D&D 5e Follower Charts

Follower Charts are designed for parties that have started to gain higher levels (over level 10) have a group stronghold or base of operations and are starting to grow in fame as their adventures continue.

A player who performs a great feat, defeats a notable enemy, constructs a personal stronghold, or reaches a certain level could get the chance to roll on their Followers Chart as an additional reward.

Recommended to give 1 Follower Chart roll at levels 10, 14, 18, 20, when a group stronghold is built/seized, and when a player constructs a personal stronghold. Extra rolls could be given at the end of a large story arc or personal quest. More or less rolls could be granted to increase or limit the impact of followers on the game.

Follower Behavour

A follower will stay at the group's stronghold, if requested they will follow the party or go off on seperate missions. Followers at the stronghold can help with construction, gathering supplies or even magical enchanting, researching or similar tasks if they have the capability.

They are followers however, not slaves. If treated against their values or treated as disposable they may choose to leave the player.

Roleplaying Followers

"1d10 pilgrims... ok lets see Bob, Doug, Elizabeth...."

In many cases your group isn't going to care about the details and personalities about groups of their less powerful followers. Its up to the DM and the players to decide what level of detail to go into. Most likely they will just want names, personalities etc about the most powerful.

As a DM you could even let your players determine their follower's names, backstories, etc

Combat

To make things easier as the DM have the players run the followers they bring into combat, but make it clear that you can override a poor decision (ie pointlessly sacrificing their life for no reason)


High Level Followers

A roll of 75 or higher may give a high level follower (ex: An Adult Dragon, Gryosphinx, or Deva). These creatures will work to help the party but not necessarily constantly. An adult dragon still needs time to defend its territory, hunt for treasure etc, and will leave the party to do so.

Before your players roll on their chart, try to think ahead and have a good reason a high level follower might join them, just to be prepared.

Tip: The problems a high level creature like this might be dealing with could be used to setup your next higher level adventure.

Sources

Many follower stats can be found from the Monster Manual, exceptions have their sources at the bottom of the page. Substitution ideas have been provided in cases where you don't have the source documents, noted with OR, though these may be more 'normal' or 'boring' options (however maybe a better fit with certain campaigns).

Additional sources include: Princes of the Apocalypse, King's Army, Tome of Beasts and Sprouting Chaos

Barbarians

A powerful barbarian may attract many warriors with similar rage control issues, as well as various tribesmen, nomads and powerful creatures during their adventures

Roll Follower
1-18 1d10 Miner/builder Commoners (CR 0) help tend the land around the stronghold, and aid construction
19-28 1d4 Scouts (CR 1/2)
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-35 2d8 Tribal Warriors (CR 1/8)
36-38 1d4 Thugs (CR 1/2)
39-41 1d2 Beserkers (CR 2)
42-45 1d6 Orcs (CR 1/2)
46-47 Tribal Shaman (Druid CR 2)
48-49 1d4 Centaurs (CR 2)
50-54 1d12 Orcs (CR 1/2)
55-59 1d4 Beserkers (CR 2)
60-64 Wild Animal Companions - animals are still wild but will trust the Barbarian and any companions they have
65-69 Subek (Tome of Beasts) (CR 5) or a Werebear (CR 5) engineer (decreases construction costs/time 10%)
70-75 Roll twice for Wild Animal Companions - animals are still wild but will trust the Barbarian and any companions they have
76-78 Awakened Animal Companions
79-81 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
82-83 Apprentice Barbarian (1/2 your level)
84-88 1d6 Bearfolk (CR 3) (Tome of Beasts) OR 1d2 Werebears (CR 5)
89-90 2d4 Beserkers (CR 2)
91-92 1d2 Gladiator (CR 5) - A famous warrior from a nearby city's gladiatorial arena
93-94 1 Stone Giant (CR 7) Good alligned, it makes it home in a cave nearby
95-97 1 Frost Giant (CR 8) Good alligned, it makes it home in a cave nearby
98-99 Roll twice for Wyrmling Dragons - Could be found as wyrmlings or as eggs, will grow as the game continues
100 Adult Dragon pledges itself to your service as a guard, sentry, adviser and/or mount

Animal Companions
1 2d4 Wolves (CR 1/4)
2 1d2 Dire Wolf (CR 1)
3 1d2 Siberian Tiger (CR 1)
4 Polar Bear (CR 2)
5 Rhino (CR 2)
6 Winter Wolf (CR 3)

Dragons
1 White (CR 2) (CR 13)
2 Black (CR 2) (CR 14)
3 Bronze (CR 2) (CR 15)
4 Red (CR 4) (CR 17)

Bards

A powerful bard can gather a web of influential contacts, performers, mages and nobles to their side.

Roll Follower
1-18 1d10 Farmer Commoners (CR 0) help tend the land around the stronghold, and aid construction
19-28 1d6 Cooks/brewers Commoners (CR 0)
29-30 1d4 Roadies Commoners (CR 0) - Help to carry/setup equipment and other tasks the bard might need
31-35 1d6 Band Members Commoners (CR 0) - Can give the bard advantage on performance and Charisma checks when playing together
36-38 Alehouse Drake (CR 1/2) (Tome of Beasts) OR Pseudodragon (CR 1/4)
39-41 Faerie Dragon (CR 1-2)
42-45 1d6 Pixies (CR 1/4)
46-47 1d6 Saytr (CR 1/2) Make great food and drinks and throw large feasts
48-49 Mark of Recommendation/Favour from nearby high authority (king, archmage, priest etc) bestows the favour of that authority onto the Bard
50-54 1d6 Acolytes (CR 1/4)
55-59 2d4 Harpies (CR 1) Entranced by your singing powers, they have come to learn from you
60-64 1d2 Priests (CR 2)
65-69 1d2 War Mages (CR 2) (Kings Army) with 1d6 new research books
70-75 Title to nearby plot of land by nearby high authority
76-78 Kot Bayun (CR 2) (Tome of Beasts) OR 1d4 Pegasus (CR 2)
79-81 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
82-83 Ratatosk (CR 4) (Tome of Beasts) OR Couatl (CR 4)
84-88 Apprentice Bard (1/2 your level) Can compose new songs of your travels and play them to visitors at your base
89-90 Couatl (CR 4)
91-92 Young Pheonix (CR 4)
93-94 Mage (CR 6)
95-97 Cloud Giant (CR 9) Good alligned, makes it home in a cave nearby, visits to research and ponder mysterys
98-99 Title to nearby stronghold by nearby high authority
100 Gynosphinx (CR 11) pledges itself to your service as a guard, sentry, adviser and/or mount

Dragons
1 Brass (CR 1)
2 Copper (CR 1)
3 Green (CR 2)
4 Silver (CR 2)

Clerics

A powerful cleric may attract a variety of sacred beasts, holy followers, healers and others sent as boons from their deity

Roll Follower
1-18 1d10 Religious pilgrims Commoners (CR 0) come to settle the land
19-28 1d2 Acolytes (CR 1/4) tend to sacred sites, maintain them and perform religious rites
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-35 1d6 Acolytes (CR 1/4)
36-38 1d2 Giant Eagles (CR 1) servants of the cleric's deity
39-41 Cherub (CR 1) (Angel Compendium)
42-45 Priest (CR 2)
46-47 Uraeus (CR 2) (Tome of Beasts) OR 1d4 Cherubs (CR 1) (Angel Compendium)
48-49 1d2 Priests (CR 2)
50-54 1d2 Knights (CR 3) Sworn to the cleric's deity
55-59 1d4 Pegasus (CR 2)
60-64 2d4 Priests (CR 2)
65-69 2d4 Pegasus (CR 2)
70-75 Ratatosk (CR 4) (Tome of Beasts) OR 2d4 Priests (CR 2)
76-78 Temple Dog (CR 5) (Tomb of Beasts) OR 2d4 Knights (CR 3)
79-81 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
82-83 Firebird (CR 4) (Tomb of Beasts) OR Couatl (CR 4)
84-88 Apprentice Cleric (1/2 your level)
89-90 Couatl (CR 4)
91-92 Young Pheonix (CR 4)
93-94 Unicorn (CR 5) makes its lair nearby
95-97 Felidar (CR 5) (Plane Shift Zendikar) 10 foot tall celestial cat mount
98-99 Deva (CR 10) sent by the cleric's deity pledges itself to your service as a guard, sentry, and advisor
100 Planetar (CR 16) sent by the cleric's deity pledges itself to your service as a guard, sentry, and advisor

Dragons
1 Copper (CR 1)
2 Brass (CR 1)
3 Silver (CR 2)
4 Gold (CR 3)

Druids

A druid's connection to nature may bring various creatures to their service. Eventually their following may transform the very landscape around them.

Roll Follower
1-18 1d10 Pagan pilgrim and farmer Commoners (CR 0) help tend to the nature around the stronghold
19-28 1d2 Acolytes (CR 1/4) tend to the stronghold and the nature around it
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-33 2d4 Group of Burrowlings (CR 1/2) (Tome of Beasts) OR 1d10 Eagles (CR 0)
34-36 1d4 Sprites (CR 1/4)
37-39 1d4 Pixies (CR 1/4)
40-42 1 Myconid Sovereign (CR 2) + 1d6 Myconid Adult (CR 1/2) - Make a home in a cave nearby
43-45 1d4 Dryads (CR 1) - Emerges from the fey, using its magic to create a large tree nearby and binds itself to it
46-49 Awakened Animals #1 - Can act as a guard, sentry, adviser and/or mount
50-54 2d6 Alseid (CR 1/2) (Tome of beasts) OR 1d2 Druids (CR 2)
55-59 1d4 Centaur (CR 2)
60-64 2d6 Pegasus (CR 2)
65-69 2d6 Griffon (CR 2)
70-74 1d6 Druids (CR 2) + Awakened Animals #1
75-78 Awakened Animals #2 - Can act as a guard, sentry, adviser and/or mount
79-83 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
84-85 Awakened Animals #3 - Can act as a guard, sentry, adviser and/or mount
86-87 Roll twice for Wyrmling Dragons - Could be found as wyrmlings or as eggs, will grow as the game continues
88-89 Apprentice Druid (1/2 your level) + Awakened Animals #1
90-91 Elemental Ally + Awakened Animals #1
92-93 Delphirus Sagewood (CR 6) - Can help as an alchemist, loremaster, and if the Druid proves themselves can teach them new spells or how to transform into beastial creatures like owlbears and unicorns
94-97 Unicorn (CR 5) Creates a lair nearby will act as a guard, sentry, adviser and/or mount
98-99 Stone Giant (CR 7) Good alligned, makes it home in a cave nearby, coming to debate philophy with your wisdom
100 Adult Dragon pledges itself to your service as a guard, sentry, adviser and/or mount

Dragons
1 Brass (CR 1) (CR 13)
2 Copper (CR 1) (CR 14)
3 Green (CR 2) (CR 15)
4 Sea (CR 2) (CR 16) (Tome of Beasts)

Druids Continued

Awakened Animals #1
1 2d8 Awakened Shrubs (CR 0)
2 2d6 Giant Otters (Giant Weasel with 40 swimming speed - CR 1/8)
3 2d6 Ravens (CR 0)
4 2d6 Wolves (CR 1/4)
5 2d6 Panthers (CR 1/4)
6 2d10 Owls (CR 0)
7 2d4 Black Bears (CR 1/2)
8 2d8 Giant Owls (CR 1/4)
Awakened Animals #2
1 2d6 Giant Owls (CR 1)
2 2d4 Giant Elks (CR 2)
3 1d8 Dire Wolves (CR 1)
4 2d6 Lions (CR 1)
5 2d4 Awakened Trees (CR 2)
6 1d6 Polar Bears (CR 2)
7 1d6 Hunter Sharks* (CR 2)
8 2d4 Saber Toothed Tigers (CR 2)
Awakened Animals #3
1 2d8 Giant Owls (CR 1/4)
2 2d6 Blink Dogs (CR 1/4)
3 2d8 Tigers (CR 1)
5 2d4 Giant Constrictor Snakes (CR 2)
6 2d6 Awakened Trees (CR 2)
4 1d6 Owlbears (CR 3)
7 1d8 Killer Whales* (CR 3)
8 1d4 Elephants (CR 4)

*Reroll if not regularly near large bodies of water

Elemental Ally
1 Fire (CR 5)
2 Air (CR 5)
3 Earth (CR 5)
4 Water (CR 5)

Fighters

Fighters can gather together a wide range of warriors, eventually their fame and fortune may result in a small loyal army to lead in battle.

Roll Follower
1-18 1d10 Miners and builders Commoners (CR 0) to help tend the land around the stronghold, and aid construction
19-28 1d4 Squire Commoners (CR 0) to help done your armor and other normal duties of a squire
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-32 War Mastiff (Mounted Combat Part 2) - A friendly new companion
33-35 2d6 Guards (CR 1/8)
36-39 2d6 Scout (CR 1/2)
40-42 1d4 Mounted Scouts (CR 1/2) + 2d4 Riding Horses (CR 1/4)
43-45 2d6 Thugs (CR 1/2)
45-48 Mounts #1 + 1 Squire Commoner (CR 0) to care for it
49-53 1d4 Veterans (CR 3)
54-58 1d4 Priests (CR 2) + 1d4 Thugs (CR 1/2)
59-64 1d4 Knights (CR 3)
65-69 1d6 Bearfolk (CR 3) (Tome of Beasts) OR 1d6 Minotaurs (CR 3)
70-75 Subek (CR 5) (Tome of Beasts) OR a Werebear (CR 5) Engineer (decreases construction costs/time 10%)
76-78 Mount #2 + 1 Squire Commoner (CR 0)
79-83 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
84-85 1d6 Half Dragon Veterans (CR 5) + 1d4 Thugs (CR 1/2)
86-87 1d4 Knights (CR 3) + 1d4 Mounted Scouts (CR 1/2) + 1d4 Bearfolk/Minotaurs (CR 3)
88-89 Apprentice Fighter (1/2 your lvl) + 1d4 Thugs (CR 1/2)
90-92 2d6 Knights (CR 3)
93-95 2d4 Griffin Mounted Knights with Lance attack (CR 3)
96-97 1d2 Mithril Guard (CR 7) (Kings Army) + 1d4 Knights (CR 3)
98-99 Fire Giant (CR 9) Armored giants, likes to spar and feats of strength, mines coal for a large furnace, could offer their forge for personal use
100 Adult Dragon pledges itself to your service as a guard, sentry, adviser and/or mount

Dragons
1 Black (CR 2) (CR 14)
2 Bronze (CR 2) (CR 15)
3 Gold (CR 3) (CR 17)
4 Red (CR 4) (CR 17)

Fighters Continued

Mounts #1
1 Warhorse (CR 1/2)
2 Giant Constrictor Snake (CR 1/2)
3 Brown War Bear (CR 1) (Mounted Combat Part 2)
4 Lion (CR 1)
5 Polar War Bear (CR 2) (Mounted Combat Part 2)
6 War Elephant (CR 4) (Mounted Combat Part 2)
Mounts #2
1 Allosaurous (CR 2)
2 Owlbear (CR 3)
3 Ankylosaurus (CR 3)
4 Triceratops (CR 5)
5 Giant Crocodile (CR 5)
6 Wyvern (CR 6)

Monks

A monk's power, dedication and mastery of their own ki can bring in crowds of followers hoping to train and meditate together, along with various celestial creatures

Roll Follower
1-18 1d10 Monk pilgrims Commoners (CR 0) help run the stronghold and grow food
19-28 1d2 Acolytes (CR 1/4)
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-33 Alehouse Drake (CR 1/2) (Tome of Beasts) OR Pseudodragon (CR 1/4)
34-35 1d2 Sacred Stone Monks (CR 1/2) (PotA)
36-38 1d6 Acolytes (CR 1/4)
39-41 Priest (CR 2)
42-45 2d4 Sacred Stone Monks (CR 1/2) (PotA)
46-50 Uraeus (CR 2) (Tome of Beasts) OR 1d4 Cherubs (CR 1) (Angel Compendium)
51-52 1d2 Priests (CR 2)
53-55 1d4 Hurricane (CR 2) (PotA)
56-59 1d2 Pegasus (CR 2)
60-64 1d6 Hurricane (CR 2) (PotA)
65-67 2d4 Hurricane (CR 2) (PotA) + 1d4 Sacred Stone Monks (CR 1/2) (PotA)
68-70 1d4 Five Spire Initates (CR 3) (Five Spire Monks)
71-75 Ratatosk (CR 4) (Tome of Beasts) OR Couatl (CR 4)
76-79 Temple dogs (CR 5) (Tome of Beasts) OR 1d6 Five Spire Initates (CR 3) (Five Spire Monks)
80-85 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
86-88 Couatl (CR 4)
89-92 Apprentice Monk (1/2 your level)
93-96 Firebird (CR 4) (Tome of Beasts)
97-98 Master of the Five Spires (CR 8) (Five Spire Monks) - Comes to establish a new monestary nearby
98-99 Deva (CR 10)
100 Gyrosphinx (CR 11) pledges itself to your service as a guard, sentry, adviser and/or mount

Dragons
1 Copper (CR 1)
2 Bronze (CR 2)
3 Silver (CR 2)
4 Gold (CR 3)

Paladins

A powerful and dutiful paladin may atract many seeking their guiding light and wisdom as well as their protection, as well as various celestial creatures

Roll Follower
1-18 1d10 Religious pilgrims Commoners (CR 0) come to settle the land
19-28 1d2 Acolytes (CR 1/4) tend to sacred sites, maintain them and perform religious rites
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-35 1d6 Acolytes (CR 1/4)
36-38 1d2 Giant Eagles (CR 1) servants of the Paladin's deity
39-41 2d6 Guards (CR 1/8)
42-45 1d4 Mounted Scouts (CR 1/2) + 2d4 Riding Horses (CR 1/4)
46-47 Uraeus (CR 2) (Tome of Beasts) OR 1d4 Cherubs (CR 1) (Angel Compendium)
48-49 Mounts #1 + 1 Squire Commoner (CR 0) to care for it
50-54 1d2 Priests (CR 2)
55-59 1d2 Knights (CR 3)
60-64 1d6 Pegasus Mounts + 1 Squire Commoner (CR 0) to care for them
65-69 1d6 Knights (CR 3)
70-75 Ratatosk (CR 4) (Tome of Beasts) OR 2d4 Priests (CR 2)
76-78 Temple Dog (CR 5) (Tomb of Beasts) OR 2d4 Knights (CR 3)
79-81 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
82-83 Firebird (CR 4) (Tomb of Beasts) OR Couatl (CR 4)
84-88 Apprentice Paladin (1/2 your level)
89-90 Couatl (CR 4)
91-92 1d6 Half Dragon Veterans (CR 5)
93-94 Unicorn (CR 5) makes its lair nearby
95-97 Felidar (CR 5) (Plane Shift Zendikar) 10 foot tall celestial cat mount
98-99 Deva (CR 10) sent by the cleric's deity pledges itself to your service as a guard, sentry, and advisor
100 Adult Dragon pledges itself to your service as a guard, sentry, adviser and/or mount

Dragons
1 Copper (CR 1) (CR 14)
2 Bronze (CR 2) (CR 15)
3 Silver (CR 2) (CR 16)
4 Gold (CR 3) (CR 17)
Mounts #1
1 Warhorse (CR 1/2)
2 Giant Constrictor Snake (CR 1/2)
3 Brown War Bear (CR 1) (Mounted Combat Part 2)
4 Lion (CR 1)
5 Polar War Bear (CR 2) (Mounted Combat Part 2)
6 War Elephant (CR 4) (Mounted Combat Part 2)

Sorcerers

A sorcerer's raw magical power will attract similarly gifted individuals as well as a possible collection of magical creatures and objects

Roll Follower
1-18 1d10 Researchers Commoners (CR 0) help to maintain your library, care for magical items/areas
19-28 1d2 Acoyltes (CR 1/4) tend to the stronghold and your personal library
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-32 Witchlight (CR 1/4) (Tome of Beasts) OR Pseudodragon (CR 1/4)
33-35 Lantern Dragonette (CR 1/2) (Tome of Beasts) OR Pseudodragon (CR 1/4)
36-38 Pseudodragon (CR 1/4)
39-42 Faerie Dragon (CR 1-2)
43-46 1d2 Animated Armor (CR 1)
47-50 1d2 War Mage (CR 2) (Kings Army) with 1d6 new research books
51-53 1d4 Vine Wisp (CR 2) (Sprouting Chaos)
54-58 Crushing Wave Priest (CR 2) (PotA)
59-63 Flame Priest (CR 3) (PotA)
64-68 Black Earth Priest (CR 3) (PotA)
69-72 Helmed Horror (CR 4)
73-76 Galeb Duhr (CR 6)
77-80 1d6 Warmages (CR 2) (Kings Army)
81-84 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
85-88 Apprentice Sorcerer (1/2 your level)
89-90 Firebird (CR 4) (Tome of Beasts)
91-93 Shield Gaurdian (CR 7)
94-97 Stone Golem (CR 10)
96-97 Cloud Giant (CR 9) Good alligned, makes it home in a cave nearby, coming to research and ponder mysterys
98-99 Adult Pheonix (CR 10) Wise and magical ally
100 Gyrosphinx (CR 11) pledges itself to your service as a guard, sentry, adviser and/or mount

Dragons
1 Bronze (CR 2)
2 Blue (CR 3)
3 Silver (CR 2)
4 Gold (CR 3)

Rangers

A powerful ranger's deadly hunting skills and connection to the natural world can attract many archers, scouts and even beasts

Roll Follower
1-18 1d10 Farmers Commoners (CR 0) help to maintain the stronghold, cook and hunt
19-28 1d2 Scouts (CR 1/2) tend to the stronghold and scout the nearby area
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-35 1d8 Tribal Warriors (CR 1/8)
36-38 2d4 Eagle Companions (CR 0)
39-41 2d4 Scouts (CR 1/2)
42-45 1d4 Mounted Scouts (CR 1/2)
46-47 1d4 Drow (CR 1/4)
48-49 1d4 Griffin Mounted Scouts (CR 1/2)
50-54 1d2 Elven Veteran Archer (CR 3) (Tome of Beasts) OR 1d2 Gladeborn Trapper (CR 3) (Gladeborn)
55-59 1d2 Gladeborn Trapper (CR 3) (Gladeborn)
60-64 Wild Animal Companions - animals are still wild but will trust the Ranger and any companions they have
65-69 1d4 Knights (CR 3)
70-75 Roll twice for Wild Animal Companions - animals are still wild but will trust the Barbarian and any companions they have
76-78 Awakened Animal Companions
79-81 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
82-83 Drow Elite Warrior (CR 5)
84-88 Apprentice Ranger (1/2 your level)
89-90 1d6 Elven Veteran Archer (CR 3) (Tome of Beasts) OR 1d6 Gladeborn Trapper (CR 3) (Gladeborn)
91-92 Drow Stalker (CR 6) (Drow Expansion Pack)
93-94 1d4 Gladeborn Hunter (CR 5) (Gladeborn)
95-97 Roll twice for Wyrmling Dragons - Could be found as wyrmlings or as eggs, will grow as the game continues
98-99 Tamed Roc (CR 11)
100 Adult Dragon pledges itself to your service as a guard, sentry, adviser and/or mount

Animal Companions
1 2d4 Panthers (CR 1/4)
2 1d2 Dire Wolves (CR 1)
3 1d2 Tigers (CR 1)
4 Polar Bear (CR 2)
5 Giant Constrictor Snake (CR 2)
6 Winter Wolf (CR 3)
Dragons
1 White (CR 2) (CR 13)
2 Green (CR 2) (CR 15)
3 Silver (CR 2) (CR 16)
4 Blue (CR 3) (CR 16)

Rogues

A rogue can build up quite the list of business partners, contracts and allies in the underworld through their travels. Many such business dealings can be mutually beneficial.

Roll Follower
1-18 1d10 City folk/Farmers Commoners (CR 0) help to maintain the stronghold, cook and hunt
19-28 1d2 Scouts (CR 1/2) tend to the stronghold and scout the nearby area
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-35 1d2 Spies (CR 1)
36-38 1d4 Drow (CR 1/4)
39-41 1d2 Ratfolk Rogues (CR 1) (Tome of Beasts) OR a Wererat (CR 2)
42-45 1d2 Thieves (Spies (CR 1) with Thieves Tools)
46-47 1d4 Kobald Trapsmith (CR 1) (Tome of Beasts) OR a Gladeborn Trapper (CR 3) (Gladeborn)
48-49 Doppleganger (CR 3)
50-54 1d6 Spies (CR 1)
55-59 1d2 Elven Veteran Archer (CR 3) (Tome of Beasts) OR 1d2 Gladeborn Trapper (CR 3) (Gladeborn)
60-64 1d4 Gladeborn Trapper (CR 3) (Gladeborn)
65-69 Drow Rogue (CR 3) (Drow Expansion Pack)
70-75 1d4 Doppleganger (CR 3)
76-78 1d4 Drow Rogues (CR 3) (Drow Expansion Pack)
79-83 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
84-86 Drow Elite Warrior (CR 5)
87-90 Apprentice Rogue (1/2 your level) Can forge identifies for you
91-92 Drow Stalker (CR 6) (Drow Expansion Pack)
93-94 Ghald (CR 7) (PotA) 8-foot-tall, four-armed Sahuagin can garrote and stab targets
95-97 Assassin (CR 8) pledges their service fully, working in a partnership, can offer contracts on other creatures
98-99 Drow Assassin (CR 10) pledges their service fully, working in a partnership, can offer contracts on other creatures
100 Adult Dragon pledges itself to your service as a guard, sentry, adviser and/or mount

Dragons
1 Shadow Black (CR 2) (CR 14)
2 Shadow Green (CR 2) (CR 15)
3 Shadow Blue (CR 3) (CR 16)
4 Shadow Gold (CR 3) (CR 17)

Warlocks

A warlocks search for knowledge can unlock many powerful creatures to be bound to service and attract many seeking similar answers

Roll Follower
1-18 1d10 Researchers Commoners (CR 0) help to maintain your library, care for magical items/areas
19-28 1d2 Acoyltes (CR 1/4) tend to the stronghold and your personal library
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-35 Pseudodragon (CR 1/4)
36-38 Quasit (CR 1) familiar
39-41 Faerie Dragon (CR 1-2)
42-45 1d2 Animated Armor (CR 1)
46-47 1d2 War Mage (CR 2) (Kings Army) with 1d6 new research books
48-49 Spined Devil (CR 2) granted by the Warlocks patron
50-54 Nightmare (CR 3) mount granted by the Warlocks patron
55-59 Helmed Horror (CR 4)
60-64 Shadow Demon (CR 4) granted by the Warlocks patron
65-69 1d8 Imp (CR 1) familiars
70-75 1d6 Vine Wisp (CR 2) (Sprouting Chaos)
76-78 1d6 Warmages (CR 2) (Kings Army)
79-81 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
82-83 Barlgura (CR 5) bound to the Warlocks service
84-88 Apprentice Warlock (1/2 your level)
89-90 Firebird (CR 4) (Tome of Beasts) OR Young Pheonix (CR 4)
91-92 Cambion (CR 5) granted by the Warlocks patron
93-94 Shield Gaurdian (CR 7)
95-97 Cloud Giant (CR 9) Good alligned, makes it home in a cave nearby, coming to research and ponder mysterys
98-99 Adult Pheonix (CR 10) Wise and magical ally
100 Adult Dragon pledges itself to your service as a guard, sentry, adviser and/or mount

Dragons
1 Brass (CR 1) (CR 13)
2 Black (CR 2) (CR 14)
3 Green (CR 2) (CR 15)
4 Gold (CR 3) (CR 17)

Wizards

A powerful wizard will attract many followers of the arcane and various magical creatures, bound to service or of their own free will

Roll Follower
1-18 1d10 Researchers Commoners (CR 0) help to maintain your library, care for magical items/areas
19-28 1d2 Acoyltes (CR 1/4) tend to the stronghold and your personal library
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-35 Witchlight (CR 1/4) (Tome of Beasts) OR Pseudodragon (CR 1/4)
36-38 Lantern Dragonette (CR 1/2) (Tome of Beasts) OR Pseudodragon (CR 1/4)
39-41 Faerie Dragon (CR 1-2)
42-45 1d2 War Mage (CR 2) (Kings Army) with 1d6 new research books
46-47 1d4 Animated Armor (CR 1)
48-49 Flame Priest (CR 3) (PotA)
50-54 1d4 Vine Wisp (CR 2) (Sprouting Chaos)
55-59 1d4 War Mage (CR 2) (Kings Army) + 1d2 Acoyltes (CR 1/4)
60-64 Black Earth Priest (CR 3) (PotA)
65-69 Helmed Horror (CR 4)
70-75 1d6 Warmages (CR 2) (Kings Army) with 1d6 new research books
76-78 Couatl (CR 4)
79-81 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
82-83 Young Pheonix (CR 4) Wise and magical ally
84-88 Apprentice Wizard (1/2 your level)
89-90 Firebird (CR 4) (Tome of Beasts) OR Young Pheonix (CR 4)
91-92 Mage (CR 6)
93-94 Shield Gaurdian (CR 7)
95-97 Cloud Giant (CR 9) Good alligned, makes it home in a cave nearby, coming to research and ponder mysterys
98-99 Adult Pheonix (CR 10) Wise and magical ally
100 Gyrosphinx (CR 11) pledges itself to your service as a guard, sentry, adviser and/or mount

Dragons
1 Brass (CR 1)
2 Silver (CR 2)
3 Blue (CR 3)
4 Gold (CR 3)

Unholy/Death Cleric/Paladin/Worshipping Player

A powerful evil worshipping player will attract all manor of fiends, demons, devils and unsavory folk

Roll Follower
1-18 1d10 Religious pilgrim Commoners (CR 0) come to settle the land
19-28 1d2 Acoyltes (CR 1/4)
29-30 Chronicler - Bard Commoner (CR 0) joins hoping to write down songs and tales about your journey
31-35 Quasit (CR 1) familiar
36-38 1d4 Warhorse Skeleton (CR 1/2) mounts
39-41 Faerie Dragon (CR 1-2)
42-45 1d8 Shadows (CR 1/2)
46-47 Minotaur Skeleton (CR 2)
48-49 1d4 Specters (CR 1) bound by a necromancer to the player
50-54 Nightmare (CR 3) mount
55-59 Shadow Demon (CR 4) bound to the player
60-64 Wight (CR 3)
65-69 Succubus/Incubus (CR 4)
70-72 Beholder Zombie (CR 5)
73-75 Chimera (CR 6) mount
76-78 Barlgura (CR 5) bound to the player
79-81 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
82-83 Flesh Golem (CR 5)
84-88 Apprentice Unholy/Death Cleric/Paladin/Worshipping Player (1/2 your level)
89-90 Gorgon (CR 5) mount
91-92 Cambion (CR 5) granted by the Warlocks patron
93-94 Drider (CR 6)
95-97 Mind Flayer (CR 7)
98-99 Spirit Naga (CR 8)
100 Adult Dragon pledges itself to your service as a guard, sentry, adviser and/or mount

Dragons
1 White (CR 2) (CR 13)
2 Black (CR 2) (CR 14)
3 Shadow Red (CR 2) (CR 17)
4 Shadow Gold (CR 3) (CR 17)

Silly/Awesome/Just For Fun Campaign Substitutions

And sometimes you just want ideas for silly/awesome stuff for any class, this is the best from all lists, and a bit extra

Roll Follower
1-18 Pigeon The Pigeon (Pigeon)
19-28 1d4 Vulpix (CR 1/8) (Pokemon)
29-30 1d4 Eevee (CR 1/4) (Pokemon)
31-35 1d4 Growlithe (CR 1/4) (Pokemon)
36-38 Squirtle (CR 1/2) (Pokemon)
39-41 Bulbasaur (CR 1/2) (Pokemon)
42-45 Pikachu (CR 1) (Pokemon)
46-47 Flareon (CR 1) (Pokemon)
48-49 Charmander (CR 1) (Pokemon)
50-54 Marowak (CR 2) (Pokemon)
55-59 Nightmare (CR 3) mount
60-64 Wild Animal Companions - animals are still wild but will trust the player and any companions they have
65-69 Clockwork Solider (CR 3) (Clockwork Golems)
70-72 Spectator (CR 3)
73-75 Basilisk (CR 3) mount
76-78 Succubus/Incubus (CR 4)
79-81 Wyrmling Dragon - Could be found as a wyrmling or as an egg, will grow as the game continues
82-83 Papidash (CR 5) (Pokemon)
84-88 Chimera (CR 6)
89-90 Young Pheonix (CR 4)
91-92 Unicorn (CR 5) makes its lair nearby
93-94 T-Rex (CR 8)
95-97 Roll twice for Wyrmling Dragons - Could be found as wyrmlings or as eggs, will grow as the game continues
98-99 Tamed Roc (CR 11)
100 Adult Dragon pledges itself to your service as a guard, sentry, adviser and/or mount

Animal Companions
1 2d4 Wolves (CR 1/4)
2 1d2 Dire Wolf (CR 1)
3 1d2 Siberian Tiger (CR 1)
4 Polar Bear (CR 2)
5 Rhino (CR 2)
6 Winter Wolf (CR 3)
Dragons
2 Silver (CR 2) (CR 16)
3 Shadow Red (CR 2) (CR 17)
1 Shadow Blue (CR 3) (CR 16)
4 Gold (CR 3) (CR 17)