Xanathar's Guide to Everything
NPC Stat-Blocks
Index
By Class
Barbarian
- Ancestral Inheritor (pg. 3)
- Storm Herald (pg. 3)
- Zealot (pg. 4)
Bard
- Glamour Bard (pg. 4)
- Blade (pg. 5)
- Whisper Bard (pg. 5)
Cleric
- Forge Priest (pg. 6)
- Grave Cleric (pg. 6)
Druid
- Dream Guardian (pg. 7)
- Arch Shepherd (pg. 7)
Fighter
- Arcane Archer (pg. 8)
- Cavalier (pg. 8)
- Samurai (pg. 9)
Monk
- Drunken Master (pg. 9)
- Kensei (pg. 10)
- Sun Soul Monk (pg. 10)
Paladin
- Knight Conqueror (pg. 11)
- Paladin of Redemption (pg. 11)
Ranger
- Gloom Stalker (pg. 12)
- Horizon Walker (pg. 12)
- Monster Hunter (pg. 13)
Rogue
- Inquisitor (pg. 13)
- Mastermind (pg. 14)
- Guerilla Scout (pg. 14)
- Privateer (pg. 15)
Sorcerer
- Divine Chosen (pg. 15)
- Shadow Sorcerer (pg. 16)
- Storm Sorcerer (pg. 16)
Warlock
- Celestial Servant (pg. 17)
- Hexblade Wielder (pg. 17)
Wizard
- War Wizard (pg. 18)
By Challenge Rating
CR 1/2
- Celestial Servant (pg. 17)
CR 2
- Grave Cleric (pg 6.)
- Inquisitor (pg. 13)
- Kensei (pg. 10)
- Mastermind (pg. 14)
- Guerilla Scout (pg. 14)
- Sun Soul Monk (pg. 10)
CR 3
- Arcane Archer (pg. 8)
- Monster Hunter (pg. 13)
- Privateer (pg. 15)
- Whisper Bard (pg. 5)
CR 4
- Blade (pg. 5)
- Cavalier (pg. 8)
- Forge Priest (pg. 6)
- Gloom Stalker (pg. 12)
- Storm Herald (pg. 3)
CR 5
- Ancestral Inheritor (pg. 3)
- Dream Guardian (pg. 7)
- Glamour Bard (pg. 4)
- Horizon Walker (pg. 12)
- Shadow Sorcerer (pg. 16)
CR 6
- Knight Conqueror (pg. 11)
- Samurai (pg. 9)
CR 8
- Arch Shepherd (pg. 7)
- Paladin of Redemption (pg. 11)
CR 9
- Zealot (pg. 4)
CR 10
- Drunken Master (pg. 9)
- Storm Sorcerer (pg. 16)
- War Wizard (pg. 18)
CR 14
- Divine Chosen (pg. 15)
CR 15
- Hexblade Wielder (pg. 17)
Ancestral Inheritor
Medium humanoid (any race), any alignment
- Armor Class 15 (unarmored defense)
- Hit Points 85 (10d8 + 40)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)
- Skills Athletics +7, History +2, Survival +5
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses passive Perception 12
- Languages Common
- Challenge 5 (1,800 XP)
Innate Spellcasting. The inheritor's spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells innately:
1/Day: augury, clairvoyance
Ancestral Demise. When the inheritor dies, it disintegrates and becomes an ancestral spirit, joining the other ancestral spirits as they pass on to guard one of the inheritor's children chosen at random. If the inheritor has no children, it dies, along with all of its ancestral spirits.
Ancestral Protectors. In battle, the inheritor is surrounded and protected by ancestral spirits, the souls of its ancestors. The first time the inheritor hits a creature with a melee weapon attack on its turn, the creature becomes the target of the ancestral spirits, hindering its attacks. The target has disadvantage on attacks rolls until the start of the inheritor's next turn.
Unarmored Defense. While the inheritor isn't wearing armor, its armor class is 10 plus its Dexterity modifier plus its Consitution modifier.
Actions
Multiattack. The inheritor makes two attacks with its greataxe.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Reactions
Spirit Shield. When a creature the inheritor can see within 30 feet of it takes damage from an attack, the inheritor can use its reaction to provide aid through its ancestral spirits, reducing the damage by 7 (2d6) hit points.
Storm Herald
Medium humanoid (any race), any chaotic alignment
- Armor Class 15 (scale mail)
- Hit Points 67 (9d8 + 27)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
- Damage Resistances lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses passive Perception 10
- Languages Common, Primordial
- Challenge 4 (1,100 XP)
Aura of the Sea. Creatures that start their turn within 5 feet of the storm herald must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
Reckless. At the start of its turn, the storm herald can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Trident. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Additionally, the target must succeed on a DC 13 Strength saving throw or fall prone.
Zealot
Medium humanoid (any race), any lawful alignment
- Armor Class 17 (half plate, shield)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
- Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses passive Perception 10
- Languages Celestial, Common
- Challenge 9 (5,000 XP)
Beyond Death (3/Day). When the zealot is reduced to 0 hit points by an attack that isn't a critical hit, and the zealot is not killed outright, it can choose to fall to 1 hit point instead.
Legendary Resistance (3/Day). When the zealot fails a saving throw, it can choose to succeed instead.
Reckless. At the start of its turn, the zealot can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack. The zealot makes two attacks with Dawn Star.
Dawn Star. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, plus 7 (2d6) radiant damage. Additionally, if the target is a creature, it must succeed on a DC 10 Charisma saving throw or begin glowing, shedding bright light in a 10 foot radius and dim light 10 feet beyond that. The glowing light grants advantage on attack rolls against the target, and it lasts until the start of the target's turn.
Glamour Bard
Medium humanoid (any race), any chaotic alignment
- Armor Class 13 (leather)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 14 (+2) 7 (-2) 14 (+2)
- Saving Throws Wis +1, Cha +5
- Skills Performance +8
- Senses passive Perception 8
- Languages Any 4 languages
- Challenge 5 (1,800 XP)
Innate Spellcasting. The bard's innate spellcasting ability is Charisma (spell save DC 13). It can cast the following spells innately:
At will: command, enthrall
Majesty. The first time a creature attacks the bard on a turn, the attacker must make a DC 13 Charisma saving throw. On a failed save, it can't attack the bard on this turn, and it must choose a new target for the attack or the attack is wasted.
Spellcasting. The bard is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). It has the following bard spells prepared:
Cantrips (at will): friends, vicious mockery
1st level (4 slots): charm person, comprehend languages, disguise self, illusory script, silent image
2nd level (3 slots): invisibility, phantasmal force, suggestion, knock
3rd level (2 slots): hypnotic pattern, major imageActions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Blade
Medium humanoid (any race), any chaotic alignment
- Armor Class 16 (breastplate)
- Hit Points 72 (16d8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
- Skills Performance +6
- Senses passive Perception 10
- Languages Any 4 languages
- Challenge 4 (1,100 XP)
Blade Flourish (1/Turn). When the blade hits with an attack on its turn, the blade can use one of the following options.
- Defensive Flourish. The blade rolls 1d8 and adds the amount to the damage of its attack. It also adds this amount to its AC until the start of its next turn.
- Mobile Flourish. The blade rolls 1d8 and adds the amount to the damage of its attack. Additionally, the blade pushes its target a number of feet equal to 5 + the amount rolled. The blade can then move up to its speed.
- Slashing Flourish. The blade chooses a creature within 5 feet of its original target. Both targets take an additional 4 (1d8) slashing damage.
Spellcasting. The blade is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12). It has the following bard spells prepared:Cantrips (at will): dancing lights, true strike, vicious mockery
1st level (4 slots): bane, disguise self, faerie fire, heroism
2nd level (2 slots): cloud of daggers, phantasmal force, see invisibilityActions
Multiattack. The blade makes three attacks with its shortswords.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Whisper Bard
Medium humanoid (any race), any chaotic alignment
- Armor Class 13
- Hit Points 36 (8d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 15 (+2) 10 (+0) 16 (+3)
- Skills Deception +7, Performance +5
- Senses passive Perception 10
- Languages Any 6 languages
- Challenge 3 (700 XP)
Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). It has the following bard spells prepared:
Cantrips (at will): dancing lights, vicious mockery
1st level (4 slots): bane, charm person, disguise self, Tasha's hideous laughter
2nd level (3 slots): detect throughts, invisibility, knock, phantasmal force, suggestionActions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage.
Mantle of Whispers. The bard weaves a shadow it has captured through its Whispers of Death like a puppet. The bard vanishes, magically transforming into a disguise of the person whose shadow the bard has captured. The bard takes on the appearance of the dead person, but healthy and alive. The disguise lasts for 1 hour until the bard ends it as a bonus action. While in the disguise, the bard gains access to all information that the humanoid would freely share with a casual acquaintance and can easily pass as the person by drawing on its memories. Another creature can see through the disguise by succeeding on a DC 17 Wisdom (Insight) check.
Reactions
Whispers of Death (Recharges on a Long Rest). When a humanoid dies within 30 feet of the bard, it can use its reaction to magically capture the humanoid's shadow. The bard retains this shadow until it uses its Mantle of Whispers action or completes a long rest.
Forge Priest
Medium humanoid (any race), any alignment
- Armor Class 19 (plate, forge soul)
- Hit Points 60 (8d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 12 (+1)
- Damage Resistances fire
- Senses passive Perception 11
- Languages Common
- Challenge 4 (1,100 XP)
Forge Soul. While wearing heavy armor, the priest gains a +1 bonus to AC.
Magic Weapons. The priest's melee weapon attacks are magical.
Actions
Forge Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, plus 9 (2d8) fire damage, and the target must succeed on a DC 13 Constitution saving throw or ignite in flames. At the start of each of the target's turns, the target makes another Constitution saving throw, taking 4 (1d8) fire damage on a failed save, or ending the effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.
Grave Cleric
Medium humanoid (any race), neutral
- Armor Class 13 (chain shirt)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 13 (+1) 13 (+1) 15 (+2) 13 (+1)
- Senses passive Perception 11
- Languages Common
- Challenge 2 (450 XP)
Circle of Mortality. When the cleric would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, it instead uses the highest number possible for each die.
Spellcasting. The cleric is a 6th-level spellcaster. It spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st Level (4 slots): bane, cure wounds, false life, healing word, inflict wounds, sanctuary
2nd Level (3 slots): blindness/deafness, feign death, gentle repose, lesser restoration
3rd Level (3 slots): mass healing word, ray of enfeeblement, revivify, speak with dead, vampiric touchActions
Scythe. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d12) slashing damage.
Protect the Dying. The cleric targets up to three unconscious creatures it can see within 30 feet of it. Each target is stabilised.
Dream Guardian
Medium humanoid (any race), chaotic neutral
- Armor Class 11
- Hit Points 71 (13d8 + 13)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 15 (+2)
- Saving Throws Wis +7, Cha +5
- Skills Insight +7, Nature +3, Perception +7, Persuasion +5
- Senses passive Perception 17
- Languages Common, Druidic
- Challenge 5 (1,800 XP)
Moonlight Hearth. During a short or long rest, the dream guardian touches a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, the dream guardian and its allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn't visible outside of it. The sphere vanishes at the end of the rest or when the dream guardian leaves the sphere.
Spellcasting. The dream guardian is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): create bonfire, guidance
1st Level (4 slots): charm person, create or destroy water, faerie fire
2nd Level (3 slots): enhance ability, invisibility, mirror image, moonbeam, pass without trace
3rd Level (3 slots): daylight, meld into stone, slow
4th level (3 slots): confusion, divination, freedom of movement, greater invisibility, hallucinatory terrain
5th level (2 slots): dream, geas, tree strideSummer Balm (3/Day). As a bonus action, the dream guardian blesses a creature it can see within 120 feet of it. The target regains 10 (3d6) hit points and 9 temporary hit points.
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands to make a melee attack.
Arch Shepherd
Medium humanoid (any race), any alignment
- Armor Class 14 (hide armor)
- Hit Points 154 (28d8 + 28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 17 (+3)
- Saving Throws Int +3 Wis +6
- Skills Medicine +8, Nature +4, Perception +8
- Senses passive Perception 18
- Languages Common, Druidic, Sylvan
- Challenge 8 (3,900 XP)
Speech of the Woods. The arch shepherd can communicate with animals as if they share a language. Most beasts lack the intelligence to convey complex ideas, but can express emotions and short memories with ease.
Spellcasting. The dream guardian is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): druidcraft, mending, thorn whip
1st Level (4 slots): animal friendship, beast bond
2nd Level (3 slots): animal messenger, beast sense, enhance ability, locate animals or plants
3rd Level (3 slots): conjure animals
4th level (3 slots): conjure woodland beings, dominate beast, giant insect, locate creature
5th level (2 slots): awaken, commune with nature, insect plagueActions
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Animal Aura (Recharges on a Short or Long Rest). The arch shepherd chooses a point within 60 feet that it can see and calls forth an aura with a 30-foot radius around that point. The arch shepherd can move the aura up to 60 feet to a point it can see as a bonus action. The aura persists for 1 minute or until the arch shepherd is incapacitated. The aura has one of the following effects:
Bear Aura. Each creature in the aura when it appears gains 14 (4d6) temporary hit points and has advantage on Strength checks and saving throws while in the aura.
Fox Aura. A creature that starts its turn in the aura can use its bonus action to Dash, Disengage, or Hide on that turn.
Hawk Aura. When a creature in the aura makes an attack roll, the arch shepherd can use its reaction to grant advantage on that roll.
Arcane Archer
Medium humanoid (elf), any alignment
- Armor Class 16 (studded leather)
- Hit Points 66 (12d8 + 12)
- Speed 35 ft.
STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 13 (+1) 16 (+3) 14 (+2) 10 (+0)
- Skills Perception +7, Stealth +6
- Senses Darkvision 60 ft., passive Perception 17
- Languages Common, Elvish
- Challenge 3 (700 XP)
Arcane Shot (1/Turn). When the archer hits a creature with a ranged weapon attack, it can apply one of the following effects to the target in addition to the damage of the attack:
- Grasping Arrow. The target takes 7 (2d6) poison damage, its speed is reduced by 10 feet, and it is overwhelmed by brambles, taking 7 (2d6) slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles. Otherwise, they last for 1 minute.
- Shadow Arrow. The target takes 7 (2d6) psychic damage, and it must succeed on a DC 13 Wisdom saving throw or be blinded until the start of the archer's next turn.
Fey Ancestry. The archer has advantage on saving throws against being charmed, and magic can't put it to sleep.Magic Arrows. The archer's ranged weapon attacks are magical.
Mask of the Wild. The archer can take the Hide action when lightly obscured by natural phenomena.
Actions
Multiattack. The archer makes two attacks with its longbow.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Piercing Arrow (Recharge 5-6). The archer looses a magic arrow in a 30 foot by 1 foot line, passing harmlessly through objects and ignoring cover. Each creature in the line must make a DC 13 Dexterity saving throw, taking 17 (3d8 + 4) piercing damage on a failed save, or half as much damage on a successful one.
Cavalier
Medium humanoid (any race), any alignment
- Armor Class 20 (plate, shield)
- Hit Points 47 (5d8 + 25)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+1) 20 (+5) 13 (+1) 15 (+2) 10 (+0)
- Skills Animal Handling +6
- Senses passive Perception 12
- Languages Common
- Challenge 4 (1,100 XP)
Charger. If the cavalier moves at least 20 feet in a straight line towards a creature and then hits it with a lance attack, the creature takes an additional 6 (1d12) piercing damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
Saddle Master. The cavalier has advantage on saving throws made to avoid falling off its mount. If the cavalier falls off its mount and descends no more than 10 feet, it can land on its feet, and it isn't incapacitated. Dismounting a creature only takes 5 feet of movement for the cavalier.
Actions
Multiattack. If the cavalier is mounted, it can make two lance attacks. These attacks cannot be made against the same target.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage. The cavalier has disadvantage on this attack if it isn't mounted.
War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Warding Maneuvers. When a creature the cavalier can see targets the cavalier or its mount with an attack, the cavalier adds 2 to the AC of both itself and its mount against attacks from that creature until the start of the cavalier's next turn.
Samurai
Medium humanoid (any race), any lawful alignment
- Armor Class 17 (splint mail)
- Hit Points 110 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 15 (+2) 15 (+2) 15 (+2) 15 (+2)
- Saving Throws Str +6, Wis +5, Int +5
- Skills History +5, Persuasion +7
- Senses passive Perception 12
- Languages Common
- Challenge 6 (2,300 XP)
Fighting Spirit (3/Day). As a bonus action, the samurai gains 10 temporary hit points, plus advantage on melee weapon attacks until the end of its turn.
Master of the Blade (1/Turn). When the samurai makes a melee weapon attack against a creature on its turn, it can add one of the following effects to its attack:
Disarming Attack. The samurai chooses an item its target is holding. On a hit, the target takes an additional 5 (1d10) slashing damage and must succeed on a DC 14 Strength saving throw or drop the object. The object lands at its feet.
Lunging Attack. The samurai's reach for the attack is increased by 5 feet. On a hit, the target takes an additional 5 (1d10) slashing damage.
Pushing Attack. On a hit, the target takes an additional 5 (1d10) slashing damage, and if the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet away from the samurai.
Actions
Multiattack. The samurai makes three attacks with its katana.
Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded with two hands to make a melee attack.
Reactions
Parry. The samurai adds 3 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.
Drunken Master
Medium humanoid (any race), any alignment
- Armor Class 20 (unarmored defense)
- Hit Points 109 (12d8 + 55)
- Speed 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)
- Skills Brewer's Supplies +9, Performance +9
- Condition Immunities poisoned
- Senses passive Perception 15
- Languages Any 8 languages
- Challenge 10 (5,900 XP)
Deflect Missiles. When the drunken master is hit by a ranged weapon attack, the damage is reduced by 25 (1d10 + 20).
Drunkard's Luck (1/Turn). When the drunken master has disadvantage on an attack roll, ability check, or saving throw, it can choose either result for that roll.
Drunken Technique. The drunken master does not trigger opportunity attacks when it moves on its turn. Also, when prone, the drunken master can spend 5 feet of movement to stand up.
Ki Fists. The drunken master's unarmed strikes are magical.
Legendary Resistances (3/Day). When the drunken master fails a saving throw, it can choose to succeed instead.
Lucky (3/Day). The drunken master can re-roll an attack roll, ability check, or saving throw it makes and use either result.
Slow Fall. The drunken master takes no damage as a result of a fall.
Unarmored Defense. While the drunken master isn't wearing armor, its armor class equals 10 plus its Dexterity modifier plus its Wisdom modifier.
Actions
Multiattack. The drunken master makes two unarmed strikes against each creature within 5 feet of its position.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.
Reactions
Redirect Attack. When a creature misses the drunken master with a melee attack roll, the drunken master can use its reaction to cause that attack to hit one creature of its choice, other than the attacker, that it can see within 5 feet of it.
Kensei
Medium humanoid (any race), any alignment
- Armor Class 17 (glaive, unarmored defense)
- Hit Points 49 (9d8 + 9)
- Speed 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)
- Skills Painter's Supplies +5
- Senses passive Perception 12
- Languages Any 8 languages
- Challenge 2 (450 XP)
Agile Parry. The kensei gains the same benefits from its glaive as it would from a shield.
Magic Weapons. The kensei's weapon attacks are magical.
Unarmored Defense. While the kensei isn't wearing armor, its armor class equals 10 plus its Dexterity modifier plus its Wisdom modifier.
Actions
Multiattack. The kensei makes two attacks: one with its unarmed strike and one with its glaive.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Sun Soul Monk
Medium humanoid (any race), any alignment
- Armor Class 15 (unarmored defense)
- Hit Points 38 (7d8 + 7)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)
- Senses passive Perception 12
- Languages Common
- Challenge 2 (450 XP)
Unarmored Defense. While the monk isn't wearing armor, its armor class equals 10 plus its Dexterity modifier plus its Wisdom modifier.
Actions
Multiattack. The monk makes two attacks with its Sun Bolt. It can then use its Radiant Swathe, if available.
Sun Bolt. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 5 (1d4 + 3) radiant damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Radiant Swathe (Recharge 5-6). The monk swishes its hands through the air, creating a streak of white-hot light. Each creature in a 15-foot cone originating from the monk must succeed on a DC 12 Dexterity saving throw or take 14 (4d6) radiant damage.
Knight Conqueror
Medium humanoid (any race), any alignment
- Armor Class 18 (plate)
- Hit Points 112 (15d8 + 45)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 15 (+2) 10 (+0) 19 (+4)
- Skills History +5, Intimidation +7
- Senses passive Perception 10
- Languages Common
- Challenge 6 (2,300 XP)
Righteous Might. The knight conqueror scores a critical hit on a roll of 18, 19, or 20.
Actions
Multiattack. The knight conqueror makes two attacks with its flail.
Conqueror's Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) necrotic damage.
Conquering Presence (1/Day). Each creature of the knight conqueror's choice that can see it within 30 feet of it must make a DC 15 Wisdom saving throw. On a failed save, the target becomes frightened of the knight conqueror for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Paladin of Redemption
Medium humanoid (any race), any alignment
- Armor Class 16 (chain mail)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 17 (+3) 10 (+0) 13 (+1) 18 (+4)
- Skills Persuasion +10
- Damage Resistances acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing
- Senses passive Perception 11
- Languages Common
- Challenge 8 (3,900 XP)
Emissary of Redemption. The paladin's resistances don't function against creatures it has attacked or targeted with a spell since the last dawn.
Spellcasting. The paladin is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15). It has the following spells prepared:
1st level (4 slots): compelled duel, cure wounds, protection from evil and good, sanctuary, sleep
2nd level (2 slots): calm emotions, hold person, lesser restorationActions
Multiattack. The paladin makes two attacks with its quarterstaff.
Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage, or 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) radiant damage if wielded with two hands to make a melee attack.
Reactions
Protect the Innocent. When a creature within 30 feet of the paladin takes damage, it can use its reaction to magically take that damage instead. The paladin doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
Rebuke the Violent. When the paladin sees an attacker within 30 feet of it deal damage with an attack against a creature other than the paladin, it can use its reaction to force the attacker to make a DC 15 Charisma saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Gloom Stalker
Medium humanoid (any race), any alignment
- Armor Class 14 (leather)
- Hit Points 38 (7d8 + 7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 13 (+1) 10 (+0) 15 (+2) 8 (-1)
- Skills Perception +4, Stealth +5, Survival +4
- Senses Darkvision 120 ft., passive Perception 14
- Languages Common, Undercommon
- Challenge 4 (1,100 XP)
Surprise Attack (Recharges on a Short or Long Rest). If the gloom stalker surprises a creature and hits it with an attack on the first turn of combat, the target takes an additional 9 (2d8) damage from the attack.
Umbral Shroud. While in darkness, the gloom stalker is invisible to any creature that relies on Darkvision to see it in that darkness.
Vanish. The gloom stalker can take the Hide action as a bonus action.
Actions
Multiattack. On the first turn of combat, the gloom stalker makes two attacks with its darts.
Dart. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned by the darts for 1 hour. If the target fails this save by 5 or more, it is also unconscious while poisoned in this way. The target wakes up if it takes damage or another creature takes an action to shake it awake.
Reactions
Shadowy Dodge. When a creature targets the gloom stalker with an attack, the gloom stalker can use its reaction to impose disadvantage on that attack.
Horizon Walker
Medium humanoid (any race), any alignment
- Armor Class 14 (studded leather)
- Hit Points 60 (11d8 + 11)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 14 (+2) 18 (+4) 10 (+0)
- Skills Arcana +5, Perception +7, Survival +7
- Senses passive Perception 17
- Languages Common, Deep Speech, Primordial
- Challenge 5 (1,800 XP)
Distant Strike. When the horizon walker takes the attack action, it can teleport up to 10 feet before each attack to an unoccupied space it can see.
Ethereal Jaunt. As a bonus action, the horizon walker can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Actions
Multiattack. The horizon walker makes three attacks with its subtle knife. Each attack must be against a different target.
Subtle Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature or one planar opening. Hit: 13 (1d4 + 2d8 + 2) force damage. If the horizon walker targets a planar opening and deals it at least 10 force damage in a single attack, it opens a one-way portal to a randomly-determined plane of existence. The portal stays open until the end of the horizon walker's turn.
Reactions
Spectral Defense. When the horizon walker takes damage from an attack, it can use its reaction to give itself resistance to all of that attack's damage on this turn.
Monster Hunter
Medium humanoid (any race), any alignment
- Armor Class 14 (hide armor)
- Hit Points 82 (11d8 + 22)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 8 (-1)
- Skills Investigation +4, Nature +4, Perception +5
- Senses passive Perception 15
- Languages Common plus 2 other languages
- Challenge 3 (700 XP)
Hunter's Sense (3/Day). As a bonus action, the monster hunter examines a creature it can see within 60 feet of it, discerning whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, it senses that it has no damage immunities, resistances, or vulnerabilities.
Innate Spellcasting. The monster hunter's spellcasting ability is Wisdom (+5 to spell attack rolls, save DC 13). It can cast the following spells innately, without expending material components:
3/Day: absorb elements, chromatic orb, detect magic, detect poison and disease
1/Day: fog cloud, protection from evil and goodSlayer's Prey. As a bonus action, the monster hunter designates one creature it can see within 60 feet of it as its prey. The first time that the monster hunter hits its prey with a weapon attack, the prey takes an extra 7 (2d6) damage from the weapon.
Actions
Multiattack. The monster hunter makes two longsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded with two hands to make a melee attack.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Reactions
Slayer's Counter. When the monster hunter's prey forces it to make a saving throw, the monster hunter can use its reaction to immediately make one weapon attack against the prey, which it makes before the saving throw. If the attack hits, the monster hunter automatically succeeds on the saving throw in addition to the attack's normal effects.
Inquisitor
Medium humanoid (any race), any lawful alignment
- Armor Class 15 (chain shirt)
- Hit Points 66 (12d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 13 (+1) 17 (+3) 16 (+3) 15 (+2)
- Skills Insight +7, Intimidation +6, Investigation +5, Perception +5
- Senses passive Perception 20
- Languages Common plus 2 other languages
- Challenge 2 (450 XP)
Eye for Detail. The inquisitor has advantage on Wisdom (Perception) and Intelligence (Investigation) checks, and a +5 bonus to its passive Perception and passive Investigation scores.
Sneak Attack (1/Turn). The inquisitor deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the inquisitor that isn't incapacitated and the inquisitor doesn't have disadvantage on the attack roll. The inquisitor also doesn't need advantage if it has detected the presence of deceptive magic from its target creature using its Unerring Eye.
Unerring Eye (3/Day). The inquisitor can use a bonus action to sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of it, provided it isn't blinded or deafened. The inquisitor senses only the presence of these effects, not their form.
Actions
Multiattack. The inquisitor makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Mastermind
Medium humanoid (any race), any alignment
- Armor Class 14 (leather)
- Hit Points 55 (10d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 13 (+1) 20 (+5) 15 (+2) 18 (+4)
- Skills Arcana +7, Deception +8, History +9, Persuasion +6, Stealth +5
- Senses passive Perception 12
- Languages Common plus 3 other languages
- Challenge 2 (450 XP)
Loyal Goons. When the mastermind is targeted by an attack and an ally is within 5 feet of it, the mastermind's ally can use its reaction to swap places with the mastermind, and the ally becomes the target instead.
Master of Tactics. The mastermind can use the Help action as a bonus action. When used to assist an ally in attacking a creature, the target of the attack can be within 30 feet of the mastermind.
Sneak Attack (1/Turn). The mastermind deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mastermind that isn't incapacitated and the mastermind doesn't have disadvantage on the attack roll.
Soul of Deceit. The mastermind's thoughts can't be read by telepathy or other means. The mastermind can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, the mastermind is unaffected by magic that would compel it to tell the truth; instead, such magic always indicates that the mastermind is truthful.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Guerilla Scout
Medium humanoid (any race), any alignment
- Armor Class 14 (leather)
- Hit Points 44 (8d8 + 8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 10 (+0)
- Skills Athletics +2, Nature +8, Perception +6, Stealth +5, Survival +8
- Senses passive Perception 16
- Languages Any 2 languages
- Challenge 2 (450 XP)
Guerilla Fighter. The scout has advantage on initiative checks. The scout can ignore the limitation of 1 use of sneak attack per turn if it hits additional enemies it has surprised on the first turn of combat; it can apply sneak attack once to each enemy.
Sneak Attack (1/Turn). The scout deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the scout that isn't incapacitated and the scout doesn't have disadvantage on the attack roll.
Actions
Multiattack. The scout makes three attacks on the first turn of combat.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions
Skirmisher. When a creature ends its turn within 5 feet of the scout, the scout can move up to 20 feet without provoking opportunity attacks.
Privateer
Medium humanoid (any race), any alignment
- Armor Class 15 (studded leather)
- Hit Points 60 (9d8 + 9)
- Speed 40 ft., climb 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 15 (+2)
- Skills Acrobatics +5, Athletics +3, Survival +3, Vehicles (Water) +3
- Senses passive Perception 11
- Languages Any 2 languages
- Challenge 3 (700 XP)
Cunning Action. The privateer can take the Dash, Disengage, or Hide actions as a bonus action on its turn.
Fancy Footwork. During the privateer's turn, if it makes a melee attack against a creature, that creature cannot make opportunity attacks against it until the end of the privateer's turn.
Sneak Attack (1/Turn). The privateer deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of the privateer and the privateer doesn't have disadvantage on the attack roll.
Actions
Multiattack. The privateer makes two attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Divine Chosen
Medium humanoid (any race), lawful good (75%) or lawful evil (25%)
- Armor Class 15 (breastplate)
- Hit Points 247 (26d8 + 130)
- Speed 30 ft., 30 ft. fly
STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 20 (+5) 15 (+2) 15 (+2) 20 (+5)
- Saving Throws Dex +6, Con +10, Wis +7, Cha +10
- Skills Arcana +7, Intimidation +10, Persuasion +10, Religion +7
- Damage Immunities necrotic, radiant
- Senses passive Perception 12
- Languages Celestial, Common, Infernal
- Challenge 14 (11,500 XP)
Angelic Weapons. The chosen's weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 9 (2d8) radiant damage (good) or necrotic damage (evil). This is included in the attack.
Favored by the Gods. The chosen magically adds 5 (2d4) to the result of each attack roll, ability check, and saving throw it makes.
Spellcasting. The chosen is an 18th-level spellcaster. The chosen's spellcasting ability is Charisma (+10 to hit with spell attacks, spell save DC 18). The chosen has the following spells prepared, which it can cast without material components:
At will: light, mending, sacred flame, thunderclap
1st level (4 slots): charm person, comprehend languages, cure wounds (good), inflict wounds (evil), magic missile
2nd level (3 slots): detect thoughts, enhance ability, levitate, spiritual weapon (a scepter)
3rd level (3 slots): crusader's mantle, fireball (evil), mass healing word (good), protection from energy
4th level (3 slots): banishment, polymorph
5th level (3 slots): commune, creation, hallow
6th level (1 slot): harm (evil), heal (good), sunbeam
7th level (1 slot): divine word, plane shift
8th level (1 slot): earthquake (evil), holy aura (good), sunburst
9th level (1 slot): gateActions
Multiattack. The chosen makes two attacks with its royal scepter.
Royal Scepter. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 9 (2d8) radiant damage (good) or necrotic damage (evil).
Shadow Sorcerer
Medium humanoid (any race), any evil alignment
- Armor Class 13
- Hit Points 41 (7d8 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
- Skills Deception +7, Stealth +6
- Damage Immunities necrotic
- Senses darkvision 120 ft., passive Perception 10
- Languages Common
- Challenge 5 (1,800 XP)
Darkness Incarnate. The sorcerer can cast darkness at will as a bonus action without expending verbal or material components.
Douser of Light. Natural fires and other light sources not worn or carried by a creature are magically extinguished when the sorcerer starts its turn within 30 feet of them. While not in direct sunlight, the sorcerer can choose to magically appear as a black silhouette, granting it advantage on Dexterity (Stealth) checks. A DC 10 Wisdom (Insight) check exposes the sorcerer's true appearance (but doesn't reveal the sorcerer if it is hidden).
Innate Spellcasting. The sorcerer's spellcasting ability is Charisma (+7 to hit with spell attacks, spell save DC 15). The sorcerer can cast the following spells innately:
At will: chill touch, false life, minor illusion, sleep
3/day each: blindness/deafness, disguise self, fear, ray of sickness
1/day each: blink, circle of death, invisibilityUndead Fortitude. If damage reduces the sorcerer to 0 hit points, it must make a Constitution saving throw with a DC of 5 plus the damage taken, unless the damage is radiant or from a critical hit. On a success, the sorcerer drops to 1 hit point instead.
Actions
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Summon Hound of Ill Omen (1/Day) The sorcerer summons a hell hound from the Nine Hells to an empty space within 30 feet of it. The hell hound is fiercely loyal to the sorcerer and remains in the material realm for 1 minute or until the sorcerer dismisses it as an action.
Storm Sorcerer
Medium humanoid (any race), neutral
- Armor Class 12
- Hit Points 54 (12d8)
- Speed 30 ft., 30 ft. fly
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 18 (+4)
- Damage Immunities lightning, thunder
- Senses passive Perception 11
- Languages Common, Primordial
- Challenge 10 (5,900 XP)
Conductor of the Wind. The sorcerer can use its bonus action to change the direction of the wind within a 100-foot radius around it. The sorcerer can choose the direction but not the strength of the wind.
Innate Spellcasting. The sorcerer's spellcasting ability is Charisma (+8 to hit with spell attacks, spell save DC 16). The sorcerer can cast the following spells innately:
At will: gust, shocking grasp, thunderclap, thunderwave
3/day each: gust of wind, shatter, thunderous smite
1/day each: call lightning, storm sphere, warding wind, wind wallActions
Lightning Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) lightning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.
Reactions
Wind's Lash. When the sorcerer is hit by an attack, it can use its reaction to force its attacker to make a DC 16 Constitution saving throw. On a failed save, the target takes 14 (4d6) thunder damage and is pushed 20 feet in a direction of the sorcerer's choice. On a successful save, the target takes no damage and is pushed 10 feet.
Celestial Servant
Medium humanoid (any race), lawful good (75%) or lawful evil (25%)
- Armor Class 16 (scale mail)
- Hit Points 26 (4d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 15 (+2) 8 (-1) 8 (-1) 15 (+2)
- Skills Religion +1
- Damage Resistances necrotic, radiant
- Senses passive Perception 9
- Languages Celestial, Common, Infernal
- Challenge 1/2 (100 XP)
Spellcasting. The servant is a 2nd level spellcaster. Its spellcasting ability is Charisma (+4 to hit with spell attacks, spell save DC 12). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): guidance (good), light, sacred flame, thaumaturgy (evil)
1st level (2 slots): cure wounds (good), guiding bolt, inflict wounds (evil), protection from evil and goodActions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Variant Bonded Weapons
Hexblade wielders in your campaign might have different weapons to the one listed here. You can replace the bonded weapon with a sentient weapon listed in the DMG or with a custom weapon of your design. Note that the challenge rating might not accurately reflect the power of other weapons.
Hexblade Wielder
Medium humanoid (any race), chaotic evil, or the alignment of its bonded weapon
- Armor Class 17 (half plate)
- Hit Points 97 (15d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 18 (+4)
- Senses passive Perception 10
- Languages Common, plus 1 language shared with its bonded weapon
- Challenge 15 (13,000 XP)
Hexblade. The hexblade wielder is bonded to a sentient weapon, for which it uses its Charisma modifier for its attack and damage rolls. The hexblade wielder and its weapon can communicate telepathically, and the hexblade wielder obeys its bonded weapon's commands. The hexblade wielder can use its bonus action to teleport its bonded weapon into a free hand, or a bonus action to temporarily dismiss the bonded weapon into a pocket dimension. If the hexblade wielder spends at least 1 hour without touching its bonded weapon, the hexblade wielder dies and the weapon appears in an empty space within 10 feet of it.
Spellcasting. The hexblade wielder is a 5th level spellcaster. Its spellcasting ability is Charisma (+9 to hit with spell attacks, spell save DC 17). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, true strike
1st-3rd level (3 slots): blur, shield, wrathful smiteWeapon Bond: Blackrazor. The hexblade wielder's bonded weapon is Blackrazor, a chaotic evil sentient greatsword (Int 21, Wis 17, Cha 25). Blackrazor is a legendary +3 magic weapon.
Actions
Multiattack. The hexblade wielder makes three attacks with its bonded weapon.
Blackrazor. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage, plus 14 (4d6) necrotic damage. If a critical hit is scored with Blackrazor, the wielder rolls damage dice three times, instead of twice. If a creature is reduced to 0 hit points by this weapon, it dies; its body is destroyed, its soul is absorbed by the blade, and the wielder gains 54 (12d6) temporary hit points.
War Wizard
Medium humanoid (any race), any alignment
- Armor Class 12 (15 with mage armor)
- Hit Points 72 (16d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 13 (+1)
- Senses passive Perception 11
- Languages Common
- Challenge 10 (5,900 XP)
Combat Caster. The wizard has advantage on Constitution saving throws made to maintain concentration on a spell. While the wizard maintains concentration on a spell, it has a +3 bonus to AC and all saving throws.
Spellcasting. The wizard is a 6th level spellcaster. The wizard's spellcasting ability is Intelligence (+8 to hit with spell attacks, spell save DC 16). The wizard has the following spells prepared:
Cantrips (at will): blade ward, fire bolt, mending, shocking grasp
1st level (4 slots): absorb elements, expeditious retreat, feather fall, fog cloud, grease, mage armor, magic missile, protection from evil and good
2nd level (3 slots): blur, darkness, earthbind, invisibility, pyrotechnics, web
3rd level (3 slots): blink, counterspell, dispel magic, fireball, fly, protection from energyActions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Arcane Deflection. When the wizard is hit by an attack or it fails a saving throw, it can use its reaction to gain a +3 bonus to its AC against that attack or a +6 bonus to that saving throw. Additionally, up to three creatures of the wizard's choice that it can see within 60 feet of it each take 10 (4d4) force damage.
\pagebreaknum
Player's Handbook
NPC Stat-Blocks
Important Information
Books Referenced
This document makes direct reference to passages from the following books published by Wizards of the Coast.
- Player's Handbook
- Monster Manual
- Dungeon Master's Guide
- Volo's Guide to Monsters
The Monster Manual and Volo's Guide to Monsters are of particular relevance.
In addition, some spellcasters in this document draw on spells found in Chapter 2 of the Elemental Evil Player's Companion, which can be found online here.
Usage Recommendations
Some general guidelines for incorporating new NPCs (and anything else, really) in your adventures:
- The biggest numbers don't make the greatest stories.
- There are lies, damned lies, and statistics.
- Those who fight alone, die alone.
Credits
Developed and Written by
gq69 (/u/gaylordqueen69)
With Help by
If you find a mistake, I'll add your reddit username here.
- /u/bunnygeonmaster
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- and potentially many more!
Legal Stuff
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Indices
Class Index
Wholly original statblocks created for this document are marked with an asterisk*. Otherwise, variations and adjustments may be given to NPC statblocks found in the Monster Manual or Volo's Guide to Monsters.
Barbarians
- Berserker (page 4)
- Spirit Totem Barbarian* (page 4)
Bards
- Lore Bard (page 5)
- Valor Bard* (page 5)
Clerics
- Knowledge Priest (page 6)
- Life Priest (page 6)
- Light Priest (page 6)
- Nature Priest (page 6)
- Tempest Priest (page 6)
- Trickery Priest (page 6)
- War Priest (page 6)
- Gods of the Forgotten Realms (page 6)
Druid
- Land Druid (page 9)
- Moon Druid (page 9)
Fighter
- Champion (page 10)
- Battlemaster* (page 10)
- Eldritch Knight* (page 11)
Monk
- Open Hand Monk (page 12)
- Shadow Monk* (page 12)
- Four Elements Monk* (page 13)
Paladin
- Kingsguard* (page 14)
- Feysworn* (page 14)
- Aspect of Vengeance* (page 15)
Ranger
- Hunter (page 16)
- Beastmaster* (page 16)
Rogue
- Thief (page 17)
- Assassin* (page 17)
- Arcane Trickster* (page 17)
Sorcerer
- Wild Magic Sorcerer (page 18)
- Dragon Sorcerer* (page 18)
Warlock
- Warlock of the Arch-Fey (page 19)
- Warlock of the Fiend (page 19)
- Warlock of the Great Old One (page 19)
Wizard
- Generic Wizards (page 20)
- Specialised Wizards (page 20)
- Wizard Companions (page 20)
Statblock Index
CR 1
- Discount Assassin (page 17)
CR 2
- Air Bender (page 13)
- Beastmaster page 16)
- Earth Bender (page 13)
- Fire Bender (page 13)
- Shadow Monk (page 12)
- Water Bender (page 13)
CR 3
- Arcane Thief (page 17)
CR 4
- Valor Bard (page 5)
CR 5
- Bear Totem Barbarian (page 4)
- Eagle Totem Barbarian (page 4)
- Wolf Totem Barbarian (page 4)
CR 6
- Eldritch Knight (page 11)
- Green Dragon Sorcerer (page 18)
- Rally Guard (page 10)
CR 7
- Black/Copper Dragon Sorcerer (page 18)
- Blue/Bronze Dragon Sorcerer (page 18)
- Feysworn (page 14)
- Red/Brass/Gold Dragon Sorcerer (page 18)
CR 8
- Master-at-Arms (page 10)
- Silver/White Dragon Sorcerer (page 18)
CR 11
- Aspect of Vengeance (page 15)
- Kingsguard (page 14)
Barbarians
Berserker
Berserker, MM pg. 344.
The berserker is a CR 2 creature (450 XP). For slightly more of a challenge to your party, you can increase its CR with the following changes:
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Unarmored Defense. The berserker's AC includes its Constitution modifier.
- Multiattack. The berserker makes two greataxe attacks.
The berserker has an offensive CR of 3 and a defensive CR of 5.
The berserker's new challenge rating is 4 (1,100 XP).
Spirit Totem Barbarian
I'd like to use this space to outline the process of hacking an NPC statblock out of class features.
The spirit totem barbarian gets all of the regular barbarian abilities: Rage, Unarmored Defense, Reckless Attack, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Brutal Critical, Relentless Rage, Persistent Rage, Indomitable Might, and Primal Champion. On top of that, it gets features specific to its subclass: Spirit Seeker, Totem Spirit, Aspect of the Beast, Spirit Walker, and Totemic Attunement.
As you can see, this is a lot. The goal is to fit the statblock onto the column on the right. Otherwise, a DM is going to be balk at the statblock due to its complexity. Our design goals are simplicity while still capturing the essence of what makes the subclass distinct: reckless attack is a good ability, but it's not crucial to the "essence" of the spirit totem in the same way it is for the berserker. We're also focusing on combat-related abilities: roleplay-focused "ribbons" like Spirit Walker don't need to be included in our statblocks.
The spirit totem barbarian is a creature that draws upon animal spirits to give it unnatural strength in battle, so we're going to focus on the following features and ignore the rest: Rage, Extra Attack, Fast Movement, Feral Instinct, Spirit Seeker, Totem Spirit, and Totemic Attunement.
Additionally, we're only going to stat out the Bear totem to help focus on one statblock. We'll include the Eagle and Wolf as variants.
Rage. Just resistance to physical damage. We don't need every benefit of rage to represent the essence of the spirit totem. We also want to limit using class resources in a statblock, considering it doesn't actually have a class, per se.
Extra Attack. Use multiattack instead.
Fast Movement. +10 movement speed.
Feral Instinct. Looking over the feature, I don't feel it's necessary. I won't include it after all. Limited space.
Spirit Seeker. Innate spellcasting. At will, but only ritual.
Totem Spirit. Our bear gives us resistance to all damage except for psychic.
Totemic Attunement. Don't need "while you're raging."
Bear Totem Barbarian
Medium humanoid (any race), any alignment
- Armor Class 13 (hide armor)
- Hit Points 85 (10d8 + 40)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 18 (+4) 9 (-1) 15 (+2) 10 (+0)
- Skills Athletics +7
- Damage Resistances acid, cold, fire, force, lightning, necrotic, poison, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
- Senses passive Perception 12
- Languages Any one language
- Challenge 5 (1,800 XP)
Innate Spellcasting. The barbarian's spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells innately, but only as a ritual:
At will: beast sense, speak with animals
Totem of the Bear. Hostile creatures within 5 feet of the barbarian that can see and hear it have disadvantage on attack rolls against creatures other than the barbarian.
Actions
Multiattack. The barbarian makes four attacks with its scimitars.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Variants
Your NPC barbarian might have an eagle totem or a wolf totem instead. The barbarian loses its Athletics proficiency, its Totem of the Bear feature, and its damage resistances (except bludgeoning, piercing, and slashing from nonmagical weapons). Its CR is unaffected.
Eagle Totem Barbarian
The barbarian gains proficiency in the Perception skill and a fly speed of 40 feet.
Wolf Totem Barbarian
Totem of the Wolf (1/Turn). When the barbarian hits a Large or smaller creature with a melee weapon attack, it can choose to force the target to make a DC 15 Strength saving throw. The target falls prone on a failed save.
Bards
Lore Bard
Bard, VGM pg. 211.
To distinguish a lore bard from the standard bard in Volo's Guide to Monsters, implement the following changes.
- Skills Arcana +4, History +4, Religion +4
Additionally, the lore bard removes the Taunt ability and adds the following reaction:
- Cutting Words. When a creature the bard can see within 60 feet of it makes an attack roll, ability check, or damage roll, the bard subtract 4 (1d8) from the result. This has no effect if the creature can't hear the bard or is immune to being charmed.
These changes do not adjust the bard's CR.
Valor Bard
Originally, I was going to provide guidelines for adjusting the VGM bard to suit a valor bard like the lore bard above, but the changes were too numerous, so I included it as a separate statblock. I can use this space instead to talk about the concept of challenge rating in 5th edition. Hopefully this can help inform the way that you build encounters using these NPCs and other monsters.
Challenge rating is an average score that attempts to consolidate the defensive and offensive capabilities of a given creature. A challenge rating of "1" suggests that a creature is strong enough to provide a "Medium" challenge for a standard party of four 1st-level adventurers. A challenge rating of 2 is a Medium challenge for a party of 2nd level adventurers, etc. Keep in mind a single monster will be easily defeated regardless.
This doesn't apply at levels lower than 1 (it can be CR 0, 1/8, 1/4, or 1/2) or for levels higher than 20, which is the level cap for 5th edition. The tarrasque is a CR 30 creature, but it will never fight a party of four 30th-level adventurers.
Having greater numbers of enemies or higher CR enemies increases the difficulty from Medium to Hard or Deadly. Similarly, smaller numbers of enemies and weaker CR enemies decreases the difficulty from Medium to Easy or Trivial. There's a formula for calculating it which I won't go into, but you can use tools like this. The system for calculating the "deadliness" of an encounter is based on a two assumptions.
First, it assumes that the party is not at full strength; they've been fighting for most of the day and can't just nuke the monster with everything they've got.
Second, it assumes an "adventuring day", which is defined as eight encounters that decrease resources (hit points, class features, gold pieces, NPC helpers, spell slots, etc). These are usually combat encounters, but they can be anything, including traps and roleplay scenarios. Xanathar's Guide to Everything goes into more detail about the expectations (which you can read about in more detail here). In one hour of play, you should expect four easy fights or two difficult fights.
Whether these are realistic assumptions is left up to the reader, but the CR system is based upon these assumptions, and they should be considered when planning encounters using these NPC statblocks.
Valor Bard
Medium humanoid (any race), any alignment
- Armor Class 18 (scale mail, shield)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
- Saving Throws Dex +4, Wis +3
- Skills Acrobatics +4, Perception +5, Performance +8
- Senses passive Perception 15
- Languages Any two languages
- Challenge 4 (1,100 XP)
Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatterSong of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends an Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
Actions
Multiattack. The bard makes two attacks with its longsword.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Combat Inspiration. When an attack roll is made against the bard or a friendly creature the bard can see within 60 feet of it, the bard can add 4 (1d8) to the target's AC against that attack.
Clerics
Acolyte, MM pg. 342 or Priest, MM pg. 348.
An acolyte is a very low level follower of a god and does not have any cleric features, but can nonetheless be used to represent people in training to become clerics or paladins.
To distinguish a priest as a cleric of a specific domain, add the following features. These changes do not affect the CR unless noted.
Knowledge Priest
- Skills History +5, Religion +5
- Languages Any four languages
- Innate Spellcasting. The priest's innate spellcasting ability is Wisdom (save DC 13). The priest can cast the following spells innately.
3/day each: detect thoughts, suggestion
Life Priest
- Armor Class 16 (chain mail)
- Preserve Life (Recharges After a Short or Long Rest). The priest targets up to six creatures it can see within 30 feet. The priest heals these creatures, dividing up 30 hit points between them.
Light Priest
- Hit Points 82 (15d8 + 15)
- Spellcasting. The priest replaces its list of prepared spells with the following.
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): burning hands, cure wounds, faerie fire
2nd level (3 slots): flaming sphere, scorching ray
3rd level (2 slots): daylight, fireball - Radiance of the Dawn (Recharge 5-6). Each creature within 30 feet of the priest that can see it must make a DC 13 Constitution saving throw, taking 14 (2d10 + 3) radiant damage on a failed save, or half as much damage on a successful one.
With these changes, the priest has an offensive challenge rating of 6 and a defensive challenge rating of 1.
The priest's challenge rating is 4 (1,100 XP).
Nature Priest
- Armor Class 16 (chain mail)
- Spellcasting. The priest replaces its list of prepared spells with the following.
Cantrips (at will): guidance, thorn whip, druidcraft
1st level (4 slots): animal friendship, goodberry, speak with animals
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth, wind wall - Charm Animals and Plants (Recharge After a Short or Long Rest). Each animal and plant within 30 feet of the priest that can see and hear it must make a DC 13 Wisdom saving throw. On a failed save, the target is charmed by the priest until the end of its next turn.
Tempest Priest
- Armor Class 18 (chain mail, shield)
- Hit Points 55 (10d8 + 10)
- STR 14 (+2)
- Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if wielded with two hands to make a melee attack. (Replaces Mace)
- Thunderous Rebuke. When a creature hits the priest with a melee weapon attack, the priest can use its reaction to force the creature to make a DC 13 Dexterity saving throw, taking 9 (2d8) lightning or thunder damage on a failed save, or half as much damage on a successful one.
With these changes, the priest has an offensive challenge rating of 5 and a defensive challenge rating of 2.
The priest's challenge rating is 4 (1,100 XP).
Trickery Priest
- Armor Class 15 (chain shirt)
- DEX 14 (+2)
- CHA 14 (+2)
- Skills Deception +6, Stealth +6
- Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. (Replaces Mace)
- Cloak of Shadows (Recharge After a Short or Long Rest). The priest becomes invisible until the end of its next turn, or until it casts a spell.
- Invoke Duplicity. The priest creates a perfect illusion of itself that lasts for 1 minute or until it loses its concentration, as if concentrating on a spell. The illusion appears in an unoccupied space within 30 feet of the priest. As a bonus action, the priest can move the illusion up to 30 feet to a space within 120 feet of the priest that it can see. Additionally, when both the priest and its illusion are within 5 feet of a creature that can see the illusion, the priest has advantage on attack rolls against that creature.
War Priest
War Priest, VGM pg. 218.
The war priest in Volo's Guide to Monsters is sufficient to represent this subclass.
Gods of the Forgotten Realms
Followers of particular gods, whether they are acolytes, clerics, priests, paladins, or devotees with no special powers might receive minor boons from their gods. These boons are intended only for flavour.
Gods of the Death domain are included despite not being a subclass option available in the Player's Handbook.
Akadi, Goddess of Air (Tempest)
Followers are light as a feather, skipping and dancing in defiance of gravity.
Auril, Goddess of Winter (Nature, Tempest)
Followers are cold to the touch and rarely complain about chilly weather.
Azuth, God of Wizards (Knowledge)
Followers find their homes piling up with books of arcane knowledge they have no recollection of acquiring.
Beshaba, Goddess of Misfortune (Trickery)
Even masters of their craft tend to trip up and make mistakes around followers.
Bhaal, God of Murder (Death)
Followers must wipe their faces to remove the blood that periodically leaks from their eyes.
Chauntea, Goddess of Agriculture (Life, Nature)
Followers are never wanting for bountiful crops.
Cyric, God of Lies (Trickery)
Followers enjoy the feeling of lies flowing off their tongue and find it physically painful to tell the truth.
Deneir, God of Writing (Knowledge)
Followers often carry a quill pen that never seems to run out of ink, and their packs are always filled with paper.
Eldath, Goddess of Peace (Life, Nature)
Others feel a palpable sense of warmth and comfort from followers.
Gond, God of Craft (Knowledge)
Followers suffer agonising dreams of others destroying their creations and live in constant paranoia when working on a project around others.
Helm, God of Protection (Life, Light)
A shield is always at the side of a follower, whether they're carrying it or someone else is.
Ilmater, God of Endurance (Life)
Followers can run for a thousand miles without stopping to catch their breath.
Kilmater, God of the Dead (Death)
Out of the corner of one's eye, one can see, only through the reflection of a mirror, a skeletal apparition where the follower would be standing.
Lathander, God of Birth and Renewal (Life, Light)
The families of followers contain twins and triplets exclusively, and their children are always healthy.
Leira, Goddess of Illusion (Trickery)
Followers have a knack for spotting illusions and tend to examine their world in more detail.
Lliira, Goddess of Joy (Life)
Others are often unsettled by the relentless smiles of followers.
Loviatar, Goddess of Pain (Death)
Followers can withstand brutal torture without breaking a sweat.
Malar, God of the Hunt (Nature)
Followers are adept trackers regardless of their environment, and once they've found their quarry they are ravenous in appetite, even if this causes some awkwardness.
Mask, God of Thieves (Trickery)
Pairs of followers often "swap faces" for a day or two.
Mielikki, Goddess of Forests (Nature)
Followers are never found sleeping inside.
Milil, Goddess of Poetry and Song (Light)
Followers noticeably glow when they sing or recite poetry.
Myrkul, God of Death (Death)
Followers are pale as a ghost.
Mystra, Goddess of Magic (Knowledge)
Opposing magic always seems to just barely miss followers. They're just outside of the blast of a fireball, or the eldritch blast strikes their ally instead, or a paladin decides to use his words rather than a zone of truth.
Oghma, God of Knowledge (Knowledge)
Followers are occasionally struck by facts they would have had no way of figuring out on their own.
Savras, God of Divination and Fate (Knowledge)
Keen observers know to avoid a room that a follower refuses to walk into.
Selune, Goddess of the Moon (Knowledge, Life)
In the waxing period, followers are exuberant, youthful, and optimistic. In the waning period, followers are mellow, dour, and pessimistic.
Shar, Goddess of Darkness and Loss (Death, Trickery)
Followers frequently seem to disappear into the shadows.
Sylvanus, God of Wild Nature (Nature)
Followers are prone to fits of unbridled rage followed quickly by apologies.
Sune, Goddess of Love and Beauty (Life, Light)
Followers are supernaturally beautiful.
Talona, Goddess of Disease and Poison (Death)
Followers are carriers and spreaders of countless debilitating diseases, yet suffer no symptoms themselves.
Talos, God of Storms (Tempest)
Followers feel a great ache in their bones when the weather is about to change dramatically.
Tempus, God of War (War)
No follower has ever been caught at home when there's a fight to be had.
Torm, God of Courage and Self-Sacrifice (War)
Nearly everyone has a story of the heroism of a dead follower they once knew.
Umberlee, Goddess of the Sea (Tempest)
Followers can hold their breath far longer than they should be able to.
Waukeen, Goddess of Trade (Knowledge, Trickery)
There isn't a business deal in the known world that doesn't benefit a follower in some obscure, roundabout way.
Druids
Land Druid
Druid, MM pg. 346 or Archdruid, VGM pg. 210.
To signify either of these druids as land druids of a particular circle, you can add the Circle Spells from PHB pg. 68 to their list of prepared spells, as long as they have spell slots of the same level or higher. This does not affect their challenge ratings.
Arctic
2nd level: hold person, spike growth
3rd level: sleet storm, slow
4th level: freedom of movement, ice storm
5th level: commune with nature, cone of cold
Coast
2nd level: mirror image, misty step
3rd level: water breathing, water walk
4th level: control water, freedom of movement
5th level: conjure elemental, scrying
Desert
2nd level: blur, silence
3rd level: create food and water, protection from energy
4th level: blight, hallucinatory terrain
5th level: insect plague, wall of stone
Forest
2nd level: barkskin, spider climb
3rd level: call lightning, plant growth
4th level: divination, freedom of movement
5th level: commune with nature, tree stride
Grassland
2nd level: invisibility, pass without trace
3rd level: daylight, haste
4th level: divination, freedom of movement
5th level: dream, insect plague
Mountain
2nd level: spider climb, spike growth
3rd level: lightning bolt, meld into stone
4th level: stone shape, stoneskin
5th level: pass wall, wall of stone
Swamp
2nd level: darkness, Melf's acid arrow
3rd level: water walk, stinking cloud
4th level: freedom of movement, locate creature
5th level: insect plague, scrying
Underdark
2nd level: spider climb, web
3rd level: gaseous form, stinking cloud
4th level: greater invisibility, stone shape
5th level: cloudkill, insect plague
Moon Druid
Archdruid, VGM pg. 210.
For a more interesting battle with an archdruid, you can change the rules of its Change Shape ability to more accurately reflect the class feature: instead of the archdruid sharing its pool of hit points with its animal shapes, each animal shape has its original hit points which are independent of the archdruid's. The party must defeat each animal shape individually before ultimately defeating the archdruid in its true form.
This works best if you choose two different animals.
Additionally, you can remove the CR limitation on the archdruid's animal shapes, allowing it to transform into any beast that exists in its world.
If you make these changes, the CR of the archdruid isn't changed. Instead, you add the appropriate XP of each animal shape to the amount of XP your party gains upon defeating the archdruid.
Fighters
Champion
Champion, VGM pg. 212, Gladiator, MM pg. 346, or Warlord, VGM pg. 220.
Any of these is sufficient to represent a champion fighter.
Battlemaster
The battlemaster is separated into two statblocks: a Master-at-Arms and a Rally Guard.
The master-at-arms has a longsword (instead of a greatsword) to make it more convenient for the DM to roll its damage dice, considering it can make up to 6 attacks per turn and its maneuvers also use a d10.
Rally Guard
Medium humanoid (any race), any alignment
- Armor Class 20 (plate, shield)
- Hit Points 135 (18d8 + 54)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1)
- Skills Athletics +7, History +4, Sculptor's Tools +4
- Senses passive Perception 10
- Languages Any three languages
- Challenge 6 (2,300 XP)
Rally. As a bonus action, the rally guard chooses a friendly creature within 30 feet of it that can see and hear it. The target gains 5 (1d8 + 1) temporary hit points.
Actions
Multiattack. The rally guard makes two melee weapon attacks, or it makes one melee weapon attack and uses its Commander's Strike.
Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands to make a melee attack.
Commander's Strike. The rally guard chooses one friendly creature that can see and hear it. That creature can immediately use its reaction to make one weapon attack, adding 4 (1d8) to the attack's damage roll.
Reactions
Protection. When a creature the defender can see attacks a target other than itself that is within 5 feet of its position, it can impose disadvantage on that attack roll.
Master-at-Arms
Medium humanoid (any race), any alignment
- Armor Class 18 (plate)
- Hit Points 135 (18d8 + 54)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0)
- Skills Athletics +9, History +4, Painter's Tools +4
- Senses passive Perception 10
- Languages Any three languages
- Challenge 8 (3,900 XP)
Action Surge (Recharges After a Short or Long Rest). After taking an action on its turn, the master-at-arms can take one additional action.
Maneuvers (1/Turn). When the master-at-arms hits with a melee weapon attack, it can choose to apply a maneuver to that attack. The attack deals an additional 5 (1d10) damage, and the master-at-arms chooses one of the following effects.
- Disarming Attack. The target must succeed on a DC 15 Strength saving throw or drop an object it is holding of the master-at-arms's choice. The object lands at its feet.
- Distracting Strike. The next attack roll against the target by an attacker other than the master-at-arms has advantage if that attack is made before the start of the master-at-arms's next turn.
- Trip Attack. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or fall prone.
Actions
Multiattack. The master-at-arms makes three melee weapon attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands to make a melee attack.
Offensive: 3 rounds, 15d10 + 72 = 154.5. Average 51.5 dpr. +9 bonus. CR 9.
Defensive: 135 hp, 18 AC. CR 6.
Total: (6+9)/2 = 7.5, round to 8.
Challenge Rating: 8 (3,900 XP)
Eldritch Knight
This eldritch knight uses a spear to take advantage of its returning weapon to make two thrown spear attacks each turn. You can choose other one-handed melee weapons for your eldritch knight instead, such as a battleaxe or a quarterstaff. This does not change its CR.
Eldritch Knight
Medium humanoid (any race), any alignment
- Armor Class 18 (plate, shield)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 17 (+3) 14 (+2) 10 (+0) 10 (+0)
- Skills Arcana +5, Athletics +7
- Senses passive Perception 10
- Languages Any three languages
- Challenge 6 (2,300 XP)
Bonded Weapon. The eldritch knight's bonded weapon is its spear. The eldritch knight cannot be disarmed if it is wielding its spear. As a bonus action, the eldritch knight can magically teleport its spear into its hand.
Spellcasting. The eldritch knight is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The eldritch knight has the following wizard spells prepared, which it can cast without somatic or material components:
Cantrips (at will): prestidigitation, ray of frost
1st level (3 slots): alarm, shield, unseen servantActions
Multiattack. The eldritch knight makes two attacks with its spear.
Spear. Melee or Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
An important note: creatures in the PHB that are based on spellcasters without a full spellcasting progression (e.g. the Death Knight using a paladin's progression) use the progression of the class they're mimicking rather than a full spellcasting progression.
What this means is that the Death Knight says it's an 18th level spellcaster despite only having up to 5th level spell slots.
Even though this is the convention, I've chosen to ignore it. Each time the spellcasting trait is used, it's based off of a full spellcasting progression. This helps keep things consistent and helps compare the relative power of different spellcasters. The death knight's 18th-level spellcasting ability is not at all comparable to the archmage's 18th-level spellcasting ability, which does follow the PHB rules but is kind of messy and unclear sometimes.
Since it's simply a notation of the rules, rather than a rule itself, I've chosen to maintain my own conventions. It doesn't have any measurable affect upon play.
Monks
Open Hand Monk
Martial Arts Adept, VGM pg. 216.
While the martial arts adept is sufficient to represent a monk that follows the Way of the Open Hand, some adepts might secretly possess the following technique, which they are sworn against using except in the most dire situations.
- Quivering Palm (Recharges After a Long Rest). When the adept hits a creature with an unarmed strike, it can apply hidden (but lethal) vibrations to their body. These vibrations last for 14 (4d6) days or until the adept uses this action on another creature, after which the effects end harmlessly. Otherwise, the adept can use its action to force the target to make a DC 13 Constitution saving throw. On a failed save, the target falls to 0 hit points. On a successful save, the target takes 33 (6d10) necrotic damage. The adept can also choose to end the vibrations harmlessly as an action.
As this is a secret and forbidden technique that might go unnoticed in a fight without affecting the outcome, and it's impossible to tell without magic which martial arts adepts can use this technique, it does not affect the CR.
Shadow Monk
I can use this space to talk about the process of calculating the challenge rating of a monster created from scratch.
CR is calculated as an average of its offensive and defensive capabilities. The guidelines for determining these is located in the DMG pgs. 274-282.
Offensive Challenge Rating
To calculate the offensive challenge rating, we look at the maximum amount of damage the monk can dish out on average over three turns. We can ignore Cloak of Shadows and Spellcasting for now, as they don't contribute to damage.
Additionally, the monk can max its damage on every turn, so we don't need to worry about taking the average of three turns like we'd have to do for dragons (which only breathe fire about once every three turns) or spellcasters (who might have to cast different spells as their slots get used).
The monk makes two punch dagger attacks each turn. While 1d6 + 3 is noted as 6 average damage, this is actually not quite right: it actually does 6.5 on average, but we round it down for notation. 1d6 does 3.5 damage, and we add its Dexterity modifier in this situation. So, adding both its attacks results in 13 damage total instead of 12.
13 Damage is CR 1. The recommended attack bonus is +3, but we're two above that: the shadow monk has a +5 attack bonus. For every +2, we increase rank by 2, to CR 2.
But that's not all! It also has Shadow Step, an ability that guarantees it advantage on one of its attacks. How do we factor this into the calculation?
On DMG, pgs 280-281, we can find a list of sample abilities that affect CR. A kobold's pack tactics is another ability that grants advantage for free, so we'll simplify and use that bonus: increase the monster's effective attack bonus by 1.
Shadow Monk
Medium humanoid (any race), any alignment
- Armor Class 15 (studded leather)
- Hit Points 44 (8d8 + 8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
- Senses passive Perception 12
- Languages Any two languages
- Challenge 2 (450 XP)
Innate Spellcasting. The monk's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells innately without expending material components.
At will: darkvision, minor illusion
1/day each: darkness, pass without trace, silenceShadow Step. When the monk is in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The monk gains advantage on the next attack it makes before the end of its turn.
Actions
Multiattack. The monk makes two attacks with its punch dagger.
Punch Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Cloak of Shadows (Recharge 5-6). The monk becomes invisible until the end of its next turn, or until it attacks or casts a spell.
We need at least a +2 bonus to go up one more step.
Offensive Challenge Rating: 2
Defensive Challenge Rating
Other monsters that have more powerful stealth (imp, for example) don't get any benefits from it, but I feel our monk can use stealth well, so I'll grant him +2 effective AC as a consolation. 44 hit points is CR 1/4, and AC "17" is four greater than the recommended AC of 13, so it becomes CR 1.
Defensive Challenge Rating: 1
Final Challenge Rating
To get the total, we add them together, divide by 2, and round the result (favouring upwards). 2 + 1 = 3.
3 / 2 = 1.5. Round up to 2.
Challenge: 2 (450 XP)
Four Elements Monk
I've split the Four Elements Monk into four low-level elemental benders: air, earth, fire, and water. They fit on one page, so I've included their full statblocks rather than just outline the differences between them.
Air Bender
Medium humanoid (any race), any alignment
- Armor Class 13 (leather armor)
- Hit Points 22 (4d8 + 4)
- Speed 40 ft., fly 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
- Senses passive Perception 12
- Languages Any one language
- Challenge 2 (450 XP)
Actions
Fist of Unbroken Air. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 22 (4d10) bludgeoning damage, and the target must make a DC 12 Strength saving throw. On a failed save, the target is pushed 20 feet away and knocked prone. On a successful save, it is pushed 10 feet and isn't knocked prone.
Earth Bender
Medium humanoid (any race), any alignment
- Armor Class 16 (natural armor)
- Hit Points 22 (4d8 + 4)
- Speed 25 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Senses passive Perception 12
- Languages Any one language
- Challenge 2 (450 XP)
Actions
Fist of Four Thunders. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and each creature other than the bender within 10 feet that can see and hear the bender must succeed on a DC 12 Constitution saving throw or take 11 (2d10) thunder damage.
Fire Bender
Medium humanoid (any race), any alignment
- Armor Class 13 (leather armor)
- Hit Points 22 (4d8 + 4)
- Speed 35 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
- Damage Resistances cold, fire
- Senses passive Perception 12
- Languages Any one language
- Challenge 2 (450 XP)
Actions
Multiattack. The bender makes two Fangs of the Fire Snake attacks.
Fangs of the Fire Snake. Melee Spell Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) fire damage.
Water Bender
Medium humanoid (any race), any alignment
- Armor Class 13 (leather armor)
- Hit Points 22 (4d8 + 4)
- Speed 35 ft., swim 35 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
- Senses passive Perception 12
- Languages Any one language
- Challenge 2 (450 XP)
Actions
Water Whip. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target must make a DC 12 Dexterity saving throw. On a failed save, the target takes 22 (4d10) bludgeoning damage and is either knocked prone or pulled up to 25 feet closer to the bender. On a successful save, the target takes half as much damage and isn't pulled or knocked prone.
Paladins
Kingsguard
The devotion paladin has been given a new name to distinguish it from devotion paladin player characters. It's meant to be clear that these NPCs are not a direct translation of class features. NPCs and PCs are not created the same.
Kingsguard
Medium humanoid (any race), any alignment
- Armor Class 20 (plate, shield)
- Hit Points 120 (16d8 + 48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 16 (+3) 13 (+1) 15 (+2) 17 (+3)
- Saving Throws Wis +6, Cha +7
- Skills Athletics +8, Intimidation +7, Perception +6
- Senses passive Perception 16
- Languages Any four languages
- Challenge 11 (7,200 XP)
Aura of Protection. The kingsguard and friendly creatures within 30 feet of it have advantage on saving throws.
Innate Spellcasting. The kingsguard's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately without expending somatic or material components.
3/day each: protection from evil and good, sanctuary
1/day each: lesser restoration, zone of truth, dispel magicSacred Weapons. The kingsguard's weapon attacks are magical. When the kingsguard hits with its morningstar, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).
Actions
Multiattack. The kingsguard makes three attacks with its morningstar.
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 18 (4d8) radiant damage.
Divine Sense (3/Day). Until the end of the kingsguard's next turn, it knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type of creature but not its identity.
Feysworn
Similarly, the feysworn is an NPC meant to represent a powerful martial figure sworn to the protection of an even more powerful fey, rather than a straight translation of an Oath of the Ancients Paladin to statblock form.
Feysworn
Medium humanoid (any race), any alignment
- Armor Class 17 (natural armor)
- Hit Points 105 (14d8 + 45)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 18 (+4)
- Saving Throws Wis +5, Cha +7
- Skills Nature +4, Perception +5, Religion +4
- Senses passive Perception 15
- Languages Sylvan plus any two languages
- Challenge 7 (2,900 XP)
Aura of Warding. The feysworn and friendly creatures within 30 feet of it have resistance to damage from spells.
Innate Spellcasting. The feysworn's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately.
At will: speak with animals
3/day each: moonbeam, misty step
1/day each: plant growth, protection from energy, commune with natureSacred Weapons. The feysworn's weapon attacks are magical. When the feysworn hits with its sickle, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).
Actions
Multiattack. The feysworn uses its Nature's Wrath, if it can. It then makes two attacks with its sickle.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 18 (4d8) radiant damage.
Nature's Wrath (Recharge 5-6). The feysworn targets a creature it can see within 30 feet of it. The creature must succeed on a DC 14 Dexterity saving throw or be restrained by magical vines for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Aspect of Vengeance
To further reinforce that these statblocks are distinct from the class features, this particular creature is actually a celestial, not a humanoid. In addition, its vow of enmity has slightly different rules to the vow of enmity found in the handbook.
Aspect of Vengeance
Medium celestial, any alignment
- Armor Class 18 (plate)
- Hit Points 150 (20d8 + 60)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 17 (+3)
- Saving Throws Wis +6, Cha +7
- Condition Immunities frightened
- Skills Intimidation +7, Investigation +5, Survival +4,
- Senses passive Perception 12
- Languages Any two languages
- Challenge 11 (7,200 XP)
Aura of Courage. The aspect and friendly creatures within 30 feet of it can't be frightened while the aspect is conscious.
Sacred Weapons. The aspect's weapon attacks are magical. When the aspect hits with its maul, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).
Vow of Enmity (Recharges After a Short or Long Rest). As a bonus action, the aspect targets a creature it can see within 10 feet of it. The aspect always knows in which direction its target can be found, and the aspect has advantage on attack rolls against the creature until the creature dies or the aspect chooses another target.
Actions
Multiattack. The aspect uses its Abjure Enemy, if it can. It then makes three attacks with its maul.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Abjure Enemy (Recharge 5-6). The aspect targets a creature it can see within 60 feet of it. The creature must make a DC 14 Wisdom saving throw, and the creature has disadvantage on its save if it is a fiend or undead. On a successful save, the the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to speed. On a successful save, the creature's speed is halved for 1 minute or until it takes any damage. This action has no effect on creatures immune to being frightened.
We can look at its challenge rating in more detail considering all this empty space we've got here.
Offensive Challenge Rating
The aspect of vengeance deals 29 damage with every strike of its maul, for a total of 87 per turn. Additionally, it has an ability which grants it, basically, permanent advantage.
87 damage is CR 14. Permanent advantage, as seen with Pack Tactics, grants a +1 to effective attack bonus. Even upping this effective bonus to +2 doesn't change the ranking in this situation, unfortunately.
What about Abjure Enemy? It's unclear, because there aren't any precedents in the DMG about the impact of affecting an opponent's ability to escape a fight. However, the dire wolf and other creatures that can knock enemies prone (an ability which also halves an enemy's speed and makes them vulnerable) don't seem to gain any benefit from it in terms of CR.
It's still a potent ability. I'll give it the benefit of the doubt and say that it increases the attack bonus by another +1. This finally brings our offensive CR up by one ranking.
Offensive Challenge Rating: 15
Defensive Challenge Rating
The aspect of vengeance has 150 hit points, AC 18, and some saving throws, immunities, and flight. The saving throws and immunities are not sufficient enough to affect its ranking, and without ranged weapons to take advantage of its flight, it doesn't impact the ranking either.
However, we can see that frightening an enemy does have an effect! Having Frightful Presence, an ability that targets a large number of enemies, increases your effective hit points by a large amount if you're fighting a party of 10th level or lower.
This creature isn't meant to be a solo monster, as evidenced by its aura ability. Additionally, its Abjure Enemy only targets a single creature, not a whole party. Ultimately I would say that it doesn't affect the ranking, either.
So, 150 hit points brings us to CR 6 and the AC increases that to CR 7.
Defensive Challenge Rating: 7
Luckily for us, if my judgement is wrong for the offensive challenge rating and it should stay at CR 14 instead of 15, the final challenge rating is the same due to rounding.
Final Challenge Rating
15 + 7 = 22.
22 / 2 = 11.
Challenge: 11 (7,200 XP).
Rangers
Hunter
Scout, MM pg. 349
To get across the flavour of a hunter of big game, you can give scouts one of the following abilities:
- Colossus Slayer (1/Turn). The scout deals an additional 4 (1d8) damage with its weapons when it hits a creature below its hit point maximum.
- Giant Killer. When a Large or larger creature hits or misses the scout with a melee weapon attack, the scout can immediately make one weapon attack against that creature. (Reaction)
- Horde Breaker. When the scout hits a creature with a weapon attack, it can use its bonus action to make the same attack against a different creature within 5 feet of the original target and within range of its weapon.
The scout is still quite weak defensively, so I recommend the following changes in addition:
- Armor Class 14 (hide armor)
- Hit Points 55 (10d8 + 10)
With these changes, the scout's offensive challenge rating is 2 and its defensive challenge rating is 1/2.
The scout's new challenge rating is 1 (200 XP).
Beastmaster
The beastmaster's challenge rating doesn't include its animal companion. Since we're not strictly limited by what the class can actually do, we can give the beastmaster any animal companion available in a published book. Included are some randomly-picked suggestions.
Dire Wolf (MM pg. 321)
The enormous hound sticks loyally by the woman's heel, head down, fangs bared. Its eyes flick meaningfully to its master's face, reading her expression and relaxing when it sees that she's in a good mood.
Giant Scorpion (MM pg. 327)
The clicking of its claws fades as its master strokes its head. "Not yet," the man says. "Knock them out first." And with that, the stinger shoots down.
Hunter Shark (MM pg. 330)
The merfolk seems surprised to see a boat so far out to sea. He uncorks a potion to release a foul-smelling aroma, and in less than a minute, a fin emerges from the waters. A striped shark sidles up beside him, nudging him for food.
Tyrannosaurus Rex (MM pg. 80)
The monster leaps across the plains, crossing the width of rivers in a single bound, shaking the foundations of the earth with every thunderous step. Clinging to its neck, hollering words of encouragement, is a little old lady gnome.
Beastmaster
Medium humanoid (any race), any alignment
- Armor Class 15 (hide armor)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 16 (+3) 10 (+0) 18 (+4) 12 (+1)
- Skills Animal Handling +8, Survival +6
- Senses passive Perception 14
- Languages Any one language
- Challenge 2 (450 XP)
Animal Companion. The beastmaster is bonded to a beast, which is its animal companion. The companion acts on its own initiative, but otherwise obeys the beastmaster's commands. As a bonus action, the beastmaster can command its companion to use its reaction to take the Dash, Disengage, Dodge, or Help action.
Actions
Multiattack. The beastmaster makes two weapon attacks.
Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Quetzalcoatlus (VGM pg. 140)
The sky darkens and the usual lively sounds of birds chirping goes deadly silent. A single flap of the beast's wings sends the grass bouncing and dancing. With a gust strong enough to blow down a house, the beast lands in front of its master.
Aurochs (VGM pg. 207)
The young hill dwarf can barely hold on as the big-horned creature sprints at the side of the red barn. He hides his face just before he feels the crunch of splintering wood.
Goat (MM pg. 330)
The ranger kneels down by her goat and lifts up its big floppy ear. She whispers, "If you don't stop eating random trash while we're supposed to be fighting off orcs, I'll take you to the market and trade you for a box of apples."
Rogues
Thief
Master Thief, VGM pg. 216, or Spy, MM pg. 349.
The master thief is sufficient for an effective cat burglar or dashing vagrant, while the spy is sufficient to represent the roleplay focus of a more social setting.
Assassin
Assassin, MM pg. 343.
I feel that the assassin here is very strong (CR 8), and there should be an option available for a weaker assassin.
Discount Assassin
Medium humanoid (any race), any alignment
- Armor Class 14 (leather armor)
- Hit Points 38 (7d8 + 7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
- Skills Stealth +6
- Senses passive Perception 10
- Languages Thieves' Cant plus any one language
- Challenge 1 (200 XP)
Ambusher. The assassin has advantage on attack rolls against creatures it has surprised.
Sneak Attack (1/Turn). The assassin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 1 piercing damage plus 5 (2d4) poison damage.
Arcane Trickster
You can represent a spellcaster rogue using the statblock included here. You'll notice that, like the eldritch knight, its spellcasting ability compares it to full spellcasters rather than levels in the class it's mimicking.
Arcane Thief
Medium humanoid (any race), any non-lawful alignment
- Armor Class 15 (leather armor)
- Hit Points 77 (14d8 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 15 (+2) 13 (+1) 15 (+2)
- Skills Deception +4, Sleight of Hand +7, Stealth +5, Thieves' Tools +7
- Senses passive Perception 11
- Languages Thieves' Cant plus any three languages
- Challenge 3 (700 XP)
Invisible Hand. The thief gains additional benefits when it casts mage hand. For a creature to notice the hand or the tasks the hand is performing, it must succeed on a Wisdom (Perception) check.
- The hand created by the spell is invisible.
- The thief can use the hand to stow or retrieve one object into or from a container worn or carried by another creature, or to use its Thieves' Tools.
- The thief can use its bonus action to control the hand, or to distract a creature within range of the spell. If it distracts a creature, it gains advantage on attack rolls against the target until the end of the thief's turn.
Sneak Attack (1/Turn). The thief deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.Spellcasting. The thief is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +2 to hit with spell attacks). It has the following wizard spells prepared.
Cantrips (at will): mage hand, prestidigitation, shocking grasp
1st level (4 slots): charm person, disguise self, silent image, sleep
2nd level (3 slots): invisibility, rope trick, suggestionActions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Sorcerers
Wild Magic Sorcerer
Apprentice Mage, VGM pg 209., Mage, MM pg. 347, or Archmage, MM pg. 342.
Any of these, or in fact any creature with spellcasting, can represent a wild magic sorcerer. Simply add the following trait to that creature:
- Wild Magic Surge. When the creature casts a spell of 1st-level or higher, it rolls twice on the Wild Magic Surge Table (PHB pg. 104) and uses either number.
As the effects are unpredictable, this does not change a creature's challenge rating.
Dragon Sorcerer
I've included the statistics for a red dragon sorcerer only. This statblock can also be used for a brass or gold dragon sorcerer. For other dragon types, you can remove the immunity to fire and make these suggested changes.
Black or Copper Dragon Sorcerer
- Damage Immunities acid
- Spellcasting. The sorcerer replaces its list of spells with the following.
Cantrips (at will): acid splash, dancing lights, minor illusion, friends
1st level (4 slots): charm person, chromatic orb (acid only), silent image, sleep
2nd level (3 slots): crown of madness, hold person, levitate, Melf's acid arrow
3rd level (3 slots): counterspell, fear
4th level (2 slots): vitriolic sphere
Blue or Bronze Dragon Sorcerer
- Damage Immunities lightning
- Spellcasting. The sorcerer replaces its list of spells with the following.
Cantrips (at will): gust, minor illusion, mold earth, shocking grasp
1st level (4 slots): absorb elements, chromatic orb (lightning only), create or destroy water, silent image
2nd level (3 slots): dust devil, earthbind, gust of wind, mirror image
3rd level (3 slots): erupting earth, hypnotic pattern, lightning bolt
4th level (2 slots): blight, storm sphere
Green Dragon Sorcerer
- Damage Immunities poison
- Challenge 6 (2,300 XP)
- Spellcasting. The sorcerer replaces its list of spells with the following.
Cantrips (at will): friends, minor illusion, poison spray
1st level (4 slots): fog cloud, ray of sickness, sleep
2nd level (3 slots): phantasmal force, suggestion
3rd level (3 slots): gaseous form, stinking cloud
4th level (2 slots): blight, confusion
Red Dragon Sorcerer
Medium humanoid (any race), any alignment
- Armor Class 15 (natural armor)
- Hit Points 117 (18d8 + 36)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 18 (+4)
- Skills Arcana +3, Persuasion +7
- Damage Immunities fire
- Senses passive Perception 10
- Languages Draconic plus any one language
- Challenge 7 (2,900 XP)
Spellcasting. The sorcerer is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following sorcerer spells.
Cantrips (at will): control flames, create bonfire, fire bolt, light
1st level (4 slots): burning hands, color spray, detect magic, expeditious retreat
2nd level (3 slots): agnazzar's scorcher, pyrotechnics, scorching ray
3rd level (3 slots): daylight, fireball, protection from energy
4th level (2 slots): wall of fireActions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Silver or White Dragon Sorcerer
- Damage Immunities cold
- Challenge 8 (3,900 XP)
- Spellcasting. The sorcerer replaces its list of spells with the following.
Cantrips (at will): frostbite, gust, ray of frost, shape water
1st level (4 slots): chromatic orb (cold only), ice knife
2nd level (3 slots): gust of wind, misty step, Snilloc's snowball swarm, warding wind
3rd level (3 slots): protection from energy, sleet storm
4th level (2 slots): ice storm
First round: activate ice storm. 46 damage
Second round: ice storm plus fourth level snowball storm. 46+35=81 damage.
Third round: ice storm plus fourth level snowball storm plus third level chromatic orb. 46+35+22.5=103.5 damage.
Total: 230.5/3 = 76.83, CR 12 offensive. Step down to 11.
Final CR: 5+11=16/2=8. Challenge: 8 (3,900 XP).
Warlocks
Warlock of the Archfey
Warlock of the Archfey, VGM, pg. 219.
The warlock in Volo's Guide to Monsters is sufficient to represent this subclass.
Warlock of the Fiend
Warlock of the Fiend, VGM, pg. 219.
The warlock in Volo's Guide to Monsters is sufficient to represent this subclass.
Warlock of the Great Old One
Warlock of the Great Old One, VGM, pg. 220.
The warlock in Volo's Guide to Monsters is sufficient to represent this subclass.
Patron Gifts
For extra flavour in your warlock NPCs, you might want to include specialised weapons, familiars, and/or spellbooks that your warlocks carry with them, none of which change their challenge rating. You can include all three gifts if you wish; there's no restriction on just one per warlock.
These gifts vary based on the patron, a few of which are included here. You can design your own gifts for other patrons.
Familiars. The "Chain" options available here are not representative of the options available to player characters and don't follow the same rules. Instead, the companions are independent creatures that serve the patron in a partnership with the warlock. These creatures might spy on their warlock "master" as much as they spy on enemies of their patron.
Archfey Gifts
| Patron | Chain | Blade | Tome |
|---|---|---|---|
| Queen Titania of the Summer Court | A pixie | A sickle that waxes and wanes with the moon | A bauble of light that swims with magical incantations |
| Hyrsam, the Prince of Fools | A satyr | A net with holes that are too big | A book that never opens to the right page you need |
| Ancient Green Hag | A goblin | A gnarled old dagger with a pickled eye set in its hilt | A dissected sprite with rituals carved into its internal organs |
Fiend Gifts
| Patron | Chain | Blade | Tome |
|---|---|---|---|
| Asmodeus | A spined devil | A whip | A jet-black book of incomprehensible runes |
| Belial | A succubus | A three-pronged pike | A silk gown with embroidery that carries deep magic |
| Demogorgon | A cockatrice | A randomly determined weapon that changes form before every attack | A book written in an assortment of incompatible languages that screeches when opened |
| Lolth | A giant spider | A poisoned shortsword | An elven book whose pages rot and twist in one's hands |
| Orcus | A crawling claw | A mace in the form of a scepter topped with a woman's skull | A flesh-bound book with a human spine encasing it |
| Pit Fiend | A magmin | A mace that sizzles with heat | A cracked red book whose pages smell of brimstone |
| Tiamat | A winged kobold | A scimitar made from a dragon's claw | A set of scales, each with a spell carved on them |
| Yeenoghu | A giant hyena | A flail with made of three cackling skulls | A book with teeth and a habit of biting its readers |
Great Old One Gifts
| Patron | Chain | Blade | Tome |
|---|---|---|---|
| Ghaunadaur, That Which Lurks | A spectator | A heavy crossbow with a spyglass mounted on the top | Illusory texts that only the holder of a glass eye can see |
| Great Cthulhu | A giant octopus | A hooked glaive | A flesh-bound book that reeks of fish |
| Tharizdun, the Chained God | A homunculus | A small empty cage turned into a maul | Tattoos inscribed over the warlock's body |
Wizards
Generic Wizards
Apprentice Mage, VGM pg 209., Mage, MM pg. 347, or Archmage, MM pg. 342.
Any of these are sufficient to represent a generic wizard.
Specialised Wizards
Wizards that specialise in magic of a particular school have been consolidated here in alphabetical order.
- Abjurer, VGM pg. 209
- Conjurer, VGM pg. 212
- Diviner, VGM pg. 213
- Enchanter, VGM pg. 213
- Evoker, VGM pg. 214
- Illusionist, VGM pg. 214
- Necromancer, VGM pg. 217
- Transmuter, VGM pg. 218
Wizard Companions
A wizard might have companions that follow it around and do its bidding, willingly or otherwise. They are listed here for easy reference while building your wizard encounters.
Familiars
Familiars are loyal servants that assist the wizard in arcane matters and rituals.
- Crawling Claw, MM pg. 44
- Gazer, VGM pg. 126
- Faerie Dragon, MM pg. 133
- Imp, MM pg. 72
- Pixie, MM pg. 253
- Pseudodragon, MM pg. 254
- Quasit, MM pg. 63
- Spectator, MM pg. 30
- Sprite, MM pg. 283
Guardians
Guardians are beings that wizards employ (or coerce) into their service for physical protection.
- Animated Armor, MM pg. 19
- Flying Sword, MM pg. 20
- Guard Drake, VGM pg. 158
- Shield Guardian, MM pg. 271
- Skeleton, MM pg. 272
- Zombie, MM pg. 316
Other Employees
For extra fun, your wizard can employ these new NPCs.
- Arcane Thief
- Discount Assassin
- Eldritch Knight
- Kingsguard
- Rally Guard
- Valor Bard