NPC Templates



Armored Apprentice

Medium humanoid, any alignment


  • Armor Class 16 (breast plate + shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 25ft.

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

  • Skills History +4, Arcana +4
  • Senses passive Perception 10
  • Languages Common + 3 other languages
  • Challenge 1 (200 XP)

Spellcasting. The apprentice is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +4 to hit with spell attacks), has the following wizard spells prepared:

Cantrips (at will): fire bolt, mending, prestidigitation, light

1st level (4 slots): burning hands, magic missile, comprehend languages, identify, detect magic

2nd level (3 slots): detect thoughts, see invisibility

Actions

Warhammer Melee or Ranged Weapon Attack: +2 to hit, reach 5ft. and range 20/60 ft., one target. Hit 3 (1d6) bludgeoning damage.


Art by Jason Engle (Deviant Art)

multi

Armored Apprentice


Art by Yama Orce (Deviant Art)



















Battlefield Healer

Medium humanoid, any alignment


  • Armor Class 17 (half plate + shield)
  • Hit Points 33 (5d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 11 (+0) 16 (+3) 13 (+1)

  • Skills Medicine +6, Animal Handling +6
  • Senses passive Perception 13
  • Languages Common + 2 other languages
  • Challenge 3 (700 XP)

Spellcasting. The healer is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): light, spare the dying, thaumaturgy

1st level (4 slots): cure wounds, healing word, bless

2nd level (3 slots): lesser restoration, aid

Actions

Multiattack. Healer makes two mace attacks or one holy flame attack.

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

Holy Flame. Flame like radiance descends on a creature within 60 feet of the healer. The target must succeed on a Dexterity saving throw DC 14 or take 9 (2d8) radiant damage. The target gains no benefit from cover for this saving throw.

Battlefield Healer



Bloodthirsty Brute

Humanoid, any alignment


  • Armor Class 12
  • Hit Points 26 (4d8 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 7 (-2) 8 (-1) 7 (-2)

  • Senses passive Perception 9
  • Languages 1 language
  • Challenge 2 (450 XP)

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

Charge. If the veteran moves at least 10 feet straight toward a target and then hits it with a handaxe attack on the same turn, the target takes an extra 7 (2d6) slashing damage.

Reckless. At the start of its turn, the berserker 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 Brute makes two handaxe attacks (melee or ranged).

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit 9 (2d6+2) piercing damage, or Hit 5 (1d6+2) slashing damage if thrown.


Mattforsyth (Deviantart)

Bloodthirsty Brute



Brute Slave

Humanoid, any alignment


  • Armor Class 9
  • Hit Points 39 (6d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 15 (+2) 8 (-1) 10 (+0) 11 (+0)

  • Senses passive Perception 10
  • Languages Common + 2 languages
  • Challenge 1 (200 XP)

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

Reckless. At the start of its turn, the slave 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. Slave makes two fist attacks per turn.

Fist. Melee Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit 9 (2d4+4) bludgeoning damage.


Art by John Wigley - Wiggers123 (Deviantart)

Brute Slave


Clan Shaman

Medium humanoid, any good alignment


  • Armor Class 12 (hide armor)
  • Hit Points 77 (9d8 + 36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 10 (+0) 16 (+3) 11 (+0)

  • Skills Survival +5, Animal Handling +5, Nature +2
  • Senses passive Perception 15
  • Languages Common + 1 other language
  • Challenge 2 (450 XP)

Dampen Elements. When the shaman or a creature within 30 feet of the caster takes acid, cold, fire, lightning, or thunder damage, they can use their reaction to grant resistance to to the creature against that instance of damage.

Spellcasting. The shaman is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +5 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy, spare the dying

1st level (4 slots): animal friendship, speak with animals, cure wounds

2nd level (3 slots): barskin, spike growth, lesser restoration,

3rd level (3 slots): plant growth, spirit guardians, wind wall, revivify

4th level (2 slots): dominate beast, grasping vine, guardian of faith

Actions

Multiattack. The shaman makes two handaxe attacks.

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


By Takeda11 (Deviantart)

Clan Shaman


Diminutive Rager

Small humanoid, any alignment


  • Armor Class 12 (natural armor)
  • Hit Points 99 (14d8 + 36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 10 (+0) 11 (+0) 14 (+2)

  • Skills Athletics +6, Intimidation +4, Deception +4
  • Senses passive Perception 10
  • Languages Common and 1 other
  • Challenge 4 (450 XP)


Art by Mattforsyth (Deviantart)


Nimble. Berserker can move through the space of any enemy that is medium or larger.

The Angry Yoda. At the start of its turn, the rager 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. In addition, it has advantage on all saving throws vs fear and resistance to bludgeoning, piercing, and slashing damage.

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

Actions

Multiatttack. Rager makes three shortsword attacks or two shortbow attacks per turn.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit 5 (1d6 + 2) piercing damage.

Diminutive Rager



Dire Badger

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 35ft., burrow 20ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 3 (-4) 13 (+1) 5 (-3)

  • Senses darkvision 30ft., passive Perception 11
  • Languages -
  • Challenge 2 (200 XP)

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.

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

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


Art by Kieath (Deviantart)

Dire Badger


Dire Rat

Large beast, unaligned


  • Armor Class 13
  • Hit Points 39 (6d10 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 4 (-3)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4+3) piercing damage.


Art by tayo750988 (Deviantart)

Dire Rat

Art by Tomasz Chistowski -Takeda11 (Deviantart)


Dishonored Veteran

Humanoid, any alignment


  • Armor Class 10
  • Hit Points 135 (18d8 + 54)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Constitution +5, Strength +7
  • Skills Athletics +7, Perception +5
  • Senses passive Perception 14
  • Languages Common and Undercommon + 1 other
  • Challenge 4 (1,100 XP)


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

Wounded Fury. While it has 1/2 of its hit points maximum or fewer, the veteran has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Multiattack. Veteran makes three battleaxe attacks.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands to make a melee attack.

Dishonored Veteran



Dungeon Guide

Medium humanoid, any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 59 (9d8 + 18)
  • Speed 30ft.

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

  • Saving Throws Dexterity +5, Constitution +5, Intelligence +4
  • Skills Survival +5, Perception +5, Cartographer's Kit +5
  • Senses passive Perception 15
  • Languages Common, Undercommon + 1 other
  • Challenge 2 (450 XP)

Dungeon Recall. The guide can perfectly recall any path it has traveled.

Actions

Multiatttack. Dungeon Guide makes two weapon attacks per turn.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) slashing damage, or 7 (1d10 +2) if used with two hands to make a melee attack.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit 7 (1d10 + 2) piercing damage.


Art by BenWootten (Deviantart)

Dungeon Guide


Earth Sorcerer

Medium humanoid, any good alignment


  • Armor Class 15 (half plate)
  • Hit Points 66 (12d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 11 (+0) 13 (+1) 17 (+3)

  • Saving Throws Constitution +5, Charisma +7
  • Skills Intimidation +7, Athletics +6, History +4
  • Senses passive Perception 11
  • Languages Any 3 languages
  • Challenge 6 (2,300 XP)

Spellcasting. The sorcerer is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following sorcerer spells prepared:

Cantrips (at will): mold earth, thunderclap, acid splash, light, message, prestidigitation

1st level (4 slots): earth tremor, chromatic orb

2nd level (3 slots): earthbind, maximilian's earthen grasp

3rd level (3 slots): erupting earth

4th level (3 slots): vitroiolic sphere

5th level (2 slots): wall of stone

6th level (1 slot): investiture of stone, move earth

Metamagic. Heightened Spell, Empowered Spell, Distant Spell

Sorcery Points. 11

Actions

Flying Granite Block. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 16 (3d10) bludgeoning damage.


Art by Wildweasel339 (Deviantart)

Earth Sorcerer


Art by Nina Modaffari - nimoda (Deviantart)


















Gangster

Humanoid, any alignment


  • Armor Class 14 (studded leather)
  • Hit Points 44 (8d8 + 8)
  • Speed 30ft.

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

  • Saving Throws Dexterity +4
  • Skills Stealth +4, Deception +4, Intimidation +4
  • Senses passive Perception 10
  • Languages Common + 1 other
  • Challenge 2 (450 XP)

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

Sneak Attack (1/Turn). The gangster 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 gangster that isn't incapacitated and the gangster doesn't have disadvantage on the attack roll.

Actions

Multiattack. Gangster makes two shortsword or shortbow attacks.

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 5 (1d6+2) piercing damage.

Gangster


Art by Wildweasel339 (Deviantart)



















Glacier Guide

Medium humanoid, Any alignment


  • Armor Class 15 (padded armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+2) 18 (+4) 15 (+2) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Dexterity +7, Constitution +5
  • Skills Survival +6, Perception +6, Nature +4
  • Senses passive Perception 16
  • Languages Common and Undercommon + 1 other
  • Challenge 4 (1,100 XP)

Glacial Guide. The guide ignores difficult terrain movement penalties associated with walking or climbing across ice and snow. Additionally, the guide cannot get lost in tundra or snowy-mountain terrains.

Eagle Eye. The guide has advantage on Perception checks (sight), and does not suffer penalties for shooting at targets with 1/2 or 3/4 cover.

Actions

Multiatttack. Guide makes two spear attacks or three longbow attacks per turn.

Spear. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage, or 7 (1d10 +2) if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit 8 (1d8 + 4) piercing damage.

Glacier Guide

Art by Ivelin Trifonov -ivelin (Deviantart)



Gnaathe Boar

Large beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 43 (5d10 + 15)
  • Speed 40ft. swim 30ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 18 (+4) 4 (-3) 7 (-2) 5 (-3)

  • Senses passive Perception 8
  • Languages None
  • Challenge 1 (200 XP)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 5 (2d4) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Gnaathe Boar


Knowledgeable Elder

Humanoid, any alignment


  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 10 (+0) 16 (+3) 17 (+3) 15 (+2)

  • Saving Throws Wisdom +5
  • Skills History +5, Religion +5, Arcana +5, Insight +7, Deception +4, Intimidation +4, Perception +7
  • Senses passive Perception 17
  • Languages Common + 3 others
  • Challenge 0 (10 XP)

Actions

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.


Art by Tianhua Xu - FLOWERZZXU (Deviantart)

Knowledgeable Elder


Art by Ziro Neto - zironeto (Deviantart)


Mercenary Commander

Medium humanoid, any alignment


  • Armor Class 17 (splint)
  • Hit Points 59 (9d8 + 18)
  • Speed 30ft.

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

  • Skills Athletics +5, Perception +3, Deception +4, Persuasion +4, Intimidation +4
  • Senses passive Perception 10
  • Languages Common + 1 other language
  • Challenge 3 (700 XP)

Actions

Multiattack. The veteran makes two battleaxe attacks. If it has a handaxe drawn, it can also make a handaxe attack.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 7 (1d10 + 3) slashing damage if used with two hands.

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

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Mercenary Commander

Art by alarie-tano (Deviantart)



Militant Rancher

Medium humanoid, any alignment


  • Armor Class 12 (hide armor)
  • Hit Points 72 (11d8 + 22)
  • Speed 30ft.

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

  • Skills Animal Handling +5, Intimidation +4, Deception +4, Perception +5, Stealth +6
  • Senses passive Perception 12
  • Languages Common, Dwarven
  • Challenge 2 (450 XP)

Actions

Multiattack. Rancher makes two attacks per turn.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. and range 20/60 ft., one target. Hit 5 (1d6 + 3) piercing damage or 7 (1d8+3) if used with two hands to make a weapon attack.

Militant Rancher


Possessed

Medium humanoid, lawful evil (infernal) or chaotic evil (demonic)


  • Armor Class 10
  • Hit Points 23 (5d8)
  • Speed 30ft.

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

  • Senses Darkvision 5 ft., passive Perception 10
  • Languages Racial language + Infernal or Abyssal
  • Challenge 1/2 (100 XP)

Infernal Corrupted. Infernal corrupted humanoids take double damage from holy water and radiant damage if infernal corrupted but gain +10 hit points. Demon corrupted humanoids use the existing stats.

Actions

Multiatttack. Corrupted humanoids make two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) slashing damage.


Transforming

Medium humanoid, lawful evil (infernal) or chaotic evil (demonic)


  • Armor Class 10 (None)
  • Hit Points 41 (9d8)
  • Speed 30ft.

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

  • Skills Persuasion +6, Deception +6, Intimidation +6, Aracana +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing, from nonmagical weapons
  • Senses Darkvision 10 ft., passive Perception 10
  • Languages Racial language + Infernal or Abyssal
  • Challenge 1 (200 XP)

Actions

Multiatttack. Corrupted humanoids make two claw attacks.

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


Art by Jason Engle (Deviantart)

Possessed

Art by Artigas (Deviantart)



Warrior Shepherd

Medium humanoid, any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 10 (+0)



  • Skills Animal handling +4, Survival +4, Perception +4
  • Senses passive Perception 14
  • Languages Common + 1 other
  • Challenge 1 (200 XP)

Pack Tactics. The shepherd has advantage on an attack roll against a creature if at least one of the shepherd's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) slashing damage, or 7 (1d10 +2) 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.

Warrior Shepherd


Wee Con Artist

Small humanoid, any alignment


  • Armor Class 10
  • Hit Points 36 (8d8)
  • Speed 30ft.

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

  • Skills Insight +3, Perception +3, Deception +7, Persuasion +7, History +4, Arcana +4, Performance, +5, Religion +4, Acrobatics +6, Sleight of Hand +6
  • Senses passive Perception 13
  • Languages Common and Undercommon + 1 other
  • Challenge 1/8 (25 XP)

Cunning Action. On each of its turns, the Con Artist can use a bonus action to take the Dash, Disengage, or Hide action.

Nimble. Con artist can move through the space of any enemy that is medium or larger.

Actions

Sand in the Eyes. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 2 (1d4) piercing damage and the target must make a Constitution Saving Throw DC 12 or be blinded until they spend an action rubbing their eyes.

Knife. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4+2) piercing damage.


Art by martinpazromero (Deviantart)

Wee Con Artist



Wizard in Hiding

Medium humanoid, any good alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 41 (9d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6, Stealth +5, Deception +3
  • Senses passive Perception 11
  • Languages Any 4 languages
  • Challenge 6 (2,300 XP)

Spellcasting. The wizard is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mending, minor illusion, friends

1st level (4 slots): expeditious retreat, mage armor, magic missile, shield, fog cloud

2nd level (3 slots): alter self, mirror image

3rd level (3 slots): nondetection, fireball

4th level (3 slots): arcane eye

5th level (1 slot): modify memory, cone of cold

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Art by Takeda11 (Deviantart)

Wizard in Hiding