds to reach up in a 30-foot-radius, 100-foot-high Cylin-
Gear Heavy Crossbow, Mace, Plate Armor, Shield der centered on a point on the ground within 120 feet.
Senses Passive Perception 15 Strength Saving Throw: DC 20, any creature that enters the
Languages Any three languages Cylinder for the first time on that creature’s turn, or any
CR 20 (XP 25,000; PB +6) creature that starts its turn in the Cylinder. Failure: 55
(10d10) Force damage, and the target has the Restrained
TRAITS condition until the start of its next turn. While Restrained
Investigative Arcana. The lawkeeper can sense whether in this way, creatures are unable to teleport and are
magic has been present within 30 feet of its current loca- pulled safely to the ground if they are flying. Success: Half
tion any time in the last 24 hours. If the lawkeeper damage, and the target is not Restrained.
senses magic this way, it can take the Study action to
If the damage from this ability reduces a creature to 0 Hit
discern its precise location, the magic’s exact effect, or
Points, it has the Unconscious condition and is Stable.
the type and any sub-types of the creature that caused
When the lawkeeper uses this ability, it can designate any
it.
number of creatures to be unaffected by the magic and
ACTIONS able to act freely within the lockdown.
Multiattack. The lawkeeper makes two Justiciar’s Baton Spellcasting. The lawkeeper casts one of the following
attacks. It can replace one attack with a use of Detain or spells, using Intelligence as the spellcasting ability (spell
Spellcasting, if available. save DC 20):
Justiciar’s Baton. Melee Attack Roll: +11, reach 5 ft. Hit: 9 2/Day Each: Alarm, Arcane Lock, Detect ThoughtsC, Dispel
(1d8 + 5) Bludgeoning damage plus 38 (11d6) Force dam- Magic, Zone of Truth
age. 1/Day Each: SilenceC, SlowC, Speak with Dead, Wall of
Forcebolt Crossbow. Ranged Attack Roll: +7, range ForceC
C
100/400 ft. Hit: 6 (1d10 + 1) Piercing damage plus 38 Requires Concentration
(11d6) Force damage. If this attack reduces the target to
0 Hit Points, the lawkeeper can choose for the target to
REACTIONS
become Stable. Counterspell (2/Day). The Lawkeeper casts Counterspell
in response to that spell’s trigger, using the same spell-
Detain (Recharge 4–6). The lawkeeper uses magical
casting ability in Spellcasting.
force to bind a creature. Strength Saving Throw: DC 20,

132
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.

Sorcerers and Warlocks


The mage uses Intelligence as the spellcasting ability modifier.
This most closely resembles the Wizard player class, but you can
easily convert this NPC for use as a Sorcerer or Warlock by
exchanging its Intelligence score for its Charisma score and
making Charisma its new spellcasting ability (the mage’s spell
save DC and to-hit bonuses will remain the same). You may also
choose to give the mage proficiency in Charisma saving throws
instead of Intelligence saving throws.

133
Essential NPCs
MAGE (CR 1/4) MAGE (CR 1/2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 11 Initiative +1 (11) AC 11 Initiative +1 (11)
HP 13 (3d8) HP 22 (5d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 8 -1 -1 DEX 12 +1 +1 CON 10 +0 +0 STR 8 -1 -1 DEX 12 +1 +1 CON 10 +0 +0
INT 13 +1 +1 WIS 10 +0 +0 CHA 10 +0 +0 INT 14 +2 +2 WIS 10 +0 +0 CHA 10 +0 +0

Skills Arcana +3, History +3 Skills Arcana +4, History +4


Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
CR 1/4 (XP 50; PB +2) CR 1/2 (XP 100; PB +2)
ACTIONS ACTIONS
Elemental Bolt. Melee or Ranged Attack Roll: +3, reach 5 Elemental Bolt. Melee or Ranged Attack Roll: +4, reach 5
ft. or range 120 ft. Hit: 5 (1d10) Acid, Cold, Fire, or Light- ft. or range 120 ft. Hit: 9 (2d8) Acid, Cold, Fire, or Light-
ning damage (mage’s choice). ning damage (mage’s choice).
Spellcasting. The mage casts one of the following spells, Spellcasting. The mage casts one of the following spells,
using Intelligence as the spellcasting ability (spell save using Intelligence as the spellcasting ability (spell save
DC 11): DC 12):
At Will: Light, Mage Hand, Prestidigitation At Will: Light, Mage Hand, Prestidigitation
1/Day Each: Color Spray, Grease 1/Day Each: Color Spray, WebC
C
Requires Concentration

REACTIONS
Shield (1/Day). The mage casts Shield in response to that
spell’s trigger, using the same spellcasting ability in
Spellcasting.

134
Essential NPCs
MAGE (CR 1) MAGE (CR 2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +1 (11) AC 14 Initiative +1 (11)
HP 31 (7d8) HP 40 (9d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 8 -1 -1 DEX 12 +1 +1 CON 10 +0 +0 STR 8 -1 -1 DEX 12 +1 +1 CON 10 +0 +0
INT 15 +2 +2 WIS 12 +1 +3 CHA 10 +0 +0 INT 16 +3 +3 WIS 12 +1 +3 CHA 10 +0 +0

Skills Arcana +4, History +4 Skills Arcana +5, History +5


Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any three languages
CR 1 (XP 200; PB +2) CR 2 (XP 450; PB +2)
ACTIONS ACTIONS
Multiattack. The mage makes two Elemental Bolt at- Multiattack. The mage makes two Elemental Bolt at-
tacks. tacks.
Elemental Bolt. Melee or Ranged Attack Roll: +4, reach 5 Elemental Bolt. Melee or Ranged Attack Roll: +5, reach 5
ft. or range 120 ft. Hit: 7 (2d6) Acid, Cold, Fire, or Light- ft. or range 120 ft. Hit: 11 (2d10) Acid, Cold, Fire, or Light-
ning damage (mage’s choice). ning damage (mage’s choice).
Spellcasting. The mage casts one of the following spells, Spellcasting. The mage casts one of the following spells,
using Intelligence as the spellcasting ability (spell save using Intelligence as the spellcasting ability (spell save
DC 12): DC 13):
At Will: Light, Mage Hand, Prestidigitation At Will: Light, Mage Hand, Prestidigitation
1/Day Each: Mage Armor (included above), Mirror Image, 1/Day Each: Mage Armor (included above), Mirror Image,
SuggestionC, WebC SuggestionC, WebC
C C
Requires Concentration Requires Concentration

REACTIONS REACTIONS
Shield (2/Day). The mage casts Shield in response to that Shield (2/Day). The mage casts Shield in response to that
spell’s trigger, using the same spellcasting ability in spell’s trigger, using the same spellcasting ability in
Spellcasting. Spellcasting.

135
Essential NPCs
MAGE (CR 3) MAGE (CR 5)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +1 (11) AC 14 Initiative +1 (11)
HP 49 (11d8) HP 67 (15d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 8 -1 -1 DEX 12 +1 +1 CON 10 +0 +0 STR 8 -1 -1 DEX 12 +1 +1 CON 10 +0 +0
INT 16 +3 +3 WIS 12 +1 +3 CHA 10 +0 +0 INT 16 +3 +6 WIS 12 +1 +4 CHA 10 +0 +0

Skills Arcana +5, History +5 Skills Arcana +6, History +6


Senses Passive Perception 11 Senses Passive Perception 11
Languages Any three languages Languages Any three languages
CR 3 (XP 700; PB +2) CR 5 (XP 1,800; PB +3)
TRAITS TRAITS
Focused. The mage has Advantage on Constitution sav- Focused. The mage has Advantage on Constitution sav-
ing throws made to maintain Concentration on a spell. ing throws made to maintain Concentration on a spell.

ACTIONS ACTIONS
Multiattack. The mage makes two Elemental Bolt at- Multiattack. The mage makes three Elemental Bolt at-
tacks. It can replace one attack with a use of Spellcast- tacks, or it makes one Elemental Bolt attack and uses
ing. Spellcasting.
Elemental Bolt. Melee or Ranged Attack Roll: +5, reach 5 Elemental Bolt. Melee or Ranged Attack Roll: +6, reach 5
ft. or range 120 ft. Hit: 13 (3d8) Acid, Cold, Fire, or Light- ft. or range 120 ft. Hit: 13 (3d8) Acid, Cold, Fire, or Light-
ning damage (mage’s choice). ning damage (mage’s choice).
Elemental Blast (Recharge 4–6). Dexterity Saving Throw: Elemental Blast (Recharge 4–6). Dexterity Saving Throw:
DC 13, each creature in a 20-foot-radius Sphere centered DC 14, each creature in a 20-foot-radius Sphere centered
on a point the mage can see within 120 feet. Failure: 17 on a point the mage can see within 120 feet. Failure: 21
(5d6) Acid, Cold, Fire, or Lightning damage (mage’s (6d6) Acid, Cold, Fire, or Lightning damage (mage’s
choice). Success: Half damage. choice). Success: Half damage.
Spellcasting. The mage casts one of the following spells, Spellcasting. The mage casts one of the following spells,
using Intelligence as the spellcasting ability (spell save using Intelligence as the spellcasting ability (spell save
DC 13): DC 14):
At Will: Mage Armor (included above), Mage Hand, Pres- At Will: Mage Armor (included above), Mage Hand, Pres-
tidigitation tidigitation
1/Day Each: FlyC, Mirror Image, SlowC, SuggestionC, WebC 1/Day Each: Dimension Door, FlyC, Mirror Image, SlowC,
C
Requires Concentration SuggestionC, Wall of FireC
C
Requires Concentration
REACTIONS
Shield (2/Day). The mage casts Shield in response to that REACTIONS
spell’s trigger, using the same spellcasting ability in Shield (2/Day). The mage casts Shield in response to that
Spellcasting. spell’s trigger, using the same spellcasting ability in
Spellcasting.

136
Essential NPCs
MAGE (CR 7) MAGE (CR 9)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +1 (11) AC 14 Initiative +1 (11)
HP 85 (19d8) HP 108 (24d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 8 -1 -1 DEX 12 +1 +1 CON 10 +0 +3 STR 8 -1 -1 DEX 12 +1 +1 CON 10 +0 +4
INT 18 +4 +7 WIS 12 +1 +4 CHA 10 +0 +0 INT 19 +4 +8 WIS 13 +1 +5 CHA 10 +0 +0

Skills Arcana +7, History +7 Skills Arcana +8, History +8


Senses Passive Perception 11 Senses Passive Perception 11
Languages Any three languages Languages Any three languages
CR 7 (XP 2,900; PB +3) CR 9 (XP 5,000; PB +4)
TRAITS TRAITS
Focused. The mage has Advantage on Constitution sav- Focused. The mage has Advantage on Constitution sav-
ing throws made to maintain Concentration on a spell. ing throws made to maintain Concentration on a spell.

ACTIONS ACTIONS
Multiattack. The mage makes three Elemental Bolt at- Multiattack. The mage makes three Elemental Bolt at-
tacks, or it makes one Elemental Bolt attack and uses tacks, or it makes one Elemental Bolt attack and uses
Spellcasting. Spellcasting.
Elemental Bolt. Melee or Ranged Attack Roll: +7, reach 5 Elemental Bolt. Melee or Ranged Attack Roll: +8, reach 5
ft. or range 120 ft. Hit: 16 (3d10) Acid, Cold, Fire, or Light- ft. or range 120 ft. Hit: 22 (4d10) Acid, Cold, Fire, or Light-
ning damage (mage’s choice). ning damage (mage’s choice).
Elemental Blast (Recharge 4–6). Dexterity Saving Throw: Elemental Blast (Recharge 4–6). Dexterity Saving Throw:
DC 15, each creature in a 20-foot-radius Sphere centered DC 16, each creature in a 20-foot-radius Sphere centered
on a point the mage can see within 120 feet. Failure: 31 on a point the mage can see within 120 feet. Failure: 35
(9d6) Acid, Cold, Fire, or Lightning damage (mage’s (10d6) Acid, Cold, Fire, or Lightning damage (mage’s
choice). Success: Half damage. choice). Success: Half damage.
Spellcasting. The mage casts one of the following spells, Spellcasting. The mage casts one of the following spells,
using Intelligence as the spellcasting ability (spell save using Intelligence as the spellcasting ability (spell save
DC 15): DC 16):
At Will: Mage Armor (included above), Mage Hand, Pres- At Will: Mage Armor (included above), Mage Hand, Pres-
tidigitation tidigitation
2/Day Each: Dimension Door, Dispel Magic, SuggestionC 2/Day Each: Dimension Door, Dispel Magic, Mirror Image,
1/Day Each: FlyC, Mirror Image, SlowC, SuggestionC, Wall SlowC, SuggestionC
of StoneC 1/Day Each: FlyC, PolymorphC, Wall of StoneC
C C
Requires Concentration Requires Concentration

REACTIONS REACTIONS
Shield (2/Day). The mage casts Shield in response to that Shield (2/Day). The mage casts Shield in response to that
spell’s trigger, using the same spellcasting ability in spell’s trigger, using the same spellcasting ability in
Spellcasting. Spellcasting.
Counterspell (2/Day). The mage casts Counterspell in re- Counterspell (2/Day). The mage casts Counterspell in re-
sponse to that spell’s trigger, using the same spellcasting sponse to that spell’s trigger, using the same spellcasting
ability in Spellcasting. ability in Spellcasting.

137
Essential NPCs
MAGE (CR 11) MAGE (CR 13)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +1 (11) AC 15 Initiative +2 (12)
HP 130 (29d8) HP 157 (35d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 8 -1 -1 DEX 12 +1 +1 CON 10 +0 +4 STR 8 -1 -1 DEX 14 +2 +2 CON 10 +0 +5
INT 20 +5 +9 WIS 14 +2 +6 CHA 10 +0 +0 INT 20 +5 +10 WIS 14 +2 +7 CHA 10 +0 +0

Skills Arcana +9, History +9 Skills Arcana +10, History +10


Senses Passive Perception 12 Senses Passive Perception 12
Languages Any three languages Languages Any four languages
CR 11 (XP 7,200; PB +4) CR 13 (XP 10,000; PB +5)
TRAITS TRAITS
Focused. The mage has Advantage on Constitution sav- Focused. The mage has Advantage on Constitution sav-
ing throws made to maintain Concentration on a spell. ing throws made to maintain Concentration on a spell.

ACTIONS ACTIONS
Multiattack. The mage makes three Elemental Bolt at- Multiattack. The mage makes three Elemental Bolt at-
tacks, or it makes one Elemental Bolt attack and uses tacks, or it makes one Elemental Bolt attack and uses
Spellcasting. Spellcasting.
Elemental Bolt. Melee or Ranged Attack Roll: +9, reach 5 Elemental Bolt. Melee or Ranged Attack Roll: +10, reach 5
ft. or range 120 ft. Hit: 27 (5d10) Acid, Cold, Fire, or Light- ft. or range 120 ft. Hit: 31 (7d8) Acid, Cold, Fire, or Light-
ning damage (mage’s choice). ning damage (mage’s choice).
Elemental Blast (Recharge 4–6). Dexterity Saving Throw: Elemental Blast (Recharge 4–6). Dexterity Saving Throw:
DC 17, each creature in a 20-foot-radius Sphere centered DC 18, each creature in a 20-foot-radius Sphere centered
on a point the mage can see within 120 feet. Failure: 38 on a point the mage can see within 120 feet. Failure: 42
(11d6) Acid, Cold, Fire, or Lightning damage (mage’s (12d6) Acid, Cold, Fire, or Lightning damage (mage’s
choice). Success: Half damage. choice). Success: Half damage.
Spellcasting. The mage casts one of the following spells, Spellcasting. The mage casts one of the following spells,
using Intelligence as the spellcasting ability (spell save using Intelligence as the spellcasting ability (spell save
DC 17): DC 18):
At Will: Mage Armor (included above), Mage Hand, Pres- At Will: Mage Armor (included above), Mage Hand, Pres-
tidigitation tidigitation
2/Day Each: Dimension Door, Dispel Magic, FlyC, Mirror 2/Day Each: Dimension Door, Dispel Magic, FlyC, Mirror
Image, SlowC, SuggestionC Image, PolymorphC, SlowC
1/Day Each: PolymorphC, Teleport, Wall of StoneC 1/Day Each: Dominate MonsterC, Teleport, Wall of StoneC
C C
Requires Concentration Requires Concentration

REACTIONS REACTIONS
Shield (2/Day). The mage casts Shield in response to that Shield (2/Day). The mage casts Shield in response to that
spell’s trigger, using the same spellcasting ability in spell’s trigger, using the same spellcasting ability in
Spellcasting. Spellcasting.
Counterspell (2/Day). The mage casts Counterspell in re- Counterspell (2/Day). The mage casts Counterspell in re-
sponse to that spell’s trigger, using the same spellcasting sponse to that spell’s trigger, using the same spellcasting
ability in Spellcasting. ability in Spellcasting.

138
Essential NPCs
MAGE (CR 15)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +2 (12)
HP 180 (40d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 8 -1 -1 DEX 14 +2 +2 CON 10 +0 +5
INT 20 +5 +10 WIS 14 +2 +7 CHA 10 +0 +0

Skills Arcana +10, History +10


Senses Passive Perception 12
Languages Any four languages
CR 15 (XP 13,000; PB +5)
TRAITS
Focused. The mage has Advantage on Constitution sav-
ing throws made to maintain Concentration on a spell.

ACTIONS
Multiattack. The mage makes three Elemental Bolt at-
tacks, or it makes one Elemental Bolt attack and uses
Spellcasting.
Elemental Bolt. Melee or Ranged Attack Roll: +10, reach 5
ft. or range 120 ft. Hit: 36 (8d8) Acid, Cold, Fire, or Light-
ning damage (mage’s choice).
Elemental Blast (Recharge 4–6). Dexterity Saving Throw:
DC 18, each creature in a 20-foot-radius Sphere centered
on a point the mage can see within 120 feet. Failure: 45
(13d6) Acid, Cold, Fire, or Lightning damage (mage’s
choice). Success: Half damage.
Spellcasting. The mage casts one of the following spells,
using Intelligence as the spellcasting ability (spell save
DC 18):
At Will: Dispel Magic, Mage Armor (included above),
Mage Hand, Prestidigitation
2/Day Each: Dimension Door, FlyC, Mirror Image, SlowC,
Wall of StoneC
1/Day Each: Dominate MonsterC, Globe of Invulnerabili-
tyC, Teleport, True PolymorphC
C
Requires Concentration

REACTIONS
Shield (3/Day). The mage casts Shield in response to that
spell’s trigger, using the same spellcasting ability in
Spellcasting.
Counterspell (3/Day). The mage casts Counterspell in re-
sponse to that spell’s trigger, using the same spellcasting
ability in Spellcasting.

139
Essential NPCs
MAGE (CR 17)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +2 (12) and Charisma Saving Throw: DC 19, each creature of the
HP 207 (46d8) mage’s choice within 120 feet. Failure: 13 (3d8) Force dam-
Speed 30 ft. age for each failed saving throw. The target then suffers a
MOD SAVE MOD SAVE MOD SAVE different effect for each failed saving throw—
STR 8 -1 -1 DEX 14 +2 +2 CON 10 +0 +6
● Strength: If the target’s speed is greater than 10 feet, it
INT 20 +5 +11 WIS 14 +2 +8 CHA 10 +0 +0 is reduced to 10 feet for 1 hour. It can repeat this saving
Skills Arcana +11, History +11 throw at the end of each of its turns, ending this part of
Senses Passive Perception 12 the effect on a success.
Languages Any four languages ● Dexterity: The target has Disadvantage on attack rolls
CR 17 (XP 18,000; PB +6) for 1 hour. It can repeat this saving throw at the end of
TRAITS each of its turns, ending this part of the effect on a
success.
Focused. The mage has Advantage on Constitution sav-
ing throws made to maintain Concentration on a spell. ● Constitution: Other creatures have Advantage on
attack rolls against the target for 1 hour. It can repeat
ACTIONS this saving throw at the end of each of its turns, ending
Multiattack. The mage makes three Elemental Bolt at- this part of the effect on a success.
tacks, or it makes one Elemental Bolt attack and uses ● Intelligence: The target cannot concentrate on spells,
Spellcasting. and cannot cast spells using spell slots of of level 3 or
Elemental Bolt. Melee or Ranged Attack Roll: +11, reach 5 higher. This effect lasts for 1 hour. The target can repeat
ft. or range 120 ft. Hit: 40 (9d8) Acid, Cold, Fire, or Light- this saving throw at the end of each of its turns, ending
ning damage (mage’s choice). this part of the effect on a success.
Elemental Blast (Recharge 4–6). Dexterity Saving Throw: ● Wisdom: Other creatures have Advantage on Saving
DC 19, each creature in a 20-foot-radius Sphere centered Throws against the target’s spells and abilities. This
on a point the mage can see within 120 feet. Failure: 49 effect lasts for 1 hour. The target can repeat this saving
(14d6) Acid, Cold, Fire, or Lightning damage (mage’s throw at the end of each of its turns, ending this part of
choice). Success: Half damage. the effect on a success.
Spellcasting. The mage casts one of the following spells, ● Charisma: Any spells or spell effects affecting the
using Intelligence as the spellcasting ability (spell save target are dispelled. This effect does not dispel the
DC 19): mage’s spells or spell effects.
At Will: Dimension Door, Dispel Magic, Mage Armor (in- REACTIONS
cluded above), Mage Hand, Prestidigitation
Shield (3/Day). The mage casts Shield in response to that
2/Day Each: FlyC, Mirror Image, SlowC, Wall of StoneC
spell’s trigger, using the same spellcasting ability in Spell-
1/Day Each: Dominate MonsterC, Globe of Invulnerabili-
casting.
tyC, Teleport, True PolymorphC
C
Counterspell (3/Day). The mage casts Counterspell in re-
Requires Concentration
sponse to that spell’s trigger, using the same spellcasting
Storm of the Six Stars (Recharge after a Long Rest). ability in Spellcasting.
Strength, Dexterity, Constitution, Intelligence, Wisdom,

140
Essential NPCs
MAGE (CR 20)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +2 (12) and Charisma Saving Throw: DC 20, each creature of the
HP 247 (55d8) mage’s choice within 120 feet. Failure: 18 (4d8) Force dam-
Speed 30 ft. age for each failed saving throw. The target then suffers a
MOD SAVE MOD SAVE MOD SAVE different effect for each failed saving throw—
STR 8 -1 -1 DEX 14 +2 +2 CON 10 +0 +6
● Strength: If the target’s speed is greater than 10 feet, it
INT 22 +6 +12 WIS 14 +2 +8 CHA 10 +0 +0 is reduced to 10 feet for 1 hour. It can repeat this saving
Skills Arcana +12, History +12 throw at the end of each of its turns, ending this part of
Senses Passive Perception 12 the effect on a success.
Languages Any four languages ● Dexterity: The target has Disadvantage on attack rolls
CR 20 (XP 25,000; PB +6) for 1 hour. It can repeat this saving throw at the end of
TRAITS each of its turns, ending this part of the effect on a
success.
Focused. The mage has Advantage on Constitution sav-
ing throws made to maintain Concentration on a spell. ● Constitution: Other creatures have Advantage on
attack rolls against the target for 1 hour. It can repeat
ACTIONS this saving throw at the end of each of its turns, ending
Multiattack. The mage makes three Elemental Bolt at- this part of the effect on a success.
tacks, or it makes one Elemental Bolt attack and uses ● Intelligence: The target cannot concentrate on spells,
Spellcasting. and cannot cast spells using spell slots of of level 3 or
Elemental Bolt. Melee or Ranged Attack Roll: +12, reach 5 higher. This effect lasts for 1 hour. The target can repeat
ft. or range 120 ft. Hit: 49 (9d10) Acid, Cold, Fire, or Light- this saving throw at the end of each of its turns, ending
ning damage (mage’s choice). this part of the effect on a success.
Elemental Blast (Recharge 4–6). Dexterity Saving Throw: ● Wisdom: Other creatures have Advantage on Saving
DC 20, each creature in a 20-foot-radius Sphere centered Throws against the target’s spells and abilities. This
on a point the mage can see within 120 feet. Failure: 52 effect lasts for 1 hour. The target can repeat this saving
(15d6) Acid, Cold, Fire, or Lightning damage (mage’s throw at the end of each of its turns, ending this part of
choice). Success: Half damage. the effect on a success.
Spellcasting. The mage casts one of the following spells, ● Charisma: Any spells or spell effects affecting the
using Intelligence as the spellcasting ability (spell save target are dispelled. This effect does not dispel the
DC 20): mage’s spells or spell effects.
At Will: Dimension Door, Dispel Magic, Mage Armor (in- REACTIONS
cluded above), Mage Hand, Prestidigitation
Shield (3/Day). The mage casts Shield in response to that
2/Day Each: FlyC, Mirror Image, SlowC, Wall of StoneC
spell’s trigger, using the same spellcasting ability in Spell-
1/Day Each: Dominate MonsterC, Globe of Invulnerabili-
casting.
tyC, Teleport, True PolymorphC
C
Counterspell (3/Day). The mage casts Counterspell in re-
Requires Concentration
sponse to that spell’s trigger, using the same spellcasting
Storm of the Six Stars (Recharge after a Long Rest). ability in Spellcasting.
Strength, Dexterity, Constitution, Intelligence, Wisdom,

141
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.

Martial Artist Examples


An elderly monk who is surprisingly nimble and punches like someone
half their age.
A prize fighter who uses a style unlike anyone else in the ring.
Members of an isolated monastery whose inhabitants spend hours
every day meditating on the magic inherent in all life.
A pacifist who disdains all weapons but can defend themselves with
remarkable ease.
The fighting prodigy, who everyone knows will win the regional
tournament.
A vigilante who fights crime but refuses to use lethal force.
A skilled doctor who uses their knowledge of anatomy to strike at the
body’s weak points.
The apparent drunkard who is inexplicably skilled in combat, twisting
and falling while landing blows and keeping their cup full.

Martial Artist Weapons


Some martial artists train to use weapons instead of focusing
solely on unarmed combat. These weapons are often unusual in
nature or used in exotic ways. Martial artists who use weapons in
place of their Unarmed Strike deal the same amount of damage,
but the type of damage may change. For example, a martial artist
who uses a pair of shortswords may do Slashing damage instead
of Bludgeoning.

142
Essential NPCs
MARTIAL ARTIST (CR 1/4)
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +1 (11)
HP 18 (4d8)
Speed 40 ft. MARTIAL ARTIST (CR 1)
MOD SAVE MOD SAVE MOD SAVE
Medium or Small Humanoid, Any Alignment
STR 12 +1 +1 DEX 13 +1 +1 CON 11 +0 +0
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 AC 14 Initiative +2 (12)
HP 38 (7d8 + 7)
Skills Acrobatics +3, Athletics +3 Speed 40 ft.
Senses Passive Perception 12 MOD SAVE MOD SAVE MOD SAVE
Languages Any one language STR 13 +1 +1 DEX 14 +2 +4 CON 12 +1 +1
CR 1/4 (XP 50; PB +2) INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0
ACTIONS Skills Acrobatics +4, Athletics +3, Insight +4
Combination Attack. The martial artist makes one Un- Gear Darts (6)
armed Strike. If the attack hits, the monk makes another Senses Passive Perception 12
Unarmed Strike against the same target. Languages Any one language
CR 1 (XP 200; PB +2)
Unarmed Strike. Melee Attack Roll: +3, reach 5 ft. Hit: 3
(1d4 + 1) Bludgeoning damage. ACTIONS
Multiattack. The martial artist makes two Unarmed
Strike or Dart attacks in any combination.
MARTIAL ARTIST (CR 1/2) Unarmed Strike. Melee Attack Roll: +4, reach 5 ft. Hit: 5
Medium or Small Humanoid, Any Alignment (1d6 + 2) Bludgeoning damage.

AC 14 Initiative +2 (12) Dart. Ranged Attack Roll: +4, range 20/60 ft. Hit: 4 (1d4 +
HP 27 (5d8 + 5) 2) Piercing damage.
Speed 40 ft.
BONUS ACTIONS
MOD SAVE MOD SAVE MOD SAVE
STR 13 +1 +1 DEX 14 +2 +4 CON 12 +1 +1 Martial Technique (Recharges after a Short or Long
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 Rest). Immediately after the martial artist hits a creature
with an Unarmed Strike, it chooses one of the following:
Skills Acrobatics +4, Athletics +3 ● The creature cannot take Reactions until the end of its
Senses Passive Perception 12
next turn. In addition, on its next turn, it must choose
Languages Any one language
whether it gets to move, take an action, or take a
CR 1/2 (XP 100; PB +2)
Bonus Action (it gets only one of the three).
ACTIONS ● The creature is pushed up to 15 feet away and has the
Combination Attack. The martial artist makes one Un- Prone condition.
armed Strike. If the attack hits, the monk makes another
Refocus. The martial artist automatically recharges Mar-
Unarmed Strike against the same target.
tial Technique.
Unarmed Strike. Melee Attack Roll: +4, reach 5 ft. Hit: 4
(1d4 + 2) Bludgeoning damage.

143
Essential NPCs
MARTIAL ARTIST (CR 2) MARTIAL ARTIST (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +3 (13) AC 15 Initiative +3 (13)
HP 49 (9d8 + 9) HP 60 (11d8 + 11)
Speed 40 ft. Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 16 +3 +5 CON 12 +1 +1 STR 14 +2 +2 DEX 16 +3 +5 CON 12 +1 +1
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 INT 10 +0 +0 WIS 14 +2 +4 CHA 10 +0 +0

Skills Acrobatics +5, Athletics +4, Insight +4, Perception Skills Acrobatics +5, Athletics +4, Insight +4, Perception
+4 +4
Gear Darts (6) Gear Darts (6)
Senses Passive Perception 14 Senses Passive Perception 14
Languages Any one language Languages Any one language
CR 2 (XP 450; PB +2) CR 3 (XP 700; PB +2)
ACTIONS ACTIONS
Multiattack. The martial artist makes two Unarmed Multiattack. The martial artist makes two Unarmed
Strike or Dart attacks in any combination. Strike or Dart attacks in any combination.
Unarmed Strike. Melee Attack Roll: +5, reach 5 ft. Hit: 8 Unarmed Strike. Melee Attack Roll: +5, reach 5 ft. Hit: 10
(1d10 + 3) Bludgeoning damage. (2d6+ 3) Bludgeoning damage.
Dart. Ranged Attack Roll: +5, range 20/60 ft. Hit: 7 (1d8 + Dart. Ranged Attack Roll: +5, range 20/60 ft. Hit: 8 (2d4 +
3) Piercing damage. 3) Piercing damage.

BONUS ACTIONS BONUS ACTIONS


Martial Technique (Recharges after a Short or Long Master’s Technique (Recharge 5–6). Immediately after
Rest). Immediately after the martial artist hits a creature the martial artist hits a creature with an Unarmed Strike,
with an Unarmed Strike, it chooses one of the following: it chooses one of the following:
● The creature cannot take Reactions until the end of its ● The creature cannot take Reactions until the end of its
next turn. In addition, on its next turn, it must choose next turn. In addition, on its next turn, it must choose
whether it gets to move, take an action, or take a whether it gets to move, take an action, or take a
Bonus Action (it gets only one of the three). Bonus Action (it gets only one of the three).
● The creature is pushed up to 15 feet away and has the ● The creature is pushed up to 15 feet away and has the
Prone condition. Prone condition.
Refocus. The martial artist automatically recharges Mar- ● The creature cannot cast spells other than cantrips
tial Technique. until the end of its next turn.
Recenter. The martial artist automatically recharges
Master’s Technique.

144
Essential NPCs
MARTIAL ARTIST (CR 5) MARTIAL ARTIST (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +3 (13) AC 16 Initiative +4 (14)
HP 88 (16d8 + 16) HP 117 (18d8 + 36)
Speed 50 ft. Speed 50 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 15 +2 +2 DEX 17 +3 +6 CON 13 +1 +1 STR 16 +3 +6 DEX 18 +4 +7 CON 14 +2 +5
INT 10 +0 +0 WIS 14 +2 +5 CHA 10 +0 +0 INT 10 +0 +3 WIS 15 +2 +5 CHA 10 +0 +3

Skills Acrobatics +6, Athletics +5, Insight +5, Perception Skills Acrobatics +7, Athletics +6, Insight +5, Perception
+5 +5
Gear Darts (9) Gear Darts (9)
Senses Passive Perception 15 Senses Passive Perception 15
Languages Any one language Languages Any two languages
CR 5 (XP 1,800; PB +3) CR 7 (XP 2,900; PB +3)
TRAITS TRAITS
Floating Step. The martial artist can move along vertical Floating Step. The martial artist can move along vertical
surfaces and across liquids on its turn without falling surfaces and across liquids on its turn without falling
during the move. during the move.

ACTIONS ACTIONS
Multiattack. The martial artist makes three Unarmed Multiattack. The martial artist makes three Unarmed
Strike or Dart attacks in any combination. Strike or Dart attacks in any combination.
Unarmed Strike. Melee Attack Roll: +6, reach 5 ft. Hit: 10 Unarmed Strike. Melee Attack Roll: +7, reach 5 ft. Hit: 13
(2d6+ 3) Bludgeoning damage. (2d8+ 4) Bludgeoning damage.
Dart. Ranged Attack Roll: +6, range 20/60 ft. Hit: 10 (3d4 + Dart. Ranged Attack Roll: +7, range 20/60 ft. Hit: 11 (3d4 +
3) Piercing damage. 4) Piercing damage.

BONUS ACTIONS BONUS ACTIONS


Master’s Technique (Recharge 5–6). Immediately after Master’s Technique (Recharge 5–6). Immediately after
the martial artist hits a creature with an Unarmed Strike, the martial artist hits a creature with an Unarmed Strike,
it chooses one of the following: it chooses one of the following:
● The creature cannot take Reactions until the end of its ● The creature cannot take Reactions until the end of its
next turn. In addition, on its next turn, it must choose next turn. In addition, on its next turn, it must choose
whether it gets to move, take an action, or take a whether it gets to move, take an action, or take a
Bonus Action (it gets only one of the three). Bonus Action (it gets only one of the three).
● The creature is pushed up to 15 feet away and has the ● The creature is pushed up to 15 feet away and has the
Prone condition. Prone condition.
● The creature cannot cast spells other than cantrips ● The creature cannot cast spells other than cantrips
until the end of its next turn. until the end of its next turn.
Recenter. The martial artist automatically recharges Recenter. The martial artist automatically recharges
Master’s Technique. Master’s Technique.

145
Essential NPCs
MARTIAL ARTIST (CR 9)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +4 (14) Strike or Dart attacks in any combination.
HP 143 (22d8 + 44)
Unarmed Strike. Melee Attack Roll: +8, reach 5 ft. Hit: 15
Speed 50 ft.
(2d10+ 4) Bludgeoning damage.
MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +7 DEX 18 +4 +8 CON 14 +2 +6 Dart. Ranged Attack Roll: +8, range 20/60 ft. Hit: 14 (3d6 +
INT 10 +0 +4 WIS 16 +3 +7 CHA 10 +0 +4 4) Piercing damage.

Skills Acrobatics +8, Athletics +7, Insight +7, Perception BONUS ACTIONS
+7 Master’s Technique (Recharge 5–6). Immediately after
Gear Darts (9) the martial artist hits a creature with an Unarmed Strike, it
Senses Passive Perception 17 chooses one of the following:
Languages Any two languages
● The creature cannot take Reactions until the end of its
CR 9 (XP 5,000; PB +4)
next turn. In addition, on its next turn, it must choose
TRAITS whether it gets to move, take an action, or take a Bonus
Floating Step. The martial artist can move along vertical Action (it gets only one of the three).
surfaces and across liquids on its turn without falling ● The creature is pushed up to 15 feet away and has the
during the move. Prone condition.
Effortless Form. The martial artist’s fluid movement ● The creature cannot cast spells other than cantrips
causes attack rolls against it to have Disadvantage. When until the end of its next turn.
the martial artist takes damage from an attack or has the
Recenter. The martial artist automatically recharges Mas-
Incapacitated condition, this trait is disrupted until the
ter’s Technique, and resumes Effortless Form if that trait
martial artist spends an action to resume it.
has been disrupted.
ACTIONS
Multiattack. The martial artist makes three Unarmed

146
Essential NPCs
MARTIAL ARTIST (CR 11)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +5 (15) Strike or Dart attacks in any combination.
HP 175 (27d8 + 54)
Unarmed Strike. Melee Attack Roll: +9, reach 5 ft. Hit: 15
Speed 50 ft.
(3d6 + 5) Bludgeoning damage.
MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +7 DEX 20 +5 +9 CON 14 +2 +6 Dart. Ranged Attack Roll: +9, range 20/60 ft. Hit: 14 (2d8 +
INT 10 +0 +4 WIS 16 +3 +7 CHA 10 +0 +4 5) Piercing damage.

Skills Acrobatics +9, Athletics +7, Insight +7, Perception BONUS ACTIONS
+7 Master’s Technique (Recharge 5–6). Immediately after
Gear Darts (12) the martial artist hits a creature with an Unarmed Strike, it
Senses Passive Perception 17 chooses one of the following:
Languages Any two languages
● The creature cannot take Reactions until the end of its
CR 11 (XP 7,200; PB +4)
next turn. In addition, on its next turn, it must choose
TRAITS whether it gets to move, take an action, or take a Bonus
Floating Step. The martial artist can move along vertical Action (it gets only one of the three).
surfaces and across liquids on its turn without falling ● The creature is pushed up to 15 feet away and has the
during the move. Prone condition.
Effortless Form. The martial artist’s fluid movement ● The creature cannot cast spells other than cantrips
causes attack rolls against it to have Disadvantage. When until the end of its next turn.
the martial artist takes damage from an attack or has the
Recenter. The martial artist automatically recharges Mas-
Incapacitated condition, this trait is disrupted until the
ter’s Technique, and resumes Effortless Form if that trait
martial artist spends an action to resume it.
has been disrupted.
ACTIONS
Multiattack. The martial artist makes four Unarmed

147
Essential NPCs
MARTIAL ARTIST (CR 13)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +5 (15) Strike or Dart attacks in any combination.
HP 208 (32d8 + 64)
Unarmed Strike. Melee Attack Roll: +10, reach 5 ft. Hit: 18
Speed 60 ft.
(2d12 + 5) Bludgeoning damage.
MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +9 DEX 20 +5 +10 CON 14 +2 +7 Dart. Ranged Attack Roll: +10, range 20/60 ft. Hit: 16 (2d10
INT 10 +0 +5 WIS 17 +3 +8 CHA 10 +0 +5 + 5) Piercing damage.

Skills Acrobatics +10, Athletics +9, Insight +8, Perception BONUS ACTIONS
+8 Master’s Technique (Recharge 5–6). Immediately after
Gear Darts (12) the martial artist hits a creature with an Unarmed Strike, it
Senses Passive Perception 18 chooses one of the following:
Languages Any two languages
● The creature cannot take Reactions until the end of its
CR 13 (XP 10,000; PB +5)
next turn. In addition, on its next turn, it must choose
TRAITS whether it gets to move, take an action, or take a Bonus
Floating Step. The martial artist can move along vertical Action (it gets only one of the three).
surfaces and across liquids on its turn without falling ● The creature is pushed up to 15 feet away and has the
during the move. Prone condition.
Effortless Form. The martial artist’s fluid movement ● The creature cannot cast spells other than cantrips
causes attack rolls against it to have Disadvantage. When until the end of its next turn.
the martial artist takes damage from an attack or has the
Recenter. The martial artist automatically recharges Mas-
Incapacitated condition, this trait is disrupted until the
ter’s Technique, and resumes Effortless Form if that trait
martial artist spends an action to resume it.
has been disrupted.
ACTIONS
Multiattack. The martial artist makes four Unarmed

148
Essential NPCs
MARTIAL ARTIST (CR 15)
Medium or Small Humanoid, Any Alignment
AC 19 Initiative +5 (15) Strike or Dart attacks in any combination.
HP 240 (37d8 + 74)
Unarmed Strike. Melee Attack Roll: +10, reach 5 ft. Hit: 19
Speed 60 ft.
(4d6 + 5) Bludgeoning damage.
MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +9 DEX 20 +5 +10 CON 14 +2 +7 Dart. Ranged Attack Roll: +10, range 20/60 ft. Hit: 18 (3d8 +
INT 10 +0 +5 WIS 18 +4 +9 CHA 10 +0 +5 5) Piercing damage.

Skills Acrobatics +10, Athletics +9, Insight +9, Perception BONUS ACTIONS
+9 Master’s Technique (Recharge 5–6). Immediately after
Gear Darts (12) the martial artist hits a creature with an Unarmed Strike, it
Senses Passive Perception 19 chooses one of the following:
Languages Any two languages
● The creature cannot take Reactions until the end of its
CR 15 (XP 13,000; PB +5)
next turn. In addition, on its next turn, it must choose
TRAITS whether it gets to move, take an action, or take a Bonus
Floating Step. The martial artist can move along vertical Action (it gets only one of the three).
surfaces and across liquids on its turn without falling ● The creature is pushed up to 15 feet away and has the
during the move. Prone condition.
Effortless Form. The martial artist’s fluid movement ● The creature cannot cast spells other than cantrips
causes attack rolls against it to have Disadvantage. When until the end of its next turn.
the martial artist takes damage from an attack or has the
Recenter. The martial artist automatically recharges Mas-
Incapacitated condition, this trait is disrupted until the
ter’s Technique, and resumes Effortless Form if that trait
martial artist spends an action to resume it.
has been disrupted.
ACTIONS
Multiattack. The martial artist makes four Unarmed

149
Essential NPCs
MARTIAL ARTIST (CR 17)
Medium or Small Humanoid, Any Alignment
AC 20 Initiative +5 (15) ACTIONS
HP 273 (42d8 + 84)
Multiattack. The martial artist makes four Unarmed
Speed 60 ft.
Strike or Dart attacks in any combination.
MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +10 DEX 20 +5 +11 CON 14 +2 +8 Unarmed Strike. Melee Attack Roll: +11, reach 5 ft. Hit: 23
INT 10 +0 +6 WIS 20 +5 +11 CHA 10 +0 +6 (4d8 + 5) Bludgeoning damage.
Dart. Ranged Attack Roll: +11, range 20/60 ft. Hit: 22 (5d6 +
Skills Acrobatics +11, Athletics +10, Insight +11,
5) Piercing damage.
Perception +11
Gear Darts (12) BONUS ACTIONS
Senses Passive Perception 21
Master’s Technique (Recharge 5–6). Immediately after
Languages Any two languages
CR 17 (XP 18,000; PB +6) the martial artist hits a creature with an Unarmed Strike, it
chooses one of the following:
TRAITS
● The creature cannot take Reactions until the end of its
Floating Step. The martial artist can move along vertical next turn. In addition, on its next turn, it must choose
surfaces and across liquids on its turn without falling whether it gets to move, take an action, or take a Bonus
during the move. Action (it gets only one of the three).
Effortless Form. The martial artist’s fluid movement ● The creature is pushed up to 15 feet away and has the
causes attack rolls against it to have Disadvantage. When Prone condition.
the martial artist takes damage from an attack or has the
Incapacitated condition, this trait is disrupted until the ● The creature cannot cast spells other than cantrips
martial artist spends an action to resume it. until the end of its next turn.

Walk the Four Point Path. When the martial artist hits a Recenter. The martial artist automatically recharges Mas-
single target with four Unarmed Strikes during its turn, it ter’s Technique, and resumes Effortless Form if that trait
can set up lethal vibrations in the target’s body. Constitu- has been disrupted.
tion Saving Throw: DC 19, the target. Failure: The target
takes 100 Necrotic damage at the end of its next turn.

150
Essential NPCs
MARTIAL ARTIST (CR 20)
Medium or Small Humanoid, Any Alignment
AC 21 Initiative +6 (16) ACTIONS
HP 331 (51d8 + 102)
Multiattack. The martial artist makes four Unarmed
Speed 60 ft.
Strike or Dart attacks in any combination.
MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +11 DEX 22 +6 +12 CON 14 +2 +8 Unarmed Strike. Melee Attack Roll: +12, reach 5 ft. Hit: 28
INT 10 +0 +6 WIS 20 +5 +11 CHA 10 +0 +6 (6d6 + 6) Bludgeoning damage.
Dart. Ranged Attack Roll: +12, range 20/60 ft. Hit: 26 (3d12
Skills Acrobatics +12, Athletics +11, Insight +11,
+ 6) Piercing damage.
Perception +11
Senses Passive Perception 21 BONUS ACTIONS
Languages Any two languages
Master’s Technique (Recharge 5–6). Immediately after
CR 20 (XP 25,000; PB +6)
the martial artist hits a creature with an Unarmed Strike, it
TRAITS chooses one of the following:
Floating Step. The martial artist can move along vertical ● The creature cannot take Reactions until the end of its
surfaces and across liquids on its turn without falling next turn. In addition, on its next turn, it must choose
during the move. whether it gets to move, take an action, or take a Bonus
Effortless Form. The martial artist’s fluid movement Action (it gets only one of the three).
causes attack rolls against it to have Disadvantage. When ● The creature is pushed up to 15 feet away and has the
the martial artist takes damage from an attack or has the Prone condition.
Incapacitated condition, this trait is disrupted until the
● The creature cannot cast spells other than cantrips
martial artist spends an action to resume it.
until the end of its next turn.
Walk the Four Point Path. When the martial artist hits a
Recenter. The martial artist automatically recharges Mas-
single target with four Unarmed Strikes during its turn, it
ter’s Technique, and resumes Effortless Form if that trait
can set up lethal vibrations in the target’s body. Constitu-
has been disrupted.
tion Saving Throw: DC 19, the target. Failure: The target
takes 100 Necrotic damage at the end of its next turn.

151
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.

152
Essential NPCs
NECROMANCER (CR 1/4)
Medium or Small Humanoid, Any Alignment
AC 12 Initiative +1 (11)
HP 13 (3d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 9 -1 -1 DEX 12 +1 +1 CON 11 +0 +0
INT 12 +1 +1 WIS 10 +0 +0 CHA 12 +1 +1

Skills Arcana +3, History +3, Medicine +2


Gear Leather Armor
Senses Passive Perception 10
Languages Any two languages
CR 1/4 (XP 50; PB +2) NECROMANCER (CR 1)
Medium or Small Humanoid, Any Alignment
ACTIONS
AC 13 Initiative +1 (11)
Drain Life. Melee or Ranged Attack Roll: +3, reach 5 ft. or
HP 36 (8d8)
range 120 ft. Hit: 4 (1d8) Necrotic damage, and the necro-
Speed 30 ft.
mancer regains Hit Points equal to half the damage
MOD SAVE MOD SAVE MOD SAVE
dealt.
STR 9 -1 -1 DEX 12 +1 +1 CON 11 +0 +0
Spellcasting. The necromancer casts one of the follow- INT 14 +2 +2 WIS 10 +0 +0 CHA 12 +1 +1
ing spells, using Intelligence as the spellcasting ability
(spell save DC 11): Skills Arcana +4, History +4, Medicine +2
Gear Hide Armor
1/Day Each: BaneC, Unseen Servant
Senses Passive Perception 10
C
Requires Concentration Languages Any two languages
CR 1 (XP 200; PB +2)
ACTIONS
NECROMANCER (CR 1/2) Multiattack. The necromancer makes two Drain Life at-
Medium or Small Humanoid, Any Alignment tacks.

AC 12 Initiative +1 (11) Drain Life. Melee or Ranged Attack Roll: +4, reach 5 ft. or
HP 27 (6d8) range 120 ft. Hit: 6 (1d12) Necrotic damage, and the
Speed 30 ft. necromancer regains Hit Points equal to half the damage
MOD SAVE MOD SAVE MOD SAVE dealt.
STR 9 -1 -1 DEX 12 +1 +1 CON 11 +0 +0 Spellcasting. The necromancer casts one of the follow-
INT 14 +2 +2 WIS 10 +0 +0 CHA 12 +1 +1 ing spells, using Intelligence as the spellcasting ability
(spell save DC 12):
Skills Arcana +4, History +4, Medicine +2
Gear Leather Armor 1/Day Each: BaneC, Blindness/Deafness, Ray of Enfeeble-
Senses Passive Perception 10 mentC, Unseen Servant
Languages Any two languages C
Requires Concentration
CR 1/2 (XP 100; PB +2)
ACTIONS
Drain Life. Melee or Ranged Attack Roll: +4, reach 5 ft. or
range 120 ft. Hit: 7 (2d6) Necrotic damage, and the necro-
mancer regains Hit Points equal to half the damage
dealt.
Spellcasting. The necromancer casts one of the follow-
ing spells, using Intelligence as the spellcasting ability
(spell save DC 12):
1/Day Each: BaneC, Unseen Servant
C
Requires Concentration

153
Essential NPCs
NECROMANCER (CR 2)
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +1 (11) necromancer regains Hit Points equal to half the damage
HP 44 (8d8 + 8) dealt.
Speed 30 ft.
Summon Minions (3/Day). The necromancer magically
MOD SAVE MOD SAVE MOD SAVE
summons 2 Skeletal Minions or Spirit Minions, which ap-
STR 9 -1 -1 DEX 12 +1 +1 CON 12 +1 +1
pear in unoccupied spaces within 10 feet. The minions
INT 16 +3 +3 WIS 10 +0 +0 CHA 12 +1 +1 take their turn immediately after the necromancer and
Skills Arcana +5, History +5, Medicine +2 obey the necromancer’s commands. They last for 1
Gear Hide Armor minute, until the necromancer dies, or until the necro-
Senses Passive Perception 10 mancer uses this ability again.
Languages Any two languages Spellcasting. The necromancer casts one of the following
CR 2 (XP 450; PB +2) spells, using Intelligence as the spellcasting ability (spell
ACTIONS save DC 13):
Multiattack. The necromancer makes two Drain Life at- 1/Day Each: BaneC, Blindness/Deafness, DarknessC, Ray of
tacks. EnfeeblementC
C
Drain Life. Melee or Ranged Attack Roll: +5, reach 5 ft. or Requires Concentration
range 120 ft. Hit: 10 (3d6) Necrotic damage, and the

SKELETAL MINION (CR 2 Necromancer) SPIRIT MINION (CR 2 Necromancer)


Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
AC 12 AC 12
HP 1 (see Fragile Animation) HP 1 (see Fragile Animation)
Speed 30 ft. Speed 0 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1 STR 1 -5 -5 DEX 14 +2 +2 CON 10 +0 +0
INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2 INT 6 -2 -2 WIS 8 -1 -1 CHA 10 +0 +0

Immunities Poison; Exhaustion, Poisoned, Unconscious Immunities Necrotic, Poison; Exhaustion, Grappled,
Senses Darkvision 60ft., Passive Perception 9 Petrified, Poisoned, Prone, Restrained, Unconscious
Languages Understands the languages the necromancer Senses Darkvision 60ft., Passive Perception 9
speaks, but can’t speak Languages Understands the languages the necromancer
CR None (XP 0; PB +2) speaks, but can’t speak
CR None (XP 0; PB +2)
TRAITS
Fragile Animation. The skeletal minion has 1 hit point, TRAITS
regardless of its Constitution modifier or hit dice. Fragile Animation. The spirit minion has 1 hit point, re-
gardless of its Constitution modifier or hit dice.
Unliving Tenacity. If the skeletal minion would take
damage from an effect that allowed it to make a saving Unliving Tenacity. If the spirit minion would take dam-
throw, it takes no damage if it succeeded on the saving age from an effect that allowed it to make a saving
throw. throw, it takes no damage if it succeeded on the saving
throw.
ACTIONS
Incorporeal Movement. The spirit minion can move
Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2)
through other creatures and objects as if they were diffi-
Bludgeoning damage.
cult terrain. It is destroyed if it ends its turn inside an ob-
REACTIONS ject.
Sacrificial Shield. Trigger: The necromancer would be ACTIONS
damaged by an attack while the skeletal minion is within
Deathly Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7
5 feet of the necromancer. Response: The attack’s dam-
(1d10 + 2) Necrotic damage.
age is halved, and the skeletal minion is destroyed.
154
Essential NPCs
NECROMANCER (CR 3)
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +1 (11) necromancer regains Hit Points equal to half the damage
HP 55 (10d8 + 10) dealt.
Speed 30 ft.
Summon Minions (3/Day). The necromancer magically
MOD SAVE MOD SAVE MOD SAVE
summons 3 Skeletal Minions or Spirit Minions, which ap-
STR 9 -1 -1 DEX 12 +1 +1 CON 12 +1 +3
pear in unoccupied spaces within 10 feet. The minions
INT 16 +3 +5 WIS 10 +0 +0 CHA 12 +1 +1 take their turn immediately after the necromancer and
Skills Arcana +5, History +5, Medicine +2 obey the necromancer’s commands. They last for 1
Resistances Necrotic minute, until the necromancer dies, or until the necro-
Gear Hide Armor mancer uses this ability again.
Senses Passive Perception 10 Spellcasting. The necromancer casts one of the following
Languages Any two languages spells, using Intelligence as the spellcasting ability (spell
CR 3 (XP 700; PB +2) save DC 13):
ACTIONS 1/Day Each: BaneC, Bestow CurseC, Blindness/Deafness,
Multiattack. The necromancer makes two Drain Life at- Ray of EnfeeblementC, Stinking CloudC
tacks. C
Requires Concentration
Drain Life. Melee or Ranged Attack Roll: +5, reach 5 ft. or
range 120 ft. Hit: 13 (3d8) Necrotic damage, and the

SKELETAL MINION (CR 3 Necromancer) SPIRIT MINION (CR 3 Necromancer)


Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
AC 12 AC 12
HP 1 (see Fragile Animation) HP 1 (see Fragile Animation)
Speed 30 ft. Speed 0 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1 STR 1 -5 -5 DEX 14 +2 +2 CON 10 +0 +0
INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2 INT 6 -2 -2 WIS 8 -1 -1 CHA 10 +0 +0

Immunities Poison; Exhaustion, Poisoned, Unconscious Immunities Necrotic, Poison; Exhaustion, Grappled,
Senses Darkvision 60ft., Passive Perception 9 Petrified, Poisoned, Prone, Restrained, Unconscious
Languages Understands the languages the necromancer Senses Darkvision 60ft., Passive Perception 9
speaks, but can’t speak Languages Understands the languages the necromancer
CR None (XP 0; PB +2) speaks, but can’t speak
CR None (XP 0; PB +2)
TRAITS
Fragile Animation. The skeletal minion has 1 hit point, TRAITS
regardless of its Constitution modifier or hit dice. Fragile Animation. The spirit minion has 1 hit point, re-
gardless of its Constitution modifier or hit dice.
Unliving Tenacity. If the skeletal minion would take
damage from an effect that allowed it to make a saving Unliving Tenacity. If the spirit minion would take dam-
throw, it takes no damage if it succeeded on the saving age from an effect that allowed it to make a saving
throw. throw, it takes no damage if it succeeded on the saving
throw.
ACTIONS
Incorporeal Movement. The spirit minion can move
Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2)
through other creatures and objects as if they were diffi-
Bludgeoning damage.
cult terrain. It is destroyed if it ends its turn inside an ob-
REACTIONS ject.
Sacrificial Shield. Trigger: The necromancer would be ACTIONS
damaged by an attack while the skeletal minion is within
Deathly Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 9
5 feet of the necromancer. Response: The attack’s dam-
(2d6 + 2) Necrotic damage.
age is halved, and the skeletal minion is destroyed.
155
Essential NPCs
NECROMANCER (CR 5)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) Drain Life. Melee or Ranged Attack Roll: +6, reach 5 ft. or
HP 82 (15d8 + 15) range 120 ft. Hit: 13 (3d8) Necrotic damage, and the necro-
Speed 30 ft. mancer regains Hit Points equal to half the damage dealt.
MOD SAVE MOD SAVE MOD SAVE
Summon Minions (3/Day). The necromancer magically
STR 9 -1 -1 DEX 14 +2 +2 CON 12 +1 +4
summons 4 Skeletal Minions or Spirit Minions, which ap-
INT 16 +3 +6 WIS 10 +0 +0 CHA 12 +1 +1 pear in unoccupied spaces within 10 feet. The minions
Skills Arcana +6, History +6, Medicine +3 take their turn immediately after the necromancer and
Resistances Necrotic obey the necromancer’s commands. They last for 1
Gear Hide Armor minute, until the necromancer dies, or until the necro-
Senses Passive Perception 10 mancer uses this ability again.
Languages Any two languages Spellcasting. The necromancer casts one of the following
CR 5 (XP 1,800; PB +3) spells, using Intelligence as the spellcasting ability (spell
ACTIONS save DC 14):
Multiattack. The necromancer makes two Drain Life at- 1/Day Each: BaneC, Bestow CurseC, Blindness/Deafness,
tacks. It can replace one attack with a use of Summon Fire Shield (chill shield only), Stinking CloudC
Minions or Spellcasting. C
Requires Concentration

SKELETAL MINION (CR 5 Necromancer) SPIRIT MINION (CR 5 Necromancer)


Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
AC 13 AC 12
HP 1 (see Fragile Animation) HP 1 (see Fragile Animation)
Speed 30 ft. Speed 0 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1 STR 1 -5 -5 DEX 14 +2 +2 CON 10 +0 +0
INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2 INT 6 -2 -2 WIS 8 -1 -1 CHA 10 +0 +0

Immunities Poison; Exhaustion, Poisoned, Unconscious Immunities Necrotic, Poison; Exhaustion, Grappled,
Senses Darkvision 60ft., Passive Perception 9 Petrified, Poisoned, Prone, Restrained, Unconscious
Languages Understands the languages the necromancer Senses Darkvision 60ft., Passive Perception 9
speaks, but can’t speak Languages Understands the languages the necromancer
CR None (XP 0; PB +3) speaks, but can’t speak
CR None (XP 0; PB +3)
TRAITS
Fragile Animation. The skeletal minion has 1 hit point, TRAITS
regardless of its Constitution modifier or hit dice. Fragile Animation. The spirit minion has 1 hit point, re-
gardless of its Constitution modifier or hit dice.
Unliving Tenacity. If the skeletal minion would take
damage from an effect that allowed it to make a saving Unliving Tenacity. If the spirit minion would take dam-
throw, it takes no damage if it succeeded on the saving age from an effect that allowed it to make a saving
throw. throw, it takes no damage if it succeeded on the saving
throw.
ACTIONS
Incorporeal Movement. The spirit minion can move
Slam. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d8 + 2)
through other creatures and objects as if they were diffi-
Bludgeoning damage.
cult terrain. It is destroyed if it ends its turn inside an ob-
REACTIONS ject.
Sacrificial Shield. Trigger: The necromancer would be ACTIONS
damaged by an attack while the skeletal minion is within
Deathly Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 7
5 feet of the necromancer. Response: The attack’s dam-
(1d10 + 2) Necrotic damage.
age is halved, and the skeletal minion is destroyed.
156
Essential NPCs
NECROMANCER (CR 7)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) Drain Life. Melee or Ranged Attack Roll: +7, reach 5 ft. or
HP 104 (16d8 + 32) range 120 ft. Hit: 16 (3d10) Necrotic damage, and the
Speed 30 ft. necromancer regains Hit Points equal to half the damage
MOD SAVE MOD SAVE MOD SAVE dealt.
STR 9 -1 -1 DEX 14 +2 +2 CON 14 +2 +5
Summon Minions (3/Day). The necromancer magically
INT 16 +4 +7 WIS 10 +0 +0 CHA 12 +1 +1 summons 4 Skeletal Minions or Spirit Minions, which ap-
Skills Arcana +7, History +7, Medicine +3 pear in unoccupied spaces within 10 feet. The minions
Resistances Necrotic take their turn immediately after the necromancer and
Gear Hide Armor obey the necromancer’s commands. They last for 1
Senses Passive Perception 10 minute, until the necromancer dies, or until the necro-
Languages Any two languages mancer uses this ability again.
CR 5 (XP 2,800; PB +3) Spellcasting. The necromancer casts one of the following
ACTIONS spells, using Intelligence as the spellcasting ability (spell
save DC 15):
Multiattack. The necromancer makes two Drain Life at-
tacks. It can replace one attack with a use of Summon 1/Day Each: BaneC, Bestow CurseC, Blindness/Deafness,
Minions or Spellcasting. Fire Shield (chill shield only), Stinking CloudC
C
Requires Concentration

157
Essential NPCs
SKELETAL MINION (CR 7 Necromancer) SPIRIT MINION (CR 7 Necromancer)
Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
AC 14 AC 12
HP 1 (see Fragile Animation) HP 1 (see Fragile Animation)
Speed 30 ft. Speed 0 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 10 +0 +0 CON 12 +1 +1 STR 1 -5 -5 DEX 14 +2 +2 CON 10 +0 +0
INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2 INT 6 -2 -2 WIS 8 -1 -1 CHA 10 +0 +0

Immunities Poison; Exhaustion, Poisoned, Unconscious Immunities Necrotic, Poison; Exhaustion, Grappled,
Senses Darkvision 60ft., Passive Perception 9 Petrified, Poisoned, Prone, Restrained, Unconscious
Languages Understands the languages the necromancer Senses Darkvision 60ft., Passive Perception 9
speaks, but can’t speak Languages Understands the languages the necromancer
CR None (XP 0; PB +3) speaks, but can’t speak
CR None (XP 0; PB +3)
TRAITS
Fragile Animation. The skeletal minion has 1 hit point, TRAITS
regardless of its Constitution modifier or hit dice. Fragile Animation. The spirit minion has 1 hit point, re-
gardless of its Constitution modifier or hit dice.
Unliving Tenacity. If the skeletal minion would take
damage from an effect that allowed it to make a saving Unliving Tenacity. If the spirit minion would take dam-
throw, it takes no damage if it succeeded on the saving age from an effect that allowed it to make a saving
throw. throw, it takes no damage if it succeeded on the saving
throw.
ACTIONS
Incorporeal Movement. The spirit minion can move
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + 2)
through other creatures and objects as if they were diffi-
Bludgeoning damage.
cult terrain. It is destroyed if it ends its turn inside an ob-
REACTIONS ject.
Sacrificial Shield. Trigger: The necromancer would be ACTIONS
damaged by an attack while the skeletal minion is within
Deathly Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 9
5 feet of the necromancer. Response: The attack’s dam-
(2d6 + 2) Necrotic damage.
age is halved, and the skeletal minion is destroyed.

158
Essential NPCs
NECROMANCER (CR 9)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) summons 5 Skeletal Minions or Spirit Minions, which ap-
HP 130 (20d8 + 40) pear in unoccupied spaces within 10 feet. The minions
Speed 30 ft. take their turn immediately after the necromancer and
MOD SAVE MOD SAVE MOD SAVE obey the necromancer’s commands. They last for 1
STR 9 -1 -1 DEX 14 +2 +2 CON 14 +2 +6 minute, until the necromancer dies, or until the necro-
INT 18 +4 +8 WIS 12 +1 +1 CHA 12 +1 +1 mancer uses this ability again.

Skills Arcana +8, History +8, Medicine +5 Spellcasting. The necromancer casts one of the following
Resistances Necrotic spells, using Intelligence as the spellcasting ability (spell
Gear Hide Armor save DC 16):
Senses Passive Perception 11 2/Day Each: BaneC, Bestow CurseC, Blindness/Deafness,
Languages Any two languages 1/Day Each: Antilife ShellC, Fire Shield (chill shield only),
CR 9 (XP 5000; PB +4) Stinking CloudC
ACTIONS C
Requires Concentration
Multiattack. The necromancer makes two Drain Life at-
BONUS ACTIONS
tacks. It can replace one attack with a use of Summon
Minions or Spellcasting. Pull of the Grave (Recharge 5–6). Constitution Saving
Throw: DC 16, one creature within 60 feet the necro-
Drain Life. Melee or Ranged Attack Roll: +8, reach 5 ft. or
mancer can see. Failure: The target is cursed for 1 hour.
range 120 ft. Hit: 18 (4d8) Necrotic damage, and the
While cursed this way, the target cannot regain Hit Points.
necromancer regains Hit Points equal to half the damage
If the target is subjected to magical healing, the healing
dealt.
restores no hit points but the curse ends immediately.
Summon Minions (3/Day). The necromancer magically

159
Essential NPCs
SKELETAL MINION (CR 9 Necromancer) SPIRIT MINION (CR 9 Necromancer)
Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
AC 14 AC 12
HP 1 (see Fragile Animation) HP 1 (see Fragile Animation)
Speed 30 ft. Speed 0 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 10 +0 +0 CON 12 +1 +1 STR 1 -5 -5 DEX 14 +2 +2 CON 10 +0 +0
INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2 INT 6 -2 -2 WIS 8 -1 -1 CHA 10 +0 +0

Immunities Poison; Exhaustion, Poisoned, Unconscious Immunities Necrotic, Poison; Exhaustion, Grappled,
Senses Darkvision 60ft., Passive Perception 9 Petrified, Poisoned, Prone, Restrained, Unconscious
Languages Understands the languages the necromancer Senses Darkvision 60ft., Passive Perception 9
speaks, but can’t speak Languages Understands the languages the necromancer
CR None (XP 0; PB +4) speaks, but can’t speak
CR None (XP 0; PB +4)
TRAITS
Fragile Animation. The skeletal minion has 1 hit point, TRAITS
regardless of its Constitution modifier or hit dice. Fragile Animation. The spirit minion has 1 hit point, re-
gardless of its Constitution modifier or hit dice.
Unliving Tenacity. If the skeletal minion would take
damage from an effect that allowed it to make a saving Unliving Tenacity. If the spirit minion would take dam-
throw, it takes no damage if it succeeded on the saving age from an effect that allowed it to make a saving
throw. throw, it takes no damage if it succeeded on the saving
throw.
Feel No Pain. If the skeletal minion would take 5 or less
damage from an effect, it takes no damage instead. Feel No Pain. If the spirit minion would take 5 or less
damage from an effect, it takes no damage instead.
ACTIONS
Incorporeal Movement. The spirit minion can move
Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d10 + 2)
through other creatures and objects as if they were diffi-
Bludgeoning damage.
cult terrain. It is destroyed if it ends its turn inside an ob-
REACTIONS ject.
Sacrificial Shield. Trigger: The necromancer would be ACTIONS
damaged by an attack while the skeletal minion is within
Deathly Touch. Melee Attack Roll: +6, reach 5 ft. Hit: 9
5 feet of the necromancer. Response: The attack’s dam-
(2d6 + 2) Necrotic damage.
age is halved, and the skeletal minion is destroyed.

160
Essential NPCs
NECROMANCER (CR 11)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) summons 6 Skeletal Minions or Spirit Minions, which ap-
HP 162 (25d8 + 50) pear in unoccupied spaces within 10 feet. The minions
Speed 30 ft. take their turn immediately after the necromancer and
MOD SAVE MOD SAVE MOD SAVE obey the necromancer’s commands. They last for 1
STR 9 -1 -1 DEX 14 +2 +2 CON 14 +2 +6 minute, until the necromancer dies, or until the necro-
INT 20 +5 +9 WIS 12 +1 +1 CHA 12 +1 +1 mancer uses this ability again.

Skills Arcana +9, History +9, Medicine +5 Spellcasting. The necromancer casts one of the following
Resistances Necrotic spells, using Intelligence as the spellcasting ability (spell
Gear Hide Armor save DC 17):
Senses Passive Perception 11 2/Day Each: BaneC, Bestow CurseC, Blindness/Deafness,
Languages Any two languages 1/Day Each: Antilife ShellC, Fire Shield (chill shield only),
CR 11 (XP 7,200; PB +4) Stinking CloudC
ACTIONS C
Requires Concentration
Multiattack. The necromancer makes two Drain Life at-
BONUS ACTIONS
tacks. It can replace one attack with a use of Summon
Minions or Spellcasting. Pull of the Grave (Recharge 5–6). Constitution Saving
Throw: DC 17, one creature within 60 feet the necro-
Drain Life. Melee or Ranged Attack Roll: +9, reach 5 ft. or
mancer can see. Failure: The target is cursed for 1 hour.
range 120 ft. Hit: 22 (4d10) Necrotic damage, and the
While cursed this way, the target cannot regain Hit Points.
necromancer regains Hit Points equal to half the damage
If the target is subjected to magical healing, the healing
dealt.
restores no hit points but the curse ends immediately.
Summon Minions (3/Day). The necromancer magically

161
Essential NPCs
SKELETAL MINION (CR 11 Necromancer) SPIRIT MINION (CR 11 Necromancer)
Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
AC 14 AC 12
HP 1 (see Fragile Animation) HP 1 (see Fragile Animation)
Speed 30 ft. Speed 0 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 10 +0 +0 CON 12 +1 +1 STR 1 -5 -5 DEX 14 +2 +2 CON 10 +0 +0
INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2 INT 6 -2 -2 WIS 8 -1 -1 CHA 10 +0 +0

Immunities Poison; Exhaustion, Poisoned, Unconscious Immunities Necrotic, Poison; Exhaustion, Grappled,
Senses Darkvision 60ft., Passive Perception 9 Petrified, Poisoned, Prone, Restrained, Unconscious
Languages Understands the languages the necromancer Senses Darkvision 60ft., Passive Perception 9
speaks, but can’t speak Languages Understands the languages the necromancer
CR None (XP 0; PB +4) speaks, but can’t speak
CR None (XP 0; PB +4)
TRAITS
Fragile Animation. The skeletal minion has 1 hit point, TRAITS
regardless of its Constitution modifier or hit dice. Fragile Animation. The spirit minion has 1 hit point, re-
gardless of its Constitution modifier or hit dice.
Unliving Tenacity. If the skeletal minion would take
damage from an effect that allowed it to make a saving Unliving Tenacity. If the spirit minion would take dam-
throw, it takes no damage if it succeeded on the saving age from an effect that allowed it to make a saving
throw. throw, it takes no damage if it succeeded on the saving
throw.
Feel No Pain. If the skeletal minion would take 5 or less
damage from an effect, it takes no damage instead. Feel No Pain. If the spirit minion would take 5 or less
damage from an effect, it takes no damage instead.
ACTIONS
Incorporeal Movement. The spirit minion can move
Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d10 + 3)
through other creatures and objects as if they were diffi-
Bludgeoning damage.
cult terrain. It is destroyed if it ends its turn inside an ob-
REACTIONS ject.
Sacrificial Shield. Trigger: The necromancer would be ACTIONS
damaged by an attack while the skeletal minion is within
Deathly Touch. Melee Attack Roll: +6, reach 5 ft. Hit: 9
5 feet of the necromancer. Response: The attack’s dam-
(2d6 + 2) Necrotic damage.
age is halved, and the skeletal minion is destroyed.

162
Essential NPCs
NECROMANCER (CR 13)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) summons 6 Skeletal Minions or Spirit Minions, which ap-
HP 188 (29d8 + 58) pear in unoccupied spaces within 10 feet. The minions
Speed 30 ft. take their turn immediately after the necromancer and
MOD SAVE MOD SAVE MOD SAVE obey the necromancer’s commands. They last for 1
STR 9 -1 -1 DEX 14 +2 +2 CON 14 +2 +7 minute, until the necromancer dies, or until the necro-
INT 20 +5 +10 WIS 12 +1 +6 CHA 12 +1 +1 mancer uses this ability again.

Skills Arcana +10, History +10, Medicine +6 Spellcasting. The necromancer casts one of the following
Resistances Necrotic spells, using Intelligence as the spellcasting ability (spell
Gear Hide Armor save DC 18):
Senses Passive Perception 11 2/Day Each: BaneC, Blindness/Deafness, Stinking CloudC
Languages Any two languages 1/Day Each: Antilife ShellC, Finger of Death, Fire Shield
CR 13 (XP 10,000; PB +5) (chill shield only)
ACTIONS C
Requires Concentration
Multiattack. The necromancer makes two Drain Life at-
BONUS ACTIONS
tacks. It can replace one attack with a use of Summon
Minions or Spellcasting. Pull of the Grave (Recharge 5–6). Constitution Saving
Throw: DC 18, one creature within 60 feet the necro-
Drain Life. Melee or Ranged Attack Roll: +10, reach 5 ft. or
mancer can see. Failure: The target is cursed for 1 hour.
range 120 ft. Hit: 27 (5d10) Necrotic damage, and the
While cursed this way, the target cannot regain Hit Points.
necromancer regains Hit Points equal to half the damage
If the target is subjected to magical healing, the healing
dealt.
restores no hit points but the curse ends immediately.
Summon Minions (3/Day). The necromancer magically

163
Essential NPCs
SKELETAL MINION (CR 13 Necromancer) SPIRIT MINION (CR 13 Necromancer)
Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
AC 16 AC 13
HP 1 (see Fragile Animation) HP 1 (see Fragile Animation)
Speed 30 ft. Speed 0 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +4 DEX 10 +0 +0 CON 12 +1 +1 STR 1 -5 -5 DEX 16 +3 +3 CON 10 +0 +0
INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2 INT 6 -2 -2 WIS 8 -1 -1 CHA 10 +0 +0

Immunities Poison; Exhaustion, Poisoned, Unconscious Immunities Necrotic, Poison; Exhaustion, Grappled,
Senses Darkvision 60ft., Passive Perception 9 Petrified, Poisoned, Prone, Restrained, Unconscious
Languages Understands the languages the necromancer Senses Darkvision 60ft., Passive Perception 9
speaks, but can’t speak Languages Understands the languages the necromancer
CR None (XP 0; PB +5) speaks, but can’t speak
CR None (XP 0; PB +5)
TRAITS
Fragile Animation. The skeletal minion has 1 hit point, TRAITS
regardless of its Constitution modifier or hit dice. Fragile Animation. The spirit minion has 1 hit point, re-
gardless of its Constitution modifier or hit dice.
Unliving Tenacity. If the skeletal minion would take
damage from an effect that allowed it to make a saving Unliving Tenacity. If the spirit minion would take dam-
throw, it takes no damage if it succeeded on the saving age from an effect that allowed it to make a saving
throw. throw, it takes no damage if it succeeded on the saving
throw.
Feel No Pain. If the skeletal minion would take 5 or less
damage from an effect, it takes no damage instead. Feel No Pain. If the spirit minion would take 5 or less
damage from an effect, it takes no damage instead.
ACTIONS
Incorporeal Movement. The spirit minion can move
Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 9 (1d10 + 4)
through other creatures and objects as if they were diffi-
Bludgeoning damage.
cult terrain. It is destroyed if it ends its turn inside an ob-
REACTIONS ject.
Sacrificial Shield. Trigger: The necromancer would be ACTIONS
damaged by an attack while the skeletal minion is within
Deathly Touch. Melee Attack Roll: +8, reach 5 ft. Hit: 10
5 feet of the necromancer. Response: The attack’s dam-
(2d6 + 3) Necrotic damage.
age is halved, and the skeletal minion is destroyed.

164
Essential NPCs
NECROMANCER (CR 15)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +2 (12) summons 6 Skeletal Minions or Spirit Minions, which ap-
HP 221 (34d8 + 68) pear in unoccupied spaces within 10 feet. The minions
Speed 30 ft. take their turn immediately after the necromancer and
MOD SAVE MOD SAVE MOD SAVE obey the necromancer’s commands. They last for 1
STR 9 -1 -1 DEX 14 +2 +2 CON 14 +2 +7 minute, until the necromancer dies, or until the necro-
INT 20 +5 +10 WIS 12 +1 +6 CHA 12 +1 +1 mancer uses this ability again.

Skills Arcana +10, History +10, Medicine +6 Spellcasting. The necromancer casts one of the following
Resistances Necrotic spells, using Intelligence as the spellcasting ability (spell
Gear Half Plate Armor save DC 18):
Senses Passive Perception 11 2/Day Each: BaneC, Blindness/Deafness, Stinking CloudC
Languages Any two languages 1/Day Each: Antilife ShellC, Finger of Death, Fire Shield
CR 15 (XP 13,000; PB +5) (chill shield only)
ACTIONS C
Requires Concentration
Multiattack. The necromancer makes two Drain Life at-
BONUS ACTIONS
tacks. It can replace one attack with a use of Summon
Minions or Spellcasting. Pull of the Grave (Recharge 5–6). Constitution Saving
Throw: DC 18, one creature within 60 feet the necro-
Drain Life. Melee or Ranged Attack Roll: +10, reach 5 ft. or
mancer can see. Failure: The target is cursed for 1 hour.
range 120 ft. Hit: 33 (6d10) Necrotic damage, and the
While cursed this way, the target cannot regain Hit Points.
necromancer regains Hit Points equal to half the damage
If the target is subjected to magical healing, the healing
dealt.
restores no hit points but the curse ends immediately.
Summon Minions (3/Day). The necromancer magically

165
Essential NPCs
SKELETAL MINION (CR 15 Necromancer) SPIRIT MINION (CR 15 Necromancer)
Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
AC 16 AC 14
HP 1 (see Fragile Animation) HP 1 (see Fragile Animation)
Speed 30 ft. Speed 0 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +5 DEX 10 +0 +0 CON 12 +1 +1 STR 1 -5 -5 DEX 18 +4 +4 CON 10 +0 +0
INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2 INT 6 -2 -2 WIS 8 -1 -1 CHA 10 +0 +0

Immunities Poison; Exhaustion, Poisoned, Unconscious Immunities Necrotic, Poison; Exhaustion, Grappled,
Senses Darkvision 60ft., Passive Perception 9 Petrified, Poisoned, Prone, Restrained, Unconscious
Languages Understands the languages the necromancer Senses Darkvision 60ft., Passive Perception 9
speaks, but can’t speak Languages Understands the languages the necromancer
CR None (XP 0; PB +5) speaks, but can’t speak
CR None (XP 0; PB +5)
TRAITS
Fragile Animation. The skeletal minion has 1 hit point, TRAITS
regardless of its Constitution modifier or hit dice. Fragile Animation. The spirit minion has 1 hit point, re-
gardless of its Constitution modifier or hit dice.
Unliving Tenacity. If the skeletal minion would take
damage from an effect that allowed it to make a saving Unliving Tenacity. If the spirit minion would take dam-
throw, it takes no damage if it succeeded on the saving age from an effect that allowed it to make a saving
throw. throw, it takes no damage if it succeeded on the saving
throw.
Feel No Pain. If the skeletal minion would take 5 or less
damage from an effect, it takes no damage instead. Feel No Pain. If the spirit minion would take 5 or less
damage from an effect, it takes no damage instead.
ACTIONS
Incorporeal Movement. The spirit minion can move
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 11 (1d12 + 5)
through other creatures and objects as if they were diffi-
Bludgeoning damage.
cult terrain. It is destroyed if it ends its turn inside an ob-
REACTIONS ject.
Sacrificial Shield. Trigger: The necromancer would be ACTIONS
damaged by an attack while the skeletal minion is within
Deathly Touch. Melee Attack Roll: +9, reach 5 ft. Hit: 13
5 feet of the necromancer. Response: The attack’s dam-
(2d8 + 4) Necrotic damage.
age is halved, and the skeletal minion is destroyed.

166
Essential NPCs
NECROMANCER (CR 17)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +2 (12) appear in unoccupied spaces within 10 feet. The minions
HP 253 (39d8 + 78) take their turn immediately after the necromancer and
Speed 30 ft. obey the necromancer’s commands. They last for 1
MOD SAVE MOD SAVE MOD SAVE minute, until the necromancer dies, or until the necro-
STR 9 -1 -1 DEX 14 +2 +2 CON 14 +2 +8 mancer uses this ability again.
INT 20 +5 +11 WIS 14 +2 +8 CHA 12 +1 +1 Word of Death (1/Day). Constitution Saving Throw: 19, one
Skills Arcana +11, History +11, Medicine +8 creature within 100 feet. Failure: The target is reduced to 0
Resistances Necrotic Hit Points.
Gear Half Plate Armor Spellcasting. The necromancer casts one of the following
Senses Passive Perception 12 spells, using Intelligence as the spellcasting ability (spell
Languages Any two languages save DC 19):
CR 17 (XP 18,000; PB +6)
2/Day Each: BaneC, Blindness/Deafness, Stinking CloudC
ACTIONS 1/Day Each: Antilife ShellC, Finger of Death, Fire Shield
Multiattack. The necromancer makes two Drain Life at- (chill shield only)
tacks. It can replace one attack with a use of Summon C
Requires Concentration
Minions or Spellcasting.
BONUS ACTIONS
Drain Life. Melee or Ranged Attack Roll: +11, reach 5 ft. or
range 120 ft. Hit: 38 (7d10) Necrotic damage, and the Pull of the Grave (Recharge 5–6). Constitution Saving
necromancer regains Hit Points equal to half the damage Throw: DC 19, one creature within 60 feet the necro-
dealt. mancer can see. Failure: The target is cursed for 1 hour.
While cursed this way, the target cannot regain Hit Points.
Summon Minions (3/Day). The necromancer magically
If the target is subjected to magical healing, the healing
summons 6 Skeletal Minions or Spirit Minions, which
restores no hit points but the curse ends immediately.

167
Essential NPCs
SKELETAL MINION (CR 17 Necromancer) SPIRIT MINION (CR 17 Necromancer)
Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
AC 16 AC 14
HP 1 (see Fragile Animation) HP 1 (see Fragile Animation)
Speed 30 ft. Speed 0 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +5 DEX 10 +0 +0 CON 12 +1 +1 STR 1 -5 -5 DEX 18 +4 +4 CON 10 +0 +0
INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2 INT 6 -2 -2 WIS 8 -1 -1 CHA 10 +0 +0

Immunities Poison; Exhaustion, Poisoned, Unconscious Immunities Necrotic, Poison; Exhaustion, Grappled,
Senses Darkvision 60ft., Passive Perception 9 Petrified, Poisoned, Prone, Restrained, Unconscious
Languages Understands the languages the necromancer Senses Darkvision 60ft., Passive Perception 9
speaks, but can’t speak Languages Understands the languages the necromancer
CR None (XP 0; PB +6) speaks, but can’t speak
CR None (XP 0; PB +6)
TRAITS
Fragile Animation. The skeletal minion has 1 hit point, TRAITS
regardless of its Constitution modifier or hit dice. Fragile Animation. The spirit minion has 1 hit point, re-
gardless of its Constitution modifier or hit dice.
Unliving Tenacity. If the skeletal minion would take
damage from an effect that allowed it to make a saving Unliving Tenacity. If the spirit minion would take dam-
throw, it takes no damage if it succeeded on the saving age from an effect that allowed it to make a saving
throw. throw, it takes no damage if it succeeded on the saving
throw.
Feel No Pain. If the skeletal minion would take 5 or less
damage from an effect, it takes no damage instead. Feel No Pain. If the spirit minion would take 5 or less
damage from an effect, it takes no damage instead.
ACTIONS
Incorporeal Movement. The spirit minion can move
Slam. Melee Attack Roll: +11, reach 5 ft. Hit: 12 (2d6 + 5)
through other creatures and objects as if they were diffi-
Bludgeoning damage.
cult terrain. It is destroyed if it ends its turn inside an ob-
REACTIONS ject.
Sacrificial Shield. Trigger: The necromancer would be ACTIONS
damaged by an attack while the skeletal minion is within
Deathly Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 13
5 feet of the necromancer. Response: The attack’s dam-
(2d8 + 4) Necrotic damage.
age is halved, and the skeletal minion is destroyed.

168
Essential NPCs
NECROMANCER (CR 20)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +2 (12) appear in unoccupied spaces within 10 feet. The minions
HP 299 (46d8 + 92) take their turn immediately after the necromancer and
Speed 30 ft. obey the necromancer’s commands. They last for 1
MOD SAVE MOD SAVE MOD SAVE minute, until the necromancer dies, or until the necro-
STR 9 -1 -1 DEX 14 +2 +2 CON 14 +2 +8 mancer uses this ability again.
INT 22 +6 +12 WIS 14 +2 +8 CHA 14 +2 +2 Word of Death (1/Day). Constitution Saving Throw: DC 20,
Skills Arcana +12, History +12, Medicine +8 one creature within 100 feet. Failure: The target is reduced
Resistances Necrotic to 0 Hit Points.
Gear Half Plate Armor Spellcasting. The necromancer casts one of the following
Senses Passive Perception 12 spells, using Intelligence as the spellcasting ability (spell
Languages Any two languages save DC 20):
CR 20 (XP 25,000; PB +6)
2/Day Each: BaneC, Blindness/Deafness, Stinking CloudC
ACTIONS 1/Day Each: Antilife ShellC, Finger of Death, Fire Shield
Multiattack. The necromancer makes two Drain Life at- (chill shield only)
tacks. It can replace one attack with a use of Summon C
Requires Concentration
Minions or Spellcasting.
BONUS ACTIONS
Drain Life. Melee or Ranged Attack Roll: +12, reach 5 ft. or
range 120 ft. Hit: 44 (8d10) Necrotic damage, and the Pull of the Grave (Recharge 5–6). Constitution Saving
necromancer regains Hit Points equal to half the damage Throw: DC 20, a creature the necromancer can see within
dealt. 60 feet. Failure: The target is cursed for 1 hour. Until the
curse ends, the target cannot regain Hit Points. If the tar-
Summon Minions (3/Day). The necromancer magically
get is subjected to magical healing while the cursed, the
summons 6 Skeletal Minions or Spirit Minions, which
healing has no effect, but the curse ends immediately.

169
Essential NPCs
SKELETAL MINION (CR 20 Necromancer) SPIRIT MINION (CR 20 Necromancer)
Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
AC 16 AC 14
HP 1 (see Fragile Animation) HP 1 (see Fragile Animation)
Speed 30 ft. Speed 0 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +1 DEX 10 +0 +0 CON 12 +1 +1 STR 1 -5 -5 DEX 18 +4 +4 CON 10 +0 +0
INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2 INT 6 -2 -2 WIS 8 -1 -1 CHA 6 -2 -2

Immunities Poison; Exhaustion, Poisoned, Unconscious Immunities Necrotic, Poison; Exhaustion, Grappled,
Senses Darkvision 60ft., Passive Perception 9 Petrified, Poisoned, Prone, Restrained, Unconscious
Languages Understands the languages the necromancer Senses Darkvision 60ft., Passive Perception 9
speaks, but can’t speak Languages Understands the languages the necromancer
CR None (XP 0; PB +6) speaks, but can’t speak
CR None (XP 0; PB +6)
TRAITS
Fragile Animation. The skeletal minion has 1 hit point, TRAITS
regardless of its Constitution modifier or hit dice. Fragile Animation. The spirit minion has 1 hit point, re-
gardless of its Constitution modifier or hit dice.
Unliving Tenacity. If the skeletal minion would take
damage from an effect that allowed it to make a saving Unliving Tenacity. If the spirit minion would take dam-
throw, it takes no damage if it succeeded on the saving age from an effect that allowed it to make a saving
throw. throw, it takes no damage if it succeeded on the saving
throw.
Feel No Pain. If the skeletal minion would take 5 or less
damage from an effect, it takes no damage instead. Feel No Pain. If the spirit minion would take 5 or less
damage from an effect, it takes no damage instead.
ACTIONS
Incorporeal Movement. The spirit minion can move
Slam. Melee Attack Roll: +11, reach 5 ft. Hit: 15 (3d6 + 5)
through other creatures and objects as if they were diffi-
Bludgeoning damage.
cult terrain. It is destroyed if it ends its turn inside an ob-
REACTIONS ject.
Sacrificial Shield. Trigger: The necromancer would be ACTIONS
damaged by an attack while the skeletal minion is within
Deathly Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 17
5 feet of the necromancer. Response: The attack’s dam-
(3d8 + 4) Necrotic damage.
age is halved, and the skeletal minion is destroyed.

170
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.

171
Essential NPCs
PERFORMER (CR 1/4) PERFORMER (CR 1/2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 11 Initiative +1 (11) AC 12 Initiative +2 (12)
HP 13 (3d8) HP 22 (5d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 12 +1 +1 CON 10 +0 +0 STR 10 +0 +0 DEX 14 +2 +2 CON 10 +0 +0
INT 10 +0 +0 WIS 10 +0 +0 CHA 13 +1 +1 INT 10 +0 +0 WIS 10 +0 +0 CHA 13 +1 +1

Skills Acrobatics +3, Deception +3, History +2, Skills Acrobatics +4, Deception +3, History +2,
Performance +3, Persuasion +3 Performance +3, Persuasion +3
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any three languages Languages Any three languages
CR 1/4 (XP 50; PB +2) CR 1/2 (XP 100; PB +2)
ACTIONS ACTIONS
Confound. Wisdom Saving Throw: DC 11, one creature Confound. Wisdom Saving Throw: DC 11, one creature
the performer can see within 60 feet. The target must be the performer can see within 60 feet. The target must be
able to see or hear the performer. Failure: 3 (1d6) Psychic able to see or hear the performer. Failure: 4 (1d8) Psychic
damage, and the target has Disadvantage on D20 Tests damage, and the target has Disadvantage on D20 Tests
until the end of the performer’s next turn. If the per- until the end of the performer’s next turn. If the per-
former wishes, it can choose to deal no damage with this former wishes, it can choose to deal no damage with this
action. action.

BONUS ACTIONS Spellcasting. The performer casts one of the following


spells, using Charisma as the spellcasting ability (spell
Chime In (2/Day). The performer targets a creature it can
save DC 11):
see within 30 feet. That creature has Advantage on D20
Tests until the start of the performer’s next turn. A crea- At Will: Dancing LightsC, Minor Illusion, Prestidigitation
ture must be able to see or hear the performer to be 1/Day Each: Charm Person, Silent ImageC
affected by this ability. C
Requires Concentration

BONUS ACTIONS
Chime In (2/Day). The performer targets a creature it can
see within 30 feet. That creature has Advantage on D20
Tests until the start of the performer’s next turn. A crea-
ture must be able to see or hear the performer to be
affected by this ability.

172
Essential NPCs
PERFORMER (CR 1) PERFORMER (CR 2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 12 Initiative +2 (12) AC 12 Initiative +2 (12)
HP 31 (7d8) HP 40 (9d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 14 +2 +2 CON 10 +0 +0 STR 10 +0 +0 DEX 14 +2 +2 CON 10 +0 +0
INT 10 +0 +0 WIS 10 +0 +0 CHA 14 +2 +2 INT 10 +0 +0 WIS 10 +0 +2 CHA 14 +2 +2

Skills Acrobatics +4, Deception +4, History +2, Skills Acrobatics +4, Deception +4, History +2,
Performance +4, Persuasion +4 Performance +4, Persuasion +4
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any four languages Languages Any four languages
CR 1 (XP 200; PB +2) CR 2 (XP 450; PB +2)
ACTIONS ACTIONS
Confound. Wisdom Saving Throw: DC 12, one creature Confound. Wisdom Saving Throw: DC 12, one creature
the performer can see within 60 feet. The target must be the performer can see within 60 feet. The target must be
able to see or hear the performer. Failure: 7 (2d6) Psychic able to see or hear the performer. Failure: 10 (3d6) Psy-
damage, and the target has Disadvantage on D20 Tests chic damage, and the target has Disadvantage on D20
until the end of the performer’s next turn. If the per- Tests until the end of the performer’s next turn. If the
former wishes, it can choose to deal no damage with this performer wishes, it can choose to deal no damage with
action. this action.
Spellcasting. The performer casts one of the following Spellcasting. The performer casts one of the following
spells, using Charisma as the spellcasting ability (spell spells, using Charisma as the spellcasting ability (spell
save DC 12): save DC 12):
At Will: Dancing LightsC, Minor Illusion, Prestidigitation At Will: Dancing LightsC, Minor Illusion, Prestidigitation
1/Day Each: Charm Person, Disguise Self, Hideous Laugh- 1/Day Each: Charm Person, Disguise Self, Hideous Laugh-
terC, Silent ImageC terC, Silent ImageC, SuggestionC
C C
Requires Concentration Requires Concentration

BONUS ACTIONS BONUS ACTIONS


Chime In (3/Day). The performer targets a creature it can Chime In (3/Day). The performer targets a creature it can
see within 30 feet. That creature has Advantage on D20 see within 30 feet. That creature has Advantage on D20
Tests until the start of the performer’s next turn. A crea- Tests until the start of the performer’s next turn. A crea-
ture must be able to see or hear the performer to be ture must be able to see or hear the performer to be
affected by this ability. affected by this ability.

173
Essential NPCs
PERFORMER (CR 3)
Medium or Small Humanoid, Any Alignment
AC 12 Initiative +2 (12) target will not move through obviously dangerous ground
HP 54 (12d8) to reach the creature, and if the target cannot attack the
Speed 30 ft. creature, it spends its turn doing nothing.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The performer casts one of the following
STR 10 +0 +0 DEX 14 +2 +2 CON 10 +0 +0
spells, using Charisma as the spellcasting ability (spell
INT 10 +0 +0 WIS 10 +0 +2 CHA 15 +2 +2 save DC 12):
Skills Acrobatics +4, Deception +4, History +2, At Will: Dancing LightsC, Disguise Self, Minor Illusion, Pres-
Performance +6, Persuasion +4 tidigitation
Senses Passive Perception 10 1/Day Each: Hideous LaughterC, Hypnotic PatternC, Major
Languages Any four languages ImageC, SuggestionC
CR 3 (XP 700; PB +2) C
Requires Concentration
ACTIONS
BONUS ACTIONS
Confound. Wisdom Saving Throw: DC 12, one creature
the performer can see within 60 feet. The target must be Chime In (3/Day). The performer targets a creature it can
able to see or hear the performer. Failure: 13 (3d8) Psy- see within 30 feet. That creature has Advantage on D20
chic damage, and the target has Disadvantage on D20 Tests until the start of the performer’s next turn. A crea-
Tests until the end of the performer’s next turn. If the ture must be able to see or hear the performer to be
performer wishes, it can choose to deal no damage with affected by this ability.
this action. REACTIONS
Ensorcel. Wisdom Saving Throw: DC 12, one creature the Second Guess (Recharge 4–6). Trigger: A creature the per-
performer can see within 60 feet. Failure: The target is former can see within 30 feet targets it with an attack or a
magically Charmed until the end of its next turn. The harmful spell. Response—Wisdom Saving Throw: DC 12,
Charmed target uses its turn to attack another creature the creature targeting the performer. Failure: The creature
of the performer’s choice, using its movement if neces- has the Charmed condition until the start of its next turn
sary. The target makes as many attacks as possible or and must choose a new target or lose the attack or spell.
casts a cantrip, whichever the performer chooses. The

174
Essential NPCs
PERFORMER (CR 5)
Medium or Small Humanoid, Any Alignment
AC 12 Initiative +2 (12) target will not move through obviously dangerous ground
HP 76 (17d8) to reach the creature, and if the target cannot attack the
Speed 30 ft. creature, it spends its turn doing nothing.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The performer casts one of the following
STR 10 +0 +0 DEX 14 +2 +5 CON 10 +0 +0
spells, using Charisma as the spellcasting ability (spell
INT 10 +0 +0 WIS 12 +1 +4 CHA 15 +2 +2 save DC 13):
Skills Acrobatics +5, Deception +5, History +3, At Will: Dancing LightsC, Disguise Self, Minor Illusion, Pres-
Performance +8, Persuasion +5 tidigitation
Senses Passive Perception 11 2/Day Each: Hideous LaughterC, Major ImageC, SuggestionC
Languages Any four languages 1/Day Each: Fear, Greater InvisibilityC, Hypnotic PatternC
CR 5 (XP 1,800; PB +3) C
Requires Concentration
ACTIONS
BONUS ACTIONS
Confound. Wisdom Saving Throw: DC 13, one creature
the performer can see within 60 feet. The target must be Chime In (3/Day). The performer targets a creature it can
able to see or hear the performer. Failure: 18 (4d8) Psy- see within 30 feet. That creature has Advantage on D20
chic damage, and the target has Disadvantage on D20 Tests until the start of the performer’s next turn. A crea-
Tests until the end of the performer’s next turn. If the ture must be able to see or hear the performer to be
performer wishes, it can choose to deal no damage with affected by this ability.
this action. REACTIONS
Ensorcel. Wisdom Saving Throw: DC 13, one creature the Second Guess (Recharge 4–6). Trigger: A creature the per-
performer can see within 60 feet. Failure: The target is former can see within 30 feet targets it with an attack or a
magically Charmed until the end of its next turn. The harmful spell. Response—Wisdom Saving Throw: DC 13,
Charmed target uses its turn to attack another creature the creature targeting the performer. Failure: The creature
of the performer’s choice, using its movement if neces- has the Charmed condition until the start of its next turn
sary. The target makes as many attacks as possible or and must choose a new target or lose the attack or spell.
casts a cantrip, whichever the performer chooses. The

175
Essential NPCs
PERFORMER (CR 7)
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +3 (13) target will not move through obviously dangerous ground
HP 99 (22d8) to reach the creature, and if the target cannot attack the
Speed 30 ft. creature, it spends its turn doing nothing.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The performer casts one of the following
STR 10 +0 +0 DEX 16 +3 +6 CON 10 +0 +0
spells, using Charisma as the spellcasting ability (spell
INT 10 +0 +0 WIS 12 +1 +4 CHA 16 +3 +6 save DC 14):
Skills Acrobatics +6, Deception +6, History +3, At Will: Dancing LightsC, Disguise Self, Minor Illusion, Pres-
Performance +9, Persuasion +6 tidigitation
Senses Passive Perception 11 2/Day Each: Fear, Major ImageC, SuggestionC
Languages Any four languages 1/Day Each: Dominate PersonC, Greater InvisibilityC, Hyp-
CR 7 (XP 2,900; PB +3) notic PatternC
ACTIONS C
Requires Concentration
Confound. Wisdom Saving Throw: DC 14, one creature
BONUS ACTIONS
the performer can see within 60 feet. The target must be
able to see or hear the performer. Failure: 22 (5d8) Psy- Chime In (3/Day). The performer targets a creature it can
chic damage, and the target has Disadvantage on D20 see within 30 feet. That creature has Advantage on D20
Tests until the end of the performer’s next turn. If the Tests until the start of the performer’s next turn. A crea-
performer wishes, it can choose to deal no damage with ture must be able to see or hear the performer to be
this action. affected by this ability.

Ensorcel. Wisdom Saving Throw: DC 14, one creature the REACTIONS


performer can see within 60 feet. Failure: The target is Second Guess (Recharge 4–6). Trigger: A creature the per-
magically Charmed until the end of its next turn. The former can see within 30 feet targets it with an attack or a
Charmed target uses its turn to attack another creature harmful spell. Response—Wisdom Saving Throw: DC 14,
of the performer’s choice, using its movement if neces- the creature targeting the performer. Failure: The creature
sary. The target makes as many attacks as possible or has the Charmed condition until the start of its next turn
casts a cantrip, whichever the performer chooses. The and must choose a new target or lose the attack or spell.

176
Essential NPCs
PERFORMER (CR 9)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +3 (13) commands as long as they are not directly harmful to it.
HP 121 (27d8)
Spellcasting. The performer casts one of the following
Speed 30 ft.
spells, using Charisma as the spellcasting ability (spell
MOD SAVE MOD SAVE MOD SAVE
save DC 15):
STR 10 +0 +0 DEX 16 +3 +7 CON 10 +0 +0
INT 10 +0 +0 WIS 12 +1 +5 CHA 17 +3 +7 At Will: Dancing LightsC, Disguise Self, Minor Illusion, Pres-
tidigitation
Skills Acrobatics +7, Deception +11, History +4, 2/Day Each: Fear, Hypnotic PatternC, Major ImageC
Performance +11, Persuasion +11 1/Day Each: Dominate PersonC, Greater InvisibilityC, Mass
Gear Leather Armor Suggestion
Senses Passive Perception 11 C
Languages Any four languages Requires Concentration
CR 9 (XP 5,000; PB +4) BONUS ACTIONS
ACTIONS Chime In (3/Day). The performer targets a creature it can
Confound. Wisdom Saving Throw: DC 15, one creature see within 30 feet. That creature has Advantage on D20
the performer can see within 60 feet. The target must be Tests until the start of the performer’s next turn. A crea-
able to see or hear the performer. Failure: 27 (6d8) Psy- ture must be able to see or hear the performer to be
chic damage, and the target has Disadvantage on D20 affected by this ability.
Tests until the end of the performer’s next turn. If the REACTIONS
performer wishes, it can choose to deal no damage with
this action. Second Guess (Recharge 4–6). Trigger: A creature the per-
former can see within 30 feet targets it with an attack or a
Demand. Wisdom Saving Throw: DC 15, one creature the harmful spell. Response—Wisdom Saving Throw: DC 15,
performer can see within 60 feet. Failure: The target is the creature targeting the performer. Failure: The creature
magically Charmed until the end of its next turn. While has the Charmed condition until the start of its next turn
Charmed this way, the target follows the performer’s and must choose a new target or lose the attack or spell.

177
Essential NPCs
PERFORMER (CR 11)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +4 (14) commands as long as they are not directly harmful to it.
HP 148 (33d8)
Spellcasting. The performer casts one of the following
Speed 30 ft.
spells, using Charisma as the spellcasting ability (spell
MOD SAVE MOD SAVE MOD SAVE
save DC 16):
STR 10 +0 +0 DEX 18 +4 +8 CON 10 +0 +0
INT 10 +0 +0 WIS 12 +1 +5 CHA 18 +4 +8 At Will: Dancing LightsC, Disguise Self, Minor Illusion, Pres-
tidigitation
Skills Acrobatics +8, Deception +12, History +4, 2/Day Each: Fear, Hypnotic PatternC, Major ImageC
Performance +12, Persuasion +12 1/Day Each: Dominate PersonC, Greater InvisibilityC, Mass
Gear Leather Armor Suggestion
Senses Passive Perception 11 C
Languages Any four languages Requires Concentration
CR 11 (XP 7,200; PB +4) BONUS ACTIONS
ACTIONS Chime In (3/Day). The performer targets a creature it can
Confound. Wisdom Saving Throw: DC 16, one creature see within 30 feet. That creature has Advantage on D20
the performer can see within 60 feet. The target must be Tests until the start of the performer’s next turn. A crea-
able to see or hear the performer. Failure: 27 (6d8) Psy- ture must be able to see or hear the performer to be
chic damage, and the target has Disadvantage on D20 affected by this ability.
Tests until the end of the performer’s next turn. If the REACTIONS
performer wishes, it can choose to deal no damage with
this action. Second Guess (Recharge 4–6). Trigger: A creature the per-
former can see within 30 feet targets it with an attack or a
Demand. Wisdom Saving Throw: DC 16, one creature the harmful spell. Response—Wisdom Saving Throw: DC 16,
performer can see within 60 feet. Failure: The target is the creature targeting the performer. Failure: The creature
magically Charmed until the end of its next turn. While has the Charmed condition until the start of its next turn
Charmed this way, the target follows the performer’s and must choose a new target or lose the attack or spell.

178
Essential NPCs
PERFORMER (CR 13)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +4 (14) commands as long as they are not directly harmful to it.
HP 171 (38d8)
Spellcasting. The performer casts one of the following
Speed 30 ft.
spells, using Charisma as the spellcasting ability (spell
MOD SAVE MOD SAVE MOD SAVE
save DC 17):
STR 10 +0 +0 DEX 18 +4 +9 CON 10 +0 +0
INT 10 +0 +0 WIS 12 +1 +6 CHA 18 +4 +9 At Will: Dancing LightsC, Disguise Self, Minor Illusion, Pres-
tidigitation
Skills Acrobatics +9, Deception +14, History +5, 2/Day Each: Fear, Hypnotic PatternC, Major ImageC
Performance +14, Persuasion +14 1/Day Each: Dominate MonsterC, Greater InvisibilityC, Mass
Gear Leather Armor Suggestion
Senses Passive Perception 11 C
Languages Any four languages Requires Concentration
CR 13 (XP 10,000; PB +5) BONUS ACTIONS
ACTIONS Chime In (3/Day). The performer targets a creature it can
Confound. Wisdom Saving Throw: DC 17, one creature see within 30 feet. That creature has Advantage on D20
the performer can see within 60 feet. The target must be Tests until the start of the performer’s next turn. A crea-
able to see or hear the performer. Failure: 31 (7d8) Psy- ture must be able to see or hear the performer to be
chic damage, and the target has Disadvantage on D20 affected by this ability.
Tests until the end of the performer’s next turn. If the REACTIONS
performer wishes, it can choose to deal no damage with
this action. Second Guess (Recharge 4–6). Trigger: A creature the per-
former can see within 30 feet targets it with an attack or a
Demand. Wisdom Saving Throw: DC 17, one creature the harmful spell. Response—Wisdom Saving Throw: DC 17,
performer can see within 60 feet. Failure: The target is the creature targeting the performer. Failure: The creature
magically Charmed until the end of its next turn. While has the Charmed condition until the start of its next turn
Charmed this way, the target follows the performer’s and must choose a new target or lose the attack or spell.

179
Essential NPCs
PERFORMER (CR 15)
Medium or Small Humanoid, Any Alignment
AC 16 Initiative +5 (15) within 60 feet. Creatures Charmed by the performer auto-
HP 202 (45d8) matically fail the saving throw. Failure: The target is magi-
Speed 30 ft. cally teleported to a demiplane. The demiplane is a 50-
MOD SAVE MOD SAVE MOD SAVE foot-radius, 50-foot-high Cylinder filled with illusory ter-
STR 10 +0 +0 DEX 20 +5 +10 CON 10 +0 +0 rain of the performer’s choosing. The terrain is generally
INT 10 +0 +0 WIS 12 +1 +6 CHA 20 +5 +10 traversable and not directly harmful to creatures in the
demiplane, but may be fantastical or otherwise confusing.
Skills Acrobatics +10, Deception +15, History +5,
Performance +15, Persuasion +15 An illusory manifestation of the performer waits in the
Gear Leather Armor demiplane. The manifestation uses the performer’s game
Senses Passive Perception 11 statistics, except it has 50 Hit Points per creature tele-
Languages Any four languages ported into the demiplane, it lacks the performer’s Irre-
CR 15 (XP 13,000; PB +5) sistible Trait, and the only action it can take is Confound.
If the manifestation drops to 0 Hit Points, or after 10 min-
TRAITS utes, the manifestation vanishes, and each creature in the
Irresistible. Wisdom Saving Throw: DC 18, any creature demiplane reappears in the space it left or in the nearest
that starts its turn within 30 feet of the performer or unoccupied space if that space is occupied.
moves within 30 feet of the performer for the first time
Spellcasting. The performer casts one of the following
on a turn. Failure: The target has the Charmed condition
spells, using Charisma as the spellcasting ability (spell
until the start of its next turn.
save DC 18):
ACTIONS At Will: Dancing LightsC, Disguise Self, Minor Illusion, Pres-
Confound. Wisdom Saving Throw: DC 18, one creature tidigitation
the performer can see within 60 feet. The target must be 2/Day Each: Fear, Greater InvisibilityC, Hypnotic PatternC,
able to see or hear the performer. Failure: 36 (8d8) Psy- Major ImageC
chic damage, and the target has Disadvantage on D20 1/Day Each: Dominate MonsterC, Mass Suggestion, Mirage
Tests until the end of the performer’s next turn. If the Arcane (as an action)
performer wishes, it can choose to deal no damage with C
Requires Concentration
this action.
Demand. Wisdom Saving Throw: DC 18, one creature the
BONUS ACTIONS
performer can see within 60 feet. Failure: The target is Chime In (3/Day). The performer targets a creature it can
magically Charmed until the end of its next turn. While see within 30 feet. That creature has Advantage on D20
Charmed this way, the target follows the performer’s Tests until the start of the performer’s next turn. A crea-
commands as long as they are not directly harmful to it. ture must be able to see or hear the performer to be
affected by this ability.
Otherworldly Performance (1/Day). Charisma Saving
Throw: DC 18, each creature of the performer’s choice

180
Essential NPCs
PERFORMER (CR 17)
Medium or Small Humanoid, Any Alignment
AC 16 Initiative +5 (15) within 60 feet. Creatures Charmed by the performer auto-
HP 229 (51d8) matically fail the saving throw. Failure: The target is magi-
Speed 30 ft. cally teleported to a demiplane. The demiplane is a 50-
MOD SAVE MOD SAVE MOD SAVE foot-radius, 50-foot-high Cylinder filled with illusory ter-
STR 10 +0 +0 DEX 20 +5 +11 CON 10 +0 +0 rain of the performer’s choosing. The terrain is generally
INT 10 +0 +0 WIS 14 +2 +8 CHA 20 +5 +11 traversable and not directly harmful to creatures in the
demiplane, but may be fantastical or otherwise confusing.
Skills Acrobatics +11, Deception +17, History +6,
Performance +17, Persuasion +17 An illusory manifestation of the performer waits in the
Gear Leather Armor demiplane. The manifestation uses the performer’s game
Senses Passive Perception 12 statistics, except it has 60 Hit Points per creature tele-
Languages Any four languages ported into the demiplane, it lacks the performer’s Irre-
CR 17 (XP 18,000; PB +6) sistible Trait, and the only action it can take is Confound.
If the manifestation drops to 0 Hit Points, or after 10 min-
TRAITS utes, the manifestation vanishes, and each creature in the
Irresistible. Wisdom Saving Throw: DC 19, any creature demiplane reappears in the space it left or in the nearest
that starts its turn within 30 feet of the performer or unoccupied space if that space is occupied.
moves within 30 feet of the performer for the first time
Spellcasting. The performer casts one of the following
on a turn. Failure: The target has the Charmed condition
spells, using Charisma as the spellcasting ability (spell
until the start of its next turn.
save DC 19):
ACTIONS At Will: Dancing LightsC, Disguise Self, Minor Illusion, Pres-
Confound. Wisdom Saving Throw: DC 19, one creature tidigitation
the performer can see within 60 feet. The target must be 2/Day Each: Fear, Greater InvisibilityC, Hypnotic PatternC,
able to see or hear the performer. Failure: 40 (9d8) Psy- Major ImageC
chic damage, and the target has Disadvantage on D20 1/Day Each: Dominate MonsterC, Mass Suggestion, Mirage
Tests until the end of the performer’s next turn. If the Arcane (as an action)
performer wishes, it can choose to deal no damage with C
Requires Concentration
this action.
Demand. Wisdom Saving Throw: DC 19, one creature the
BONUS ACTIONS
performer can see within 60 feet. Failure: The target is Chime In (3/Day). The performer targets a creature it can
magically Charmed until the end of its next turn. While see within 30 feet. That creature has Advantage on D20
Charmed this way, the target follows the performer’s Tests until the start of the performer’s next turn. A crea-
commands as long as they are not directly harmful to it. ture must be able to see or hear the performer to be
affected by this ability.
Otherworldly Performance (1/Day). Charisma Saving
Throw: DC 19, each creature of the performer’s choice

181
Essential NPCs
PERFORMER (CR 20)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) within 60 feet. Creatures Charmed by the performer auto-
HP 274 (61d8) matically fail the saving throw. Failure: The target is magi-
Speed 30 ft. cally teleported to a demiplane. The demiplane is a 50-
MOD SAVE MOD SAVE MOD SAVE foot-radius, 50-foot-high Cylinder filled with illusory ter-
STR 10 +0 +0 DEX 20 +5 +11 CON 10 +0 +0 rain of the performer’s choosing. The terrain is generally
INT 10 +0 +0 WIS 14 +2 +8 CHA 22 +6 +12 traversable and not directly harmful to creatures in the
demiplane, but may be fantastical or otherwise confusing.
Skills Acrobatics +11, Deception +18, History +6,
Performance +18, Persuasion +18 An illusory manifestation of the performer waits in the
Gear Studded Leather Armor demiplane. The manifestation uses the performer’s game
Senses Passive Perception 12 statistics, except it has 70 Hit Points per creature tele-
Languages Any four languages ported into the demiplane, it lacks the performer’s Irre-
CR 20 (XP 25,000; PB +6) sistible Trait, and the only action it can take is Confound.
If the manifestation drops to 0 Hit Points, or after 10 min-
TRAITS utes, the manifestation vanishes, and each creature in the
Irresistible. Wisdom Saving Throw: DC 20, any creature demiplane reappears in the space it left or in the nearest
that starts its turn within 30 feet of the performer or unoccupied space if that space is occupied.
moves within 30 feet of the performer for the first time
Spellcasting. The performer casts one of the following
on a turn. Failure: The target has the Charmed condition
spells, using Charisma as the spellcasting ability (spell
until the start of its next turn.
save DC 20):
ACTIONS At Will: Dancing LightsC, Disguise Self, Minor Illusion, Pres-
Confound. Wisdom Saving Throw: DC 20, one creature tidigitation
the performer can see within 60 feet. The target must be 2/Day Each: Fear, Greater InvisibilityC, Hypnotic PatternC,
able to see or hear the performer. Failure: 45 (10d8) Psy- Major ImageC
chic damage, and the target has Disadvantage on D20 1/Day Each: Dominate MonsterC, Mass Suggestion, Mirage
Tests until the end of the performer’s next turn. If the Arcane (as an action)
performer wishes, it can choose to deal no damage with C
Requires Concentration
this action.
Demand. Wisdom Saving Throw: DC 20, one creature the
BONUS ACTIONS
performer can see within 60 feet. Failure: The target is Chime In (3/Day). The performer targets a creature it can
magically Charmed until the end of its next turn. While see within 30 feet. That creature has Advantage on D20
Charmed this way, the target follows the performer’s Tests until the start of the performer’s next turn. A crea-
commands as long as they are not directly harmful to it. ture must be able to see or hear the performer to be
affected by this ability.
Otherworldly Performance (1/Day). Charisma Saving
Throw: DC 20, each creature of the performer’s choice

182
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.

Priest of Darkness Examples


The head cleric at a temple that worships the god of death.
An ambitious acolyte who got in over their head drawing upon infernal
powers.
A member of a sinister cabal that has infiltrated the Church of Light and
seeks to destroy it from within.
The favored servant of an extraplanar being who seeks to devour the
world.
The founder of a cult devoted to the resurrection of their Mummy Lord.
An insidious corruptor who tempts acolytes toward the power of
darkness while working in disguise at a temple of law.
A cleric of a god of justice, granted the power to bring ruin upon a
corrupt civilization.
A witch who lives at the edge of town and specializes in curses.

Priests and Armor


Most of the priests depicted in this chapter wear medium armor,
similar to the Cleric player class. If you prefer a priest who wears
robes or otherwise has a less warrior-like appearance, you may
choose to portray their armor as some form of supernatural
protection. They might be obviously shielded by an unholy aura or
invisibly sheltered by the hand of their deity. Alternatively, you
could remove the priest’s armor entirely and lower their AC. If
removing the priest’s armor this way lowers their AC by 4 or
more, reduce their challenge rating by 1.

183
Essential NPCs
PRIEST OF DARKNESS (CR 1/4)
Medium or Small Humanoid, Any Alignment
AC 10 Initiative +0 (10)
HP 16 (3d8 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 10 +0 +0 CON 12 +1 +3
INT 10 +0 +0 WIS 13 +1 +1 CHA 12 +1 +1
PRIEST OF DARKNESS (CR 1)
Skills Religion +2
Medium or Small Humanoid, Any Alignment
Gear Dagger
Senses Passive Perception 11 AC 13 Initiative +0 (10)
Languages Any two languages HP 33 (6d8 + 6)
CR 1/4 (XP 50; PB +2) Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
ACTIONS STR 12 +1 +1 DEX 10 +0 +0 CON 12 +1 +3
Ritual Knife. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) INT 10 +0 +0 WIS 14 +2 +2 CHA 12 +1 +1
Piercing damage plus 2 (1d4) Necrotic damage.
Skills Religion +2
Baneful Prayer (1/Day). Charisma Saving Throw: DC 11,
Gear Chain Shirt
any number of creatures the priest can see within 60
Senses Passive Perception 12
feet. Failure: The target is cursed for 1 minute or until the Languages Any two languages
priest’s Concentration ends (as if concentrating on a CR 1 (XP 200; PB +2)
spell). Whenever a cursed target makes an attack roll or
saving throw, the target must roll a d4 and subtract the ACTIONS
number rolled from the attack roll or save. Punishing Bolt. Melee or Ranged Attack Roll: +4, reach 5
ft. or range 60 ft. Hit: 8 (1d8) necrotic damage. For 1
minute, the target takes 8 (1d8) necrotic damage when-
ever it attacks the priest or one of the priest’s allies or
PRIEST OF DARKNESS (CR 1/2) forces them to make a saving throw. The target only
Medium or Small Humanoid, Any Alignment takes this damage once per turn. The target can make a
AC 10 Initiative +0 (10) Wisdom saving throw (DC 12) at the end of each of its
HP 22 (4d8 + 4) turns, ending the effect on a success.
Speed 30 ft. Baneful Prayer (1/Day). Charisma Saving Throw: DC 12,
MOD SAVE MOD SAVE MOD SAVE any number of creatures the priest can see within 60
STR 12 +1 +1 DEX 10 +0 +0 CON 12 +1 +3 feet. Failure: The target is cursed for 1 minute or until the
INT 10 +0 +0 WIS 13 +1 +1 CHA 12 +1 +1 priest’s Concentration ends (as if concentrating on a
spell). Whenever a cursed target makes an attack roll or
Skills Religion +2
saving throw, the target must roll a d4 and subtract the
Gear Dagger
number rolled from the attack roll or save.
Senses Passive Perception 11
Languages Any two languages Spellcasting. The priest casts one of the following spells,
CR 1/2 (XP 100; PB +2) using Wisdom as the spellcasting ability (spell save DC
12):
ACTIONS
At Will: Thaumaturgy
Ritual Knife. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 +
1/Day Each: Blindness/Deafness, Command, Cure
1) Piercing damage plus 3 (1d6) Necrotic damage.
Wounds
Baneful Prayer (1/Day). Charisma Saving Throw: DC 11,
any number of creatures the priest can see within 60
feet. Failure: The target is cursed for 1 minute or until the
priest’s Concentration ends (as if concentrating on a
spell). Whenever a cursed target makes an attack roll or
saving throw, the target must roll a d4 and subtract the
number rolled from the attack roll or save.

184
Essential NPCs
PRIEST OF DARKNESS (CR 2) PRIEST OF DARKNESS (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +0 (10) AC 13 Initiative +0 (10)
HP 44 (8d8 + 8) HP 55 (10d8 + 10)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +3 STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +3
INT 10 +0 +0 WIS 16 +3 +3 CHA 12 +1 +1 INT 10 +0 +0 WIS 16 +3 +3 CHA 12 +1 +1

Skills Religion +2 Skills Persuasion +3, Religion +4


Gear Chain Shirt Gear Chain Shirt
Senses Passive Perception 13 Senses Passive Perception 13
Languages Any two languages Languages Any two languages
CR 2 (XP 450; PB +2) CR 3 (XP 700; PB +2)
ACTIONS ACTIONS
Punishing Bolt. Melee or Ranged Attack Roll: +5, reach 5 Punishing Bolt. Melee or Ranged Attack Roll: +5, reach 5
ft. or range 60 ft. Hit: 8 (1d8) necrotic damage. For 1 ft. or range 60 ft. Hit: 9 (2d8) necrotic damage. For 1
minute, the target takes 9 (2d8) necrotic damage when- minute, the target takes 9 (2d8) necrotic damage when-
ever it attacks the priest or one of the priest’s allies or ever it attacks the priest or one of the priest’s allies or
forces them to make a saving throw. The target only forces them to make a saving throw. The target only
takes this damage once per turn. The target can make a takes this damage once per turn. The target can make a
Wisdom saving throw (DC 13) at the end of each of its Wisdom saving throw (DC 13) at the end of each of its
turns, ending the effect on a success. turns, ending the effect on a success.
Baneful Prayer (2/Day). Charisma Saving Throw: DC 13, Baneful Prayer (2/Day). Charisma Saving Throw: DC 13,
any number of creatures the priest can see within 60 any number of creatures the priest can see within 60
feet. Failure: The target is cursed for 1 minute or until the feet. Failure: The target is cursed for 1 minute or until the
priest’s Concentration ends (as if concentrating on a priest’s Concentration ends (as if concentrating on a
spell). Whenever a cursed target makes an attack roll or spell). Whenever a cursed target makes an attack roll or
saving throw, the target must roll a d4 and subtract the saving throw, the target must roll a d4 and subtract the
number rolled from the attack roll or save. number rolled from the attack roll or save.
Spellcasting. The priest casts one of the following spells, Spellcasting. The priest casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC using Wisdom as the spellcasting ability (spell save DC
13): 13):
At Will: Thaumaturgy At Will: Thaumaturgy
1/Day Each: Blindness/Deafness, Command, Cure 1/Day Each: Blindness/Deafness, Command, Cure
Wounds (Level 2 version, target regains 4d8 + 3 Hit Wounds (Level 3 version, target regains 6d8 + 3 Hit
Points), SilenceC Points), Dispel Magic, SilenceC
C C
Requires Concentration Requires Concentration

185
Essential NPCs
PRIEST OF DARKNESS (CR 5) PRIEST OF DARKNESS (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) AC 14 Initiative +0 (10)
HP 77 (14d8 + 14) HP 97 (15d8 + 30)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +4 STR 14 +2 +2 DEX 10 +0 +0 CON 14 +2 +5
INT 10 +0 +0 WIS 16 +3 +3 CHA 12 +1 +1 INT 10 +0 +0 WIS 18 +4 +4 CHA 12 +1 +1

Skills Persuasion +4, Religion +6 Skills Persuasion +4, Religion +6


Gear Ring Mail Gear Ring Mail
Senses Passive Perception 13 Senses Passive Perception 14
Languages Any two languages Languages Any two languages
CR 5 (XP 1,800; PB +3) CR 7 (XP 2,900; PB +3)
ACTIONS ACTIONS
Multiattack. The priest makes two Punishing Bolt at- Multiattack. The priest makes two Punishing Bolt at-
tacks. tacks.
Punishing Bolt. Melee or Ranged Attack Roll: +6, reach 5 Punishing Bolt. Melee or Ranged Attack Roll: +7, reach 5
ft. or range 60 ft. Hit: 9 (2d8) necrotic damage. For 1 ft. or range 60 ft. Hit: Hit: 14 (4d6) necrotic damage. For 1
minute, the target takes 13 (3d8) necrotic damage when- minute, the target takes 14 (4d6) necrotic damage when-
ever it attacks the priest or one of the priest’s allies or ever it attacks the priest or one of the priest’s allies or
forces them to make a saving throw. The target only forces them to make a saving throw. The target only
takes this damage once per turn. The target can make a takes this damage once per turn. The target can make a
Wisdom saving throw (DC 14) at the end of each of its Wisdom saving throw (DC 15) at the end of each of its
turns, ending the effect on a success. turns, ending the effect on a success.
Baneful Litany (2/Day). Charisma Saving Throw: DC 14, Baneful Litany (2/Day). Charisma Saving Throw: DC 15,
any number of creatures the priest can see within 60 any number of creatures the priest can see within 60
feet. Failure: The target is cursed for 1 minute or until the feet. Failure: The target is cursed for 1 minute or until the
priest’s Concentration ends (as if concentrating on a priest’s Concentration ends (as if concentrating on a
spell). Whenever a cursed target makes an attack roll or spell). Whenever a cursed target makes an attack roll or
saving throw, the target must roll a d6 and subtract the saving throw, the target must roll a d6 and subtract the
number rolled from the attack roll or save. number rolled from the attack roll or save.
Spellcasting. The priest casts one of the following spells, Spellcasting. The priest casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC using Wisdom as the spellcasting ability (spell save DC
14): 15):
At Will: Thaumaturgy At Will: Thaumaturgy
1/Day Each: Blindness/Deafness, Command, Cure 1/Day Each: Blindness/Deafness, Command, Cure
Wounds (Level 3 version, target regains 6d8 + 3 Hit Wounds (Level 4 version, target regains 8d8 + 4 Hit
Points), Dispel Magic, SilenceC Points), Dispel Magic, SilenceC
C C
Requires Concentration Requires Concentration

186
Essential NPCs
PRIEST OF DARKNESS (CR 9) PRIEST OF DARKNESS (CR 11)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) AC 14 Initiative +0 (10)
HP 123 (19d8 + 38) HP 149 (23d8 + 46)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 14 +2 +6 STR 14 +2 +2 DEX 10 +0 +0 CON 14 +2 +6
INT 10 +0 +0 WIS 18 +4 +8 CHA 12 +1 +1 INT 10 +0 +0 WIS 20 +5 +9 CHA 12 +1 +1

Skills Medicine +8, Persuasion +5, Religion +8 Skills Medicine +9, Persuasion +5, Religion +8
Gear Ring Mail Gear Ring Mail
Senses Passive Perception 14 Senses Passive Perception 15
Languages Any two languages Languages Any two languages
CR 9 (XP 5,000; PB +4) CR 11 (XP 7,200; PB +4)
TRAITS TRAITS
Unwavering Supplicants. Allies of the priest within 30 Unwavering Supplicants. Allies of the priest within 30
feet cannot have the Charmed or Frightened conditions. feet cannot have the Charmed or Frightened conditions.
When an ally within 30 feet takes damage that reduces it When an ally within 30 feet takes damage that reduces it
to 0 Hit Points, the ally can use its Reaction to make an to 0 Hit Points, the ally can use its Reaction to make an
attack and then take the damage. attack and then take the damage.

ACTIONS ACTIONS
Multiattack. The priest makes two Punishing Bolt at- Multiattack. The priest makes two Punishing Bolt at-
tacks. tacks.
Punishing Bolt. Melee or Ranged Attack Roll: +8, reach 5 Punishing Bolt. Melee or Ranged Attack Roll: +9, reach 5
ft. or range 60 ft. Hit: 18 (4d8) necrotic damage. For 1 ft. or range 60 ft. Hit: 22 (4d10) necrotic damage. For 1
minute, the target takes 18 (4d8) necrotic damage when- minute, the target takes 22 (4d10) necrotic damage
ever it attacks the priest or one of the priest’s allies or whenever it attacks the priest or one of the priest’s allies
forces them to make a saving throw. The target only or forces them to make a saving throw. The target only
takes this damage once per turn. The target can make a takes this damage once per turn. The target can make a
Wisdom saving throw (DC 16) at the end of each of its Wisdom saving throw (DC 17) at the end of each of its
turns, ending the effect on a success. turns, ending the effect on a success.
Baneful Litany (2/Day). Charisma Saving Throw: DC 16, Baneful Litany (3/Day). Charisma Saving Throw: DC 17,
any number of creatures the priest can see within 60 any number of creatures the priest can see within 60
feet. Failure: The target is cursed for 1 minute or until the feet. Failure: The target is cursed for 1 minute or until the
priest’s Concentration ends (as if concentrating on a priest’s Concentration ends (as if concentrating on a
spell). Whenever a cursed target makes an attack roll or spell). Whenever a cursed target makes an attack roll or
saving throw, the target must roll a d6 and subtract the saving throw, the target must roll a d6 and subtract the
number rolled from the attack roll or save. number rolled from the attack roll or save.
Spellcasting. The priest casts one of the following spells, Spellcasting. The priest casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC using Wisdom as the spellcasting ability (spell save DC
16): 17):
At Will: Thaumaturgy At Will: Thaumaturgy
2/Day Each: Blindness/Deafness, Command, Cure 2/Day Each: Blindness/Deafness, Command, Cure
Wounds (Level 4 version, target regains 8d8 + 4 Hit Wounds (Level 5 version, target regains 10d8 + 5 Hit
Points), Dispel Magic, SilenceC Points), Dispel Magic, SilenceC
1/Day Each: Blade BarrierC 1/Day Each: Blade BarrierC
C C
Requires Concentration Requires Concentration

187
Essential NPCs
PRIEST OF DARKNESS (CR 13) PRIEST OF DARKNESS (CR 15)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) AC 14 Initiative +0 (10)
HP 175 (27d8 + 54) HP 202 (27d8 + 81)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 14 +2 +7 STR 14 +2 +2 DEX 10 +0 +0 CON 16 +3 +8
INT 10 +0 +0 WIS 20 +5 +10 CHA 14 +2 +2 INT 10 +0 +0 WIS 20 +5 +10 CHA 14 +2 +7

Skills Medicine +10, Persuasion +7, Religion +10 Skills Insight +10, Medicine +10, Persuasion +7, Religion
Gear Ring Mail +10
Senses Passive Perception 15 Gear Ring Mail
Languages Any three languages Senses Passive Perception 15
CR 13 (XP 10,000; PB +5) Languages Any three languages
CR 15 (XP 13,000; PB +5)
TRAITS
Unwavering Supplicants. Allies of the priest within 30 TRAITS
feet cannot have the Charmed or Frightened conditions. Unwavering Supplicants. Allies of the priest within 30
When an ally within 30 feet takes damage that reduces it feet cannot have the Charmed or Frightened conditions.
to 0 Hit Points, the ally can use its Reaction to make an When an ally within 30 feet takes damage that reduces it
attack and then take the damage. to 0 Hit Points, the ally can use its Reaction to make an
attack and then take the damage.
ACTIONS
Multiattack. The priest makes two Punishing Bolt at- ACTIONS
tacks. Multiattack. The priest makes two Punishing Bolt at-
tacks.
Punishing Bolt. Melee or Ranged Attack Roll: +10, reach 5
ft. or range 60 ft. Hit: Hit: 22 (4d10) necrotic damage. For Punishing Bolt. Melee or Ranged Attack Roll: +10, reach 5
1 minute, the target takes 33 (6d10) necrotic damage ft. or range 60 ft. Hit: 27 (6d8) necrotic damage. For 1
whenever it attacks the priest or one of the priest’s allies minute, the target takes 36 (8d8) necrotic damage when-
or forces them to make a saving throw. The target only ever it attacks the priest or one of the priest’s allies or
takes this damage once per turn. The target can make a forces them to make a saving throw. The target only
Wisdom saving throw (DC 18) at the end of each of its takes this damage once per turn. The target can make a
turns, ending the effect on a success. Wisdom saving throw (DC 18) at the end of each of its
turns, ending the effect on a success.
Baneful Litany (3/Day). Charisma Saving Throw: DC 18,
any number of creatures the priest can see within 60 Baneful Litany (3/Day). Charisma Saving Throw: DC 18,
feet. Failure: The target is cursed for 1 minute or until the any number of creatures the priest can see within 60
priest’s Concentration ends (as if concentrating on a feet. Failure: The target is cursed for 1 minute or until the
spell). Whenever a cursed target makes an attack roll or priest’s Concentration ends (as if concentrating on a
saving throw, the target must roll a d6 and subtract the spell). Whenever a cursed target makes an attack roll or
number rolled from the attack roll or save. saving throw, the target must roll a d6 and subtract the
number rolled from the attack roll or save.
Spellcasting. The priest casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC Spellcasting. The priest casts one of the following spells,
18): using Wisdom as the spellcasting ability (spell save DC
18):
At Will: Thaumaturgy
2/Day Each: Blindness/Deafness, Command, Cure At Will: Thaumaturgy
Wounds (Level 5 version, target regains 10d8 + 5 Hit 2/Day Each: Blindness/Deafness, Command, Cure
Points), Dispel Magic, SilenceC Wounds (Level 5 version, target regains 10d8 + 5 Hit
1/Day Each: Blade BarrierC Points), Dispel Magic, SilenceC
C 1/Day Each: Blade BarrierC
Requires Concentration
C
Requires Concentration

188
Essential NPCs
PRIEST OF DARKNESS (CR 17)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) feet. Failure: The target is cursed for 1 minute or until the
HP 232 (31d8 + 93) priest’s Concentration ends (as if concentrating on a
Speed 30 ft. spell). Whenever a cursed target makes an attack roll or
MOD SAVE MOD SAVE MOD SAVE saving throw, the target must roll a d6 and subtract the
STR 14 +2 +0 DEX 10 +0 +0 CON 16 +3 +9 number rolled from the attack roll or save.
INT 10 +0 +0 WIS 20 +5 +11 CHA 14 +2 +8 Vessel of Divinity (1/Day).The priest touches a willing
Skills Insight +11, Medicine +11, Persuasion +8, Religion creature and imbues it with divine power from the upper
+12 or lower planes. The creature gains 50 temporary Hit
Gear Ring Mail Points, and the following benefits:
Senses Passive Perception 15 ● If the creature’s AC is less than 21, it becomes 21.
Languages Any four languages
CR 17 (XP 18,000; PB +6) ● The creature’s attacks deal an extra 19 (3d12) Radiant
(upper planes) or Necrotic (lower planes) damage.
TRAITS
● The creature has Advantage on saving throws against
Unwavering Supplicants. Allies of the priest within 30 spells and other magical effects.
feet cannot have the Charmed or Frightened conditions.
When an ally within 30 feet takes damage that reduces it ● If any of the creature’s movement speeds are less than
to 0 Hit Points, the ally can use its Reaction to make an 120 feet, they become 120 feet, and the creature gains a
attack and then take the damage. Fly speed of 120 feet.
The transformation ends after 1 minute, or if the creature
ACTIONS is reduced to 0 Hit Points. After the transformation ends,
Multiattack. The priest makes two Punishing Bolt at- the creature gains three Exhaustion levels and cannot be
tacks. affected by this ability again for one week.
Punishing Bolt. Melee or Ranged Attack Roll: +11, reach 5 Spellcasting. The priest casts one of the following spells,
ft. or range 60 ft. Hit: 33 (6d10) necrotic damage. For 1 using Wisdom as the spellcasting ability (spell save DC
minute, the target takes 33 (6d10) necrotic damage 19):
whenever it attacks the priest or one of the priest’s allies
At Will: Thaumaturgy
or forces them to make a saving throw. The target only
2/Day Each: Blade BarrierC, Blindness/Deafness, Com-
takes this damage once per turn. The target can make a
mand, Cure Wounds (Level 6 version, target regains 12d8 +
Wisdom saving throw (DC 19) at the end of each of its
5 Hit Points), Dispel Magic, SilenceC
turns, ending the effect on a success.
C
Requires Concentration
Baneful Litany (3/Day). Charisma Saving Throw: DC 19,
any number of creatures the priest can see within 60

189
Essential NPCs
PRIEST OF DARKNESS (CR 20)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) feet. Failure: The target is cursed for 1 minute or until the
HP 277 (37d8 + 111) priest’s Concentration ends (as if concentrating on a
Speed 30 ft. spell). Whenever a cursed target makes an attack roll or
MOD SAVE MOD SAVE MOD SAVE saving throw, the target must roll a d6 and subtract the
STR 14 +2 +0 DEX 10 +0 +0 CON 16 +3 +9 number rolled from the attack roll or save.
INT 10 +0 +0 WIS 22 +6 +12 CHA 14 +2 +8 Vessel of Divinity (1/Day).The priest touches a willing
Skills Insight +12, Medicine +12, Persuasion +8, Religion creature and imbues it with divine power from the upper
+12 or lower planes. The creature gains 100 temporary Hit
Gear Ring Mail Points, and the following benefits:
Senses Passive Perception 16 ● If the creature’s AC is less than 23, it becomes 23.
Languages Any four languages
CR 20 (XP 25,000; PB +7) ● The creature’s attacks deal an extra 19 (3d12) Radiant
(upper planes) or Necrotic (lower planes) damage.
TRAITS
● The creature has Advantage on saving throws against
Unwavering Supplicants. Allies of the priest within 30 spells and other magical effects.
feet cannot have the Charmed or Frightened conditions.
When an ally within 30 feet takes damage that reduces it ● If any of the creature’s movement speeds are less than
to 0 Hit Points, the ally can use its Reaction to make an 120 feet, they become 120 feet, and the creature gains a
attack and then take the damage. Fly speed of 120 feet.
The transformation ends after 1 minute, or if the creature
ACTIONS is reduced to 0 Hit Points. After the transformation ends,
Multiattack. The priest makes two Punishing Bolt at- the creature gains three Exhaustion levels and cannot be
tacks. affected by this ability again for one week.
Punishing Bolt. Melee or Ranged Attack Roll: +12, reach 5 Spellcasting. The priest casts one of the following spells,
ft. or range 60 ft. Hit: 33 (6d10) necrotic damage. For 1 using Wisdom as the spellcasting ability (spell save DC
minute, the target takes 55 (10d10) necrotic damage 20):
whenever it attacks the priest or one of the priest’s allies
At Will: Thaumaturgy
or forces them to make a saving throw. The target only
2/Day Each: Blade BarrierC, Blindness/Deafness, Com-
takes this damage once per turn. The target can make a
mand, Cure Wounds (Level 6 version, target regains 12d8 +
Wisdom saving throw (DC 19) at the end of each of its
6 Hit Points), Dispel Magic, SilenceC
turns, ending the effect on a success.
C
Requires Concentration
Baneful Litany (3/Day). Charisma Saving Throw: DC 20,
any number of creatures the priest can see within 60

190
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.

Priest of Light Examples


A gifted acolyte in the temple of the Sun God.
The lone cleric of a rural village who serves as a doctor as much as they
do a religious leader.
The head priest of an influential religious order that is the real power
behind their kingdom’s throne.
The disciplined battle clerics of a war god, who provide divine support
to warriors raiding opposing temples.
A former banker who gave up all their worldly goods to become a votary
at their city’s temple.
An overbearing preacher, standing at the center of the town square and
condemning all who walk in shadow.
A demigod who manifests miracles using nothing but their own divine
will.
A wandering missionary blessed by their god but uncomfortable with
the power they have received.

Priests and Armor


Most of the priests depicted in this chapter wear medium armor,
similar to the Cleric player class. If you prefer a priest who wears
robes or otherwise has a less warrior-like appearance, you may
choose to portray their armor as some form of supernatural
protection. They might be obviously shielded by an unholy aura or
invisibly sheltered by the hand of their deity. Alternatively, you
could remove the priest’s armor entirely and lower their AC. If
removing the priest’s armor this way lowers their AC by 4 or
more, reduce their challenge rating by 1.

191
Essential NPCs
PRIEST OF LIGHT (CR 1/4)
Medium or Small Humanoid, Any Alignment
AC 10 Initiative +0 (10)
HP 16 (3d8 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 13 +1 +1 CHA 12 +1 +1

Skills Medicine +3, Religion +2


Senses Passive Perception 11
Languages Any two languages PRIEST OF LIGHT (CR 1)
CR 1/4 (XP 50; PB +2)
Medium or Small Humanoid, Any Alignment
ACTIONS AC 13 Initiative +0 (10)
Censuring Light. Melee or Ranged Attack Roll: +3, reach 5 HP 33 (6d8 + 6)
ft. or range 60 ft. Hit: 3 (1d6) Radiant damage, and every Speed 30 ft.
foot of movement the target makes toward the priest MOD SAVE MOD SAVE MOD SAVE
costs 1 extra foot until the end of the priest’s next turn. STR 12 +1 +1 DEX 10 +0 +0 CON 12 +1 +1
Spellcasting. The priest casts one of the following spells, INT 10 +0 +0 WIS 14 +2 +2 CHA 12 +1 +1
using Wisdom as the spellcasting ability:
Skills Medicine +4, Religion +2
At Will: Light, Thaumaturgy Gear Chain Shirt
1/Day Each: BlessC, Cure Wounds Senses Passive Perception 12
C Languages Any two languages
Requires Concentration
CR 1 (XP 200; PB +2)
ACTIONS
PRIEST OF LIGHT (CR 1/2) Censuring Light. Melee or Ranged Attack Roll: +4, reach 5
ft. or range 60 ft. Hit: 9 (2d8) Radiant damage, and every
Medium or Small Humanoid, Any Alignment
foot of movement the target makes toward the priest
AC 10 Initiative +0 (10) costs 1 extra foot until the end of the priest’s next turn.
HP 22 (4d8 + 4)
Speed 30 ft. Spellcasting. The priest casts one of the following spells,
MOD SAVE MOD SAVE MOD SAVE
using Wisdom as the spellcasting ability (spell save DC
STR 12 +1 +1 DEX 10 +0 +0 CON 12 +1 +1 12):
INT 10 +0 +0 WIS 14 +2 +2 CHA 12 +1 +1 At Will: Light, Thaumaturgy
1/Day Each: BlessC, Hold PersonC, Lesser Restoration
Skills Medicine +4, Religion +2
C
Senses Passive Perception 12 Requires Concentration
Languages Any two languages BONUS ACTIONS
CR 1/2 (XP 100; PB +2)
Mend Wounds (2/Day). The priest or one creature of its
ACTIONS choice within 30 feet regains 11 (2d8 + 2) Hit Points.
Censuring Light. Melee or Ranged Attack Roll: +4, reach 5
ft. or range 60 ft. 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

192
Essential NPCs
PRIEST OF LIGHT (CR 2) PRIEST OF LIGHT (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +0 (10) AC 13 Initiative +0 (10)
HP 44 (8d8 + 8) HP 55 (10d8 + 10)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1 STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +3
INT 10 +0 +0 WIS 16 +3 +3 CHA 12 +1 +1 INT 10 +0 +0 WIS 16 +3 +5 CHA 12 +1 +1

Skills Medicine +5, Religion +2 Skills Medicine +5, Religion +4


Gear Chain Shirt Gear Chain Shirt
Senses Passive Perception 13 Senses Passive Perception 13
Languages Any two languages Languages Any two languages
CR 2 (XP 450; PB +2) CR 3 (XP 700; PB +2)
ACTIONS ACTIONS
Censuring Light. Melee or Ranged Attack Roll: +5, reach 5 Multiattack. The priest makes two Censuring Light at-
ft. or range 60 ft. Hit: 13 (3d8) Radiant damage, and every tacks.
foot of movement the target makes toward the priest Censuring Light. Melee or Ranged Attack Roll: +5, reach 5
costs 1 extra foot until the end of the priest’s next turn. ft. or range 60 ft. Hit: 7 (2d6) Radiant damage, and every
Spellcasting. The priest casts one of the following spells, foot of movement the target makes toward the priest
using Wisdom as the spellcasting ability (spell save DC costs 1 extra foot until the end of the priest’s next turn.
13): Divine Protection. Until the start of the priest’s next
At Will: Light, Thaumaturgy turn, its allies within a 15-foot Emanation originating
1/Day Each: BlessC, Hold PersonC, Lesser Restoration from the priest have Resistance to all damage.
C
Requires Concentration Spellcasting. The priest casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC
BONUS ACTIONS 13):
Mend Wounds (2/Day). The priest or one creature of its
At Will: Light, Thaumaturgy
choice within 30 feet regains 12 (2d8 + 3) Hit Points.
1/Day Each: BlessC, Dispel Magic, Hold PersonC, Lesser
Restoration
C
Requires Concentration

BONUS ACTIONS
Mend Wounds (2/Day). The priest or one creature of its
choice within 30 feet regains 16 (3d8 + 3) Hit Points.

193
Essential NPCs
PRIEST OF LIGHT (CR 5) PRIEST OF LIGHT (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +0 (10) AC 15 Initiative +0 (10)
HP 77 (14d8 + 14) HP 97 (15d8 + 30)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +4 STR 14 +2 +2 DEX 10 +0 +0 CON 14 +2 +5
INT 10 +0 +0 WIS 16 +3 +6 CHA 12 +1 +1 INT 10 +0 +0 WIS 18 +4 +7 CHA 12 +1 +1

Skills Medicine +6, Religion +6 Skills Insight +7, Medicine +7, Religion +6
Gear Chain Shirt Gear Half Plate Armor
Senses Passive Perception 13 Senses Passive Perception 14
Languages Any two languages Languages Any two languages
CR 5 (XP 1,800; PB +3) CR 7 (XP 2,900; PB +3)
ACTIONS ACTIONS
Multiattack. The priest makes two Censuring Light at- Multiattack. The priest makes two Censuring Light at-
tacks. tacks.
Censuring Light. Melee or Ranged Attack Roll: +6, reach 5 Censuring Light. Melee or Ranged Attack Roll: +7, reach 5
ft. or range 60 ft. Hit: 11 (2d10) Radiant damage, and ev- ft. or range 60 ft. Hit: 14 (4d6) Radiant damage, and every
ery foot of movement the target makes toward the priest foot of movement the target makes toward the priest
costs 1 extra foot until the end of the priest’s next turn. costs 1 extra foot until the end of the priest’s next turn.
Divine Protection. Until the start of the priest’s next Divine Protection. Until the start of the priest’s next
turn, its allies within a 15-foot Emanation originating turn, its allies within a 15-foot Emanation originating
from the priest have Resistance to all damage. from the priest have Resistance to all damage.
Spellcasting. The priest casts one of the following spells, Spellcasting. The priest casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC using Wisdom as the spellcasting ability (spell save DC
14): 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: BanishmentC, Dispel Magic, Hold PersonC 1/Day Each: BanishmentC, Greater Restoration, Hold Per-
C
Requires Concentration sonC
C
Requires Concentration
BONUS ACTIONS
Mend Wounds (2/Day). The priest or one creature of its BONUS ACTIONS
choice within 30 feet regains 21 (4d8 + 3) Hit Points. Mend Wounds (2/Day). The priest or one creature of its
choice within 30 feet regains 26 (5d8 + 4) Hit Points.

194
Essential NPCs
PRIEST OF LIGHT (CR 9) PRIEST OF LIGHT (CR 11)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) AC 15 Initiative +0 (10)
HP 123 (19d8 + 38) HP 149 (23d8 + 46)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 14 +2 +6 STR 14 +2 +2 DEX 10 +0 +0 CON 14 +2 +6
INT 10 +0 +0 WIS 18 +4 +8 CHA 12 +1 +1 INT 10 +0 +0 WIS 20 +5 +9 CHA 12 +1 +1

Skills Insight +8, Medicine +8, Religion +8 Skills Insight +9, Medicine +9, Religion +8
Gear Half Plate Armor Gear Half Plate Armor
Senses Passive Perception 14 Senses Passive Perception 15
Languages Any two languages Languages Any two languages
CR 9 (XP 5,000; PB +4) CR 11 (XP 7,200; PB +4)
ACTIONS ACTIONS
Multiattack. The priest makes two Censuring Light at- Multiattack. The priest makes three Censuring Light at-
tacks. tacks.
Censuring Light. Melee or Ranged Attack Roll: +8, reach 5 Censuring Light. Melee or Ranged Attack Roll: +9, reach 5
ft. or range 60 ft. Hit: 18 (4d8) Radiant damage, and every ft. or range 60 ft. Hit: 16 (3d10) Radiant damage, and ev-
foot of movement the target makes toward the priest ery foot of movement the target makes toward the priest
costs 1 extra foot until the end of the priest’s next turn. costs 1 extra foot until the end of the priest’s next turn.
Divine Protection. Until the start of the priest’s next Divine Protection. Until the start of the priest’s next
turn, its allies within a 15-foot Emanation originating turn, its allies within a 15-foot Emanation originating
from the priest have Resistance to all damage. from the priest have Resistance to all damage.
Spellcasting. The priest casts one of the following spells, Revive (1/Day). The priest magically restores life to one
using Wisdom as the spellcasting ability (spell save DC creature within 30 feet that died within the last minute.
16): The creature regains half of its maximum Hit Points and
At Will: Light, Thaumaturgy can immediately stand up if it has the Prone condition.
2/Day Each: BlessC, Dispel Magic, Hold PersonC, Lesser This ability closes mortal wounds but does not restore
Restoration any missing body parts, and only works on a creature
1/Day Each: BanishmentC, Greater Restoration, Guardian whose soul is able and willing to return to its body.
of Faith Spellcasting. The priest casts one of the following spells,
C
Requires Concentration using 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 2/Day Each: BlessC, Dispel Magic, Hold PersonC, Lesser
choice within 30 feet regains 31 (6d8 + 4) Hit Points. Restoration
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 regains 35 (7d8 + 5) Hit Points.

195
Essential NPCs
PRIEST OF LIGHT (CR 13) PRIEST OF LIGHT (CR 15)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +1 (11) AC 16 Initiative +1 (11)
HP 175 (27d8 + 54) HP 202 (27d8 + 81)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 12 +1 +1 CON 14 +2 +7 STR 14 +2 +2 DEX 12 +1 +1 CON 16 +3 +8
INT 10 +0 +0 WIS 20 +5 +10 CHA 14 +2 +2 INT 10 +0 +0 WIS 20 +5 +10 CHA 14 +2 +7

Skills Insight +10, Medicine +10, Religion +10 Skills Insight +10, Medicine +10, Religion +10
Gear Half Plate Armor Gear Half Plate Armor
Senses Passive Perception 15 Senses Passive Perception 15
Languages Any three languages Languages Any three languages
CR 13 (XP 10,000; PB +5) CR 15 (XP 13,000; PB +5)
ACTIONS ACTIONS
Multiattack. The priest makes three Censuring Light at- Multiattack. The priest makes three Censuring Light at-
tacks. tacks.
Censuring Light. Melee or Ranged Attack Roll: +10, reach Censuring Light. Melee or Ranged Attack Roll: +10, reach
5 ft. or range 60 ft. Hit: 18 (4d8) Radiant damage, and ev- 5 ft. or range 60 ft. Hit: 21 (6d6) Radiant damage, and ev-
ery foot of movement the target makes toward the priest ery foot of movement the target makes toward the priest
costs 1 extra foot until the end of the priest’s next turn. costs 1 extra foot until the end of the priest’s next turn.
Divine Protection. Until the start of the priest’s next Divine Protection. Until the start of the priest’s next
turn, its allies within a 20-foot Emanation originating turn, its allies within a 20-foot Emanation originating
from the priest have Resistance to all damage. from the priest have Resistance to all damage.
Revive (1/Day). The priest magically restores life to one Revive (1/Day). The priest magically restores life to one
creature within 30 feet that died within the last minute. creature within 30 feet that died within the last minute.
The creature regains half of its maximum Hit Points and The creature regains half of its maximum Hit Points and
can immediately stand up if it has the Prone condition. can immediately stand up if it has the Prone condition.
This ability closes mortal wounds but does not restore This ability closes mortal wounds but does not restore
any missing body parts, and only works on a creature any missing body parts, and only works on a creature
whose soul is able and willing to return to its body. whose soul is able and willing to return to its body.
Spellcasting. The priest casts one of the following spells, Spellcasting. The priest casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC using Wisdom as the spellcasting ability (spell save DC
18): 18):
At Will: Light, Thaumaturgy At Will: Light, Thaumaturgy
2/Day Each: BlessC, Dispel Magic, Hold PersonC, Lesser 2/Day Each: BlessC, Dispel Magic, Hold PersonC, Lesser
Restoration Restoration
1/Day Each: BanishmentC, Greater Restoration, Guardian 1/Day Each: BanishmentC, Greater Restoration, Guardian
of Faith, Holy AuraC of Faith, Holy AuraC
C C
Requires Concentration Requires Concentration

BONUS ACTIONS BONUS ACTIONS


Mend Wounds (2/Day). The priest or one creature of its Mend Wounds (2/Day). The priest or one creature of its
choice within 30 feet regains 41 (8d8 + 5) Hit Points. choice within 30 feet regains 45 (9d8 + 5) Hit Points.

196
Essential NPCs
PRIEST OF LIGHT (CR 17)
Medium or Small Humanoid, Any Alignment
AC 16 Initiative +1 (11) from the priest have Resistance to all damage.
HP 202 (27d8 + 81)
Revive (1/Day). The priest magically restores life to one
Speed 30 ft.
creature within 30 feet that died within the last minute.
MOD SAVE MOD SAVE MOD SAVE
The creature regains half of its maximum Hit Points and
STR 14 +2 +2 DEX 12 +1 +1 CON 16 +3 +9
can immediately stand up if it has the Prone condition.
INT 10 +0 +0 WIS 20 +5 +11 CHA 14 +2 +8 This ability closes mortal wounds but does not restore any
Skills Insight +11, Medicine +11, Religion +12 missing body parts, and only works on a creature whose
Gear Half Plate Armor soul is able and willing to return to its body.
Senses Passive Perception 15 Spellcasting. The priest casts one of the following spells,
Languages Any four languages using Wisdom as the spellcasting ability (spell save DC
CR 17 (XP 18,000; PB +6) 19):
ACTIONS At Will: Light, Thaumaturgy
Multiattack. The priest makes three Censuring Light at- 2/Day Each: BlessC, Dispel Magic, Hold PersonC, Lesser
tacks. Restoration
1/Day Each: BanishmentC, Greater Restoration, Guardian
Censuring Light. Melee or Ranged Attack Roll: +11, reach
of Faith, Holy AuraC
5 ft. or range 60 ft. Hit: 24 (7d6) Radiant damage, and ev-
C
ery foot of movement the target makes toward the priest Requires Concentration
costs 1 extra foot until the end of the priest’s next turn.
BONUS ACTIONS
Divine Protection. Until the start of the priest’s next Mend Wounds (2/Day). The priest or one creature of its
turn, its allies within a 20-foot Emanation originating choice within 30 feet regains 50 (10d8 + 5) Hit Points.

197
Essential NPCs
PRIEST OF LIGHT (CR 20)
Medium or Small Humanoid, Any Alignment
AC 16 Initiative +1 (11) not restore any missing body parts, and only works on a
HP 277 (27d8 + 81) creature whose soul is able and willing to return to its
Speed 30 ft. body.
MOD SAVE MOD SAVE MOD SAVE
Godly Intervention (1/Week). The priest calls directly on
STR 14 +2 +2 DEX 12 +1 +1 CON 16 +3 +9
the power of the divine to perform a miracle. This may in-
INT 10 +0 +0 WIS 22 +6 +12 CHA 14 +2 +8 clude calling forth a natural disaster, parting a sea, healing
Skills Insight +12, Medicine +12, Religion +12 the wounded, or smiting all those who trespass against
Gear Half Plate Armor them. As part of the miracle, the priest can affect any
Senses Passive Perception 16 number of creatures or objects within a 5 mile radius. If
Languages Any four languages the effect restores Hit Points or causes damage, the priest
CR 20 (XP 25,000; PB +6) can divide 200 points between the damage dealt or Hit
Points restored. A creature dealt damage this way must
ACTIONS make a DC 20 Charisma Saving Throw. On a success, it
Multiattack. The priest makes three Censuring Light at- takes half as much damage instead.
tacks.
Spellcasting. The priest casts one of the following spells,
Censuring Light. Melee or Ranged Attack Roll: +12, reach using Wisdom as the spellcasting ability (spell save DC
5 ft. or range 60 ft. Hit: 27 (5d10) Radiant damage, and 20):
every foot of movement the target makes toward the
At Will: Light, Thaumaturgy
priest costs 1 extra foot until the end of the priest’s next
2/Day Each: BlessC, Dispel Magic, Hold PersonC, Lesser
turn.
Restoration
Divine Protection. Until the start of the priest’s next 1/Day Each: BanishmentC, Greater Restoration, Guardian
turn, its allies within a 20-foot Emanation originating of Faith, Holy AuraC
from the priest have Resistance to all damage. C
Requires Concentration
Revive (1/Day). The priest magically restores life to one
creature within 30 feet that died within the last minute. BONUS ACTIONS
The creature regains half of its maximum Hit Points and Mend Wounds (2/Day). The priest or one creature of its
can immediately stand up if it has the Prone condition. choice within 30 feet regains 55 (11d8 + 6) Hit Points.
This ability closes mortal wounds but does

198
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 wield 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.

199
Essential NPCs
SHAMAN (CR 1/4) SHAMAN (CR 1/2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 12 Initiative +0 (10) AC 12 Initiative +0 (10)
HP 16 (3d8 + 3) HP 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 10 +0 +0 CON 12 +1 +1 STR 10 +0 +0 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 12 +1 +1 CHA 10 +0 +0 INT 10 +0 +0 WIS 13 +1 +1 CHA 10 +0 +0

Skills Nature +4 Skills Nature +4


Gear Hide Armor, Quarterstaff Gear Hide Armor
Senses Passive Perception 11 Senses Passive Perception 11
Languages Druidic, plus any one language Languages Druidic, plus any one language
CR 1/4 (XP 50; PB +2) CR 1/2 (XP 100; PB +2)
ACTIONS ACTIONS
Quarterstaff. Melee Attack Roll: +2, reach 5 ft. Hit: 4 (1d8) Grasping Earth. Strength Saving Throw: DC 11, one crea-
Bludgeoning damage. ture on the ground within 60 feet that the shaman can
Spellcasting. The shaman casts one of the following see. Failure: The target takes 5 (1d10) Bludgeoning dam-
spells, using Wisdom as the spellcasting ability (spell age and its Speed is reduced to 0 until the end of the
save DC 11): shaman’s next turn.

At Will: Druidcraft Spellcasting. The shaman casts one of the following


1/Day Each: Cure Wounds, EntangleC spells, using 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

200
Essential NPCs
SHAMAN (CR 1) BEAST FORM (CR 1 Shaman)
Medium or Small Humanoid, Any Alignment Small, Medium or Large Beast (shaman’s choice)
AC 12 Initiative +1 (11) AC 12
HP 44 (8d8 + 8) HP Same as shaman (see Shapechange)
Speed 30 ft. Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 12 +1 +0 CON 12 +1 +1 STR 16 +3 +3 DEX 12 +1 +1 CON 14 +2 +2
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0

Skills Medicine +4, Nature +4 Skills Medicine +4, Nature +4, Perception +4
Gear Hide Armor Senses Darkvision 60 ft., Passive Perception 14
Senses Passive Perception 12 Languages Same as shaman
Languages Druidic, plus any one language CR None (XP 0; PB +2)
CR 1 (XP 200; PB +2)
ACTIONS
ACTIONS Maul. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3)
Grasping Earth. Strength Saving Throw: DC 12, one crea- Slashing damage, and the target has the Prone condition
ture on the ground within 60 feet that the shaman can if it is one size larger than the beast or smaller.
see. Failure: The target takes 9 (2d8) Bludgeoning dam-
age and its Speed is reduced to 0 until the end of the
shaman’s next turn.
Spellcasting. The shaman casts one of the following
spells, using Wisdom as the spellcasting ability (spell
save DC 12):
At Will: Druidcraft, Speak with Animals
1/Day Each: Cure Wounds, EntangleC, Faerie FireC, Spike
GrowthC
C
Requires Concentration

BONUS ACTIONS
Shapechange (2/Day). The shaman magically trans-
forms 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 has the Unconscious condition. The
shaman can also revert to its true form using a Bonus Ac-
tion.
While in this form the shaman’s stat block is replaced by
the Beast Form stat block. When the shaman changes
between forms, its current Hit Points remain the same.

201
Essential NPCs
SHAMAN (CR 2) BEAST FORM (CR 2 Shaman)
Medium or Small Humanoid, Any Alignment Small, Medium or Large Beast (shaman’s choice)
AC 13 Initiative +1 (11) AC 13
HP 55 (10d8 + 8) HP Same as shaman (see Shapechange)
Speed 30 ft. Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 12 +1 +0 CON 12 +1 +1 STR 18 +4 +4 DEX 12 +1 +1 CON 14 +2 +2
INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0 INT 10 +0 +0 WIS 14 +2 +2 CHA 10 +0 +0

Skills Medicine +4, Nature +4 Skills Medicine +4, Nature +4, Perception +4
Gear Hide Armor Senses Darkvision 60 ft., Passive Perception 14
Senses Passive Perception 12 Languages Same as shaman
Languages Druidic, plus any one language CR - (PB +2)
CR 2 (XP 450; PB +2)
ACTIONS
ACTIONS Maul. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (2d12 + 4)
Grasping Earth. Strength Saving Throw: DC 12, one crea- Slashing damage, and the target has the Prone condition
ture on the ground within 60 feet that the shaman can if it is one size larger than the beast or smaller.
see. Failure: The target takes 13 (3d8) Bludgeoning dam-
age and its Speed is reduced to 0 until the end of the
shaman’s next turn.
Spellcasting. The shaman casts one of the following
spells, using Wisdom as the spellcasting ability (spell
save DC 12):
At Will: Druidcraft, Speak with Animals
1/Day Each: Cure Wounds (Level 2 version, target regains
4d8 + 2 Hit Points), EntangleC, Faerie FireC, Spike GrowthC
C
Requires Concentration

BONUS ACTIONS
Shapechange (2/Day). The shaman magically trans-
forms 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 has the Unconscious condition. The
shaman can also revert to its true form using a Bonus Ac-
tion.
While in this form the shaman’s stat block is replaced by
the Beast Form stat block. When the shaman changes
between forms, its current Hit Points remain the same.

202
Essential NPCs
SHAMAN (CR 3) BEAST FORM (CR 3 Shaman)
Medium or Small Humanoid, Any Alignment Small, Medium or Large Beast (shaman’s choice)
AC 13 Initiative +1 (11) AC 13
HP 66 (12d8 + 12) HP Same as shaman (see Shapechange)
Speed 30 ft. Speed 40 ft.; Fly 60 ft. (Air only); Swim 40 ft. (Water only)
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 12 +1 +0 CON 12 +1 +1 STR 18 +4 +4 DEX 12 +1 +1 CON 14 +2 +2
INT 10 +0 +0 WIS 16 +3 +3 CHA 10 +0 +0 INT 10 +0 +0 WIS 16 +3 +3 CHA 10 +0 +0

Skills Medicine +5, Nature +4 Skills Medicine +5, Nature +4, Perception +5
Gear Hide Armor Senses Darkvision 60 ft., Passive Perception 15
Senses Passive Perception 13 Languages Same as shaman
Languages Druidic, plus any one language CR - (PB +2)
CR 3 (XP 700; PB +2)
TRAITS
ACTIONS Nimble Movement (Air and Water only). The beast
Nature’s Grasp. The shaman magically animates up to doesn’t provoke Opportunity Attacks when it moves out
two natural features within 60 feet, such as a patch of of an enemy’s reach.
earth, a tree, a waterfall, or a hanging vine. Each ani-
Water Breathing (Water only). The beast can breathe
mated feature attempts to seize a different creature of
underwater.
the shaman’s choice. Strength Saving Throw: DC 13, one
creature within 15 feet of the natural feature. Failure: The ACTIONS
target takes 13 (3d8) Bludgeoning damage and is pulled Maul (Land only). Melee Attack Roll: +6, reach 5 ft. Hit: 26
up to 15 feet toward the feature. The target has the Grap- (4d10 + 4) Slashing damage, and the target has the Prone
pled condition (escape DC 13) until the start of the condition if it is one size larger than the beast or smaller.
shaman’s next turn.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 23 (3d12 + 4)
Spellcasting. The shaman casts one of the following Piercing damage.
spells, using Wisdom as the spellcasting ability (spell
save DC 13):
At Will: Druidcraft, Speak with Animals
2/Day Each: Cure Wounds (Level 3 version, target regains
6d8 + 3 Hit Points), EntangleC, Faerie FireC
1/Day Each: Sleet StormC, Spike GrowthC
C
Requires Concentration

BONUS ACTIONS
Shapechange (2/Day). The shaman magically trans-
forms 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 has the Unconscious condition. The
shaman can also revert to its true form using a Bonus Ac-
tion.
When the shaman transforms, it chooses an environ-
ment: 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.

203
Essential NPCs
SHAMAN (CR 5)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) up to 15 feet toward the feature. The target has the Grap-
HP 93 (17d8 + 17) pled condition (escape DC 14) until the start of the
Speed 30 ft. shaman’s next turn.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The shaman casts one of the following
STR 12 +1 +1 DEX 14 +2 +2 CON 12 +1 +1
spells, using Wisdom as the spellcasting ability (spell save
INT 10 +0 +0 WIS 16 +3 +6 CHA 10 +0 +0 DC 14):
Skills Medicine +6, Nature +6, Survival +6 At Will: Druidcraft, Speak with Animals
Gear Hide Armor 2/Day Each: Cure Wounds (Level 3 version, target regains
Senses Passive Perception 13 6d8 + 3 Hit Points), EntangleC, Faerie FireC, Spike GrowthC
Languages Druidic, plus any one language 1/Day Each: Sleet StormC
CR 5 (XP 1,800; PB +3) C
Requires Concentration
TRAITS
BONUS ACTIONS
Path of the Wilds. The shaman and its allies within 60
feet are unaffected by difficult terrain caused by plants, Shapechange (2/Day). The shaman magically transforms
rocks, or other natural features, whether or not they are into a Beast. The shaman chooses whether its equipment
magical. They are also immune to any damage caused falls to the ground, melds with its new form, or is worn by
by moving through these features. its new form. The shaman reverts to its true form if it dies
or has the Unconscious condition. The shaman can also
ACTIONS revert to its true form using a Bonus Action.
Nature’s Grasp. The shaman magically animates up to When the shaman transforms, it chooses an environment:
two natural features within 60 feet, such as a patch of Air, Land, or Water. While transformed, the shaman’s stat
earth, a tree, a waterfall, or a hanging vine. Each ani- block is replaced by the Beast Form stat block, with cer-
mated feature attempts to seize a different creature of tain traits determined by the environment it chose. When
the shaman’s choice. Strength Saving Throw: DC 14, one the shaman changes between forms, its current Hit Points
creature within 15 feet of the natural feature. Failure: The remain the same.
target takes 13 (3d8) Bludgeoning damage and is pulled

BEAST FORM (CR 5 Shaman)


Small, Medium or Large Beast (shaman’s choice)
AC 14 Water Breathing (Water only). The beast can breathe un-
HP Same as shaman (see Shapechange) derwater.
Speed 40 ft.; Fly 60 ft. (Air only); Swim 40 ft. (Water only)
Path of the Wilds. The beast and its allies within 60 feet
MOD SAVE MOD SAVE MOD SAVE
are unaffected by difficult terrain caused by plants, rocks,
STR 19 +4 +4 DEX 14 +2 +2 CON 14 +2 +5
or other natural features, whether or not they are magical.
INT 10 +0 +0 WIS 16 +3 +6 CHA 10 +0 +0 They are also immune to any damage caused by moving
Skills Medicine +6, Nature +6, Perception +6, Survival +6 through these features.
Senses Darkvision 60 ft., Passive Perception 16 ACTIONS
Languages Same as shaman
CR - (PB +3) Multiattack. The beast makes two Maul or Bite attacks.

TRAITS Maul (Land only). Melee Attack Roll: +7, reach 5 ft. Hit: 18
(4d6 + 4) Slashing damage, and the target has the Prone
Nimble Movement (Air and Water only). The beast condition if it is one size larger than the beast or smaller.
doesn’t provoke Opportunity Attacks when it moves out
of an enemy’s reach. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (2d10 + 4)
Piercing damage.

204
Essential NPCs
SHAMAN (CR 7)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) up to 15 feet toward the feature. The target has the Grap-
HP 126 (23d8 + 23) pled condition (escape DC 15) until the start of the
Speed 30 ft. shaman’s next turn.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The shaman casts one of the following
STR 12 +1 +1 DEX 14 +2 +2 CON 12 +1 +1
spells, using Wisdom as the spellcasting ability (spell save
INT 10 +0 +0 WIS 18 +4 +7 CHA 10 +0 +0 DC 15):
Skills Medicine +7, Nature +6, Survival +7 At Will: Druidcraft, Speak with Animals
Gear Hide Armor 2/Day Each: EntangleC, Faerie FireC, Mass Cure Wounds,
Senses Passive Perception 14 Spike GrowthC
Languages Druidic, plus any one language 1/Day Each: Sleet StormC, Wall of StoneC
CR 7 (XP 2,900; PB +3) C
Requires Concentration
TRAITS
BONUS ACTIONS
Path of the Wilds. The shaman and its allies within 60
feet are unaffected by difficult terrain caused by plants, Shapechange (2/Day). The shaman magically transforms
rocks, or other natural features, whether or not they are into a Beast. The shaman chooses whether its equipment
magical. They are also immune to any damage caused falls to the ground, melds with its new form, or is worn by
by moving through these features. its new form. The shaman reverts to its true form if it dies
or has the Unconscious condition. The shaman can also
ACTIONS revert to its true form using a Bonus Action.
Nature’s Grasp. The shaman magically animates up to When the shaman transforms, it chooses an environment:
two natural features within 60 feet, such as a patch of Air, Land, or Water. While transformed, the shaman’s stat
earth, a tree, a waterfall, or a hanging vine. Each ani- block is replaced by the Beast Form stat block, with cer-
mated feature attempts to seize a different creature of tain traits determined by the environment it chose. When
the shaman’s choice. Strength Saving Throw: DC 15, one the shaman changes between forms, its current Hit Points
creature within 15 feet of the natural feature. Failure: The remain the same.
target takes 18 (4d8) Bludgeoning damage and is pulled

BEAST FORM (CR 7 Shaman)


Small, Medium, Large, or Huge Beast (shaman’s choice)
AC 14 Water Breathing (Water only). The beast can breathe un-
HP Same as shaman (see Shapechange) derwater.
Speed 50 ft.; Fly 80 ft. (Air only); Swim 50 ft. (Water only)
Path of the Wilds. The beast and its allies within 60 feet
MOD SAVE MOD SAVE MOD SAVE
are unaffected by difficult terrain caused by plants, rocks,
STR 20 +5 +5 DEX 14 +2 +2 CON 14 +2 +5
or other natural features, whether or not they are magical.
INT 10 +0 +0 WIS 18 +4 +7 CHA 10 +0 +0 They are also immune to any damage caused by moving
Skills Medicine +7, Nature +6, Perception +7, Survival +7 through these features.
Senses Darkvision 60 ft., Passive Perception 17 ACTIONS
Languages Same as shaman
CR - (PB +3) Multiattack. The beast makes two Maul or Bite attacks.

TRAITS Maul (Land only). Melee Attack Roll: +8, reach 5 ft. Hit: 23
(4d8 + 5) Slashing damage, and the target has the Prone
Nimble Movement (Air and Water only). The beast condition if it is one size larger than the beast or smaller.
doesn’t provoke Opportunity Attacks when it moves out
of an enemy’s reach. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5)
Piercing damage.

205
Essential NPCs
SHAMAN (CR 9)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) up to 15 feet toward the feature. The target has the Grap-
HP 154 (28d8 + 28) pled condition (escape DC 16) until the start of the
Speed 30 ft. shaman’s next turn.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The shaman casts one of the following
STR 12 +1 +1 DEX 14 +2 +2 CON 12 +1 +1
spells, using Wisdom as the spellcasting ability (spell save
INT 10 +0 +0 WIS 18 +4 +8 CHA 10 +0 +0 DC 16):
Skills Medicine +8, Nature +8, Survival +8 At Will: Druidcraft, Speak with Animals
Gear Hide Armor 2/Day Each: EntangleC, Mass Cure Wounds, Spike GrowthC
Senses Passive Perception 14 1/Day Each: Sleet StormC, Wall of StoneC, Wall of ThornsC
Languages Druidic, plus any one language C
CR 9 (XP 5,000; PB +4) Requires Concentration

TRAITS BONUS ACTIONS


Path of the Wilds. The shaman and its allies within 60 Shapechange (2/Day). The shaman magically transforms
feet are unaffected by difficult terrain caused by plants, into a Beast. The shaman chooses whether its equipment
rocks, or other natural features, whether or not they are falls to the ground, melds with its new form, or is worn by
magical. They are also immune to any damage caused its new form. The shaman reverts to its true form if it dies
by moving through these features. or has the Unconscious condition. The shaman can also
revert to its true form using a Bonus Action.
ACTIONS
When the shaman transforms, it chooses an environment:
Nature’s Grasp. The shaman magically animates up to Air, Land, or Water. While transformed, the shaman’s stat
two natural features within 60 feet, such as a patch of block is replaced by the Beast Form stat block, with cer-
earth, a tree, a waterfall, or a hanging vine. Each ani- tain traits determined by the environment it chose. When
mated feature attempts to seize a different creature of the shaman changes between forms, its current Hit Points
the shaman’s choice. Strength Saving Throw: DC 16, one remain the same.
creature within 15 feet of the natural feature. Failure: The
target takes 22 (5d8) Bludgeoning damage and is pulled

BEAST FORM (CR 9 Shaman)


Small, Medium, Large, or Huge Beast (shaman’s choice)
AC 14 Water Breathing (Water only). The beast can breathe un-
HP Same as shaman (see Shapechange) derwater.
Speed 50 ft.; Fly 80 ft. (Air only); Swim 50 ft. (Water only)
Path of the Wilds. The beast and its allies within 60 feet
MOD SAVE MOD SAVE MOD SAVE
are unaffected by difficult terrain caused by plants, rocks,
STR 20 +5 +5 DEX 14 +2 +2 CON 14 +2 +6
or other natural features, whether or not they are magical.
INT 10 +0 +0 WIS 18 +4 +8 CHA 10 +0 +0 They are also immune to any damage caused by moving
Skills Medicine +8, Nature +8, Perception +8, Survival +8 through these features.
Senses Darkvision 60 ft., Passive Perception 18 ACTIONS
Languages Same as shaman
CR - (PB +4) Multiattack. The beast makes two Maul or Bite attacks.

TRAITS Maul (Land only). Melee Attack Roll: +9, reach 5 ft. Hit: 29
(7d6 + 5) Slashing damage, and the target has the Prone
Nimble Movement (Air and Water only). The beast condition if it is one size larger than the beast or smaller.
doesn’t provoke Opportunity Attacks when it moves out
of an enemy’s reach. Bite. Melee Attack Roll: +9, reach 5 ft. Hit: 26 (6d6 + 5)
Piercing damage.

206
Essential NPCs
SHAMAN (CR 11)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) target takes 31 (7d8) Bludgeoning damage and is pulled
HP 192 (35d8 + 35) up to 15 feet toward the feature. The target has the Grap-
Speed 30 ft. pled condition (escape DC 17) until the start of the
MOD SAVE MOD SAVE MOD SAVE shaman’s next turn.
STR 12 +1 +1 DEX 14 +2 +2 CON 12 +1 +1
Spellcasting. The shaman casts one of the following
INT 10 +0 +0 WIS 20 +5 +9 CHA 10 +0 +0 spells, using Wisdom as the spellcasting ability (spell save
Skills Medicine +9, Nature +8, Survival +9 DC 17):
Gear Hide Armor At Will: Druidcraft, Speak with Animals
Senses Passive Perception 15 2/Day Each: EntangleC, Mass Cure Wounds, Spike GrowthC
Languages Druidic, plus any one language 1/Day Each: Sleet StormC, Wall of StoneC, Wall of ThornsC
CR 11 (XP 7,200; PB +4) C
Requires Concentration
TRAITS
BONUS ACTIONS
Path of the Wilds. The shaman and its allies within 60
feet are unaffected by difficult terrain caused by plants, Shapechange (2/Day). The shaman magically transforms
rocks, or other natural features, whether or not they are into a Beast. The shaman chooses whether its equipment
magical. They are also immune to any damage caused falls to the ground, melds with its new form, or is worn by
by moving through these features. its new form. The shaman reverts to its true form if it dies
or has the Unconscious condition. The shaman can also
ACTIONS revert to its true form using a Bonus Action.
Nature’s Grasp. The shaman magically animates up to When the shaman transforms, it chooses an environment:
two natural features within 60 feet, such as a patch of Air, Land, or Water. While transformed, the shaman’s stat
earth, a tree, a waterfall, or a hanging vine. Each ani- block is replaced by the Beast Form stat block, with cer-
mated feature attempts to seize a different creature of tain traits determined by the environment it chose. When
the shaman’s choice. Strength Saving Throw: DC 17, one the shaman changes between forms, its current Hit Points
creature within 15 feet of the natural feature. Failure: The remain the same.

BEAST FORM (CR 11 Shaman)


Small, Medium, Large, or Huge Beast (shaman’s choice)
AC 15 Water Breathing (Water only). The beast can breathe un-
HP Same as shaman (see Shapechange) derwater.
Speed 50 ft.; Fly 80 ft. (Air only); Swim 50 ft. (Water only)
Path of the Wilds. The beast and its allies within 60 feet
MOD SAVE MOD SAVE MOD SAVE
are unaffected by difficult terrain caused by plants, rocks,
STR 20 +5 +5 DEX 14 +2 +2 CON 14 +2 +6
or other natural features, whether or not they are magical.
INT 10 +0 +0 WIS 20 +5 +9 CHA 10 +0 +0 They are also immune to any damage caused by moving
Skills Medicine +9, Nature +8, Perception +9, Survival +9 through these features.
Senses Darkvision 60 ft., Passive Perception 19 ACTIONS
Languages Same as shaman
CR - (PB +4) Multiattack. The beast makes three Maul or Bite attacks.

TRAITS Maul (Land only). Melee Attack Roll: +9, reach 5 ft. Hit: 24
(3d12 + 5) Slashing damage, and the target has the Prone
Nimble Movement (Air and Water only). The beast condition if it is one size larger than the beast or smaller.
doesn’t provoke Opportunity Attacks when it moves out
of an enemy’s reach. Bite. Melee Attack Roll: +9, reach 5 ft. Hit: 21 (3d10 + 5)
Piercing damage.

207
Essential NPCs
SHAMAN (CR 13)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) up to 15 feet toward the feature. The target has the Grap-
HP 225 (41d8 + 41) pled condition (escape DC 18) until the start of the
Speed 30 ft. shaman’s next turn.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The shaman casts one of the following
STR 12 +1 +1 DEX 14 +2 +2 CON 12 +1 +1
spells, using Wisdom as the spellcasting ability (spell save
INT 10 +0 +0 WIS 20 +5 +10 CHA 10 +0 +0 DC 18):
Skills Medicine +10, Nature +10, Survival +10 At Will: Druidcraft, Speak with Animals
Gear Hide Armor 2/Day Each: EntangleC, Mass Cure Wounds, Spike GrowthC
Senses Passive Perception 15 1/Day Each: Sleet StormC, Wall of StoneC, Wall of ThornsC
Languages Druidic, plus any one language C
CR 13 (XP 10,000; PB +5) Requires Concentration

TRAITS BONUS ACTIONS


Path of the Wilds. The shaman and its allies within 60 Untamed Form (2/Day). The shaman magically trans-
feet are unaffected by difficult terrain caused by plants, forms into a Beast. The shaman chooses whether its
rocks, or other natural features, whether or not they are equipment falls to the ground, melds with its new form, or
magical. They are also immune to any damage caused is worn by its new form. The shaman reverts to its true
by moving through these features. form if it dies or has the Unconscious condition. The
shaman can also revert to its true form using a Bonus Ac-
ACTIONS tion.
Nature’s Grasp. The shaman magically animates up to When the shaman transforms, it chooses an environment:
two natural features within 60 feet, such as a patch of Air, Land, or Water. While transformed, the shaman’s stat
earth, a tree, a waterfall, or a hanging vine. Each ani- block is replaced by the Beast Form stat block, with cer-
mated feature attempts to seize a different creature of tain traits determined by the environment it chose. When
the shaman’s choice. Strength Saving Throw: DC 18, one the shaman changes between forms, its current Hit Points
creature within 15 feet of the natural feature. Failure: The remain the same, and it keeps its Spellcasting action.
target takes 36 (8d8) Bludgeoning damage and is pulled

BEAST FORM (CR 13 Shaman)


Small, Medium, Large, or Huge Beast (shaman’s choice)
AC 16 Path of the Wilds. The beast and its allies within 60 feet
HP Same as shaman (see Untamed Form) are unaffected by difficult terrain caused by plants, rocks,
Speed 50 ft.; Fly 80 ft. (Air only); Swim 50 ft. (Water only) or other natural features, whether or not they are magical.
MOD SAVE MOD SAVE MOD SAVE They are also immune to any damage caused by moving
STR 20 +5 +5 DEX 14 +2 +2 CON 14 +2 +7 through these features.
INT 10 +0 +0 WIS 20 +5 +10 CHA 10 +0 +0
ACTIONS
Skills Medicine +10, Nature +10, Perception +10, Survival Multiattack. The beast makes three Maul or Bite attacks.
+10 It can replace one attack with a use of Spellcasting.
Senses Blindsight 10 ft., Darkvision 120 ft., Passive
Perception 20 Maul (Land only). Melee Attack Roll: +10, reach 5 ft. Hit: 29
Languages Same as shaman (7d6 + 5) Slashing damage, and the target has the Prone
CR - (PB +5) condition if it is one size larger than the beast or smaller.

TRAITS Bite. Melee Attack Roll: +10, reach 5 ft. Hit: 24 (3d12 + 5)
Piercing damage.
Nimble Movement (Air and Water only). The beast
doesn’t provoke Opportunity Attacks when it moves out Spellcasting. The beast uses the shaman’s Spellcasting
of an enemy’s reach. action.
Water Breathing (Water only). The beast can breathe
underwater.

208
Essential NPCs
SHAMAN (CR 15)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) up to 15 feet toward the feature. The target has the Grap-
HP 258 (47d8 + 47) pled condition (escape DC 18) until the start of the
Speed 30 ft. shaman’s next turn.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The shaman casts one of the following
STR 12 +1 +1 DEX 14 +2 +2 CON 12 +1 +6
spells, using Wisdom as the spellcasting ability (spell save
INT 10 +0 +0 WIS 20 +5 +10 CHA 10 +0 +0 DC 18):
Skills Medicine +10, Nature +10, Survival +10 At Will: Druidcraft, Speak with Animals
Gear Hide Armor 2/Day Each: EntangleC, Mass Cure Wounds, Spike GrowthC
Senses Passive Perception 15 1/Day Each: EarthquakeC, Sleet StormC, Wall of StoneC,
Languages Druidic, plus any one language Wall of ThornsC
CR 15 (XP 13,000; PB +5) C
Requires Concentration
TRAITS
BONUS ACTIONS
Path of the Wilds. The shaman and its allies within 60
feet are unaffected by difficult terrain caused by plants, Untamed Form (2/Day). The shaman magically trans-
rocks, or other natural features, whether or not they are forms into a Beast. The shaman chooses whether its
magical. They are also immune to any damage caused equipment falls to the ground, melds with its new form, or
by moving through these features. is worn by its new form. The shaman reverts to its true
form if it dies or has the Unconscious condition. The
ACTIONS shaman can also revert to its true form using a Bonus Ac-
Nature’s Grasp. The shaman magically animates up to tion.
two natural features within 60 feet, such as a patch of When the shaman transforms, it chooses an environment:
earth, a tree, a waterfall, or a hanging vine. Each ani- Air, Land, or Water. While transformed, the shaman’s stat
mated feature attempts to seize a different creature of block is replaced by the Beast Form stat block, with cer-
the shaman’s choice. Strength Saving Throw: DC 18, one tain traits determined by the environment it chose. When
creature within 15 feet of the natural feature. Failure: The the shaman changes between forms, its current Hit Points
target takes 40 (9d8) Bludgeoning damage and is pulled remain the same, and it keeps its Spellcasting action.

BEAST FORM (CR 15 Shaman)


Small, Medium, Large, or Huge Beast (shaman’s choice)
AC 17 Path of the Wilds. The beast and its allies within 60 feet
HP Same as shaman (see Untamed Form) are unaffected by difficult terrain caused by plants, rocks,
Speed 50 ft.; Fly 80 ft. (Air only); Swim 50 ft. (Water only) or other natural features, whether or not they are magical.
MOD SAVE MOD SAVE MOD SAVE They are also immune to any damage caused by moving
STR 22 +6 +6 DEX 16 +3 +3 CON 14 +2 +7 through these features.
INT 10 +0 +0 WIS 20 +5 +10 CHA 10 +0 +0
ACTIONS
Skills Medicine +10, Nature +10, Perception +10, Survival Multiattack. The beast makes three Maul or Bite attacks.
+10 It can replace one attack with a use of Spellcasting.
Senses Blindsight 10 ft., Darkvision 120 ft., Passive
Perception 20 Maul (Land only). Melee Attack Roll: +11, reach 5 ft. Hit: 33
Languages Same as shaman (5d10 + 6) Slashing damage, and the target has the Prone
CR - (PB +5) condition if it is one size larger than the beast or smaller.

TRAITS Bite. Melee Attack Roll: +11, reach 5 ft. Hit: 28 (4d10 + 6)
Piercing damage.
Nimble Movement (Air and Water only). The beast
doesn’t provoke Opportunity Attacks when it moves out Spellcasting. The beast uses the shaman’s Spellcasting
of an enemy’s reach. action.
Water Breathing (Water only). The beast can breathe
underwater.
209
Essential NPCs
SHAMAN (CR 17)
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) Grappled condition (escape DC 19) until the start of the
HP 297 (54d8 + 54) shaman’s next turn.
Speed 30 ft.
Spellcasting. The shaman casts one of the following
MOD SAVE MOD SAVE MOD SAVE
spells, using Wisdom as the spellcasting ability (spell save
STR 12 +1 +1 DEX 14 +2 +2 CON 12 +1 +7
DC 19):
INT 10 +0 +0 WIS 20 +5 +11 CHA 10 +0 +0
At Will: Druidcraft, Speak with Animals
Skills Medicine +11, Nature +12, Survival +11 2/Day Each: EntangleC, Mass Cure Wounds, Sleet StormC,
Gear Hide Armor Spike GrowthC
Senses Passive Perception 15 1/Day Each: EarthquakeC, Storm of VengeanceC, Wall of
Languages Druidic, plus any one language StoneC, Wall of ThornsC
CR 17 (XP 18,000; PB +6) C
Requires Concentration
TRAITS
BONUS ACTIONS
Path of the Wilds. The shaman and its allies within 60
feet are unaffected by difficult terrain caused by plants, Untamed Form (2/Day). The shaman magically trans-
rocks, or other natural features, whether or not they are forms into a Beast. The shaman chooses whether its
magical. They are also immune to any damage caused equipment falls to the ground, melds with its new form, or
by moving through these features. is worn by its new form. The shaman reverts to its true
form if it dies or has the Unconscious condition. The
ACTIONS shaman can also revert to its true form using a Bonus Ac-
Nature’s Grasp. The shaman magically animates up to tion.
two natural features within 60 feet, such as a patch of When the shaman transforms, it chooses an environment:
earth, a tree, a waterfall, or a hanging vine. Each ani- Air, Land, or Water. While transformed, the shaman’s stat
mated feature attempts to seize a different creature of block is replaced by the Beast Form stat block, with cer-
the shaman’s choice. Strength Saving Throw: DC 19, one tain traits determined by the environment it chose. When
creature within 15 feet of the natural feature. Failure: The the shaman changes between forms, its current Hit Points
target takes 49 (11d8) Bludgeoning damage and is pulled remain the same, and it keeps its Spellcasting action.
up to 15 feet toward the feature. The target has the

BEAST FORM (CR 17 Shaman)


Small, Medium, Large, or Huge Beast (shaman’s choice)
AC 17 Path of the Wilds. The beast and its allies within 60 feet
HP Same as shaman (see Untamed Form) are unaffected by difficult terrain caused by plants, rocks,
Speed 50 ft.; Fly 80 ft. (Air only); Swim 50 ft. (Water only) or other natural features, whether or not they are magical.
MOD SAVE MOD SAVE MOD SAVE They are also immune to any damage caused by moving
STR 22 +6 +6 DEX 16 +3 +3 CON 16 +3 +9 through these features.
INT 10 +0 +0 WIS 20 +5 +11 CHA 10 +0 +0
ACTIONS
Skills Medicine +11, Nature +12, Perception +11, Survival Multiattack. The beast makes three Maul or Bite attacks.
+11 It can replace one attack with a use of Spellcasting.
Senses Blindsight 10 ft., Darkvision 120 ft., Passive
Perception 21 Maul (Land only). Melee Attack Roll: +12, reach 5 ft. Hit: 37
Languages Same as shaman (7d8 + 6) Slashing damage, and the target has the Prone
CR - (PB +6) condition if it is one size larger than the beast or smaller.

TRAITS Bite. Melee Attack Roll: +12, reach 5 ft. Hit: 33 (5d10 + 6)
Piercing damage.
Nimble Movement (Air and Water only). The beast
doesn’t provoke Opportunity Attacks when it moves out Spellcasting. The beast uses the shaman’s Spellcasting
of an enemy’s reach. action.
Water Breathing (Water only). The beast can breathe
underwater
210
Essential NPCs
SHAMAN (CR 20)
Medium or Small Humanoid, Any Alignment
AC 15 Initiative +3 (13) equipment melds with its new form. The shaman reverts
HP 357 (65d8 + 65) to its true form after 1 minute, or if it dies or has the Un-
Speed 30 ft. conscious condition. The shaman can revert to its true
MOD SAVE MOD SAVE MOD SAVE form using a Bonus Action. When the shaman assumes
STR 12 +1 +1 DEX 16 +3 +3 CON 12 +1 +7 this form, its stat block is replaced by the Elemental Titan
INT 10 +0 +0 WIS 22 +6 +12 CHA 10 +0 +0 stat block. It keeps its current Hit Points, and its Spellcast-
ing action.
Skills Medicine +12, Nature +12, Survival +12
Gear Hide Armor Spellcasting. The shaman casts one of the following
Senses Passive Perception 16 spells, using Wisdom as the spellcasting ability (spell save
Languages Druidic, plus any one language DC 20):
CR 20 (XP 25,000; PB +6) At Will: Druidcraft, Speak with Animals
TRAITS 2/Day Each: EntangleC, Mass Cure Wounds, Sleet StormC,
Spike GrowthC
Path of the Wilds. The shaman and its allies within 60
1/Day Each: EarthquakeC, Storm of VengeanceC, Wall of
feet are unaffected by difficult terrain caused by plants,
StoneC, Wall of ThornsC
rocks, or other natural features, whether or not they are
C
magical. They are also immune to any damage caused Requires Concentration
by moving through these features.
BONUS ACTIONS
ACTIONS Untamed Form (2/Day). The shaman magically trans-
Nature’s Grasp. The shaman magically animates up to forms into a Beast. The shaman chooses whether its
two natural features within 60 feet, such as a patch of equipment falls to the ground, melds with its new form, or
earth, a tree, a waterfall, or a hanging vine. Each ani- is worn by its new form. The shaman reverts to its true
mated feature attempts to seize a different creature of form if it dies or has the Unconscious condition. The
the shaman’s choice. Strength Saving Throw: DC 20, one shaman can also revert to its true form using a Bonus Ac-
creature within 15 feet of the natural feature. Failure: The tion.
target takes 63 (14d8) Bludgeoning damage and is pulled When the shaman transforms, it chooses an environment:
up to 15 feet toward the feature. The target has the Grap- Air, Land, or Water. While transformed, the shaman’s stat
pled condition (escape DC 20) until the start of the block is replaced by the Beast Form stat block, with cer-
shaman’s next turn. tain traits determined by the environment it chose. When
Titanic Transformation (1/day). The shaman gains 100 the shaman changes between forms, its current Hit Points
temporary hit points and magically transforms into a remain the same, and it keeps its Spellcasting action.
towering creature of churning elemental energy. Its

211
Essential NPCs
BEAST FORM (CR 20 Shaman)
Small, Medium, Large, or Huge Beast (shaman’s choice)
AC 17 Path of the Wilds. The beast and its allies within 60 feet
HP Same as shaman (see Untamed Form) are unaffected by difficult terrain caused by plants, rocks,
Speed 50 ft.; Fly 80 ft. (Air only); Swim 50 ft. (Water only) or other natural features, whether or not they are magical.
MOD SAVE MOD SAVE MOD SAVE They are also immune to any damage caused by moving
STR 22 +6 +6 DEX 16 +3 +3 CON 16 +3 +9 through these features.
INT 10 +0 +0 WIS 22 +6 +12 CHA 10 +0 +0
ACTIONS
Skills Medicine +12, Nature +12, Perception +12, Survival Multiattack. The beast makes four Maul or Bite attacks. It
+12 can replace one attack with a use of Spellcasting.
Senses Blindsight 10 ft., Darkvision 120 ft., Passive
Perception 22 Maul (Land only). Melee Attack Roll: +12, reach 5 ft. Hit: 33
Languages Same as shaman (5d10 + 6) Slashing damage, and the target has the Prone
CR - (PB +6) condition if it is one size larger than the beast or smaller.

TRAITS Bite. Melee Attack Roll: +12, reach 5 ft. Hit: 30 (7d6 + 6)
Piercing damage.
Nimble Movement (Air and Water only). The beast
doesn’t provoke Opportunity Attacks when it moves out Spellcasting. The beast uses the shaman’s Spellcasting
of an enemy’s reach. action.
Water Breathing (Water only). The beast can breathe
underwater.

ELEMENTAL TITAN FORM (CR 20 Shaman)


Gargantuan Elemental
AC 19 Elemental Storm. Dexterity Saving Throw: DC 20, each
HP Same as shaman (see Untamed Form) creature other than the titan’s allies that starts its turn
Speed 50 ft., Swim 50 ft. within a 60-foot Emanation originating from the titan.
MOD SAVE MOD SAVE MOD SAVE Failure: 14 (4d6) Cold, Fire, Lightning, or Thunder damage
STR 26 +8 +8 DEX 16 +3 +3 CON 16 +3 +9 (titan’s choice).
INT 10 +0 +0 WIS 22 +6 +12 CHA 10 +0 +0 Path of the Wilds. The titan and its allies within 60 feet are
Resistances Cold, Fire, Lightning, Thunder unaffected by difficult terrain caused by plants, rocks, or
Immunities Poison; Grappled, Paralyzed, Petrified, other natural features (including the titan’s Roiling Nim-
Poisoned, Prone, Restrained, Stunned bus), whether or not they are magical. They are also im-
Skills Medicine +12, Nature +12, Perception +12, Survival mune to any damage caused by these features.
+12
ACTIONS
Senses Darkvision 60 ft., Passive Perception 22
Languages Same as shaman Multiattack. The titan makes two Slam attacks. It can re-
CR - (PB +6) place one attack with a use of Spellcasting.
TRAITS Slam. Melee Attack Roll: +14, reach 20 ft. Hit: 40 (5d12 + 8)
Force damage plus 26 (4d12) Cold, Fire, Lightning, or
Elemental Nature. The titan doesn’t require air.
Thunder damage (titan’s choice).
Siege Monster. The titan deals double damage to objects
Spellcasting. The titan uses the shaman’s Spellcasting ac-
and structures.
tion.
Roiling Nimbus. The area within 60 feet of the titan is
difficult terrain.

212
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.

SOLDIER (CR 1/4)


Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10)
HP 16 (3d8 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 12 +1 +1 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Gear Javelins (4), Shield, Spear, Studded Leather Armor


Senses Passive Perception 10
Languages Any one language
CR 1/4 (XP 50; PB +2)
ACTIONS
Longspear. Melee Attack Roll: +3, reach 5 ft. or 10 ft. on
the soldier’s turn. Hit: 4 (1d6 + 1) Piercing damage.
Javelin. Melee or Ranged Attack Roll: +3, reach 5 ft. or
range 30/120 ft. Hit: 4 (1d6 + 1) Piercing damage.
Shield Wall. Until the start of its next turn, the soldier
and its allies within 5 feet have Three-Quarters Cover. At-
tacks ignore the cover if the space they originate from is
closer to their target than to the soldier.

213
Essential NPCs
SOLDIER (CR 1/2) SOLDIER (CR 1)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) AC 14 Initiative +0 (10)
HP 27 (5d8 + 5) HP 32 (5d8 + 10)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1 STR 14 +2 +2 DEX 10 +0 +0 CON 14 +2 +2
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0 INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Athletics +4 Skills Athletics +4


Gear Javelins (4), Shield, Spear, Studded Leather Armor Gear Javelins (4), Shield, Spear, Studded Leather Armor
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any two languages
CR 1/2 (XP 100; PB +2) CR 1 (XP 200; PB +2)
ACTIONS ACTIONS
Infantry Movement. The soldier’s allies do not provoke Infantry Movement. The soldier’s allies do not provoke
Opportunity Attacks from hostile creatures when moving Opportunity Attacks from hostile creatures when moving
into or out of the soldier’s space. into or out of the soldier’s space.

ACTIONS ACTIONS
Longspear. Melee Attack Roll: +4, reach 5 ft. or 10 ft. on Multiattack. The soldier makes two Longspear attacks.
the soldier’s turn. Hit: 7 (1d10 + 2) Piercing damage. Longspear. Melee Attack Roll: +4, reach 5 ft. or 10 ft. on
Javelin. Melee or Ranged Attack Roll: +4, reach 5 ft. or the soldier’s turn. Hit: 6 (1d8 + 2) Piercing damage.
range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damage. Javelin. Melee or Ranged Attack Roll: +4, reach 5 ft. or
Shield Wall. Until the start of its next turn, the soldier range 30/120 ft. Hit: 11 (2d8 + 2) Piercing damage.
and its allies within 5 feet have Three-Quarters Cover. At- Shield Wall. Until the start of its next turn, the soldier
tacks ignore the cover if the space they originate from is and its allies within 5 feet have Three-Quarters Cover. At-
closer to their target than to the soldier. tacks ignore the cover if the space they originate from is
closer to their target than to the soldier.

214
Essential NPCs
SOLDIER (CR 2) SOLDIER (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +0 (10) AC 15 Initiative +0 (10)
HP 45 (7d8 + 14) HP 58 (9d8 + 18)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 10 +0 +0 CON 14 +2 +2 STR 16 +3 +3 DEX 10 +0 +0 CON 14 +2 +2
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0 INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Athletics +5 Skills Athletics +5


Gear Javelins (4), Shield, Spear, Studded Leather Armor Gear Chain Shirt, Javelins (4), Shield, Spear
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
CR 2 (XP 450; PB +2) CR 3 (XP 700; PB +2)
ACTIONS ACTIONS
Infantry Movement. The soldier’s allies do not provoke Infantry Movement. The soldier’s allies do not provoke
Opportunity Attacks from hostile creatures when moving Opportunity Attacks from hostile creatures when moving
into or out of the soldier’s space. into or out of the soldier’s space.

ACTIONS ACTIONS
Multiattack. The soldier makes two Longspear attacks. Multiattack. The soldier makes two Longspear attacks.
Longspear. Melee Attack Roll: +5, reach 5 ft. or 10 ft. on Longspear. Melee Attack Roll: +5, reach 5 ft. or 10 ft. on
the soldier’s turn. Hit: 10 (2d6 + 3) Piercing damage. the soldier’s turn. Hit: 12 (2d8 + 3) Piercing damage.
Javelin. Melee or Ranged Attack Roll: +5, reach 5 ft. or Javelin. Melee or Ranged Attack Roll: +5, reach 5 ft. or
range 30/120 ft. Hit: 12 (2d8 + 3) Piercing damage. range 30/120 ft. Hit: 12 (2d8 + 3) Piercing damage.
Shield Wall. Until the start of its next turn, the soldier Shield Wall. Until the start of its next turn, the soldier
and its allies within 5 feet have Three-Quarters Cover. At- and its allies within 5 feet have Three-Quarters Cover. At-
tacks ignore the cover if the space they originate from is tacks ignore the cover if the space they originate from is
closer to their target than to the soldier. closer to their target than to the soldier.

215
Essential NPCs
SOLDIER (CR 5) SOLDIER (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) AC 16 Initiative +0 (10)
HP 78 (12d8 + 24) HP 105 (14d8 + 42)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 10 +0 +0 CON 14 +2 +5 STR 18 +4 +4 DEX 10 +0 +0 CON 16 +3 +6
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0 INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Athletics +6 Skills Athletics +7


Gear Chain Shirt, Javelins (4), Shield, Spear Gear Chain Shirt, Javelins (4), Shield, Spear
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
CR 5 (XP 1,800; PB +3) CR 7 (XP 2,900; PB +3)
ACTIONS ACTIONS
Infantry Movement. The soldier’s allies do not provoke Infantry Movement. The soldier’s allies do not provoke
Opportunity Attacks from hostile creatures when moving Opportunity Attacks from hostile creatures when moving
into or out of the soldier’s space. into or out of the soldier’s space.

ACTIONS ACTIONS
Multiattack. The soldier makes two Longspear attacks. Multiattack. The soldier makes two Longspear attacks.
Longspear. Melee Attack Roll: +6, reach 5 ft. or 10 ft. on Longspear. Melee Attack Roll: +7, reach 5 ft. or 10 ft. on
the soldier’s turn. Hit: 14 (2d10 + 3) Piercing damage. the soldier’s turn. Hit: 18 (4d6 + 4) Piercing damage.
Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or Javelin. Melee or Ranged Attack Roll: +7, reach 5 ft. or
range 30/120 ft. Hit: 12 (2d8 + 3) Piercing damage. range 30/120 ft. Hit: 17 (3d8 + 4) Piercing damage.
Shield Wall. Until the start of its next turn, the soldier Shield Wall. Until the start of its next turn, the soldier
and its allies within 5 feet have Three-Quarters Cover. At- and its allies within 5 feet have Three-Quarters Cover. At-
tacks ignore the cover if the space they originate from is tacks ignore the cover if the space they originate from is
closer to their target than to the soldier. closer to their target than to the soldier.

BONUS ACTIONS BONUS ACTIONS


Coordinated Strike. Immediately after the soldier hits a Coordinated Strike. Immediately after the soldier hits a
target with a melee attack, it chooses an ally. If that ally target with a melee attack, it chooses an ally. If that ally
can see or hear the soldier, it can make a melee attack can see or hear the soldier, it can make a melee attack
against the same target as a Reaction. against the same target as a Reaction.

216
Essential NPCs
SOLDIER (CR 9) SOLDIER (CR 11)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +1 (11) AC 17 Initiative +1 (11)
HP 135 (18d8 + 54) HP 161 (19d8 + 76)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +8 DEX 12 +1 +5 CON 16 +3 +7 STR 20 +5 +9 DEX 12 +1 +5 CON 18 +4 +8
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0 INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Athletics +8 Skills Athletics +9


Gear Javelins (4), Scale Mail, Shield, Spear Gear Javelins (4), Scale Mail, Shield, Spear
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
CR 9 (XP 5,000; PB +4) CR 11 (XP 7,200; PB +4)
ACTIONS ACTIONS
Infantry Movement. The soldier’s allies do not provoke Infantry Movement. The soldier’s allies do not provoke
Opportunity Attacks from hostile creatures when moving Opportunity Attacks from hostile creatures when moving
into or out of the soldier’s space. into or out of the soldier’s space.
Determined (1/Day). The soldier can reroll a failed sav- Determined (1/Day). The soldier can reroll a failed sav-
ing throw. It makes the new saving throw with Advan- ing throw. It makes the new saving throw with Advan-
tage. tage.

ACTIONS ACTIONS
Multiattack. The soldier makes two Longspear attacks. Multiattack. The soldier makes two Longspear attacks.
Longspear. Melee Attack Roll: +8, reach 5 ft. or 10 ft. on Longspear. Melee Attack Roll: +9, reach 5 ft. or 10 ft. on
the soldier’s turn. Hit: 22 (4d8 + 4) Piercing damage. the soldier’s turn. Hit: 27 (4d10 + 5) Piercing damage.
Javelin. Melee or Ranged Attack Roll: +8, reach 5 ft. or Javelin. Melee or Ranged Attack Roll: +9, reach 5 ft. or
range 30/120 ft. Hit: 20 (3d10 + 4) Piercing damage. range 30/120 ft. Hit: 26 (6d6 + 5) Piercing damage.
Shield Wall. Until the start of its next turn, the soldier Shield Wall. Until the start of its next turn, the soldier
and its allies within 5 feet have Three-Quarters Cover. At- and its allies within 5 feet have Three-Quarters Cover. At-
tacks ignore the cover if the space they originate from is tacks ignore the cover if the space they originate from is
closer to their target than to the soldier. closer to their target than to the soldier.

BONUS ACTIONS BONUS ACTIONS


Coordinated Strike. Immediately after the soldier hits a Coordinated Strike. Immediately after the soldier hits a
target with a melee attack, it chooses an ally. If that ally target with a melee attack, it chooses an ally. If that ally
can see or hear the soldier, it can make a melee attack can see or hear the soldier, it can make a melee attack
against the same target as a Reaction. against the same target as a Reaction.

217
Essential NPCs
SOLDIER (CR 13) SOLDIER (CR 15)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 18 Initiative +2 (12) AC 19 Initiative +2 (12)
HP 187 (22d8 + 88) HP 221 (26d8 + 104)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +10 DEX 14 +2 +7 CON 18 +4 +9 STR 20 +5 +10 DEX 14 +2 +7 CON 18 +4 +9
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0 INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Athletics +10 Skills Athletics +10


Gear Scale Mail, Javelins (4), Shield, Spear Gear Half Plate Armor, Javelins (4), Shield, Spear
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
CR 13 (XP 10,000; PB +5) CR 15 (XP 13,000; PB +5)
ACTIONS ACTIONS
Infantry Movement. The soldier’s allies do not provoke Infantry Movement. The soldier’s allies do not provoke
Opportunity Attacks from hostile creatures when moving Opportunity Attacks from hostile creatures when moving
into or out of the soldier’s space. into or out of the soldier’s space.
Determined (1/Day). The soldier can reroll a failed sav- Determined (2/Day). The soldier can reroll a failed sav-
ing throw. It makes the new saving throw with Advan- ing throw. It makes the new saving throw with Advan-
tage. tage.

ACTIONS ACTIONS
Multiattack. The soldier makes three Longspear attacks. Multiattack. The soldier makes three Longspear attacks.
Longspear. Melee Attack Roll: +10, reach 5 ft. or 10 ft. on Longspear. Melee Attack Roll: +10, reach 5 ft. or 10 ft. on
the soldier’s turn. Hit: 23 (4d8 + 5) Piercing damage. the soldier’s turn. Hit: 27 (4d10 + 5) Piercing damage.
Javelin. Melee or Ranged Attack Roll: +10, reach 5 ft. or Javelin. Melee or Ranged Attack Roll: +10, reach 5 ft. or
range 30/120 ft. Hit: 22 (5d6 + 5) Piercing damage. range 30/120 ft. Hit: 26 (6d6 + 5) Piercing damage.
Shield Wall. Until the start of its next turn, the soldier Shield Wall. Until the start of its next turn, the soldier
and its allies within 5 feet have Three-Quarters Cover. At- and its allies within 5 feet have Three-Quarters Cover. At-
tacks ignore the cover if the space they originate from is tacks ignore the cover if the space they originate from is
closer to their target than to the soldier. closer to their target than to the soldier.

BONUS ACTIONS Epic Charge (1/Day). The soldier and each of its allies
within 30 feet can use a Reaction to move up to twice
Coordinated Strike. Immediately after the soldier hits a
their speed without provoking Opportunity Attacks and
target with a melee attack, it chooses an ally. If that ally
then make a melee attack.
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.

218
Essential NPCs
SOLDIER (CR 17) SOLDIER (CR 20)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 19 Initiative +2 (12) AC 19 Initiative +2 (12)
HP 255 (30d8 + 120) HP 297 (35d8 + 140)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +11 DEX 14 +2 +8 CON 18 +4 +10 STR 22 +6 +12 DEX 14 +2 +8 CON 20 +5 +11
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0 INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Athletics +11 Skills Athletics +12


Gear Half Plate Armor, Javelins (4), Shield, Spear Gear Half Plate Armor, Javelins (4), Shield, Spear
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
CR 17 (XP 18,000; PB +6) CR 20 (XP 25,000; PB +6)
ACTIONS ACTIONS
Infantry Movement. The soldier’s allies do not provoke Infantry Movement. The soldier’s allies do not provoke
Opportunity Attacks from hostile creatures when moving Opportunity Attacks from hostile creatures when moving
into or out of the soldier’s space. into or out of the soldier’s space.
Determined (2/Day). The soldier can reroll a failed sav- Determined (2/Day). The soldier can reroll a failed sav-
ing throw. It makes the new saving throw with Advan- ing throw. It makes the new saving throw with Advan-
tage. tage.

ACTIONS ACTIONS
Multiattack. The soldier makes three Longspear attacks. Multiattack. The soldier makes three Longspear attacks.
Longspear. Melee Attack Roll: +11, reach 5 ft. or 10 ft. on Longspear. Melee Attack Roll: +12, reach 5 ft. or 10 ft. on
the soldier’s turn. Hit: 32 (5d10 + 5) Piercing damage. the soldier’s turn. Hit: 37 (7d7 + 6) Piercing damage.
Javelin. Melee or Ranged Attack Roll: +11, reach 5 ft. or Javelin. Melee or Ranged Attack Roll: +12, reach 5 ft. or
range 30/120 ft. Hit: 29 (7d6 + 5) Piercing damage. range 30/120 ft. Hit: 33 (5d10 + 6) Piercing damage.
Shield Wall. Until the start of its next turn, the soldier Shield Wall. Until the start of its next turn, the soldier
and its allies within 5 feet have Three-Quarters Cover. At- and its allies within 5 feet have Three-Quarters Cover. At-
tacks ignore the cover if the space they originate from is tacks ignore the cover if the space they originate from is
closer to their target than to the soldier. closer to their target than to the soldier.
Epic Charge (1/Day). The soldier and each of its allies Epic Charge (1/Day). The soldier and each of its allies
within 30 feet can use a Reaction to move up to twice within 30 feet can use a Reaction to move up to twice
their speed without provoking Opportunity Attacks and their speed without provoking Opportunity Attacks and
then make a melee attack. then make a melee attack.

BONUS ACTIONS BONUS ACTIONS


Coordinated Strike. Immediately after the soldier hits a Coordinated Strike. Immediately after the soldier hits a
target with a melee attack, it chooses an ally. If that ally target with a melee attack, it chooses an ally. If that ally
can see or hear the soldier, it can make a melee attack can see or hear the soldier, it can make a melee attack
against the same target as a Reaction. against the same target as a Reaction.

219
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.

220
Essential NPCs
SPELLSWORD (CR 1/4) SPELLSWORD (CR 1/2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 12 Initiative +1 (11) AC 13 Initiative +2 (12)
HP 13 (3d8) HP 27 (6d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 12 +1 +1 CON 10 +0 +0 STR 10 +0 +0 DEX 14 +2 +2 CON 10 +0 +0
INT 12 +1 +1 WIS 10 +0 +0 CHA 11 +0 +0 INT 14 +2 +2 WIS 10 +0 +0 CHA 11 +0 +0

Skills Arcana +3 Skills Arcana +4


Gear Leather Armor, Scimitar Gear Leather Armor, Scimitar
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
CR 1/4 (XP 50; PB +2) CR 1/2 (XP 100; PB +2)
ACTIONS ACTIONS
Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Elemental Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 5
Slashing damage. (1d6 + 2) Slashing damage plus 2 (1d4) Cold, Fire, or
Spellcasting. The spellsword casts one of the following Lightning damage (spellsword’s choice).
spells, using Intelligence as the spellcasting ability (spell Spellcasting. The spellsword casts one of the following
save DC 11): spells, using Intelligence as the spellcasting ability (spell
1/Day Each: Color Spray, Grease save DC 12):
1/Day Each: Color Spray, Grease, Longstrider
REACTIONS
Sorcerous Deflection. Trigger: The spellsword is hit by an REACTIONS
attack roll or fails a Saving Throw against a spell. Re- Sorcerous Deflection. Trigger: The spellsword is hit by an
sponse: The spellsword gains a +2 bonus to AC and to attack roll or fails a Saving Throw against a spell. Re-
saving throws against spells until the end of the turn, in- sponse: The spellsword gains a +2 bonus to AC and to
cluding against the triggering attack or spell. saving throws against spells until the end of the turn, in-
cluding against the triggering attack or spell.

221
Essential NPCs
SPELLSWORD (CR 1) SPELLSWORD (CR 2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +2 (12) AC 15 Initiative +3 (13)
HP 36 (8d8) HP 44 (8d8 + 8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 14 +2 +2 CON 10 +0 +0 STR 10 +0 +0 DEX 16 +3 +3 CON 12 +1 +1
INT 14 +2 +2 WIS 10 +0 +0 CHA 11 +0 +0 INT 16 +3 +3 WIS 10 +0 +0 CHA 11 +0 +0

Skills Arcana +4 Skills Arcana +5


Gear Scimitar, Studded Leather Armor Gear Scimitar, Studded Leather Armor
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any two languages Languages Any two languages
CR 1 (XP 200; PB +2) CR 2 (XP 450; PB +2)
ACTIONS ACTIONS
Multiattack. The spellsword makes two Elemental Blade Multiattack. The spellsword makes two Elemental Blade
attacks. It can replace one attack with a use of Spellcast- attacks. It can replace one attack with a use of Spellcast-
ing, if available. ing or War Arcana, if available.
Elemental Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 5 Elemental Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 6
(1d6 + 2) Slashing damage plus 2 (1d4) Cold, Fire, or (1d6 + 3) Slashing damage plus 3 (1d6) Cold, Fire, or
Lightning damage (spellsword’s choice). Lightning damage (spellsword’s choice).
War Arcana (Recharge 4–6). Dexterity Saving Throw: DC War Arcana (Recharge 4–6). Dexterity Saving Throw: DC
12, each creature in a 15-foot Cone or a 30-foot-long, 5- 13, each creature in a 15-foot Cone or a 30-foot-long, 5-
foot-wide Line (spellsword’s choice). Failure: 14 (4d6) foot-wide Line (spellsword’s choice). Failure: 14 (4d6)
Cold, Fire, or Lightning damage (spellsword’s choice). Cold, Fire, or Lightning damage (spellsword’s choice).
Success: Half damage. Success: Half damage.
Spellcasting. The spellsword casts one of the following Spellcasting. The spellsword casts one of the following
spells, using Intelligence as the spellcasting ability (spell spells, using Intelligence as the spellcasting ability (spell
save DC 12): save DC 13):
1/Day Each: Color Spray, Grease, Longstrider 1/Day Each: Color Spray, Grease, Gust of WindC,
Longstrider
REACTIONS
C
Requires Concentration
Sorcerous Deflection. Trigger: The spellsword is hit by an
attack roll or fails a Saving Throw against a spell. Re- REACTIONS
sponse: The spellsword gains a +2 bonus to AC and to Sorcerous Deflection. Trigger: The spellsword is hit by an
saving throws against spells until the end of the turn, in- attack roll or fails a Saving Throw against a spell. Re-
cluding against the triggering attack or spell. sponse: The spellsword gains a +2 bonus to AC and to
saving throws against spells until the end of the turn, in-
cluding against the triggering attack or spell.

222
Essential NPCs
SPELLSWORD (CR 3) SPELLSWORD (CR 5)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +3 (13) AC 15 Initiative +3 (13)
HP 55 (10d8 + 10) HP 82 (15d8 + 15)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 16 +3 +3 CON 12 +1 +1 STR 10 +0 +0 DEX 16 +3 +3 CON 12 +1 +4
INT 16 +3 +3 WIS 12 +1 +1 CHA 12 +1 +1 INT 16 +3 +3 WIS 12 +1 +1 CHA 12 +1 +1

Skills Arcana +5 Skills Acrobatics +6, Arcana +6


Gear Scimitar, Studded Leather Armor Gear Scimitar, Studded Leather Armor
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any two languages
CR 3 (XP 700; PB +2) CR 5 (XP 1,800; PB +3)
ACTIONS ACTIONS
Multiattack. The spellsword makes two Elemental Blade Multiattack. The spellsword makes two Elemental Blade
attacks. It can replace one attack with a use of Spellcast- attacks. It can replace one attack with a use of Spellcast-
ing or War Arcana, if available. ing or War Arcana, if available.
Elemental Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 7 Elemental Blade. Melee Attack Roll: +6, reach 5 ft. Hit: 6
(1d8 + 3) Slashing damage plus 4 (1d8) Cold, Fire, or (1d6 + 3) Slashing damage plus 9 (2d8) Cold, Fire, or
Lightning damage (spellsword’s choice). Lightning damage (spellsword’s choice).
War Arcana (Recharge 4–6). Dexterity Saving Throw: DC War Arcana (Recharge 4–6). Dexterity Saving Throw: DC
13, each creature in a 15-foot Cone or a 30-foot-long, 5- 14, each creature in a 15-foot Cone or a 30-foot-long, 5-
foot-wide Line (spellsword’s choice). Failure: 17 (5d6) foot-wide Line (spellsword’s choice). Failure: 24 (7d6)
Cold, Fire, or Lightning damage (spellsword’s choice). Cold, Fire, or Lightning damage (spellsword’s choice).
Success: Half damage. Success: Half damage.
Spellcasting. The spellsword casts one of the following Spellcasting. The spellsword casts one of the following
spells, using Intelligence as the spellcasting ability (spell spells, using Intelligence as the spellcasting ability (spell
save DC 13): save DC 14):
1/Day Each: Grease, Gust of WindC, LevitateC, Longstrider, 1/Day Each: Grease, Gust of WindC, LevitateC, Longstrider,
Ray of EnfeeblementC Ray of EnfeeblementC, Stinking CloudC
C C
Requires Concentration Requires Concentration

REACTIONS BONUS ACTIONS


Sorcerous Deflection. Trigger: The spellsword is hit by an Misty Step (2/Day). The spellsword casts Misty Step.
attack roll or fails a Saving Throw against a spell. Re-
sponse: The spellsword gains a +2 bonus to AC and to REACTIONS
saving throws against spells until the end of the turn, in- Sorcerous Deflection. Trigger: The spellsword is hit by an
cluding against the triggering attack or spell. attack roll or fails a Saving Throw against a spell. Re-
sponse: The spellsword gains a +3 bonus to AC and to
saving throws against spells until the end of the turn, in-
cluding against the triggering attack or spell.

223
Essential NPCs
SPELLSWORD (CR 7) SPELLSWORD (CR 9)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +4 (14) AC 16 Initiative +4 (14)
HP 104 (19d8 + 19) HP 132 (24d8 + 24)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 18 +4 +7 CON 12 +1 +4 STR 10 +0 +0 DEX 18 +4 +8 CON 12 +1 +5
INT 18 +4 +4 WIS 12 +1 +1 CHA 13 +1 +1 INT 18 +4 +4 WIS 12 +1 +1 CHA 13 +1 +1

Skills Acrobatics +7, Arcana +7 Skills Acrobatics +8, Arcana +8


Gear Scimitar, Studded Leather Armor Gear Scimitar, Studded Leather Armor
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any two languages Languages Any two languages
CR 7 (XP 2,900; PB +3) CR 9 (XP 5,000; PB +4)
ACTIONS ACTIONS
Multiattack. The spellsword makes three Elemental Multiattack. The spellsword makes three attacks, using
Blade attacks. It can replace one attack with a use of Elemental Blade or Dispelling cut in any combination. It
Spellcasting or War Arcana, if available. can replace one attack with a use of Spellcasting or War
Elemental Blade. Melee Attack Roll: +7, reach 5 ft. Hit: 8 Arcana, if available.
(1d8 + 4) Slashing damage plus 7 (2d6) Cold, Fire, or Elemental Blade. Melee Attack Roll: +8, reach 5 ft. Hit: 8
Lightning damage (spellsword’s choice). (1d8 + 4) Slashing damage plus 10 (3d6) Cold, Fire, or
War Arcana (Recharge 4–6). Dexterity Saving Throw: DC Lightning damage (spellsword’s choice).
15, each creature in a 15-foot Cone or a 30-foot-long, 5- Dispelling Cut. Melee Attack Roll: +8, reach 5 ft. Hit: 8
foot-wide Line (spellsword’s choice). Failure: 21 (6d6) (1d8 + 4) Slashing damage plus 3 (1d6) Force damage,
Cold, Fire, or Lightning damage (spellsword’s choice). and the highest level spell on the target ends.
Success: Half damage. War Arcana (Recharge 4–6). Dexterity Saving Throw: DC
Spellcasting. The spellsword casts one of the following 16, each creature in a 30-foot Cone or a 100-foot-long, 5-
spells, using Intelligence as the spellcasting ability (spell foot-wide Line (spellsword’s choice). Failure: 28 (8d6)
save DC 15): Cold, Fire, or Lightning damage (spellsword’s choice).
1/Day Each: Grease, Gust of WindC, LevitateC, Longstrider, Success: Half damage.
Ray of EnfeeblementC, Stinking CloudC Spellcasting. The spellsword casts one of the following
C
Requires Concentration spells, using Intelligence as the spellcasting ability (spell
save DC 16):
BONUS ACTIONS 1/Day Each: FlyC, Grease, LevitateC, Ray of EnfeeblementC,
Misty Step (2/Day). The spellsword casts Misty Step. Stinking CloudC, Wall of FireC
REACTIONS C
Requires Concentration
Sorcerous Deflection. Trigger: The spellsword is hit by an BONUS ACTIONS
attack roll or fails a Saving Throw against a spell. Re-
Misty Step (2/Day). The spellsword casts Misty Step.
sponse: The spellsword gains a +3 bonus to AC and to
saving throws against spells until the end of the turn, in- REACTIONS
cluding against the triggering attack or spell. Sorcerous Deflection. Trigger: The spellsword is hit by an
attack roll or fails a Saving Throw against a spell. Re-
sponse: The spellsword gains a +4 bonus to AC and to
saving throws against spells until the end of the turn, in-
cluding against the triggering attack or spell.

224
Essential NPCs
SPELLSWORD (CR 11) SPELLSWORD (CR 13)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +4 (14) AC 17 Initiative +4 (14)
HP 159 (29d8 + 29) HP 188 (29d8 + 58)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 18 +4 +8 CON 12 +1 +5 STR 10 +0 +0 DEX 18 +4 +9 CON 14 +2 +7
INT 18 +4 +4 WIS 12 +1 +1 CHA 13 +1 +1 INT 18 +4 +4 WIS 14 +2 +2 CHA 13 +1 +1

Skills Acrobatics +8, Arcana +8 Skills Acrobatics +9, Arcana +9


Gear Scimitar, Studded Leather Armor Gear Half Plate Armor, Scimitar
Senses Passive Perception 11 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
CR 11 (XP 7,200; PB +4) CR 13 (XP 10,000; PB +5)
ACTIONS ACTIONS
Multiattack. The spellsword makes three attacks, using Multiattack. The spellsword makes three attacks, using
Elemental Blade or Dispelling cut in any combination. It Elemental Blade or Dispelling cut in any combination. It
can replace one attack with a use of Spellcasting or War can replace one attack with a use of Spellcasting or War
Arcana, if available. Arcana, if available.
Elemental Blade. Melee Attack Roll: +8, reach 5 ft. Hit: 8 Elemental Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 8
(1d8 + 4) Slashing damage plus 14 (4d6) Cold, Fire, or (1d8 + 4) Slashing damage plus 17 (5d6) Cold, Fire, or
Lightning damage (spellsword’s choice). Lightning damage (spellsword’s choice).
Dispelling Cut. Melee Attack Roll: +8, reach 5 ft. Hit: 8 Dispelling Cut. Melee Attack Roll: +9, reach 5 ft. Hit: 8
(1d8 + 4) Slashing damage plus 3 (1d6) Force damage, (1d8 + 4) Slashing damage plus 7 (2d6) Force damage,
and the highest level spell on the target ends. and the highest level spell on the target ends.
War Arcana (Recharge 4–6). Dexterity Saving Throw: DC War Arcana (Recharge 4–6). Dexterity Saving Throw: DC
16, each creature in a 30-foot Cone or a 100-foot-long, 5- 17, each creature in a 30-foot Cone or a 100-foot-long, 5-
foot-wide Line (spellsword’s choice). Failure: 31 (9d6) foot-wide Line (spellsword’s choice). Failure: 35 (10d6)
Cold, Fire, or Lightning damage (spellsword’s choice). Cold, Fire, or Lightning damage (spellsword’s choice).
Success: Half damage. Success: Half damage.
Spellcasting. The spellsword casts one of the following Spellcasting. The spellsword casts one of the following
spells, using Intelligence as the spellcasting ability (spell spells, using Intelligence as the spellcasting ability (spell
save DC 16): save DC 17):
1/Day Each: Fire Shield, FlyC, Grease, LevitateC, Stinking 1/Day Each: Fire Shield, FlyC, LevitateC, SlowC, Stinking
CloudC, Wall of FireC CloudC, Wall of FireC
C C
Requires Concentration Requires Concentration

BONUS ACTIONS BONUS ACTIONS


Misty Step (2/Day). The spellsword casts Misty Step. Misty Step (2/Day). The spellsword casts Misty Step.

REACTIONS REACTIONS
Sorcerous Deflection. Trigger: The spellsword is hit by an Sorcerous Deflection. Trigger: The spellsword is hit by an
attack roll or fails a Saving Throw against a spell. Re- attack roll or fails a Saving Throw against a spell. Re-
sponse: The spellsword gains a +4 bonus to AC and to sponse: The spellsword gains a +5 bonus to AC and to
saving throws against spells until the end of the turn, in- saving throws against spells until the end of the turn, in-
cluding against the triggering attack or spell. cluding against the triggering attack or spell.

225
Essential NPCs
SPELLSWORD (CR 15) SPELLSWORD (CR 17)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) AC 17 Initiative +5 (15)
HP 221 (34d8 + 68) HP 253 (39d8 + 78)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 20 +5 +10 CON 14 +2 +7 STR 10 +0 +0 DEX 20 +5 +11 CON 14 +2 +8
INT 20 +5 +10 WIS 14 +2 +2 CHA 13 +1 +1 INT 20 +5 +11 WIS 14 +2 +2 CHA 13 +1 +1

Skills Acrobatics +10, Arcana +10 Skills Acrobatics +11, Arcana +11
Gear Half Plate Armor, Scimitar Gear Half Plate Armor, Scimitar
Senses Passive Perception 12 Senses Passive Perception 12
Languages Any two languages Languages Any two languages
CR 15 (XP 13,000; PB +5) CR 17 (XP 18,000; PB +6)
TRAITS TRAITS
Master of Steel and Spell. Creatures within 5 feet of the Master of Steel and Spell. Creatures within 5 feet of the
spellsword have Disadvantage on saving throws against spellsword have Disadvantage on saving throws against
its spells and effects. its spells and effects.

ACTIONS ACTIONS
Multiattack. The spellsword makes three attacks, using Multiattack. The spellsword makes three attacks, using
Elemental Blade or Dispelling cut in any combination. It Elemental Blade or Dispelling cut in any combination. It
can replace one attack with a use of Spellcasting or War can replace one attack with a use of Spellcasting or War
Arcana, if available. Arcana, if available.
Elemental Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 9 Elemental Blade. Melee Attack Roll: +11, reach 5 ft. Hit: 9
(1d8 + 5) Slashing damage plus 21 (6d6) Cold, Fire, or (1d8 + 5) Slashing damage plus 24 (7d6) Cold, Fire, or
Lightning damage (spellsword’s choice). Lightning damage (spellsword’s choice).
Dispelling Cut. Melee Attack Roll: +10, reach 5 ft. Hit: 9 Dispelling Cut. Melee Attack Roll: +11, reach 5 ft. Hit: 9
(1d8 + 5) Slashing damage plus 10 (3d6) Force damage, (1d8 + 5) Slashing damage plus 10 (3d6) Force damage,
and the highest level spell on the target ends. and the highest level spell on the target ends.
War Arcana (Recharge 4–6). Dexterity Saving Throw: DC War Arcana (Recharge 4–6). Dexterity Saving Throw: DC
18, each creature in a 30-foot Cone or a 100-foot-long, 5- 19, each creature in a 30-foot Cone or a 100-foot-long, 5-
foot-wide Line (spellsword’s choice). Failure: 38 (11d6) foot-wide Line (spellsword’s choice). Failure: 42 (12d6)
Cold, Fire, or Lightning damage (spellsword’s choice). Cold, Fire, or Lightning damage (spellsword’s choice).
Success: Half damage. Success: Half damage.
Spellcasting. The spellsword casts one of the following Spellcasting. The spellsword casts one of the following
spells, using Intelligence as the spellcasting ability (spell spells, using Intelligence as the spellcasting ability (spell
save DC 18): save DC 19):
1/Day Each: Fire Shield, FlyC, LevitateC, SlowC, Stinking 1/Day Each: Fire Shield, FlyC, LevitateC, SlowC, Stinking
CloudC, Wall of FireC, Wall of ForceC CloudC, Wall of FireC, Wall of ForceC
C C
Requires Concentration Requires Concentration

BONUS ACTIONS BONUS ACTIONS


Misty Step. The spellsword casts Misty Step. Misty Step. The spellsword casts Misty Step.

REACTIONS REACTIONS
Sorcerous Deflection. Trigger: The spellsword is hit by an Sorcerous Deflection. Trigger: The spellsword is hit by an
attack roll or fails a Saving Throw against a spell. Re- attack roll or fails a Saving Throw against a spell. Re-
sponse: The spellsword gains a +5 bonus to AC and to sponse: The spellsword gains a +6 bonus to AC and to
saving throws against spells until the end of the turn, in- saving throws against spells until the end of the turn, in-
cluding against the triggering attack or spell. cluding against the triggering attack or spell.

226
Essential NPCs
SPELLSWORD (CR 20)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +5 (15)
HP 299 (46d8 + 92)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 22 +6 +12 CON 14 +2 +8
INT 22 +6 +12 WIS 14 +2 +2 CHA 13 +1 +1

Skills Acrobatics +12, Arcana +12


Gear Scimitar, Studded Leather Armor
Senses Passive Perception 12
Languages Any two languages
CR 20 (XP 25,000; PB +6)
TRAITS
Master of Steel and Spell. Creatures within 5 feet of the
spellsword have Disadvantage on saving throws against
its spells and effects.

ACTIONS
Multiattack. The spellsword makes three attacks, using
Elemental Blade or Dispelling cut in any combination. It
can replace one attack with a use of Spellcasting or War
Arcana, if available.
Elemental Blade. Melee Attack Roll: +12, reach 5 ft. Hit:
10 (1d8 + 6) Slashing damage plus 31 (9d6) Cold, Fire, or
Lightning damage (spellsword’s choice).
Dispelling Cut. Melee Attack Roll: +12, reach 5 ft. Hit: 10
(1d8 + 6) Slashing damage plus 14 (4d6) Force damage,
and the highest level spell on the target ends.
War Arcana (Recharge 4–6). Dexterity Saving Throw: DC
20, each creature in a 30-foot Cone or a 100-foot-long, 5-
foot-wide Line (spellsword’s choice). Failure: 45 (13d6)
Cold, Fire, or Lightning damage (spellsword’s choice).
Success: Half damage.
Spellcasting. The spellsword casts one of the following
spells, using Intelligence as the spellcasting ability (spell
save DC 20):
1/Day Each: Fire Shield, FlyC, LevitateC, SlowC, Stinking
CloudC, Wall of FireC, Wall of ForceC
C
Requires Concentration

BONUS ACTIONS
Misty Step. The spellsword casts Misty Step.

REACTIONS
Sorcerous Deflection. Trigger: The spellsword is hit by an
attack roll or fails a Saving Throw against a spell. Re-
sponse: The spellsword gains a +6 bonus to AC and to
saving throws against spells until the end of the turn, in-
cluding against the triggering attack or spell.

227
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.

228
Essential NPCs
TEMPLAR (CR 1/4) TEMPLAR (CR 1/2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +0 (10) AC 15 Initiative +0 (10)
HP 16 (3d8 + 3) HP 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 13 +1 +1 DEX 10 +0 +0 CON 12 +1 +1 STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 12 +1 +1 INT 10 +0 +0 WIS 10 +0 +0 CHA 12 +1 +1

Skills Religion +2 Skills Religion +2


Gear Half Plate Armor, Longsword Gear Half Plate Armor, Longsword
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 1/4 (50 XP; PB +2) CR 1/2 (100 XP; PB +2)
ACTIONS ACTIONS
Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (1d10 Longsword. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10
+ 1) Slashing damage. + 2) Slashing damage.
BONUS ACTIONS BONUS ACTIONS
Radiant Smite (Recharges after a Short or Long Rest). Radiant Smite (Recharges after a Short or Long Rest).
Immediately after the templar hits a target with an attack Immediately after the templar hits a target with an attack
—Charisma Saving Throw: DC 11, the target. Failure: The —Charisma Saving Throw: DC 11, the target. Failure: The
target sheds Bright Light in a 5-foot-radius until the end target sheds Bright Light in a 5-foot-radius until the end
of the templar’s next turn. Creatures that can see the illu- of the templar’s next turn. Creatures that can see the illu-
mination have Advantage on attack rolls against the tar- mination have Advantage on attack rolls against the tar-
get. get.

229
Essential NPCs
TEMPLAR (CR 1) TEMPLAR (CR 2)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +0 (10) AC 16 Initiative +0 (10)
HP 38 (7d8 + 7) HP 49 (9d8 + 9)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 10 +0 +0 CON 12 +1 +1 STR 16 +3 +3 DEX 10 +0 +0 CON 13 +1 +1
INT 10 +0 +0 WIS 12 +1 +1 CHA 13 +1 +1 INT 10 +0 +0 WIS 12 +1 +3 CHA 13 +1 +3

Skills Religion +2 Skills Athletics +5, Insight +3, Religion +2


Gear Chain Mail, Longsword Gear Chain Mail, Longsword
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
CR 1 (200 XP; PB +2) CR 2 (450 XP; PB +2)
ACTIONS ACTIONS
Multiattack. The templar makes two Longsword attacks. Multiattack. The templar makes two Longsword attacks.
Longsword. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10
+ 2) Slashing damage. + 3) Slashing damage plus 3 (1d6) Radiant damage.
Spellcasting. The templar casts one of the following Spellcasting. The templar casts one of the following
spells, using Charisma as the spellcasting ability (spell spells, using Charisma as the spellcasting ability (spell
save DC 11): save DC 11):
1/Day Each: Command, Cure Wounds, Detect Evil and 1/Day Each: Command, Cure Wounds, Detect Evil and
GoodC GoodC
C C
Requires Concentration Requires Concentration

BONUS ACTIONS BONUS ACTIONS


Radiant Smite (Recharges after a Short or Long Rest). Smite. Immediately after the templar hits a target with an
Immediately after the templar hits a target with an attack attack—Charisma Saving Throw: DC 11, the target. Fail-
—Charisma Saving Throw: DC 11, the target. Failure: The ure: The target suffers one of the following effects of the
target sheds Bright Light in a 5-foot-radius until the end templar’s choice:
of the templar’s next turn. Creatures that can see the illu- ● Radiance. The target sheds Bright Light in a 5-foot-
mination have Advantage on attack rolls against the tar- radius until the end of the templar’s next turn.
get. Creatures that can see the illumination have
Advantage on attack rolls against the target.
● Punishment. The templar places an abjuration on the
target that 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 a success.

230
Essential NPCs
TEMPLAR (CR 3) TEMPLAR (CR 5)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +0 (10) AC 17 Initiative +0 (10)
HP 65 (10d8 + 20) HP 91 (14d8 + 28)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 10 +0 +0 CON 14 +2 +2 STR 16 +3 +3 DEX 10 +0 +0 CON 14 +2 +2
INT 10 +0 +0 WIS 12 +1 +3 CHA 13 +1 +3 INT 10 +0 +0 WIS 12 +1 +4 CHA 13 +1 +4

Skills Athletics +5, Insight +3, Religion +2 Skills Athletics +6, Insight +4, Religion +3
Gear Greatsword, Splint Mail Gear Greatsword, Splint Mail
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
CR 3 (700 XP; PB +2) CR 5 (1,800 XP; PB +3)
ACTIONS TRAITS
Multiattack. The templar makes two Greatsword at- Blessed Aura. When the templar or one of its allies
tacks. within a 10-foot Emanation originating from the templar
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 makes a saving throw, it adds 1d4 to the roll.
+ 3) Slashing damage plus 3 (1d6) Radiant damage. ACTIONS
Purifying Touch (1/Day). The templar or one creature of Multiattack. The templar makes two Greatsword at-
its choice within 5 feet regains 35 Hit Points. In addition, tacks.
all curses and poisons affecting the target are removed.
Greatsword. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6
Spellcasting. The templar casts one of the following + 3) Slashing damage plus 9 (2d8) Radiant damage.
spells, using Charisma as the spellcasting ability (spell
Purifying Touch (1/Day). The templar or one creature of
save DC 11):
its choice within 5 feet regains 55 Hit Points. In addition,
1/Day Each: Command, Detect Evil and GoodC, Zone of all curses and poisons affecting the target are removed.
Truth
Spellcasting. The templar casts one of the following
C
Requires Concentration spells, using Charisma as the spellcasting ability (spell
save DC 12):
BONUS ACTIONS
Smite. Immediately after the templar hits a target with an 1/Day Each: Command, Detect Evil and GoodC, Revivify,
attack—Charisma Saving Throw: DC 11, the target. Fail- Zone of Truth
C
ure: The target suffers one of the following effects of the Requires Concentration
templar’s choice:
BONUS ACTIONS
● Radiance. The target sheds Bright Light in a 5-foot-
Smite. Immediately after the templar hits a target with an
radius until the end of the templar’s next turn.
attack—Charisma Saving Throw: DC 12, the target. Fail-
Creatures that can see the illumination have
ure: The target suffers one of the following effects of the
Advantage on attack rolls against the target.
templar’s choice:
● Punishment. The templar places an abjuration on the
● Radiance. The target sheds Bright Light in a 5-foot-
target that lasts for 1 minute. The abjured target takes
radius until the end of the templar’s next turn.
4 (1d8) Radiant damage when it deals damage to
Creatures that can see the illumination have
another creature for the first time on a turn. The
Advantage on attack rolls against the target.
abjured target can repeat the save at the end of each
of its turns, ending the effect on a success. ● Punishment. The templar places an abjuration on the
target that lasts for 1 minute. The abjured target takes
5 (1d10) 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 a success.

231
Essential NPCs
TEMPLAR (CR 7) TEMPLAR (CR 9)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) AC 18 Initiative +0 (10)
HP 117 (18d8 + 36) HP 143 (22d8 + 44)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +4 DEX 10 +0 +0 CON 14 +2 +2 STR 19 +4 +4 DEX 10 +0 +0 CON 14 +2 +2
INT 10 +0 +0 WIS 12 +1 +4 CHA 14 +2 +5 INT 10 +0 +0 WIS 12 +1 +5 CHA 15 +2 +6

Skills Athletics +7, Insight +4, Religion +3 Skills Athletics +8, Insight +5, Religion +4
Immunities Frightened Immunities Frightened
Gear Greatsword, Plate Armor Gear Greatsword, Plate Armor
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language Languages Any one language
CR 7 (2,900 XP; PB +3) CR 9 (5,000 XP; PB +4)
TRAITS TRAITS
Blessed Aura. When the templar or one of its allies Blessed Aura. When the templar or one of its allies
within a 10-foot Emanation originating from the templar within a 10-foot Emanation originating from the templar
makes a saving throw, it adds 1d4 to the roll. makes a saving throw, it adds 1d4 to the roll.

ACTIONS ACTIONS
Multiattack. The templar makes two Greatsword at- Multiattack. The templar makes three Greatsword at-
tacks. tacks.
Greatsword. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 Greatsword. Melee Attack Roll: +8, reach 5 ft. Hit: 11 (2d6
+ 4) Slashing damage plus 13 (3d8) Radiant damage. + 4) Slashing damage plus 9 (2d8) Radiant damage.
Purifying Touch (1/Day). The templar or one creature of Purifying Touch (1/Day). The templar or one creature of
its choice within 5 feet regains 70 Hit Points. In addition, its choice within 5 feet regains 80 Hit Points. In addition,
all curses and poisons affecting the target are removed. all curses and poisons affecting the target are removed.
Spellcasting. The templar casts one of the following Spellcasting. The templar casts one of the following
spells, using Charisma as the spellcasting ability (spell spells, using Charisma as the spellcasting ability (spell
save DC 13): save DC 14):
1/Day Each: Command, Detect Evil and GoodC, Revivify, 1/Day Each: Command, Daylight, Detect Evil and GoodC,
Zone of Truth Revivify
C C
Requires Concentration Requires Concentration
BONUS ACTIONS BONUS ACTIONS
Smite. Immediately after the templar hits a target with an Smite. Immediately after the templar hits a target with an
attack—Charisma Saving Throw: DC 13, the target. Fail- attack—Charisma Saving Throw: DC 14, the target. Fail-
ure: The target suffers one of the following effects of the ure: The target suffers one of the following effects of the
templar’s choice: templar’s choice:
● Radiance. The target sheds Bright Light in a 5-foot- ● Radiance. The target sheds Bright Light in a 5-foot-
radius until the end of the templar’s next turn. radius until the end of the templar’s next turn.
Creatures that can see the illumination have Creatures that can see the illumination have
Advantage on attack rolls against the target. Advantage on attack rolls against the target.
● Punishment. The templar places an abjuration on the ● Punishment. The templar places an abjuration on the
target that lasts for 1 minute. The abjured target takes target that lasts for 1 minute. The abjured target takes
9 (2d8) Radiant damage when it deals damage to 13 (3d8) Radiant damage when it deals damage to
another creature for the first time on a turn. The another creature for the first time on a turn. The
abjured target can repeat the save at the end of each abjured target 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.

232
Essential NPCs
TEMPLAR (CR 11)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) its choice within 5 feet regains 100 Hit Points. In addition,
HP 175 (27d8 + 54) all curses and poisons affecting the target are removed.
Speed 30 ft.
Spellcasting. The templar casts one of the following
MOD SAVE MOD SAVE MOD SAVE
spells, using Charisma as the spellcasting ability (spell
STR 20 +5 +5 DEX 10 +0 +0 CON 14 +2 +6
save DC 15):
INT 10 +0 +0 WIS 12 +1 +5 CHA 16 +3 +7
1/Day Each: Command, Daylight, Detect Evil and GoodC,
Skills Athletics +9, Insight +5, Religion +4 Revivify
Immunities Frightened C
Requires Concentration
Gear Greatsword, Plate Armor
Senses Passive Perception 11 BONUS ACTIONS
Languages Any one language
Smite. Immediately after the templar hits a target with an
CR 11 (7,200 XP; PB +4)
attack—Charisma Saving Throw: DC 15, the target. Failure:
TRAITS The target suffers one of the following effects of the tem-
Blessed Aura. When the templar or one of its allies plar’s choice:
within a 10-foot Emanation originating from the templar ● Radiance. The target sheds Bright Light in a 5-foot-
makes a saving throw, it adds 1d6 to the roll. radius until the end of the templar’s next turn.
Inquisitor. The templar knows when it hears a creature Creatures that can see the illumination have Advantage
speak a lie. on attack rolls against the target.
● Punishment. The templar places an abjuration on the
ACTIONS
target that lasts for 1 minute. The abjured target takes
Multiattack. The templar makes three Greatsword at- 18 (4d8) Radiant damage when it deals damage to
tacks. another creature for the first time on a turn. The
Greatsword. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 abjured target can repeat the save at the end of each of
+ 5) Slashing damage plus 13 (3d8) Radiant damage. its turns, ending the effect on a success.
Purifying Touch (1/Day). The templar or one creature of

233
Essential NPCs
TEMPLAR (CR 13)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) Purifying Touch (1/Day). The templar or one creature of
HP 208 (32d8 + 64) its choice within 5 feet regains 115 Hit Points. In addition,
Speed 30 ft. all curses and poisons affecting the target are removed.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The templar casts one of the following
STR 20 +5 +5 DEX 10 +0 +0 CON 14 +2 +7
spells, using Charisma as the spellcasting ability (spell
INT 10 +0 +0 WIS 12 +1 +6 CHA 16 +3 +8 save DC 16):
Skills Athletics +10, Insight +6, Religion +5 1/Day Each: Command, Daylight, Destructive Wave, Detect
Immunities Frightened Evil and GoodC, Revivify
Gear Greatsword, Plate Armor C
Requires Concentration
Senses Passive Perception 11
Languages Any two languages BONUS ACTIONS
CR 13 (10,000 XP; PB +5)
Smite. Immediately after the templar hits a target with an
TRAITS attack—Charisma Saving Throw: DC 16, the target. Failure:
Blessed Aura. When the templar or one of its allies The target suffers one of the following effects of the tem-
within a 10-foot Emanation originating from the templar plar’s choice:
makes a saving throw, it adds 1d6 to the roll. ● Radiance. The target sheds Bright Light in a 5-foot-
Inquisitor. The templar knows when it hears a creature radius until the end of the templar’s next turn.
speak a lie. Creatures that can see the illumination have Advantage
on attack rolls against the target.
ACTIONS
● Punishment. The templar places an abjuration on the
Multiattack. The templar makes three Greatsword at- target that lasts for 1 minute. The abjured target takes
tacks. 18 (4d8) Radiant damage when it deals damage to
Greatsword. Melee Attack Roll: +10, reach 5 ft. Hit: 12 another creature for the first time on a turn. The
(2d6 + 5) Slashing damage plus 18 (4d8) Radiant dam- abjured target can repeat the save at the end of each of
age. its turns, ending the effect on a success.

234
Essential NPCs
TEMPLAR (CR 15)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) Purifying Touch (1/Day). The templar or one creature of
HP 240 (32d8 + 96) its choice within 5 feet regains 135 Hit Points. In addition,
Speed 30 ft. all curses and poisons affecting the target are removed.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The templar casts one of the following
STR 20 +5 +5 DEX 10 +0 +0 CON 16 +3 +8
spells, using Charisma as the spellcasting ability (spell
INT 10 +0 +0 WIS 14 +3 +7 CHA 18 +4 +9 save DC 17):
Skills Athletics +10, Insight +7, Religion +5 1/Day Each: Command, Daylight, Destructive Wave, Detect
Immunities Frightened Evil and GoodC, Revivify
Gear Greatsword, Plate Armor C
Requires Concentration
Senses Passive Perception 12
Languages Any two languages BONUS ACTIONS
CR 15 (13,000 XP; PB +5)
Smite. Immediately after the templar hits a target with an
TRAITS attack—Charisma Saving Throw: DC 17, the target. Failure:
Exalted Aura. When the templar or one of its allies The target suffers one of the following effects of the tem-
within a 30-foot Emanation originating from the templar plar’s choice:
makes a saving throw, it adds 1d8 to the roll. ● Radiance. The target sheds Bright Light in a 5-foot-
Inquisitor. The templar knows when it hears a creature radius until the end of the templar’s next turn.
speak a lie. Creatures that can see the illumination have Advantage
on attack rolls against the target.
ACTIONS
● Punishment. The templar places an abjuration on the
Multiattack. The templar makes three Greatsword at- target that lasts for 1 minute. The abjured target takes
tacks. 22 (5d8) Radiant damage when it deals damage to
Greatsword. Melee Attack Roll: +10, reach 5 ft. Hit: 12 another creature for the first time on a turn. The
(2d6 + 5) Slashing damage plus 22 (5d8) Radiant dam- abjured target can repeat the save at the end of each of
age. its turns, ending the effect on a success.

235
Essential NPCs
TEMPLAR (CR 17)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) Purifying Touch (1/Day). The templar or one creature of
HP 277 (37d8 + 111) its choice within 5 feet regains 150 Hit Points. In addition,
Speed 30 ft. all curses and poisons affecting the target are removed.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The templar casts one of the following
STR 20 +5 +5 DEX 10 +0 +0 CON 16 +3 +9
spells, using Charisma as the spellcasting ability (spell
INT 10 +0 +0 WIS 14 +3 +8 CHA 18 +4 +10 save DC 18):
Skills Athletics +11, Insight +8, Religion +6 1/Day Each: Command, Daylight, Destructive Wave, Detect
Immunities Frightened Evil and GoodC, Revivify
Gear Greatsword, Plate Armor C
Requires Concentration
Senses Passive Perception 12
Languages Any two languages BONUS ACTIONS
CR 17 (18,000 XP; PB +6)
Smite. Immediately after the templar hits a target with an
TRAITS attack—Charisma Saving Throw: DC 18, the target. Failure:
Exalted Aura. When the templar or one of its allies The target suffers one of the following effects of the tem-
within a 30-foot Emanation originating from the templar plar’s choice:
makes a saving throw, it adds 1d8 to the roll. ● Radiance. The target sheds Bright Light in a 5-foot-
Inquisitor. The templar knows when it hears a creature radius until the end of the templar’s next turn.
speak a lie. Creatures that can see the illumination have Advantage
on attack rolls against the target.
ACTIONS
● Punishment. The templar places an abjuration on the
Multiattack. The templar makes three Greatsword at- target that lasts for 1 minute. The abjured target takes
tacks. 22 (5d8) Radiant damage when it deals damage to
Greatsword. Melee Attack Roll: +11, reach 5 ft. Hit: 12 another creature for the first time on a turn. The
(2d6 + 5) Slashing damage plus 27 (6d8) Radiant dam- abjured target can repeat the save at the end of each of
age. its turns, ending the effect on a success.

236
Essential NPCs
TEMPLAR (CR 20)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10) Purifying Touch (1/Day). The templar or one creature of
HP 330 (44d8 + 132) its choice within 5 feet regains 180 Hit Points. In addition,
Speed 30 ft. all curses and poisons affecting the target are removed.
MOD SAVE MOD SAVE MOD SAVE
Spellcasting. The templar casts one of the following
STR 22 +6 +6 DEX 10 +0 +0 CON 16 +3 +9
spells, using Charisma as the spellcasting ability (spell
INT 10 +0 +0 WIS 14 +3 +8 CHA 20 +5 +11 save DC 19):
Skills Athletics +12, Insight +8, Religion +6 1/Day Each: Command, Daylight, Destructive Wave, Detect
Immunities Frightened Evil and GoodC, Revivify
Gear Greatsword, Plate Armor C
Requires Concentration
Senses Passive Perception 12
Languages Any two languages BONUS ACTIONS
CR 20 (25,000 XP; PB +6)
Smite. Immediately after the templar hits a target with an
TRAITS attack—Charisma Saving Throw: DC 19, the target. Failure:
Exalted Aura. When the templar or one of its allies The target suffers one of the following effects of the tem-
within a 30-foot Emanation originating from the templar plar’s choice:
makes a saving throw, it adds 1d8 to the roll. ● Radiance. The target sheds Bright Light in a 5-foot-
Inquisitor. The templar knows when it hears a creature radius until the end of the templar’s next turn.
speak a lie. Creatures that can see the illumination have Advantage
on attack rolls against the target.
ACTIONS
● Punishment. The templar places an abjuration on the
Multiattack. The templar makes three Greatsword at- target that lasts for 1 minute. The abjured target takes
tacks. 27 (6d8) Radiant damage when it deals damage to
Greatsword. Melee Attack Roll: +12, reach 5 ft. Hit: 13 another creature for the first time on a turn. The
(2d6 + 6) Slashing damage plus 31 (7d8) Radiant dam- abjured target can repeat the save at the end of each of
age. its turns, ending the effect on a success.

237
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 over 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.

THIEF (CR 1/4)


Medium or Small Humanoid, Any Alignment
AC 12 Initiative +1 (11)
HP 13 (3d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 9 -1 -1 DEX 13 +1 +1 CON 10 +0 +0
INT 12 +1 +1 WIS 10 +0 +0 CHA 11 +0 +0

Skills Sleight of Hand +3, Stealth +3


Gear Daggers (3), Leather Armor
Senses Passive Perception 10
Languages Thieves' Cant plus any two languages
CR 1/4 (XP 50; PB +2)
ACTIONS
Dagger. Melee or Ranged Attack Roll: +3, reach 5 ft. or
range 20/60 ft. Hit: 3 (1d4 + 1) Piercing damage.
Steal. Wisdom (Perception) Check: DC 13, a creature the
thief can see within 5 feet. The target has Advantage on
the check if it is fighting the thief. Failure: 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.

238
Essential NPCs
THIEF (CR 1/2) THIEF (CR 1)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +2 (12) AC 14 Initiative +3 (13)
HP 22 (5d8) HP 31 (7d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 9 -1 -1 DEX 14 +2 +2 CON 10 +0 +0 STR 9 -1 -1 DEX 16 +3 +3 CON 10 +0 +0
INT 12 +1 +1 WIS 10 +0 +0 CHA 11 +0 +0 INT 12 +1 +1 WIS 10 +0 +0 CHA 12 +1 +1

Skills Sleight of Hand +4, Stealth +4 Skills Sleight of Hand +5, Stealth +5
Gear Daggers (3), Leather Armor Gear Daggers (3), Leather Armor, Shortsword
Senses Passive Perception 10 Senses Passive Perception 10
Languages Thieves' Cant plus any two languages Languages Thieves' Cant plus any two languages
CR 1/2 (XP 100; PB +2) CR 1 (XP 200; PB +2)
ACTIONS ACTIONS
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or
range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage. range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. The at-
Steal. Wisdom (Perception) Check: DC 14, a creature the tack instead deals 10 (2d6 + 3) Piercing damage if the
thief can see within 5 feet. The target has Advantage on thief has Advantage on the attack roll or if the target is
the check if it is fighting the thief. Failure: The thief steals within 5 feet of one of the thief’s allies.
an object it can pick up with one hand that the target has Steal. Wisdom (Perception) Check: DC 15, a creature the
in its possession but not in its grasp, without the target thief can see within 5 feet. The target has Advantage on
noticing the theft. the check if it is fighting the thief. Failure: 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.

239
Essential NPCs
THIEF (CR 2) THIEF (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +3 (13) AC 14 Initiative +3 (13)
HP 40 (9d8) HP 54 (12d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 9 -1 -1 DEX 16 +3 +5 CON 10 +0 +0 STR 10 +0 +0 DEX 16 +3 +5 CON 10 +0 +0
INT 12 +1 +1 WIS 10 +0 +0 CHA 14 +2 +2 INT 13 +1 +1 WIS 10 +0 +0 CHA 14 +2 +2

Skills Acrobatics +5, Sleight of Hand +5, Stealth +5 Skills Athletics +2, Acrobatics +5, Deception +4, Sleight of
Gear Daggers (5), Leather Armor Hand +5, Stealth +5
Senses Passive Perception 10 Gear Daggers (3), Leather Armor, Light Crossbow
Languages Thieves' Cant plus any two languages Senses Passive Perception 10
CR 2 (XP 450; PB +2) Languages Thieves' Cant plus any two languages
CR 3 (XP 700; PB +2)
ACTIONS
Multiattack. The thief makes two Dagger attacks. ACTIONS
Multiattack. The thief makes two Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or
range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. The at- Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or
tack instead deals 10 (3d4 + 3) Piercing damage if the range 20/60 ft. Hit: 8 (2d4 + 3) Piercing damage. The at-
thief has Advantage on the attack roll or if the target is tack instead deals 13 (4d4 + 3) Piercing damage if the
within 5 feet of one of the thief’s allies. thief has Advantage on the attack roll or if the target is
within 5 feet of one of the thief’s allies.
Steal. Wisdom (Perception) Check: DC 15, a creature the
thief can see within 5 feet. The target has Advantage on Light Crossbow. Ranged Attack Roll: +5, range 80/320 ft.
the check if it is fighting the thief. Failure: The thief steals Hit: 12 (2d8 + 3) Piercing damage. The attack instead
an object it can pick up with one hand that the target has deals 21 (4d8 + 3) Piercing damage if the thief has Advan-
in its possession but not in its grasp, without the target tage on the attack roll or if the target is within 5 feet of
noticing the theft. one of the thief’s allies.

BONUS ACTIONS Steal. Wisdom (Perception) Check: DC 15, a creature the


thief can see within 5 feet. The target has Advantage on
Cunning Action. The thief takes the Dash, Disengage, or
the check if it is fighting the thief. Failure: The thief steals
Hide action.
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
Artful Dodge. Trigger: The thief takes damage from an
attack or from an effect that allows a Dexterity saving
throw. Response: The thief halves all damage it takes
from the source of the damage until the end of the turn,
including the triggering damage.

240
Essential NPCs
THIEF (CR 5) THIEF (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +3 (13) AC 15 Initiative +4 (14)
HP 72 (16d8) HP 94 (21d8)
Speed 30 ft., Climb 20ft. Speed 30 ft., Climb 20ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 16 +3 +6 CON 10 +0 +0 STR 10 +0 +0 DEX 18 +4 +7 CON 10 +0 +0
INT 14 +2 +2 WIS 10 +0 +0 CHA 14 +2 +2 INT 14 +2 +5 WIS 10 +0 +0 CHA 14 +2 +2

Skills Athletics +3, Acrobatics +6, Deception +5, Skills Athletics +3, Acrobatics +7, Deception +5,
Perception +3, Sleight of Hand +6, Stealth +6 Perception +3, Sleight of Hand +7, Stealth +7
Gear Daggers (3), Leather Armor, Light Crossbow Gear Daggers (4), Leather Armor, Light Crossbow
Senses Passive Perception 13 Senses Passive Perception 13
Languages Thieves' Cant plus any three languages Languages Thieves' Cant plus any three languages
CR 5 (XP 1,800; PB +3) CR 7 (XP 2,900; PB +3)
ACTIONS ACTIONS
Multiattack. The thief makes two Dagger attacks. It can Multiattack. The thief makes three Dagger attacks. It can
replace one attack with a use of Steal. replace one attack with a use of Subtle Lift.
Dagger. Melee or Ranged Attack Roll: +6, reach 5 ft. or Dagger. Melee or Ranged Attack Roll: +7, reach 5 ft. or
range 20/60 ft. Hit: 10 (3d4 + 3) Piercing damage. The at- range 20/60 ft. Hit: 9 (2d4 + 4) Piercing damage. The at-
tack instead deals 15 (5d4 + 3) Piercing damage if the tack instead deals 14 (4d4 + 4) Piercing damage if the
thief has Advantage on the attack roll or if the target is thief has Advantage on the attack roll or if the target is
within 5 feet of one of the thief’s allies. within 5 feet of one of the thief’s allies.
Light Crossbow. Ranged Attack Roll: +6, range 80/320 ft. Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft.
Hit: 19 (3d10 + 3) Piercing damage. The attack instead Hit: 26 (5d8 + 4) Piercing damage. The attack instead
deals 30 (5d10 + 3) Piercing damage if the thief has Ad- deals 40 (8d8 + 4) Piercing damage if the thief has Advan-
vantage on the attack roll or if the target is within 5 feet tage on the attack roll or if the target is within 5 feet of
of one of the thief’s allies. one of the thief’s allies.
Steal. Wisdom (Perception) Check: DC 16, a creature the Subtle Lift. Wisdom (Perception) Check: DC 17, a creature
thief can see within 5 feet. The target has Advantage on the thief can see within 5 feet. Failure: The thief steals an
the check if it is fighting the thief. Failure: The thief steals object it can pick up with one hand that the target has in
an object it can pick up with one hand that the target has its possession but not in its grasp, without the target
in its possession but not in its grasp, without the target noticing the theft.
noticing the theft.
BONUS ACTIONS
BONUS ACTIONS Cunning Action. The thief takes the Dash, Disengage, or
Cunning Action. The thief takes the Dash, Disengage, or Hide action.
Hide action.
REACTIONS
REACTIONS Artful Dodge. Trigger: The thief takes damage from an
Artful Dodge. Trigger: The thief takes damage from an attack or from an effect that allows a Dexterity saving
attack or from an effect that allows a Dexterity saving throw. Response: The thief halves all damage it takes
throw. Response: The thief halves all damage it takes from the source of the damage until the end of the turn,
from the source of the damage until the end of the turn, including the triggering damage.
including the triggering damage.

241
Essential NPCs
THIEF (CR 9)
Medium or Small Humanoid, Any Alignment
AC 16 Initiative +4 (14) attack instead deals 18 (4d6 + 4) Piercing damage if the
HP 121 (27d8) thief has Advantage on the attack roll or if the target is
Speed 30 ft., Climb 20ft. within 5 feet of one of the thief’s allies.
MOD SAVE MOD SAVE MOD SAVE
Light Crossbow. Ranged Attack Roll: +8, range 80/320 ft.
STR 10 +0 +0 DEX 18 +4 +8 CON 10 +0 +0
Hit: 31 (6d8 + 4) Piercing damage. The attack instead deals
INT 16 +3 +7 WIS 10 +0 +0 CHA 16 +3 +3 53 (11d8 + 4) Piercing damage if the thief has Advantage
Skills Athletics +4, Acrobatics +8, Deception +7, on the attack roll or if the target is within 5 feet of one of
Perception +4, Sleight of Hand +8, Stealth +8 the thief’s allies.
Gear Daggers (4), Light Crossbow, Studded Leather Subtle Lift. Wisdom (Perception) Check: DC 18, a creature
Armor the thief can see within 5 feet. Failure: The thief steals an
Senses Passive Perception 14 object it can pick up with one hand that the target has in
Languages Thieves' Cant plus any three languages its possession but not in its grasp, without the target
CR 9 (XP 5,000; PB +4) noticing the theft.
TRAITS BONUS ACTIONS
Arcane Aficionado. The thief knows the properties of
Cunning Action. The thief takes the Dash, Disengage, or
any magic item it sees, as well as how to use them. It can
Hide action.
instantly attune to any magic item it holds, and ignores
all alignment, class, species, and level requirements to REACTIONS
do so. The thief can take up to two Reactions per round but only
ACTIONS one per turn.
Multiattack. The thief makes three Dagger attacks. It can Artful Dodge. Trigger: The thief takes damage from an at-
replace one attack with a use of Subtle Lift. It can also re- tack or from an effect that allows a Dexterity saving throw.
place one attack with a Magic action to use a magic item Response: The thief halves all damage it takes from the
that requires that action. source of the damage until the end of the turn, including
the triggering damage.
Dagger. Melee or Ranged Attack Roll: +8, reach 5 ft. or
range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. The

242
Essential NPCs
THIEF (CR 11)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) attack instead deals 22 (5d6 + 5) Piercing damage if the
HP 144 (32d8) thief has Advantage on the attack roll or if the target is
Speed 30 ft., Climb 20ft. within 5 feet of one of the thief’s allies.
MOD SAVE MOD SAVE MOD SAVE
Light Crossbow. Ranged Attack Roll: +9, range 80/320 ft.
STR 10 +0 +0 DEX 20 +5 +9 CON 10 +0 +0
Hit: 36 (7d8 + 5) Piercing damage. The attack instead deals
INT 16 +3 +7 WIS 10 +0 +0 CHA 16 +3 +3 63 (13d8 + 5) Piercing damage if the thief has Advantage
Skills Athletics +4, Acrobatics +9, Deception +7, on the attack roll or if the target is within 5 feet of one of
Perception +4, Sleight of Hand +9, Stealth +13 the thief’s allies.
Gear Daggers (4), Light Crossbow, Studded Leather Subtle Lift. Wisdom (Perception) Check: DC 19, a creature
Armor the thief can see within 5 feet. Failure: The thief steals an
Senses Passive Perception 14 object it can pick up with one hand that the target has in
Languages Thieves' Cant plus any three languages its possession but not in its grasp, without the target
CR 11 (XP 7,200; PB +4) noticing the theft.
TRAITS BONUS ACTIONS
Arcane Aficionado. The thief knows the properties of
Cunning Action. The thief takes the Dash, Disengage, or
any magic item it sees, as well as how to use them. It can
Hide action.
instantly attune to any magic item it holds, and ignores
all alignment, class, species, and level requirements to REACTIONS
do so. The thief can take up to two Reactions per round but only
ACTIONS one per turn.
Multiattack. The thief makes three Dagger attacks. It can Artful Dodge. Trigger: The thief takes damage from an at-
replace one attack with a use of Subtle Lift. It can also re- tack or from an effect that allows a Dexterity saving throw.
place one attack with a Magic action to use a magic item Response: The thief halves all damage it takes from the
that requires that action. source of the damage until the end of the turn, including
the triggering damage.
Dagger. Melee or Ranged Attack Roll: +9, reach 5 ft. or
range 20/60 ft. Hit: 12 (2d6 + 5) Piercing damage. The

243
Essential NPCs
THIEF (CR 13)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) attack instead deals 26 (6d6 + 5) Piercing damage if the
HP 171 (38d8) thief has Advantage on the attack roll or if the target is
Speed 30 ft., Climb 20ft. within 5 feet of one of the thief’s allies.
MOD SAVE MOD SAVE MOD SAVE
Light Crossbow. Ranged Attack Roll: +10, range 80/320 ft.
STR 10 +0 +0 DEX 20 +5 +10 CON 10 +0 +0
Hit: 45 (9d8 + 5) Piercing damage. The attack instead deals
INT 16 +3 +8 WIS 10 +0 +5 CHA 16 +3 +3 77 (16d8 + 5) Piercing damage if the thief has Advantage
Skills Athletics +5, Acrobatics +10, Deception +8, on the attack roll or if the target is within 5 feet of one of
Perception +5, Sleight of Hand +10, Stealth +15 the thief’s allies.
Gear Daggers (4), Light Crossbow, Studded Leather Subtle Lift. Wisdom (Perception) Check: DC 20, a creature
Armor the thief can see within 5 feet. Failure: The thief steals an
Senses Passive Perception 15 object it can pick up with one hand that the target has in
Languages Thieves' Cant plus any three languages its possession but not in its grasp, without the target
CR 13 (XP 10,000; PB +5) noticing the theft.
TRAITS BONUS ACTIONS
Arcane Aficionado. The thief knows the properties of
Cunning Action. The thief takes the Dash, Disengage, or
any magic item it sees, as well as how to use them. It can
Hide action.
instantly attune to any magic item it holds, and ignores
all alignment, class, species, and level requirements to REACTIONS
do so. The thief can take up to two Reactions per round but only
ACTIONS one per turn.
Multiattack. The thief makes three Dagger attacks. It can Artful Dodge. Trigger: The thief takes damage from an at-
replace one attack with a use of Subtle Lift. It can also re- tack or from an effect that allows a Dexterity saving throw.
place one attack with a Magic action to use a magic item Response: The thief halves all damage it takes from the
that requires that action. source of the damage until the end of the turn, including
the triggering damage.
Dagger. Melee or Ranged Attack Roll: +10, reach 5 ft. or
range 20/60 ft. Hit: 15 (3d6 + 5) Piercing damage. The

244
Essential NPCs
THIEF (CR 15)
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +5 (15) attack instead deals 29 (7d6 + 5) Piercing damage if the
HP 198 (44d8) thief has Advantage on the attack roll or if the target is
Speed 30 ft., Climb 20ft. within 5 feet of one of the thief’s allies.
MOD SAVE MOD SAVE MOD SAVE
Light Crossbow. Ranged Attack Roll: +10, range 80/320 ft.
STR 10 +0 +0 DEX 20 +5 +10 CON 10 +0 +0
Hit: 54 (11d8 + 5) Piercing damage. The attack instead
INT 18 +4 +9 WIS 10 +0 +5 CHA 16 +3 +3 deals 86 (18d8 + 5) Piercing damage if the thief has Advan-
Skills Athletics +5, Acrobatics +15, Deception +8, tage on the attack roll or if the target is within 5 feet of one
Perception +5, Sleight of Hand +10, Stealth +15 of the thief’s allies.
Gear Daggers (4), Light Crossbow, Studded Leather Subtle Lift. Wisdom (Perception) Check: DC 20, a creature
Armor the thief can see within 5 feet. Failure: The thief steals an
Senses Passive Perception 15 object it can pick up with one hand that the target has in
Languages Thieves' Cant plus any three languages its possession but not in its grasp, without the target
CR 15 (XP 13,000; PB +5) noticing the theft.
TRAITS BONUS ACTIONS
Arcane Aficionado. The thief knows the properties of
Cunning Action. The thief takes the Dash, Disengage, or
any magic item it sees, as well as how to use them. It can
Hide action.
instantly attune to any magic item it holds, and ignores
all alignment, class, species, and level requirements to REACTIONS
do so. The thief can take up to two Reactions per round but only
ACTIONS one per turn.
Multiattack. The thief makes three Dagger attacks. It can Artful Dodge. Trigger: The thief takes damage from an at-
replace one attack with a use of Subtle Lift. It can also re- tack or from an effect that allows a Dexterity saving throw.
place one attack with a Magic action to use a magic item Response: The thief halves all damage it takes from the
that requires that action. source of the damage until the end of the turn, including
the triggering damage.
Dagger. Melee or Ranged Attack Roll: +10, reach 5 ft. or
range 20/60 ft. Hit: 19 (4d6 + 5) Piercing damage. The

245
Essential NPCs
THIEF (CR 17)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +5 (15) that requires that action.
HP 229 (51d8)
Dagger. Melee or Ranged Attack Roll: +11, reach 5 ft. or
Speed 30 ft., Climb 20ft.
range 20/60 ft. Hit: 19 (4d6 + 5) Piercing damage. The at-
MOD SAVE MOD SAVE MOD SAVE
tack instead deals 33 (8d6 + 5) Piercing damage if the thief
STR 10 +0 +0 DEX 20 +5 +11 CON 10 +0 +0
has Advantage on the attack roll or if the target is within 5
INT 18 +4 +10 WIS 10 +0 +6 CHA 16 +3 +3 feet of one of the thief’s allies.
Skills Athletics +6, Acrobatics +17, Deception +9, Light Crossbow. Ranged Attack Roll: +11, range 80/320 ft.
Perception +6, Sleight of Hand +11, Stealth +17 Hit: 59 (12d8 + 5) Piercing damage. The attack instead
Gear Daggers (4), Light Crossbow, Studded Leather deals 99 (21d8 + 5) Piercing damage if the thief has Advan-
Armor tage on the attack roll or if the target is within 5 feet of one
Senses Passive Perception 16 of the thief’s allies.
Languages Thieves' Cant plus any three languages
CR 17 (XP 18,000; PB +6) Subtle Lift. Wisdom (Perception) Check: DC 21, a creature
the thief can see within 5 feet. Failure: The thief steals an
TRAITS object it can pick up with one hand that the target has in
Arcane Aficionado. The thief knows the properties of its possession but not in its grasp, without the target
any magic item it sees, as well as how to use them. It can noticing the theft.
instantly attune to any magic item it holds, and ignores
all alignment, class, species, and level requirements to
BONUS ACTIONS
do so. Cunning Action. The thief takes the Dash, Disengage, or
Hide action.
Perfect Plan (2/Day). In place of making an attack roll or
ability check, the thief can choose to automatically hit REACTIONS
with the attack or treat the ability check as if it rolled a The thief can take up to two Reactions per round but only
20 on the d20. Alternatively, it can automatically succeed one per turn.
at covertly stealing an object with its Subtle Lift ability.
Artful Dodge. Trigger: The thief takes damage from an at-
ACTIONS tack or from an effect that allows a Dexterity saving throw.
Multiattack. The thief makes three Dagger attacks. It can Response: The thief halves all damage it takes from the
replace one attack with a use of Subtle Lift. It can also re- source of the damage until the end of the turn, including
place one attack with a Magic action to use a magic item the triggering damage.

246
Essential NPCs
THIEF (CR 20)
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +6 (16) that requires that action.
HP 274 (61d8)
Dagger. Melee or Ranged Attack Roll: +12, reach 5 ft. or
Speed 30 ft., Climb 20ft.
range 20/60 ft. Hit: 23 (5d6 + 6) Piercing damage. The at-
MOD SAVE MOD SAVE MOD SAVE
tack instead deals 41 (10d6 + 6) Piercing damage if the
STR 10 +0 +0 DEX 22 +6 +12 CON 10 +0 +0
thief has Advantage on the attack roll or if the target is
INT 18 +4 +10 WIS 10 +0 +6 CHA 16 +3 +3 within 5 feet of one of the thief’s allies.
Skills Athletics +6, Acrobatics +18, Deception +9, Light Crossbow. Ranged Attack Roll: +12, range 80/320 ft.
Perception +6, Sleight of Hand +12, Stealth +18 Hit: 73 (15d8 + 6) Piercing damage. The attack instead
Gear Daggers (4), Light Crossbow, Studded Leather deals 118 (25d8 + 6) Piercing damage if the thief has Ad-
Armor vantage on the attack roll or if the target is within 5 feet of
Senses Passive Perception 16 one of the thief’s allies.
Languages Thieves' Cant plus any three languages
CR 20 (XP 25,000; PB +6) Subtle Lift. Wisdom (Perception) Check: DC 22, a creature
the thief can see within 5 feet. Failure: The thief steals an
TRAITS object it can pick up with one hand that the target has in
Arcane Aficionado. The thief knows the properties of its possession but not in its grasp, without the target
any magic item it sees, as well as how to use them. It can noticing the theft.
instantly attune to any magic item it holds, and ignores
all alignment, class, species, and level requirements to
BONUS ACTIONS
do so. Cunning Action. The thief takes the Dash, Disengage, or
Hide action.
Perfect Plan (2/Day). In place of making an attack roll or
ability check, the thief can choose to automatically hit REACTIONS
with the attack or treat the ability check as if it rolled a The thief can take up to two Reactions per round but only
20 on the d20. Alternatively, it can automatically succeed one per turn.
at covertly stealing an object with its Subtle Lift ability.
Artful Dodge. Trigger: The thief takes damage from an at-
ACTIONS tack or from an effect that allows a Dexterity saving throw.
Multiattack. The thief makes three Dagger attacks. It can Response: The thief halves all damage it takes from the
replace one attack with a use of Subtle Lift. It can also re- source of the damage until the end of the turn, including
place one attack with a Magic action to use a magic item the triggering damage.

247
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.

THUG (CR 1/4)


Medium or Small Humanoid, Any Alignment
AC 12 Initiative +0 (10)
HP 16 (3d8 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 13 +1 +1 DEX 10 +0 +0 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0

Skills Athletics +3, Intimidation +2


Gear Light Crossbow, Mace, Studded Leather Armor
Senses Passive Perception 10
Languages Any one language
CR 1/4 (XP 50; PB +2)
ACTIONS
Mace. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1)
Bludgeoning damage. On a Critical Hit, the target has the
Stunned condition until the end of the thug’s next turn.
Light Crossbow. Ranged Attack Roll: +2, range 80/320 ft.
Hit: 4 (1d8) Piercing damage.

248
Essential NPCs
THUG (CR 1/2) THUG (CR 1)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 13 Initiative +1 (11) AC 13 Initiative +1 (11)
HP 27 (5d8 + 5) HP 33 (6d8 + 6)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 14 +2 +2 DEX 12 +1 +1 CON 12 +1 +1 STR 14 +2 +2 DEX 12 +1 +1 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 10 +0 +0 INT 10 +0 +0 WIS 10 +0 +0 CHA 12 +1 +1

Skills Athletics +4, Intimidation +2 Skills Athletics +4, Deception +3, Intimidation +3
Gear Light Crossbow, Mace, Studded Leather Armor Gear Heavy Crossbow, Mace, Studded Leather Armor
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 1/2 (XP 100; PB +2) CR 1 (XP 200; PB +2)
ACTIONS ACTIONS
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Multiattack. The thug can use Blinding Debris, if avail-
Bludgeoning damage. On a Critical Hit, the target has the able. It then makes two Mace attacks.
Stunned condition until the end of the thug’s next turn. Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2)
Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Bludgeoning damage. On a Critical Hit, the target has the
Hit: 5 (1d8 + 1) Piercing damage. Stunned condition until the end of the thug’s next turn.
Heavy Crossbow. Ranged Attack Roll: +3, range 100/400
ft. Hit: 6 (1d10 + 1) Piercing damage.
Blinding Debris (Recharges after a Short or Long Rest).
Dexterity Saving Throw: 12, one creature within 5 feet.
Failure: The target has the Blinded condition until the
end of the thug’s next turn.
Take Hostage. Strength Saving Throw: DC 12, one
Medium or smaller creature within 5 feet. Failure: The
target has the Grappled condition (escape DC 12). While
grappled, the target has the Restrained condition, and
whenever another creature misses the thug with an at-
tack, that attack hits the target instead. The thug can
only have one hostage at a time.

249
Essential NPCs
THUG (CR 2) THUG (CR 3)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 14 Initiative +1 (11) AC 14 Initiative +1 (11)
HP 44 (8d8 + 8) HP 60 (11d8 + 11)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +3 DEX 12 +1 +1 CON 12 +1 +1 STR 16 +3 +5 DEX 12 +1 +1 CON 12 +1 +1
INT 10 +0 +0 WIS 10 +0 +0 CHA 12 +1 +1 INT 10 +0 +0 WIS 10 +0 +0 CHA 12 +1 +1

Skills Athletics +5, Deception +3, Intimidation +3 Skills Athletics +5, Deception +3, Intimidation +3
Gear Chain Shirt, Heavy Crossbow, Mace Gear Chain Shirt, Heavy Crossbow, Mace
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 2 (XP 450; PB +2) CR 3 (XP 700; PB +2)
ACTIONS ACTIONS
Multiattack. The thug can use Blinding Debris, if avail- Multiattack. The thug can use Blinding Debris, if avail-
able. It then makes two Mace attacks. able. It then makes two Mace attacks.
Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3)
Bludgeoning damage. On a Critical Hit, the target has the Bludgeoning damage. On a Critical Hit, the target has the
Stunned condition until the end of the thug’s next turn. Stunned condition until the end of the thug’s next turn.
Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 Heavy Crossbow. Ranged Attack Roll: +3, range 100/400
ft. Hit: 12 (1d12 + 1) Piercing damage. ft. Hit: 17 (3d10 + 1) Piercing damage.
Blinding Debris (Recharges after a Short or Long Rest). Cheap Shot (Recharge 4–6). Melee Attack Roll: +5, reach
Dexterity Saving Throw: 13, one creature within 5 feet. 5 ft. Hit: 16 (3d8 + 3) Bludgeoning damage, and the target
Failure: The target has the Blinded condition until the is wracked with pain until the end of the thug’s next turn.
end of the thug’s next turn. Until the pain ends, the target cannot concentrate on
Take Hostage. Strength Saving Throw: DC 13, one spells, cast spells with Verbal components, or make
Medium or smaller creature within 5 feet. Failure: The more than one attack during its turn.
target has the Grappled condition (escape DC 13). While Blinding Debris (Recharges after a Short or Long Rest).
grappled, the target has the Restrained condition, and Dexterity Saving Throw: 13, one creature within 5 feet.
whenever another creature misses the thug with an at- Failure: The target has the Blinded condition until the
tack, that attack hits the target instead. The thug can end of the thug’s next turn.
only have one hostage at a time. Take Hostage. Strength Saving Throw: DC 13, one
Medium or smaller creature within 5 feet. Failure: The
target has the Grappled condition (escape DC 13). While
grappled, the target has the Restrained condition, and
whenever another creature misses the thug with an at-
tack, that attack hits the target instead. The thug can
only have one hostage at a time.

250
Essential NPCs
THUG (CR 5) THUG (CR 7)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 15 Initiative +2 (12) AC 15 Initiative +2 (12)
HP 82 (15d8 + 15) HP 104 (19d8 + 19)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +6 DEX 14 +2 +2 CON 12 +1 +4 STR 18 +4 +7 DEX 14 +2 +2 CON 12 +1 +4
INT 10 +0 +0 WIS 10 +0 +0 CHA 12 +1 +1 INT 10 +0 +0 WIS 10 +0 +0 CHA 12 +1 +1

Skills Athletics +6, Deception +4, Intimidation +4 Skills Athletics +7, Deception +4, Intimidation +4
Gear Chain Shirt, Heavy Crossbow, Mace Gear Chain Shirt, Heavy Crossbow, Mace
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 5 (XP 1,800; PB +3) CR 7 (XP 2,900; PB +3)
ACTIONS TRAITS
Multiattack. The thug can use Blinding Debris, if avail- Shrug It Off. The thug regains 10 Hit Points at the start of
able. It then makes two Mace attacks. its turn. This trait ceases to function while the thug is
Mace. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (2d10 + 3) Bloodied (52 HP or less).
Bludgeoning damage. On a Critical Hit, the target has the ACTIONS
Stunned condition until the end of the thug’s next turn.
Multiattack. The thug can use Blinding Debris, if avail-
Heavy Crossbow. Ranged Attack Roll: +5, range 100/400 able. It then makes three Mace attacks.
ft. Hit: 20 (4d8 + 2) Piercing damage.
Mace. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4)
Cheap Shot (Recharge 4–6). Melee Attack Roll: +6, reach Bludgeoning damage. On a Critical Hit, the target has the
5 ft. Hit: 21 (4d8 + 3) Bludgeoning damage, and the target Stunned condition until the end of the thug’s next turn.
is wracked with pain until the end of the thug’s next turn.
Heavy Crossbow. Ranged Attack Roll: +5, range 100/400
Until the pain ends, the target cannot concentrate on
ft. Hit: 29 (5d10 + 2) Piercing damage.
spells, cast spells with Verbal components, or make
more than one attack during its turn. Cheap Shot (Recharge 4–6). Melee Attack Roll: +7, reach
5 ft. Hit: 30 (4d12 + 4) Bludgeoning damage, and the tar-
Blinding Debris (Recharges after a Short or Long Rest).
get is wracked with pain until the end of the thug’s next
Dexterity Saving Throw: 14, one creature within 5 feet.
turn. Until the pain ends, the target cannot concentrate
Failure: The target has the Blinded condition until the
on spells, cast spells with Verbal components, or make
end of the thug’s next turn.
more than one attack during its turn.
Take Hostage. Strength Saving Throw: DC 14, one
Blinding Debris (Recharges after a Short or Long Rest).
Medium or smaller creature within 5 feet. Failure: The
Dexterity Saving Throw: 15, one creature within 5 feet.
target has the Grappled condition (escape DC 14). While
Failure: The target has the Blinded condition until the
grappled, the target has the Restrained condition, and
end of the thug’s next turn.
whenever another creature misses the thug with an at-
tack, that attack hits the target instead. The thug can Take Hostage. Strength Saving Throw: DC 15, one
only have one hostage at a time. Medium or smaller creature within 5 feet. Failure: The
target has the Grappled condition (escape DC 15). While
grappled, the target has the Restrained condition, and
whenever another creature misses the thug with an at-
tack, that attack hits the target instead. The thug can
only have one hostage at a time.

251
Essential NPCs
THUG (CR 9) THUG (CR 11)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 16 Initiative +2 (12) AC 17 Initiative +2 (12)
HP 130 (20d8 + 40) HP 162 (25d8 + 50)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 18 +4 +8 DEX 14 +2 +2 CON 14 +2 +6 STR 20 +5 +9 DEX 14 +2 +2 CON 14 +2 +6
INT 10 +0 +0 WIS 10 +0 +0 CHA 14 +2 +2 INT 10 +0 +0 WIS 10 +0 +0 CHA 14 +2 +2

Skills Athletics +8, Deception +6, Intimidation +6 Skills Athletics +9, Deception +6, Intimidation +6
Gear Heavy Crossbow, Mace, Scale Mail Gear Heavy Crossbow, Mace, Splint Armor
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 9 (XP 5,000; PB +4) CR 11 (XP 7,200; PB +4)
TRAITS TRAITS
Shrug It Off. The thug regains 10 Hit Points at the start of Shrug It Off. The thug regains 10 Hit Points at the start of
its turn. This trait ceases to function while the thug is its turn. This trait ceases to function while the thug is
Bloodied (65 HP or less). Bloodied (81 HP or less).

ACTIONS ACTIONS
Multiattack. The thug can use Blinding Debris, if avail- Multiattack. The thug can use Blinding Debris, if avail-
able. It then makes three Mace attacks. It can replace able. It then makes three Mace attacks. It can replace
one attack with a use of Strong-Arm. one attack with a use of Strong-Arm.
Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d10 + 4) Mace. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (4d6 + 5)
Bludgeoning damage. On a Critical Hit, the target has the Bludgeoning damage. On a Critical Hit, the target has the
Stunned condition until the end of the thug’s next turn. Stunned condition until the end of the thug’s next turn.
Heavy Crossbow. Ranged Attack Roll: +6, range 100/400 Heavy Crossbow. Ranged Attack Roll: +6, range 100/400
ft. Hit: 35 (6d10 + 2) Piercing damage. ft. Hit: 47 (7d12 + 2) Piercing damage.
Cheap Shot (Recharge 4–6). Melee Attack Roll: +8, reach Cheap Shot (Recharge 4–6). Melee Attack Roll: +9, reach
5 ft. Hit: 36 (5d12 + 4) Bludgeoning damage, and the tar- 5 ft. Hit: 44 (6d12 + 5) Bludgeoning damage, and the tar-
get is wracked with pain until the end of the thug’s next get is wracked with pain until the end of the thug’s next
turn. Until the pain ends, the target cannot concentrate turn. Until the pain ends, the target cannot concentrate
on spells, cast spells with Verbal components, or make on spells, cast spells with Verbal components, or make
more than one attack during its turn. more than one attack during its turn.
Blinding Debris (Recharges after a Short or Long Rest). Blinding Debris (Recharges after a Short or Long Rest).
Dexterity Saving Throw: 16, one creature within 5 feet. Dexterity Saving Throw: 17, one creature within 5 feet.
Failure: The target has the Blinded condition until the Failure: The target has the Blinded condition until the
end of the thug’s next turn. end of the thug’s next turn.
Strong-Arm. Strength Saving Throw: DC 16, one Medium Strong-Arm. Strength Saving Throw: DC 17, one Medium
or smaller creature within 5 feet. Failure: The target has or smaller creature within 5 feet. Failure: The target has
the Grappled condition (escape DC 16). While grappled, the Grappled condition (escape DC 17). While grappled,
the target has the Restrained condition, attacks against the target has the Restrained condition, attacks against
the thug have disadvantage, and whenever another the thug have disadvantage, and whenever another
creature misses the thug with an attack, that attack hits creature misses the thug with an attack, that attack hits
the target instead. The thug can only have one creature the target instead. The thug can only have one creature
Grappled this way at a time. Grappled this way at a time.

252
Essential NPCs
THUG (CR 13) THUG (CR 15)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +2 (12) AC 17 Initiative +3 (13)
HP 188 (29d8 + 58) HP 240 (37d8 + 74)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +10 DEX 14 +2 +2 CON 14 +2 +7 STR 20 +5 +10 DEX 16 +3 +3 CON 14 +2 +7
INT 10 +0 +0 WIS 10 +0 +0 CHA 14 +2 +7 INT 10 +0 +0 WIS 10 +0 +0 CHA 16 +3 +8

Skills Athletics +10, Deception +7, Intimidation +7 Skills Athletics +10, Deception +8, Intimidation +8
Gear Heavy Crossbow, Mace, Splint Armor Gear Heavy Crossbow, Mace, Splint Armor
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 13 (XP 10,000; PB +5) CR 15 (XP 13,000; PB +5)
TRAITS TRAITS
Shrug It Off. The thug regains 20 Hit Points at the start of Shrug It Off. The thug regains 20 Hit Points at the start of
its turn. This trait ceases to function while the thug is its turn. This trait ceases to function while the thug is
Bloodied (94 HP or less). Bloodied (120 HP or less).

ACTIONS ACTIONS
Multiattack. The thug can use Blinding Debris, if avail- Multiattack. The thug can use Blinding Debris, if avail-
able. It then makes three Mace attacks. It can replace able. It then makes three Mace attacks. It can replace
one attack with a use of Strong-Arm. one attack with a use of Strong-Arm.
Mace. Melee Attack Roll: +10, reach 5 ft. Hit: 23 (4d8 + 5) Mace. Melee Attack Roll: +10, reach 5 ft. Hit: 27 (4d10 + 5)
Bludgeoning damage. On a Critical Hit, the target has the Bludgeoning damage. On a Critical Hit, the target has the
Stunned condition until the end of the thug’s next turn. Stunned condition until the end of the thug’s next turn.
Heavy Crossbow. Ranged Attack Roll: +7, range 100/400 Heavy Crossbow. Ranged Attack Roll: +8, range 100/400
ft. Hit: 51 (9d10 + 2) Piercing damage. ft. Hit: 61 (9d12 + 3) Piercing damage.
Hit ’Em Where It Hurts (Recharge 4–6). Melee Attack Hit ’Em Where It Hurts (Recharge 4–6). Melee Attack
Roll: +10, reach 5 ft. Hit: 50 (7d12 + 5) Bludgeoning dam- Roll: +10, reach 5 ft. Hit: 60 (10d10 + 5) Bludgeoning dam-
age, and the target is wracked with excruciating pain un- age, and the target is wracked with excruciating pain un-
til the end of the thug’s next turn. The target has the til the end of the thug’s next turn. The target has the
Prone condition, and until the pain ends, it cannot stand Prone condition, and until the pain ends, it cannot stand
up, cast or concentrate on spells, or make more than one up, cast or concentrate on spells, or make more than one
attack during its turn. attack during its turn.
Blinding Debris (Recharges after a Short or Long Rest). Blinding Debris (Recharges after a Short or Long Rest).
Dexterity Saving Throw: 18, one creature within 5 feet. Dexterity Saving Throw: 18, one creature within 5 feet.
Failure: The target has the Blinded condition until the Failure: The target has the Blinded condition until the
end of the thug’s next turn. end of the thug’s next turn.
Strong-Arm. Strength Saving Throw: DC 18, one Medium Strong-Arm. Strength Saving Throw: DC 18, one Medium
or smaller creature within 5 feet. Failure: The target has or smaller creature within 5 feet. Failure: The target has
the Grappled condition (escape DC 18). While grappled, the Grappled condition (escape DC 18). While grappled,
the target has the Restrained condition, attacks against the target has the Restrained condition, attacks against
the thug have disadvantage, and whenever another the thug have disadvantage, and whenever another
creature misses the thug with an attack, that attack hits creature misses the thug with an attack, that attack hits
the target instead. The thug can only have one creature the target instead. The thug can only have one creature
Grappled this way at a time. Grappled this way at a time.

253
Essential NPCs
THUG (CR 17) THUG (CR 20)
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 17 Initiative +3 (13) AC 17 Initiative +3 (13)
HP 273 (42d8 + 84) HP 331 (51d8 + 102)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 20 +5 +11 DEX 16 +3 +3 CON 14 +2 +8 STR 22 +6 +12 DEX 16 +3 +3 CON 14 +2 +8
INT 10 +0 +0 WIS 10 +0 +0 CHA 16 +3 +9 INT 10 +0 +0 WIS 10 +0 +0 CHA 16 +3 +9

Skills Athletics +11, Deception +9, Intimidation +9 Skills Athletics +12, Deception +9, Intimidation +9
Gear Heavy Crossbow, Mace, Splint Armor Gear Heavy Crossbow, Mace, Splint Armor
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language Languages Any one language
CR 17 (XP 18,000; PB +6) CR 20 (XP 25,000; PB +6)
TRAITS TRAITS
Shrug It Off. The thug regains 20 Hit Points at the start of Shrug It Off. The thug regains 20 Hit Points at the start of
its turn. This trait ceases to function while the thug is its turn. This trait ceases to function while the thug is
Bloodied (136 HP or less). Bloodied (165 HP or less).

ACTIONS ACTIONS
Multiattack. The thug can use Blinding Debris, if avail- Multiattack. The thug can use Blinding Debris, if avail-
able. It then makes three Brutal Mace attacks. It can re- able. It then makes three Brutal Mace attacks. It can re-
place one attack with a use of Strong-Arm. place one attack with a use of Strong-Arm.
Brutal Mace. Melee Attack Roll: +11, reach 5 ft. Hit: 31 Brutal Mace. Melee Attack Roll: +12, reach 5 ft. Hit: 37
(4d12 + 5) Bludgeoning damage. On a critical hit, the tar- (7d8 + 6) Bludgeoning damage. On a critical hit, the tar-
get is Stunned until the end of the thug’s next turn, and get is Stunned until the end of the thug’s next turn, and
the thug chooses one of the target’s ability scores and in- the thug chooses one of the target’s ability scores and in-
flicts some form of terrible injury on the target. The tar- flicts some form of terrible injury on the target. The tar-
get has Disadvantage on all D20 Tests that use the get has Disadvantage on all D20 Tests that use the
chosen ability score until it receives healing from a spell chosen ability score until it receives healing from a spell
of 6th level or higher. of 6th level or higher.
Heavy Crossbow. Ranged Attack Roll: +9, range 100/400 Heavy Crossbow. Ranged Attack Roll: +9, range 100/400
ft. Hit: 69 (12d10 + 3) Piercing damage. ft. Hit: 85 (15d10 + 3)) Piercing damage.
Hit ’Em Where It Hurts (Recharge 4–6). Melee Attack Hit ’Em Where It Hurts (Recharge 4–6). Melee Attack
Roll: +11, reach 5 ft. Hit: 70 (10d12 + 5) Bludgeoning dam- Roll: +12, reach 5 ft. Hit: 84 (12d12 + 6) Bludgeoning dam-
age, and the target is wracked with excruciating pain un- age, and the target is wracked with excruciating pain un-
til the end of the thug’s next turn. The target has the til the end of the thug’s next turn. The target has the
Prone condition, and until the pain ends, it cannot stand Prone condition, and until the pain ends, it cannot stand
up, cast or concentrate on spells, or make more than one up, cast or concentrate on spells, or make more than one
attack during its turn. attack during its turn.
Blinding Debris (Recharges after a Short or Long Rest). Blinding Debris (Recharges after a Short or Long Rest).
Dexterity Saving Throw: 19, one creature within 5 feet. Dexterity Saving Throw: 20, one creature within 5 feet.
Failure: The target has the Blinded condition until the Failure: The target has the Blinded condition until the
end of the thug’s next turn. end of the thug’s next turn.
Strong-Arm. Strength Saving Throw: DC 19, one Medium Strong-Arm. Strength Saving Throw: DC 20, one Medium
or smaller creature within 5 feet. Failure: The target has or smaller creature within 5 feet. Failure: The target has
the Grappled condition (escape DC 19). While grappled, the Grappled condition (escape DC 20). While grappled,
the target has the Restrained condition, attacks against the target has the Restrained condition, attacks against
the thug have disadvantage, and whenever another the thug have disadvantage, and whenever another
creature misses the thug with an attack, that attack hits creature misses the thug with an attack, that attack hits
the target instead. The thug can only have one creature the target instead. The thug can only have one creature
Grappled this way at a time. Grappled this way at a time.

254
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.

Tools of the Trade


Creatures’ stat blocks do not typically include tool proficiencies.
You can assume the expert is proficient in any tools relevant to
their craft (in addition to their skill proficiencies), and that their
Skill Mastery trait applies to ability checks made using those
tools.

256
Essential NPCs
EXPERT, TRAINED
Medium or Small Humanoid, Any Alignment
AC 10 Initiative +0 (10)
HP 4 (1d8)
Speed 30 ft.
MOD SAVE
Skill-relevant Ability Score 12 +1 +1
Other Ability Scores 10 +0 +0
The expert has a 12 in the ability scores related to its
expertise. All its other ability scores are 10.
Skills Any two skills
Senses Passive Perception 10
Languages Any three languages
CR 1/4 (XP 50; PB +2)
EXPERT, MASTER
TRAITS Medium or Small Humanoid, Any Alignment
Skill Mastery. The expert has specialized in one skill or
AC 10 Initiative +0 (10)
tool. When the expert makes an ability check using that HP 4 (1d8)
skill or tool, it rolls a d4 and adds the result to the Speed 30 ft.
check’s total. MOD SAVE

ACTIONS Skill-relevant Ability Score 18 +4 +4


Other Ability Scores 10 +0 +0
Dagger. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4)
Slashing damage. The expert has a 18 in the ability scores related to its
expertise. All its other ability scores are 10.
Skills Any two skills
Senses Passive Perception 10
EXPERT, ADVANCED Languages Any three languages
Medium or Small Humanoid, Any Alignment CR 1/4 (XP 50; PB +2)

AC 10 Initiative +0 (10) TRAITS


HP 4 (1d8) Skill Mastery. The expert has specialized in one skill or
Speed 30 ft. tool. When the expert makes an ability check using that
MOD SAVE skill or tool, it rolls a d8 and adds the result to the
Skill-relevant Ability Score 16 +3 +3 check’s total.
Other Ability Scores 10 +0 +0
The expert has a 16 in the ability scores related to its
ACTIONS
expertise. All its other ability scores are 10. Dagger. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4)
Skills Any two skills Slashing damage.
Senses Passive Perception 10
Languages Any three languages
CR 1/4 (XP 50; PB +2)
TRAITS
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 Attack Roll: +2, reach 5 ft. Hit: 2 (1d4)
Slashing damage.

257
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 their 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 or Small Humanoid, Any Alignment
AC 10 Initiative +0 (10)
HP 9 (2d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 10 +0 +0 CON 10 +0 +0
INT 11 +0 +0 WIS 12 +1 +1 CHA 14 +2 +2

Skills Deception +4, History +2, Insight +3, Persuasion +4


Gear Rapier
Senses Passive Perception 11
Languages Any two languages
CR 1/4 (XP 50; PB +2)
ACTIONS
Rapier. Melee Attack Roll: +2, reach 5 ft. Hit: 4 (1d8) Pierc-
ing damage.

258
Essential NPCs
NOBLE, SCHEMING ADVISOR NOBLE, RULER
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment
AC 10 Initiative +1 (11) AC 10 Initiative +0 (10)
HP 27 (6d8) HP 45 (10d8)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 10 +0 +0 DEX 12 +1 +1 CON 10 +0 +0 STR 12 +1 +1 DEX 10 +0 +0 CON 10 +0 +0
INT 14 +2 +2 WIS 14 +2 +4 CHA 18 +4 +4 INT 14 +2 +2 WIS 16 +3 +5 CHA 20 +5 +5

Skills Deception +8, History +4, Insight +6, Persuasion +6 Skills Deception +7, History +4, Insight +5, Intimidation
Gear Dagger +7, Persuasion +7
Senses Passive Perception 12 Gear Longsword
Languages Any three languages Senses Passive Perception 12
CR 1 (XP 200; PB +2) Languages Any three languages
CR 2 (XP 450; PB +2)
TRAITS
Political Savvy. The noble has Advantage on saving TRAITS
throws made to avoid or end the Charmed condition, Political Savvy. The noble has Advantage on saving
and to resist magical suggestion. throws made to avoid or end the Charmed condition,
and to resist magical suggestion.
ACTIONS
Poisoned Dagger. Melee Attack Roll: +3, reach 5 ft. Hit: 3 ACTIONS
(1d6 + 1) Piercing damage plus 5 (1d10) Poison damage. Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (1d10
+ 1) Slashing damage.
Beguiling Whisper (1/Day). Wisdom Saving Throw: DC
14, one creature within 30 feet who can hear and under- Choose Champion. The ruler targets an ally within 30
stand the noble. The creature has Disadvantage on the feet that can hear it. Until the beginning of the ruler’s
save if it was targeted with this ability within the last 24 next turn, the target has Resistance to Bludgeoning,
hours. Failure: The target has the Charmed condition Piercing, and Slashing damage, and it deals an extra 3
and considers the noble a trustworthy source of advice. (1d6) damage when it hits with an attack.
The effect lasts for one hour or until the noble attacks Inspire. The ruler targets any number of creatures it can
the target or its allies. see within 60 feet. If those creatures can see or hear the
ruler, they deal an extra 3 (1d6) damage the first time
they hit with an attack on their next turn.

259
Essential NPCs
Chapter 4
Modifying NPCs
Modifying NPCs
CR Neutral Spells
A creature’s Challenge Rating is based almost entirely on how With some care, you can exchange spells in NPCs’ stat blocks. In
much damage it deals and how hard it is to defeat (i.e., its Armor most cases, swapping a spell for another spell of the same level
Class and Hit Points). Generally, if you are not changing one of will not affect CR as long as that spell does not deal more damage
those qualities, you may modify many parts of a creature’s stat than the spellcaster’s most commonly used attack. Be especially
block without changing its CR. Some common examples: careful with damage calculations on NPCs like the Mage, whose
multiattack action includes casting a spell. In most cases, a
spellcaster’s primary methods of dealing damage are found in
Species or Creature Type their attacks and abilities outside the Spellcasting action, which
itself is more often dedicated to spells that offer utility, enhance
The stat blocks in this book can be used to represent most the spellcaster’s allies, or hinder their enemies.
humanoid creatures without making any changes. However, you
may add recognizable features if it is important to depict a specific Furthermore, be cautious with spells that render a player totally
species. For instance, you might give an NPC the fey ancestry and unable to participate in combat, such as Hold Person. (See “CR
darkvision traits to represent an elf. It is also possible to represent Affecting” below.)
creatures who are not humanoid but have similar characteristics,
such as Satyrs. With more creative license, you might make
dramatic changes, such as using an Alchemist stat block as an Special Abilities from
unusual Ooze that flings globs of chemicals at its foes.
Higher Challenge Ratings
Weapon and Armor As the NPCs in this book increase in CR, they accumulate a
variety of unique traits and actions to challenge your players from
Descriptions more angles and enable more complex encounters. However, you
may want a lower CR NPC to have a special ability from its higher
As long as you do not change an NPC’s armor class or the amount CR version. In most cases, you can give an NPC access to a
of damage it deals, you may freely tailor its gear to your story. You special ability from its higher CR version as long as that ability
might describe an enemy’s weapon as an axe instead of a sword, does not affect their damage per round. For example, you might
or their armor as magical wood instead of steel. give a CR 7 Spellsword access to the CR 9 Spellsword’s
Dispelling Cut action.
Saving Throws
Adding Saving Throw proficiencies does increase the survivability CR Affecting
of your monsters, but adding or removing one or two of these
proficiencies will not usually have an impact significant enough to Some spells and species’ abilities can have a disproportionate
change their CR. effect on an NPC’s CR. Typically these are abilities that
significantly reduce players’ ability to harm the NPC. For
example, lower level characters often have trouble fighting
Proficiencies creatures with a Fly speed, so be careful when deciding to give
your CR 1 Archer wings. Some spells, such as Hold Person,
Most skill, language, tool, and vehicle proficiencies have minimal Banishment, and Force Cage can also greatly increase an NPC’s
effect on combat. Athletics and Acrobatics proficiency are more survivability by effectively removing a player from combat. In this
likely to have some influence, but in most cases you can still add book, spells like these appear infrequently or at higher CRs.
these without worrying about the NPC’s CR.

Damage Types Raising or Lowering CR by 1


In a specific encounter, you may want to include an NPC whose
While some variation exists in players’ abilities to resist particular
CR is not included in this book (e.g., a CR 6 Knight). Typically, the
types of damage, the differences are not enough to affect a
difference of increasing or reducing a creature’s CR by 1 is
creature’s challenge rating. You may modify a creature's weapon
minimal enough that you can simply use an NPC of the CR on
to deal a different type of damage, such as changing the Piercing
either side of your target (in the previous example, a CR 5 or 7
damage of a spear to the Bludgeoning damage of a maul. You
Knight). CR is intended as a general guideline, and there is
might also change a Necromancer’s Drain Life attack, exchanging
significant overlap in the ranges of health and damage between
Necrotic damage for Cold damage to represent a being who steals
consecutive CR’s.
the warmth of their enemies’ bodies. Even extreme examples,
such as changing an Archer’s arrows from Piercing to Psychic
If it is important to use a specific CR, you can approximate a
damage, are not generally influential enough to change an NPC’s
higher or lower CR version of an NPC by increasing or decreasing
challenge rating.
its maximum Hit Points by 10, and then adding or subtracting 1
from its To Hit bonuses and Saving Throw DCs.

261
Essential NPCs
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.

Because this book focuses on archetypal versions of fantasy


characters – that is to say, their most typical versions – changing
them into legendary creatures often requires giving them
significant and specific abilities that are particular to your
campaign. The creatures presented in this book make great
foundations to build your legendary creatures upon.

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 additional Reactions. Other
options include giving a legendary creature more than one turn in
the Initiative order, or other abilities that give the creature more
presence and agency between players’ turns. These abilities often
include options that 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.

Legendary Creatures’ Damage


Legendary creatures do not deal more damage than their non-
legendary counterparts; they simply spread the same damage
across more actions. The extra damage a legendary creature
deals with its off-turn actions counts as part of that creature’s total
damage-per-round.

For example, if you were creating Sir Hardheart from a CR 15


Knight, you might start by noting that the CR 15 Knight normally
makes two 43-damage longsword attacks, for a total of 86
damage per round. You decide Sir Hardheart can take up to three
Reactions each round, which he can use at the end of an enemy’s
turn to force them to succeed on a Constitution save or take 14
Cold damage and have their movement speed halved. To maintain
Sir Hardheart’s CR of 15, his attacks and abilities must still deal
approximately 86 damage per round. Since his three additional
reactions contribute a total of 42 damage, you change his two
longsword attacks to deal 22 damage each to make up the
difference.

262
Essential NPCs
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
when 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).

Players are not intended to be able to pick up these weapons and


use the damage dice listed in the NPCs’ stat blocks any more than
they could pick up an Efreeti’s scimitar and deal 2d6 Fire damage
with it. If your players ask why the looted weapons don’t deal as
much damage as they did in the hands of the enemies, remind
them that NPCs have special abilities that increase their efficacy
much as the PCs do from their classes.

Why are these damage numbers so high? Is it really ok for the


CR 9 Templar to do 60 damage in a round? Game masters and
players are accustomed to monstrous creatures dealing large
amounts of damage, but the same numbers can look imposing
when coming from a humanoid NPC. There is often a great deal
of variation in the amount of damage dealt by creatures of a given
challenge rating. The NPCs contained in this book deal similar
damage on average to other monsters of the same CR and should
pose a similar threat.

264
Essential NPCs

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