Battlefield NPCs

by RBSkald

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Dungeon Delver's Depot

Battlefield NPCs

This compilation contains statistics for various humanoid NPCs that adventurers might encounter on the battlefield, or otherwise while traveling within any realm capable of fielding an advanced army.


Arbalester

Medium humanoid (any race), any alignment


  • Armor Class 17 (chain shirt, shield)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (+0) 10 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages any one language (usually Common)
  • Challenge 1/4 (50 XP)

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Plant Shield. The arbalester fixes its shield onto a suitable surface. While embedded in place, the shield provides a creature behind it with three-quarters cover. The arbalester can also use an action to unfix the shield from its position.

Much like archers, crossbow-equipped arbalesters find much use as fortification defenders, field artillery, and mercenaries. Their large shields allow them to take cover and reload in relative safety.

Dungeon Delver's Depot — by R.B. Skald

 


Cavalier

Medium humanoid (any race), any alignment


  • Armor Class 18 (half plate, shield)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 11 (+0)

  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1/2 (100 XP)

Charge. If the cavalier moves at least 10 feet straight toward a creature and then hits it with a melee attack on the same turn, the attack deals an additional 5 (1d10) damage.

Actions

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.

Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.

Hailing from genteel backgrounds, cavaliers have the requisite training and resources to fight on horseback. In battle, they usually follow the commands of senior knights.

Variant: Mounted Cavalier

When riding off to battle, a cavalier will use a warhorse as its mount. A cavalier on horseback has a challenge rating of 1 (200 XP) and gains the following additional weapon:

Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Dungeon Delver's Depot — by R.B. Skald

Grenadier

Medium humanoid (any race), any alignment


  • Armor Class 17 (half plate)
  • Hit Points 22 (3d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 13 (+1)

  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the grenadier can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The grenadier makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Bomb (1/Day). The grenadier throws a bomb at a point up to 60 feet away, detonating on impact. Each creature within 5 feet of the bomb must make a DC 12 Dexterity saving throw or take 10 (3d6) fire damage.

Grenadiers are chosen from among the largest, most physically capable soldiers in an army. Requiring both incredible strength and discipline in order to hurl explosives from the front lines without harming their own allies, these shock troops are frequently tasked with leading frontal assaults against enemy positions.

Dungeon Delver's Depot — by R.B. Skald

 


Halberdier

Medium humanoid (any race), any alignment


  • Armor Class 14 (chain shirt)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 10 (+0) 12 (+1) 11 (+0)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages any one language (usually Common)
  • Challenge 1/4 (50 XP)

Actions

Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions

Lunge. The halberdier makes an opportunity attack with its halberd against a target that enters its reach.

Halberdiers frequently comprise the backbone of a professional army. Unlike mere guards, these soldiers are properly equipped for pitched fighting on the battlefield, and are also better trained.

Dungeon Delver's Depot — by R.B. Skald


Healer

Medium humanoid (any race), any alignment


  • Armor Class 18 (chain mail, shield)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 12 (+1) 16 (+3) 13 (+1)

  • Skills Medicine +7, Religion +5
  • Senses passive Perception 13
  • Languages any one language (usually Common)
  • Challenge 2 (450 XP)

Spellcasting. The healer is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): guidance, resistance, sacred flame, spare the dying
1st level (4 slots): bless, healing word, sanctuary
2nd level (3 slots): aid, spiritual weapon
3rd level (3 slots): aura of vitality, revivify
4th level (1 slot): aura of purity, death ward

Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Preserve Life (Recharges after a Short or Long Rest). The healer restores up to 30 hit points, dividing them between all targets of the healer's choice within 30 feet of it.

Just as the average commoner idolizes courageous warriors, soldiers celebrate the devout healers who provide medical care on the battlefield. Although they specialize in non-combat magic, healers who come under attack won't hesitate to defend themselves or their charges.

Dungeon Delver's Depot — by R.B. Skald

 


Musketeer

Medium humanoid (any race), any alignment


  • Armor Class 16 (breastplate)
  • Hit Points 13 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 10 (+0) 11 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Volley Fire. The musketeer has advantage on a ranged attack roll against a creature if at least one allied musketeer is within 5 feet of its side and the ally isn't incapacitated.

Actions

Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 9 (1d12 +3) piercing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Musketeers are currently rare, but are slowly becoming a more common sight on the battlefield. These soldiers make the most out of their cumbersome but deadly firearms by forming up in lines and firing en masse, mowing down scores of enemies with successive volleys.

Dungeon Delver's Depot — by R.B. Skald

Musketeer Guard

Medium humanoid (any race), any alignment


  • Armor Class 16 (leather armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 13 (+1) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +5, Wis +2
  • Skills Acrobatics +7, Athletics +4, Perception +4
  • Senses passive Perception 14
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)

Brave. The musketeer has advantage on saving throws against being frightened.

Suave Defense. While the musketeer is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The musketeer makes two rapier attacks or three attacks: one with a pistol and two with its rapier.

Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the musketeer can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the musketeer. A creature can benefit from only one Leadership die at a time. This effect ends if the musketeer is incapacitated.

Reactions

Parry. The musketeer adds 2 to its AC against one melee attack that would hit it. To do so, the musketeer must see the attacker and be wielding a melee weapon.

While any soldier who can fire a musket is technically a musketeer, those inducted into the ranks of a musketeer guard possess extraordinary skill and valor. Such musketeers are tasked with the protection of sovereigns or other officials.

Dungeon Delver's Depot — by R.B. Skald

 


Sentinel

Medium humanoid (any race), any lawful alignment


  • Armor Class 18 (plate armor)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 10 (+0) 13 (+1) 14 (+2)

  • Saving Throws Wis +4, Cha +5
  • Skills Athletics +7, Insight +4, Intimidation +8
  • Senses passive Perception 13
  • Languages any one language (usually Common)
  • Challenge 5 (1,800 XP)

Brute. A melee weapon deals one extra die of its damage when the sentinel hits with it (included in the attack).

Spellcasting. The sentinel is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, thunderous smite
2nd level (2 slots): magic weapon, zone of truth

Actions

Multiattack. The sentinel makes three melee attacks or two ranged attacks.

Heavy Flail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Reactions

Counterattack. The sentinel makes an opportunity attack with its heavy flail against a creature that attacks a sentinel’s ally.

Sentinels comprise the cream of the crop of any standing army. Swearing absolute loyalty to a realm or leader, these elite knights use their superhuman abilities to dominate the battlefield and maintain order.

Dungeon Delver's Depot — by R.B. Skald

Standard-Bearer

Medium humanoid (any race), any alignment


  • Armor Class 16 (half plate)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 11 (+0) 10 (+0) 15 (+2)

  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 4 (1,100 XP)

Martial Advantage. Once per turn, the standard-bearer can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the standard-bearer that isn't incapacitated.

Actions

Multiattack. The standard-bearer makes two melee attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack.

Rallying Banner (Recharges after a Short or Long Rest). For 1 minute, the standard-bearer raises its banner up high to lift the spirits of its allies. All allied creatures who end their turn within 60 feet of the standard bearer gains 5 temporary hit points if they can see the banner.

Banners serve an important role in battle, distinguishing friendly forces from enemies. Should one side's banner be lost, its rout is almost all but ensured. To prevent this, those tasked with the honor of serving as standard-bearers are chosen from among the best soldiers in an army.

Dungeon Delver's Depot — by R.B. Skald

 


War Mage

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
9 (-1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 13 (+1)

  • Saving Throws Int +8, Wis +5
  • Skills Arcana +8, History +8
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge 11 (7,200 XP)

Spellcasting. The mage is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): blade ward,* fire bolt, mending, ray of frost, shocking grasp
1st level (4 slots): absorb elements,* mage armor, magic missile, shield
2nd level (3 slots): earthbind,* misty step, skywrite*
3rd level (3 slots): clairvoyance, fireball, sending
4th level (3 slots): control water, ice storm
5th level (2 slots): rary’s telepathic bond, scrying
6th level (1 slot): chain lightning, move earth
7th level (1 slot): teleport, whirlwind*
8th level (1 slot): mighty fortress,* sunburst

Spells marked with (*) are from XGE.

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands to make a melee attack.


Reactions

Arcane Deflection. When the mage is hit by an attack or it fails a saving throw, it can gain a +2 bonus to its AC against that attack or a +4 bonus to that saving throw.

War mages are the supreme masters of tactical command and control. They can coordinate maneuvers between units, sculpt the battlefield to their liking, and lay waste to entire armies.

Dungeon Delver's Depot — by R.B. Skald

Appendices: NPC List & Image Credits

Battlefield NPCs
NPCs Challenge Rating (XP)
Arbalester, halberdier 1/4 (50 XP)
Cavalier 1/2 (100 XP)
Musketeer 1 (200 XP)
Grenadier, healer 2 (450 XP)
Musketeer guard 3 (700 XP)
Standard-bearer 4 (1,100 XP)
Sentinel 5 (1,800 XP)
War mage 11 (7,200 XP)
Image Credits (in order of appearance)
Dungeon Delver's Depot — by R.B. Skald

 

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