Thematic NPCs version 1.1 64 NPC statblocks by theme from CR 0 to CR 18

By mrvalor Background maps by mrvalor Cover art by: Spartan Archer by SignalGuy, Monk by n-pigeon, Kaled Assad by DioMahesa, Halfing Rogue by MaNuEli, Swashbuckler by Gantes, Dhuum by Hyb1rd-1982

Special, special thanks to ZevTheWolf for the Infantry Captain template, looking over the stablocks, and in general being an excellent DM collaborator.

64 Thematic NPC Templates As my campaign goes towards 10+, I feel a lack of NPCs geared towards higher levels campaigns. Mind you, legendary NPCs should be legendary, every bit as much so as beholders, ancient dragons, and the like. I made this compilation from a desire to move beyond DGScott's Versatile NPCs and the hole it helped fill in the existing content. I made this content from a thematic perspective because that's how I view my world. I see military, monastic, dark arts, urban, seafaring, these different areas that interact with each other. This compilation includes many NPCs, and I'll attempt to categorize and index them in an easily usable way. This supplement considers the NPC templates set out in the Monster's Manual, Volo's Guide to Monster's, and 35 Versatile NPCs by /u/DGScott. Note About Legendary NPCs: As of this time, I have not added legendary resistances and actions to even the higher level NPCs in this document (a handful do have legendary resistances). Appendix B on page 43 outlines my thoughts on Legendary Actions and gives some examples of those from the MM. NPCs by Theme NPCs listed by theme. Arcane Air Sorcerer (CR 12), page 4

Earth Sorcerer (CR 7), page 4

Fire Sorcerer (CR 17), page 5

Water Sorcerer (CR 7), page 5 Archery Legendary Archer (CR 14), page 6

Sharpshooter (CR 2), page 6

Sniper (CR 6), page 7 Dark Arts Corrupted Humanoid (CR 1/2), page 8

Demonologist (CR 10), page 8

Thrall (CR N/A), page 9

Dire Rat (CR 1), beast, page 9

Vermin Lord (CR 6), page 9

Transforming Humanoid (CR 2), page 10 Espionage Infiltrator (CR 4), page 11

Informant (CR 1/2), page 11

Intelligence Agent (CR 13), page 12

Legendary Operative (CR 17), page 12 Holy Curate (CR 1), page 13

Martyr (CR 5), page 13

Reverand Martyr (CR 14), page 14

Saint (CR 18), page 14 Military Infantry Captain (CR 6), page 15

Legendary Swordmaster (CR 14), page 15

Medic (CR 1), page 16

Novice Soldier (CR 1/2), page 16

Pikeman (CR 1), page 17

Sapper (CR 1), page 17

Savage Infantry (CR 3), page 18 Monastic Grand Master (CR 17), page 19

Sacred Fist (CR 8), page 20

Template Acolyte (CR 1/2), page 21 Seafaring Deck Boss (CR 6), page 22

Infamous Pirate Captain (CR 9), page 23

Legendary Pirate Captain (CR 15), page 24

Sailor (CR 1/4), page 25

Pirate (1), page 25

Pirate Captain (CR 5), page 26

Privateer (CR 1), page 26

Veteran Privateer (CR 4), page 27 Unholy Unholy Archbishop (CR 17), page 28

Unholy Bishop (CR 15), page 29

Unholy Curate (CR 2), page 30

Unholy Deacon (CR 9), page 30 Urban Beefy Bartender (CR 8), page 31

Beggar (CR 0), page 32

Charmer (CR 1/8), page 32

Diplomat (CR 0), page 32

Dishonored Veteran (CR 7), page 33

Gangster (CR 3), page 33

Hulking Slave (CR 1), page 34

Knowledgeable Elder (CR 0), page 34

Legendary Beefy Bartender (CR 15), page 35

Normal Bartender (CR 0), page 36

Talented Child Pickpocket (CR 0), page 36

Town Cryer (CR 0), page 36

Veteran Scammer (CR 0), page 36

Wee Con Artist (CR 1/2), page 37 Wilderness Forest Witch (CR 4), page 38

Holistic Healer (CR 1/8), page 38

Outlaw (CR 7), page 39

Trapper (CR 1/4), page 40

Veteran Wilderness Guide (CR 6), page 40

Warrior Shepherd (CR 1/2), page 40

Wildling (CR 2), page 41

Witch Doctor (CR 6), page 41

NPC List by CR NPCs challenge rating. N/A Thrall (CR N/A), page 9 CR 0 Beggar (CR 0), page 32

Diplomat (CR 0), page 32

Knowledgeable Elder (CR 0), page 34

Normal Bartender (CR 0), page 36

Talented Child Pickpocket (CR 0), page 36

Town Cryer (CR 0), page 36

Veteran Scammer (CR 0), page 36 CR 1/8 Charmer (CR 1/8), page 32

Holistic Healer (CR 1/8), page 38 CR 1/4 Sailor (CR 1/4), page 25

Trapper (CR 1/4), page 40 CR 1/2 Corrupted Humanoid (CR 1/2), page 8

Informant (CR 1/2), page 11

Novice Soldier (CR 1/2), page 16

Template Acolyte (CR 1/2), page 21

Warrior Shepherd (CR 1/2), page 40

Wee Con Artist (CR 1/2), page 37 CR 1 Curate (CR 1), page 13

Dire Rat (CR 1), beast, page 9

Hulking Slave (CR 1), page 34

Medic (CR 1), page 16

Pikeman (CR 1), page 17

Pirate (1), page 25

Privateer (CR 1), page 26

Sapper (CR 1), page 17 CR 2 Sharpshooter (CR 2), page 6

Transforming Humanoid (CR 2), page 10

Unholy Curate (CR 2), page 30

Wildling (CR 2), page 41 CR 3 Gangster (CR 3), page 33

Savage Infantry (CR 3), page 18 CR 4 Forest Witch (CR 4), page 38

Infiltrator (CR 4), page 11

Veteran Privateer (CR 4), page 27 CR 5 Martyr (CR 5), page 13

Pirate Captain (CR 5), page 26 CR 6 Deck Boss (CR 6), page 22

Infantry Captain (CR 6), page 15

Sniper (CR 6), page 7

Vermin Lord (CR 6), page 9

Veteran Wilderness Guide (CR 6), page 40

Witch Doctor (CR 6), page 41 CR 7 Dishonored Veteran (CR 7), page 33

Earth Sorcerer (CR 7), page 4

Outlaw (CR 7), page 39

Water Sorcerer (CR 7), page 5 CR 8 Beefy Bartender (CR 8), page 31

Sacred Fist (CR 8), page 20 CR 9 Infamous Pirate Captain (CR 9), page 23

Unholy Deacon (CR 9), page 30 CR 10 Demonologist (CR 10), page 8 CR 12 Air Sorcerer (CR 12), page 4 CR 13 Intelligence Agent (CR 13), page 12 CR 14 Legendary Archer (CR 14), page 6

Legendary Swordmaster (CR 14), page 15

Reverand Martyr (CR 14), page 14 CR 15 Legendary Beefy Bartender (CR 15), page 35

Legendary Pirate Captain (CR 15), page 24

Unholy Bishop (CR 15), page 29 CR 17 Fire Sorcerer (CR 17), page 5

Grand Master (CR 17), page 19

Legendary Operative (CR 17), page 12

Unholy Archbishop (CR 17), page 28 CR 18 Saint (CR 18), page 14

Arcane Existing sources have covered clerics, warlocks, wizards, and even bards, but templates have seemed to actively avoid sorcerers. I dealt with sorcery points the way WotC dealt with Ki points when it comes to NPCs monks, I just ignored them. Instead, each sorcerer has a metamagic that is either always active or useable a certain number of times a day. Air Sorcerer Medium humanoid, any alignment Armor Class 14 (17 with mage armor)

14 (17 with mage armor) Hit Points 97 (15d8 + 30)

97 (15d8 + 30) Speed 30 ft., fly 15 ft. STR DEX CON INT WIS CHA 8 (+0) 18 (+4) 14 (+2) 12 (+1) 13 (+1) 20 (+5) Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison

poison Saving Throws Con +7, Cha +8

Con +7, Cha +8 Skills Acrobatics +9, Sleight of hand +9, Stealth +9

Acrobatics +9, Sleight of hand +9, Stealth +9 Senses passive Perception 11

passive Perception 11 Languages Common, Primordial

Common, Primordial Challenge 12 (8,400 XP) Distance Spells. The sorcerer's spells have double the normal range. Spellcasting. The sorcerer is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sorcerer knows the following sorcerer spells: Cantrips (at will): gust, lightning lure, thunderclap, shocking grasp, dancing lights, minor illusion

1st level (4 slots): fog cloud, thunderwave, feather fall, mage armor

2nd level (3 slots): gust of wind, mirror image, warding wind

3rd level (3 slots): lightning bolt, fly, blink

4th level (3 slots): greater invisibility

5th level (2 slots): control winds

6th level (1 slot): chain lightning

7th level (1 slot): reverse gravity

8th level (1 slot): power word stun

Actions Shocking Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 16 (3d10) lightning damage. Shocking grasp. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d8) lightning damage. Earth Sorcerer Medium humanoid, any alignment Armor Class 10 (13 with mage armor)

10 (13 with mage armor) Hit Points 75 (10d8 + X)

75 (10d8 + X) Speed 30 ft., burrow 15 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 18 (+4) Damage Vulnerabilities thunder

thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison

poison Saving Throws Con +7, Cha +8

Con +7, Cha +8 Skills Intimidation +8, Athletics +6, History +4

Intimidation +8, Athletics +6, History +4 Senses passive Perception 10

passive Perception 10 Languages Common, Primordial

Common, Primordial Challenge 7 (2,900 XP) Extended Spell. When the sorcerer casts a spell that has a duration of 1 minute or longer, the duration is doubled, to a maximum duration of 24 hours. Spellcasting. The sorcerer is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The sorcerer knows the following sorcerer spells: Cantrips (at will): mold earth, thunderclap, acid splash, light, message, prestidigitation

1st level (4 slots): earth tremor, chromatic orb, mage armor, shield, absorb elements

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

3rd level (3 slots): erupting earth

4th level (3 slots): vitriolic sphere

5th level (2 slots): wall of stone

Subtle Spell. The sorcerer can cast spells without somatic or verbal components. Actions Flying Granite Block. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 11 (2d10) bludgeoning damage. Stone Fist Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Fire Sorcerer Medium humanoid, any alignment Armor Class 12 (15 with mage armor)

12 (15 with mage armor) Hit Points 187 (25d8 + 50)

187 (25d8 + 50) Speed 30 ft., fly 15 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 14 (+2) 14 (+2) 13 (+1) 22 (+6) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison

fire, poison Saving Throws Con +8, Cha +12

Con +8, Cha +12 Skills Intimidation +12, Religion +8, Arcana +8

Intimidation +12, Religion +8, Arcana +8 Senses passive Perception 11

passive Perception 11 Languages Common, Primordial

Common, Primordial Challenge 17 (18,000 XP) Careful Spells. When the sorcerer casts a spell that forces other creatures to make a saving throw, it can protect some of those creatures from the spell’s full force. It chooses up to 6 creatures. Chosen creatures automatically succeed on their saving throw against the spell. Spellcasting. The sorcerer is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The sorcerer knows the following sorcerer spells: Cantrips (at will): fire bolt, create bonfire, control flames, dancing lights, friends, light

1st level (4 slots): burning hands, mage armor, shield, absorb elements

2nd level (3 slots): scorching ray, pyrotechnics

3rd level (3 slots): fireball, flame arrows

4th level (3 slots): wall of fire

5th level (3 slots): immolation

6th level (2 slot): sunbeam

7th level (2 slot): delayed blast fireball, fire storm

8th level (1 slot): incendiary cloud

9th level (1 slot): meteor swarm

Actions Fire Bolt. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 18 (4d10) fire damage. Fiery punch. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) fire damage.





Water Sorcerer Medium humanoid, any alignment Armor Class 12 (none)

12 (none) Hit Points 65 (10d8 + 20)

65 (10d8 + 20) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 9 (-1) 14 (+2) 18 (+4) Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons

acid; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison

poison Saving Throws Con +7, Cha +8

Con +7, Cha +8 Skills Persuasion +8, Deception +8, Perception +6

Persuasion +8, Deception +8, Perception +6 Senses passive Perception 10

passive Perception 10 Languages Common, Primordial

Common, Primordial Challenge 7 (2,900 XP) Heightened Spell (3/day). The sorcerer picks one target of their spell, that target has disadvantage to save on the spell. Spellcasting. The sorcerer is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The sorcerer knows the following sorcerer spells: Cantrips (at will): acid splash, frostbite, shape water, ray of frost, true strike, mending

1st level (4 slots): fog cloud, ice knife, shield

2nd level (3 slots): alter self

3rd level (3 slots): tidal wave, wall of water, water breathing, water walk

4th level (3 slots): ice storm, watery sphere

5th level (2 slots): cone of cold

Actions Ray of Frost. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 9 (2d8) cold damage. Frost fist Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) cold damage.

Archery NPCs Archer NPCs to pad out your NPCs. Scout (CR 1/4), Archer (CR 3), and Seasoned Hunter (CR 3) have some bases covered, but I wanted to get those other levels. Sharpshooter, Sniper, and Legendary Archer have the sharpshooter feat, making them high-damage dealing ranged opponents. Legendary Archer and Sniper should both be relatively nasty enemies at long range. Legendary Archer Medium humanoid, any alignment Armor Class 18 (studded leather armor)

18 (studded leather armor) Hit Points 187 (25d8 + 36)

187 (25d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 17 (+3) 12 (+1) 16 (+3) 10 (+0) Saving Throws Str +8, Dex +12, Wis +9

Str +8, Dex +12, Wis +9 Skills Acrobatics +12, Athletics +8, Perception +9, Stealth +12, Survival +9

Acrobatics +12, Athletics +8, Perception +9, Stealth +12, Survival +9 Senses passive Perception 19

passive Perception 19 Languages Common

Common Challenge 14 (8,400 XP) Cunning Action. The archer can take the Hide or Dash action as a bonus action. Legendary Resistance (2/Day). If the archer fails a saving throw, it can choose to succeed instead. Sharpshooter. Attacking at long range doesn't impose disadvantage on the archer's ranged weapon attack rolls. The ranged weapon attacks ignore half cover and three-quarters cover. Skulker. The archer can try to hide when it is lightly obscured from the creature from which you are hiding. When archer is hidden from a creature and misses it with a ranged weapon attack, making the attack doesn't reveal its position. Dim light doesn’t impose disadvantage on archer's Wisdom (Perception) checks relying on sight. Actions Multiattack. The archer makes four weapon attacks. Shortsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 8 (1d6 + 6) piercing damage. Longbow Ranged Weapon Attack: +12 to hit, range 600 ft., one target. Hit 9 (1d8 + 6) piercing damage. Longbow, Dead-eye Shot Ranged Weapon Attack: +7 to hit, range 600 ft., one target. Hit 19 (1d8 + 15) piercing damage. Sharpshooter Medium humanoid, any alignment Armor Class 14 (leather armor)

14 (leather armor) Hit Points 39 (6d8 + 12)

39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 14 (+2) 11 (+0) 13 (+1) 10 (+0) Skills Perception +3, Stealth +5

Perception +3, Stealth +5 Senses passive Perception 13

passive Perception 13 Languages Common

Common Challenge 2 (450 XP) Sharpshooter. Attacking at long range doesn't impose disadvantage on the sharpshooter's ranged weapon attack rolls. The sharpshooter's ranged weapon attacks ignore half cover and three-quarters cover. Actions Multiattack. The sharpshooter makes two weapon attacks. 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 600 ft., one target. Hit 7 (1d8 + 3) piercing damage. Longbow, Dead-eye Shot Ranged Weapon Attack: +0 to hit, range 600 ft., one target. Hit 17 (1d8 + 13) piercing damage.

Sniper Medium humanoid, any alignment Armor Class 17 (studded leather armor)

17 (studded leather armor) Hit Points 90 (12d8 + 36)

90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 16 (+3) 12 (+1) 15 (+2) 10 (+0) Skills Acrobatics +8, Athletics +5, Perception +5, Stealth +8, Survival +5

Acrobatics +8, Athletics +5, Perception +5, Stealth +8, Survival +5 Senses passive Perception 15

passive Perception 15 Languages Common

Common Challenge 6 (2,300 XP) Cunning Action. The sniper can take the Hide or Dash action as a bonus action. Sharpshooter. Attacking at long range doesn't impose disadvantage on the sniper's ranged weapon attack rolls. The sniper's ranged weapon attacks ignore half cover and three-quarters cover. Skulker. The sniper can try to hide when it is lightly obscured from the creature from which you are hiding. When the sniper is hidden from a creature and misses it with a ranged weapon attack, making the attack doesn't reveal its position. Dim light doesn’t impose disadvantage on the sniper's Wisdom (Perception) checks relying on sight. Actions Multiattack. The sniper makes three weapon attacks. Shortsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (1d6 + 5) piercing damage. Longbow Ranged Weapon Attack: +8 to hit, range 600 ft., one target. Hit 9 (1d8 + 5) piercing damage. Longbow, Dead-eye Shot Ranged Weapon Attack: +3 to hit, range 600 ft., one target. Hit 19 (1d8 + 15) piercing damage. The sniper and other skulkers prefer to fight from a distance. They will orchestrate with their allies to make sure that they are firing with advantage as often as possible. They will stay as far away from their enemies as possible, using their long range and stealthy abilities to harass their foes, while not the most deadly in a single strike, a lone sniper can often route a much larger force. In lands contested with orcs, ogres, gnolls and other dangerous humanoids, snipers make excellent hunters, staying well out of range of larger and more deadly opponents.

Dark Arts NPCs Some NPCs, regardless of alignment, choose to mess with the dark arts. The following are humanoids who have dabbled with or have a connection with the dark arts. The Vermin Lord, specifically, is interesting because it is druidic in nature. The others have suffered from corruption or dabble in the dark arts in one way or another. Corrupted Humanoid Medium humanoid, any evil Armor Class 10

10 Hit Points 22 (5d8)

22 (5d8) Speed 30 ft. 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

darkvision 5 ft., passive Perception 10 Languages racial language + Infernal or Abyssal

racial language + Infernal or Abyssal Challenge 1/2 (100 XP) Actions Multiatttack. The corrupted humanoid makes two claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) slashing damage, the target must make a DC 12 Charisma save or they have disadvantage on their next attack. Demonologist Medium humanoid, any alignment Armor Class 12 (15 with mage armor)

12 (15 with mage armor) Hit Points 83 (15d8 + 15)

83 (15d8 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 20 (+5) 10 (+0) 14 (+2) Saving Throws Int +10, Wis +5

Int +10, Wis +5 Skills Arcane +10, Religion +10, History +10, Persuasion +7

Arcane +10, Religion +10, History +10, Persuasion +7 Senses passive Perception 10

passive Perception 10 Languages Common, Infernal, Abyssal

Common, Infernal, Abyssal Challenge 10 (5,900 XP) Experienced Summoner. The demonologist has advantage on Constitution saves to keep concentration on summoning spells. Spellcasting. The demonologist is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The demonologist has the following wizard spells prepared: Cantrips (at will): acid splash, infestation, mage hand, poison spray, fire bolt

1st level (4 slots): find familiar, grease, Tenser's floating disk, unseen servant, mage armor

2nd level (3 slots): scorching ray, misty step

3rd level (3 slots): summon lesser demons, fireball, counterspell

4th level (3 slots): dimension door, Evard's black tentacles, summon greater demon

5th level (3 slots): cloudkill, infernal calling

6th level (1 slot): arcane gate

7th level (1 slot): plane shift, symbol

8th level (1 slot): incendiary cloud, mind blank

Actions Dagger. Melee Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage. Demonologists aren't always evil and may even be trying to permanently banish demons and devils from the prime material plane. Regardless of their goals, demonologists tread a dangerous path. They mess with dark powers beyond the understanding of mortals. Sometimes their meddling can lead to situations in and around the places they practice their arts.

Thrall Medium humanoid, any alignment Armor Class as NPC type

as NPC type Hit Points as NPC type

as NPC type Speed as NPC type STR DEX CON INT WIS CHA +2 +0 +2 +0 +0 -4 Damage Vulnerabilities radiant, psychic

radiant, psychic Damage Resistances fire, cold; bludgeoning, piercing, and slashing from nonmagical weapons

fire, cold; bludgeoning, piercing, and slashing from nonmagical weapons Languages Common, Infernal, Abyssal, telepathy unlimited ft. (with their master only) Thralls have been claimed by infernal masters. If thralls are reduced to 0 hit points by radiant or psychic damage, when they wake up, they are no longer thralls. Until then, they serve their master's will. Dire Rat Large beast, unaligned Armor Class 13

13 Hit Points 39 (6d10 + 6)

39 (6d10 + 6) Speed 30 ft. 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

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. Vermin Lord Medium humanoid, any alignment Armor Class 15 (studded leather armor)

15 (studded leather armor) Hit Points 60 (11d8 + 11)

60 (11d8 + 11) Speed 30 ft. STR DEX CON INT WIS CHA 9 (+0) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 14 (+2) Saving Throws Wisdom +8, Charisma +6

Wisdom +8, Charisma +6 Skills Animal Handling +8, Nature +4, Stealth +7, Survival +8

Animal Handling +8, Nature +4, Stealth +7, Survival +8 Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages Common, Infernal, Abyssal

Common, Infernal, Abyssal Challenge 6 (2,300 XP) Shapechanger (3/day) The lord can use a bonus action to polymorph into a rat, a large rat, swarm of rats, or a dire rat. It takes on the statistics of the creature it turn into, but keeps it's mental stats. If the form is reduced to 0 or less hit points, the lord changes back to its normal form and any additional damage is take off it's regular form's hit points. Any equipment the lord is carrying merges into its new form. Spellcasting. The lord is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The lord has the following druid spells prepared: Cantrips (at will): poison spray, druidcraft, infestation, mold earth

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

2nd level (3 slots): earthbind, locate animals or plants, pass without trace, spike growth, heat metal

3rd level (3 slots): conjure animals (summons 8 swarms of rats), plant growth, meld into stone

4th level (3 slots): giant rat (as giant insect but changes 10 rats into 10 giant rats), blight

5th level (2 slots): awaken, insect plague

6th level (1 slot): bones of the earth

Actions Multiattack. The lord makes two short sword attacks. Shortsword. Melee Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw taking 10 (3d6) poison damage on a failed save, or save for half. Hand Crossbow. Ranged Spell Attack: +7 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw taking 10 (3d6) poison damage on a failed save, or save for half.

Transforming Humanoid Medium humanoid, any evil Armor Class 10 (None)

10 (None) Hit Points 40 (9d8)

40 (9d8) Speed 30 ft., fly 10 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 16 (+3) Skills Aracana +5, Deception +6, Intimidation +6, Persuasion +6

Aracana +5, Deception +6, Intimidation +6, Persuasion +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing, from nonmagical weapons

cold, fire, lightning; bludgeoning, piercing, and slashing, from nonmagical weapons Senses darkvision 10 ft., passive Perception 10

darkvision 10 ft., passive Perception 10 Languages racial language + Infernal or Abyssal

racial language + Infernal or Abyssal Challenge 2 (450 XP) Actions Multiatttack. The humanoids make two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage, the target must make a DC 14 Charisma save or they move at 1/2 of their normal speed and have disadvantage on attack rolls until the end of the humanoid's next turn. In the process of transforming into a physical incarnation of a demon on the prime material play, transforming humanoids resemble their race but with long, vicious claws, barbed teeth, and a set of underdeveloped demon wings springing from their back. Once a corrupted humanoid, these pour lost souls have taken the next step in their devolution. Only the magic of a greater restoration or wish spell can revert the changes.

Espionage For some options beyond Spy (CR 1), Master Thief (CR 5), and Assassin (CR 8). These statblocks offer some lower, medium, and higher-level options for rogue-based statblocks. I made sure they all have cunning action, but not necessarily all of the other rogue features. Infiltrator Medium humanoid, any alignment Armor Class 14 (leather armor)

14 (leather armor) Hit Points 55 (10d8 + 10)

55 (10d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2) Saves Dex +7, Int +5

Dex +7, Int +5 Skills Deception +10, History + 6, Investigation +6, Perception +5, Persuasion +10, Sleight of Hand +10, Stealth + 10

Deception +10, History + 6, Investigation +6, Perception +5, Persuasion +10, Sleight of Hand +10, Stealth + 10 Senses passive Perception 15

passive Perception 15 Languages Common, Thieves' Cant + 2 others

Common, Thieves' Cant + 2 others Challenge 4 (1,100 XP) Cunning Action. On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The infiltrator deals an extra 17 (5d6) 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 infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the attack roll. Actions Multiattack. The infiltrator makes two weapon attacks. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Informant Medium humanoid, any alignment Armor Class 12 (none)

12 (none) Hit Points 9 (2d8)

9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 11 (+0) 12 (+1) 13 (+1) 12 (+1) Skills Deception +6, History + 3, Perception +3, Persuasion +6, Sleight of Hand +4, Stealth + 4

Deception +6, History + 3, Perception +3, Persuasion +6, Sleight of Hand +4, Stealth + 4 Senses passive Perception 13

passive Perception 13 Languages Common, Thieves' Cant, + 2 others

Common, Thieves' Cant, + 2 others Challenge 1/2 (100 XP) Cunning Action. On each of its turns, the informant can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The informant deals an extra 3 (1d6) 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 informant that isn't incapacitated and the informant doesn't have disadvantage on the attack roll. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. As an informant will readily remind anyone who thinks other, informants are not active agents. They are typically just shady people who work with spies, the local guards, the local thieves' guild, or whoever will pay them the right coin. In a scrape, something very valuable has to be on the line for an informant to stick around a fight. They are much more likely to flee as quickly as possible. Despite a lack of bravery, informants can be valuable friends and contacts. They typically know the word on the street and have several black market contacts. However, the average adventurer is cautioned not to trust informants any more than necessary.

Intelligence Agent Medium humanoid, any alignment Armor Class 16 (leather armor)

16 (leather armor) Hit Points 97 (15d8 + 30)

97 (15d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 14 (+2) 14 (+2) 14 (+2) 16 (+3) Saves Dex +10, Int +7

Dex +10, Int +7 Skills Deception +13, History +7, Investigation +7, Perception +7, Persuasion +13, Sleight of Hand +15, Stealth +15

Deception +13, History +7, Investigation +7, Perception +7, Persuasion +13, Sleight of Hand +15, Stealth +15 Senses blindsight 10 ft., passive Perception 17

blindsight 10 ft., passive Perception 17 Languages Common, Thieves' Cant + 4 others

Common, Thieves' Cant + 4 others Challenge 13 (10,000 XP) Cunning Action. On each of its turns, the agent can use a bonus action to take the Dash, Disengage, or Hide action. Impostor. The agent must spend at least three hours listening to speech, examining handwriting, and observing mannerisms and can then impersonate the person. The agent's ruse is indiscernible to the casual observer. If a wary creature suspects something is a miss, the agent has advantage on any Charisma (Deception) checks made to avoid detection. Sneak Attack (1/Turn). The agent deals an extra 28 (8d6) 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 agent that isn't incapacitated and the agent doesn't have disadvantage on the attack roll. Actions Multiattack. The agent makes two dagger attacks. Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft ., one target. Hit: 7 (1d8 + 5) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. An intelligence agent uses Purple Worm poison, and adventurer who kills one might be lucky enough to find 1d4 unused vials on the agent or in their belongings although finding a spy's stash can be almost impossible. Legendary Operative Medium humanoid, any alignment Armor Class 18 (studded leather armor)

18 (studded leather armor) Hit Points 163 (25d8 + 50)

163 (25d8 + 50) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 22 (+6) 14 (+2) 14 (+2) 14 (+2) 18 (+4) Saves Dex +12, Int +8, Wis +8

Dex +12, Int +8, Wis +8 Skills Deception +16, History +8, Investigation +8, Perception +8, Persuasion +16, Sleight of Hand +18, Stealth +18

Deception +16, History +8, Investigation +8, Perception +8, Persuasion +16, Sleight of Hand +18, Stealth +18 Senses blindsight 10 ft., passive Perception 18

blindsight 10 ft., passive Perception 18 Languages Common, Thieves' Cant + 2 others

Common, Thieves' Cant + 2 others Challenge 17 (18,000 XP) Cunning Action. On each of its turns, the operative can use a bonus action to take the Dash, Disengage, or Hide action. Legendary Resistance (2/Day). If the operative fails a saving throw, it can choose to succeed instead. Sneak Attack (1/Turn). The operative deals an extra 35 (10d6) 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 operative that isn't incapacitated and the operative doesn't have disadvantage on the attack roll. Soul of Deceit. the operative's thoughts can’t be read by telepathy or other means, unless the operative allows it. The operative can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what the operative says, magic that would determine if the operative is telling the truth indicates it is being truthful if the operative so chooses, and the operative can’t be compelled to tell the truth by magic. Actions Multiattack. The operative makes two dagger attacks. Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow. Ranged Weapon Attack: +12 to hit, range 80/320 ft ., one target. Hit: 7 (1d8 + 6) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Holy NPCs To go with the acolyte (CR 1/8), priest (CR 2), heterodox priest (CR 5), and war priest (CR 9). These statblocks represent priests and those of faith in the established church. Martyr and Reverend Martyr are both designed to be part paladin and part cleric. Curate and Saint are both entirely cleric. Curate Medium humanoid, any good or neutral alignment Armor Class 15 (Chain Mail)

15 (Chain Mail) Hit Points 16 (3d8 + 3)

16 (3d8 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 13 (+1) 10 (+0) 15 (+2) 12 (+1) Saving Throws Wis +4, Char +3

Wis +4, Char +3 Skills History +2, Medicine +4, Persuasion +3, Religion +2

History +2, Medicine +4, Persuasion +3, Religion +2 Senses passive Perception 12

passive Perception 12 Languages Common, Celestial

Common, Celestial Challenge 1 (200 XP) Spellcasting. The curate is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The curate has the following cleric spells prepared: Cantrips (at will): light, spare the dying

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

2nd level (2 slots): gentle repose, lesser restoration

Actions Mace. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. A curate is a normal cleric, but a little different from a priest. A curate is not a leader but a follower. Well behaved curates do paperwork, heal the sick, bash undead with their maces, and lay the dead to rest. A curate might be in charge of 1d6 acolytes at any time, and probably reports to a priest or another higher ranking church official. Martyr Medium humanoid, any alignment Armor Class 15 (Half-Plate)

15 (Half-Plate) Hit Points 68 (12d8 + 24)

68 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 14 (+2) Saving Throws Wis +7, Cha +6

Wis +7, Cha +6 Skills Athletics +7, Insight +7, Perception +7, Religion +3

Athletics +7, Insight +7, Perception +7, Religion +3 Senses passive Perception 13

passive Perception 13 Languages Common, Celestial

Common, Celestial Challenge 5 (1,800 XP) Divine Eminence. As a bonus action, the martyr can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit . This benefit lasts until the end of the turn. If the martyr expends a spell slot of 2nd level or higher, the extra damage increases by ld6 for each level above 1st. Spellcasting. The martyr is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The martyr has the following spells prepared: Cantrips (at will): light, spare the dying

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

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

3rd level (3 slots): revivify, daylight

4th level (1 slots): divination

Actions Multiattack. The martyr makes two weapon attacks. Greatsword. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Guiding Bolt (costs 1 spell slot). Ranged Spell Attack:* +7 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage. Whether through a specific set of circumstances, random chance, or being called by their deity directly, the martyr sees their own life as forfeit. Their only purpose in life is to fight the good fight and help others, with little to no regard for their own health and well-being. A martyr will lead the fight in the battlefield, throw themselves headlong into a dungeon, or stand up to traveling adventurers who come into town and throw their weight around. Nothing pisses off a martyr like a traveling barbarian pushing around the townsfolk and being an ass.

Reverend Martyr Medium humanoid, any alignment Armor Class 10 (rags) or 18 (plate mail)

10 (rags) or 18 (plate mail) Hit Points 187(25d8 + 75)

187(25d8 + 75) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 8 (-1) 16 (+3) 14 (+2) Saving Throws Wis +9, Char +8

Wis +9, Char +8 Skills Athletics +10, Insight +9, Perception +9, Religion +5

Athletics +10, Insight +9, Perception +9, Religion +5 Senses passive Perception 13

passive Perception 13 Languages Common, Celestial

Common, Celestial Challenge 14 (11,500 XP) Divine Eminence. As a bonus action, the martyr can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit . This benefit lasts until the end of the turn. If the martyr expends a spell slot of 2nd level or higher, the extra damage increases by ld6 for each level above 1st. Spellcasting. The martyr is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The martyr has the following cleric spells prepared: Cantrips (at will): light, spare the dying, guidance, sacred flame

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

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

3rd level (3 slots): revivify, daylight

4th level (3 slots): divination

5th level (2 slots): mass cure wounds, holy weapon

6th level (1 slot): heal

7th level (1 slot): divine word

8th level (1 slot): holy aura

Actions Multiattack. The martyr makes two weapon attacks. Greatsword. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Guiding Bolt (costs 1 spell slot). Ranged Spell Attack:* +10 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage. Through the grace of their deity, the reverend martyr has managed to survive all of the scrapes they've been in over the years. However, their search for a righteous death hasn't abated, and they are as reckless as they are powerful. Saint Medium humanoid, any alignment Armor Class 18 (plate mail)

18 (plate mail) Hit Points 225 (30d8 + 90)

225 (30d8 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 16 (+3) 22 (+6) 16 (+3) Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities radiant

radiant Saving Throws Str +9, Dex +9, Con +9, Int +9, Wis +12, Cha +9

Str +9, Dex +9, Con +9, Int +9, Wis +12, Cha +9 Skills Animal Ken +12, Athletics +9, History +9, Insight +9, Perception +9, Persuasion +9, Religion +9

Animal Ken +12, Athletics +9, History +9, Insight +9, Perception +9, Persuasion +9, Religion +9 Senses passive Perception 19

passive Perception 19 Languages Common, Celestial

Common, Celestial Challenge 18 (20,000 XP) Spellcasting. The saint is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The saint has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, sacred flame, word of radiance

1st level (4 slots): healing word, bless, detect evil and good, detect poison and disease, cure wounds, purify food and drink, sanctuary, guiding bolt

2nd level (3 slots): augury, gentle repose, lesser restoration, zone of truth

3rd level (3 slots): clairvoyance, create food and water, mass healing word, remove curse, revivify, spirit guardians, tongues, water walk

4th level (3 slots): banishment, divination

5th level (3 slots): Commune, dispel evil and good, flame strike, greater restoration, mass cure wounds, raise dead 6th level (2 slot): heal, harm, true seeing

7th level (2 slot): conjure celestial, divine word

8th level (1 slot): control weather

9th level (1 slot): mass heal, true resurrection

Turn Undead. As an action, each undead that can see or hear the saint within 30 feet of them must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Undead of CR 4 or lower who fail their saving throw are instantly destroyed. Actions Guiding Bolt (costs 1 spell slot). Ranged Spell Attack:* +12 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage.

Military NPCs The other resources have many military-type NPCs, especially in Versatile NPCs. All of the NPCs in this section have some type of ability or focus that fills gaps in the existing statblocks. Medic heals, sapper blows up, novice soldier flees (and is 1/2 human/humanoid), infantry captain is great with some support, etc. Infantry Captain Medium humanoid (any race), any alignment Armor Class 19 (splint mail, shield)

19 (splint mail, shield) Hit Points 91(14d8 + 28)

91(14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Saving Throws Con +5, Cha +5

Con +5, Cha +5 Skills Athletics +6, History + 4, Perception +3, Persuasion +5

Athletics +6, History + 4, Perception +3, Persuasion +5 Senses passive Perception 13

passive Perception 13 Languages Any One Language

Any One Language Challenge 6 Actions Multiattack. The captain makes three melee attacks. Longsword (One-handed). Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) Longsword (Two-handed). Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) Commander's Strike. The captain may make one attack as a bonus action. Additionally, one creature of the captain's choice within 60 feet of it which can hear and understand it may use their reaction to make one attack with advantage. Sound the Attack (Recharges after a short or long rest). up to 6 creatures of the captain's choice within 30 feet of it which can hear and understand it may use their reaction to move up to half of their movement speed and make one attack. Rally (Recharge 6). Up to 6 creatures of the captain's choice within 30 feet of it gain 5 temporary hit points. If any of them are frightened by a spell or ability that allows a saving throw to break the effect, those creatures may immediately make a saving throw to resist the effect. Legendary Swordmaster Medium humanoid, any alignment Armor Class 18 (studded leather)

18 (studded leather) Hit Points 225 (30d8 + 90)

225 (30d8 + 90) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 16 (+3) 14 (+2) 16 (+3) 16 (+3) Saving Throws Str +8, Dex +12

Str +8, Dex +12 Skills Acrobatics +12, Athletics +8, History +8, Intimidation +9, Perception +9,

Acrobatics +12, Athletics +8, History +8, Intimidation +9, Perception +9, Senses passive Perception 12

passive Perception 12 Languages Common

Common Challenge 14 (11,500 XP) Battlemaster Maneuvers. Once per turn, the swordmaster can use one of the following effects: Lunging Attack: One of the swordmaster's attacks has a reach of 10 ft.

Trip Attack: A larger or smaller creature hit by one of the swordmaster's attacks must make a DC 20 Strength save or be knocked prone.

Sweeping Attack: When the swordmaster hits a creature with an attack, they may then make an additional attack to another creature within 5 feet of the original target that is within reach.

Menacing Attack: When the swordmaster hits a creature with an attack, the creature must make a DC 20 Wisdom save or be frightened until the end of the swordmaster's next turn. Form Over Force. The swordmaster can use its Dexterity score instead of Strength to attack and damage with the longsword. Actions Multiattack. The swordmaster makes four weapon attacks. Longsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 12 (1d8 + 8) piercing damage. Reaction Parry. When another creature damages the swordmaster, it can us its reaction to reduce the damage it takes by 13 (1d12 + 6). Riposte. When a creature misses the swordmaster with a melee attack, they can use their reaction to make a melee weapon attack against the target.

Medic Medium humanoid, any alignment Armor Class 15 (chain shirt)

15 (chain shirt) Hit Points 22 (4d8 + 4)

22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+0) Skills Athletics +3, Medicine +4, Nature +2, Stealth +4

Athletics +3, Medicine +4, Nature +2, Stealth +4 Senses passive Perception 12

passive Perception 12 Languages Common

Common Challenge 1 (200 XP) Healer. When the medic uses a healer's kit to stabilize a dying creature, the creature then regains 1 hit point. Also, as an action, the medic can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feature or the healer feat again until it finishes a short or long rest. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage. Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 6 (1d8 + 2) piercing damage. While not masters of the battlefield, medics are the unsung heroes of wars. Braving the dangerous and chaotic environment of wars, medics go into the thick of it to lend aid to their allies. Some medics are members of the army, some are hired from local towns and hamlets, others are members of religious orders and sects who believe it is their duty to help others. In addition to healing the wounded, medics might also have other job functions as well such as caring for the wounded, stabilizing the unconscious, disposing of bodies, preparing healing ointments for scouting groups, or even just overseeing the overall health of the officers and commanders. No armed force is complete without medics in their number. Novice Soldier Medium humanoid, any alignment Armor Class 14 (chain shirt)

14 (chain shirt) Hit Points 27 (5d8 + 5)

27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Skills Athletics +3, Perception +2

Athletics +3, Perception +2 Senses passive Perception 12

passive Perception 12 Languages Common

Common Challenge 1/2 (450 XP) Skittish: On each of its turns, the soldier may use its bonus action to take the Disengage action. Actions Spear (2 handed). Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (1d8 + 1) piercing damage. Light Crossbow Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit 6 (1d8 + 1) piercing damage. Not knowing what they got into, novice soldiers sometimes discover that discretion is the better part of valor.

Pikeman Medium humanoid, any alignment Armor Class 15 (scale mail)

15 (scale mail) Hit Points 32 (5d8 + 10)

32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Skills Athletics +4, Perception +3

Athletics +4, Perception +3 Senses passive Perception 13

passive Perception 13 Languages Common

Common Challenge 1 (200 XP) Set Versus Charge. As a bonus action, the pikeman chooses a creature it can see that is at least 20 feet away from it. If that creature moves within it's pike's reach on its next turn, the pikeman can make a pike melee attack against it as a reaction. If the attack hits, the target takes an extra 1d10 slashing damage. The pikeman can't use this ability if the creature used the Disengage action before moving. Actions Multiattack. Pikeman makes two melee weapon attacks. Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Light Crossbow Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit 5 (1d8 + 1) piercing damage. Coming from a long tradition of anti-cavalry units, pikemen are important units in mass warfare. In other situations, like underground cities and dungeons, pikemen can be useful because they can attack with melee from behind the first line of soldiers. On the open battlefield, pikemen watch their surroundings closely, being ever-ready to be charged. After all, without shields the pikeman's best defense is a good offense. Sapper Medium humanoid, any alignment Armor Class 14 (studded leather)

14 (studded leather) Hit Points 39 (6d8 + 12)

39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 13 (+1) 10 (+0) 10 (+0) Skills Athletics +3, Investigation +3, Stealth +4, Survival +2

Athletics +3, Investigation +3, Stealth +4, Survival +2 Senses passive Perception 12

passive Perception 12 Languages Common

Common Challenge 1 (200 XP) Cunning Action: On each of its turns, the sapper may use its bonus action to take the Dash, Dodge, or Disengage action. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 1) piercing damage. Alchemist's Fire Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit 2 (1d4) fire damage, the target continues to take damage every turn until it spends an action to make a DC 10 Dexterity check to extinguish the flames. Rig to Blow (Recharge 5-6) The sapper rigs together several vials of alchemist fire combined with explosive charges. The sapper sets the bundle down in a square adjacent to it. At the end of the sapper's turn (but after any legendary actions are resolved), the bomb explodes in a 10-foot radius. All creatures in that radius must make a DC 12 Dexterity check or take 14 (6d4) fire damage, taking half on a successful save. The creatures continue to take 5 (2d4) fire damage at the start of each of their turns. A creature can end this damage by using its action to make a DC 12 Dexterity check to extinguish the flames. The average sapper often looks more like a human-sized piece of walking coal than a soldier. Covered in ash and soot from whatever activity they have most recently been engaged in, most members of an army will avoid these crazy individuals whenever possible. Less common than other units, sapper are not alchemists, but more like war-time engineers who have learned how to use alchemist's fire and other alchemical components to hurt the enemy. Often being covered in scars and burns and commonly missing fingers, sappers can make a difference in sieges with their knowledge of how to demolish enemy buildings and siege weapons.

Savage Infantry Medium humanoid, any alignment Armor Class 13 (padded armor)

13 (padded armor) Hit Points 75 (10d8 + 30)

75 (10d8 + 30) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 9 (-1) 12 (+1) 8 (-1) Skills Athletics +6, Stealth +4, Survival +4

Athletics +6, Stealth +4, Survival +4 Senses passive Perception 12

passive Perception 12 Languages Common

Common Challenge 3 (700 XP) Aggressive. As a bonus action, the infantry can move up to its speed toward a hostile creature that it can see. Brute. A melee weapon deals one extra die of its damage when the infantry hits with it (included in the attack). Reckless. At the start of its turn, the infantry 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 infantry makes two weapon attacks. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 16 (2d10 + 4) slashing damage. Javelin Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit 7 (1d6 + 4) piercing damage. Making up for a lack of intelligence and social graces with pure ferocity, savage infantry often come from barbarian tribes, or maybe just brutes in the normal infantry whose bloodlust and savagery has served them well over the years. Surviving through a combination of luck and brute force, these crazy warriors will often break through the front lines to draw first blood whenever possible. More common in mercenary contingents and outlander armies, these fierce warriors can be found in any army. When the approaching orc army thinks that humans and other humanoids are cowardly creatures who hide behind their armor, shields, and ranged weapons, the savage infantry are there to prove them wrong.

Monastic NPCs There are only a handful of monk NPC templates, Brawler (CR 1/2) and Martial Arts Adept (CR 3) to name two (the only two?). This section outlines many more, especially the all-powerful grand master. Grand Master Medium humanoid, any alignment Armor Class 20 (none)

20 (none) Hit Points 187 (25d8 + 75)

187 (25d8 + 75) Speed 60 ft. STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 16 (+3) 14 (+2) 18 (+4) 14 (+2) Saving Throws St +8, Dex +12, Con +9, Int +8, Wis +10, Cha +8

St +8, Dex +12, Con +9, Int +8, Wis +10, Cha +8 Damage Immunities poison

poison Condition Immunities poisoned

poisoned Skills Acrobatics +12, Insight +10, Medicine +10, Stealth +12

Acrobatics +12, Insight +10, Medicine +10, Stealth +12 Senses passive Perception 14

passive Perception 14 Languages Common, understands all spoken languages

Common, understands all spoken languages Challenge 17 (18,000 XP) Cunning Actions. The master can take the Dodge, Disengage, or Dash action as a bonus action on their turn. If the master takes the dash action, it's jump distance is tripled (42 feet). Ki-Empowered Strikes. The master's unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Quivering Palm (3/day). The master has the ability to set up lethal vibrations in someone’s body. When the master hits a creature with an unarmed strike, it starts these imperceptible vibrations, which last for 20 days. If the master uses their action to end the vibrations and the target is on the same plane of existence, the creature must make a DC 18 Constitution saving throw or it is reduced to 0 hit points. If it succeeds, it takes 55 (10d10) necrotic damage. Only one creature can be affected at a time. The master can choose to end the vibrations harmlessly without using an action. Tranquility. The master enters a special meditation that surrounds them with an aura of peace. At the end of a long rest, they gain the effect of a sanctuary spell that lasts until the start of their next long rest (the spell can end early as normal). The saving throw DC for the spell equals 18. Unarmored Defense. The master's AC equals 10 + Dexterity modifier + Wisdom modifier when wearing no armor and not using a shield. Unarmored Movement. The master has the ability to move along vertical surfaces and liquids without falling during their move. Actions Multiattack. The master makes 4 unarmed strike attacks or 3 dart attacks. Unarmed strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage. If the target is a creature, the master can choose one of the following additional effects: The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (master's choice).

The target must succeed on a DC 18 Dexterity saving throw or be knocked prone.

The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the master's next turn. Dart. Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 8 (ld4 + 6) piercing damage. Reactions Deflect Missiles. The master can us its reaction to deflect or catch missiles when hit by ranged attacks. The damage of the attack is reduced by 11 (1d10 + 6). The grand master has earned his or her title because it is the grand master. Often coming around only once in several generations, the grand master has learned to transcend their fleshly prison, achieving full enlightenment. Aside from a plethora of powerful abilities and effects, grand masters are teachers and mirrors of truth and discovery. Instead of being sources of knowledge, the grand master is there to guide their students to help discover their own truths and knowledge, just as their teachers did for them. The grand master doesn't solve problems, they empower their students to solve problems for themselves.

Sacred Fist Medium humanoid, any alignment Armor Class 17 (none)

17 (none) Hit Points 97 (15d8 + 30)

97 (15d8 + 30) Speed 55 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 10 (+0) Saving Throws Str +5, Dex +9, Con +7, Int +6, Wis +8, Cha +5

Str +5, Dex +9, Con +7, Int +6, Wis +8, Cha +5 Damage Immunities poison

poison Condition Immunities poisoned

poisoned Skills Acrobatics +4, Insight +3, Stealth +4

Acrobatics +4, Insight +3, Stealth +4 Senses passive Perception 13

passive Perception 13 Languages Common, understands all spoken languages

Common, understands all spoken languages Challenge 8 (3,900 XP) Cunning Actions. The fist can take the Dodge, Disengage, or Dash action as a bonus action on their turn. If the fist takes the dash action, it's jump distance is tripled (30 feet). Ki-Empowered Strikes. The fist's unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Timeless Body. The fist's ki sustains them so that they suffer none of the frailty of old age and can't be aged magically. They can still die of old age, however. In addition, they no longer need food or water. Unarmored Defense. The fist's AC equals 10 + Dexterity modifier + Wisdom modifier when wearing no armor and not using a shield. Unarmored Movement. The fist has the ability to move along vertical surfaces and liquids without falling during their move. Actions Multiattack. The fist makes 4 unarmed strike attacks or 3 dart attacks. Unarmed strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, the fist can choose one of the following additional effects: The target must succeed on a DC 15 Strength saving throw or drop one item it is holding (fist's choice).

The target must succeed on a DC 15 Dexterity saving throw or be knocked prone.

The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the fist's next turn. Dart. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 6 (ld4 + 4) piercing damage. Reactions Deflect Missiles. The fist can us its reaction to deflect or catch missiles when hit by ranged attacks. The damage of the attack is reduced by 9 (1d10 + 4). Unlike the other monks, a sacred fist is named for a specific purpose. Whether to seek out an enemy, punish with wicked, or protect a place of importance or power. Due to their ability to survive without food or drink, some sacred fists are taken to remote or virtually inaccessible locations and tasked as guardians of ancient libraries, temples, tombs, or vaults. Different from the holy orders, monks are often more neutral than good or evil. As a result, if a sacred fist has given an oath to protect something, they are unlikely to let anyone have access to it. In combat, sacred fists are dangerous combatants who are difficult to pin down and who will easily take advantage of their mobility to avoid larger, slower targets while picking off more less-armored, more dangerous targets first like spellcasters, rogues, and archers.

Temple Acolyte Medium humanoid, any alignment Armor Class 14 (none)

14 (none) Hit Points 16 (3d8 + 3)

16 (3d8 + 3) Speed 40 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 10 (+0) Skills Acrobatics +4, Insight +3, Stealth +4

Acrobatics +4, Insight +3, Stealth +4 Senses passive Perception 12

passive Perception 12 Languages Common

Common Challenge 1/2 (450 XP) Unarmored Defense. The acolyte's AC equals 10 + Dexterity modifier + Wisdom modifier when wearing no armor and not using a shield. Actions Multiattack. The acolyte makes 2 unarmed strike attacks or 2 dart attacks. Unarmed strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is a creature, the acolyte can choose one of the following additional effects: The target must succeed on a DC 12 Strength saving throw or drop one item it is holding (acolyte's choice).

The target must succeed on a DC 12 Dexterity saving throw or be knocked prone.

The target must succeed on a DC 12 Constitution saving throw or be stunned until the end of the acolyte's next turn. Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. Reactions Deflect Missiles. The acolyte can us its reaction to deflect or catch missiles when hit by ranged attacks. The damage of the attack is reduced by 7 (1d10 + 2). As opposed to holy acolytes, temple acolytes are trained in hand to hand combat, but mostly they are free labor. Temple acolytes tend the grounds, cook, clean, and perform all of the needed day to day functions of their temple or monastery in hopes that such mundane and banal chores will eventually lead to enlightenment.

Seafaring NPCs These are some seafaring NPCs. I normally use brigands (CR 1/8) and brigand leader (CR 2) for pirate and pirate captains, but these NPC statblocks are specifically for pirates and sailors. These stablocks make use of the mariner feat from Unearthed Arcana. I hope that makes it into print at some point.



Deck Boss Medium humanoid, any alignment Armor Class 16 (studded leather armor)

16 (studded leather armor) Hit Points 105 (14d8 + 42)

105 (14d8 + 42) Speed 30 ft., swim 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 14 (+2) Skills Athletics +7, Deception +6, Intimidation +6, Perception +4, Persuasion +6,

Athletics +7, Deception +6, Intimidation +6, Perception +4, Persuasion +6, Senses passive Perception 15

passive Perception 15 Languages Common, Thieves' Cant

Common, Thieves' Cant Challenge 6 (2,300 XP) Brute. The boss does an extra die of damage with melee attacks. Charger. When the boss uses its action to dash, is can use a bonus action to make one melee weapon attack or to shove a creature. If it moves at least 10 feet in a straight line immediately before taking this bonus action, the boss can either gain a +5 bonus to the attack's damage roll or push the target up to 10 feet away from it. Crossbow Expert. The boss ignores the loading property of crossbows. Mariner. As long as the boss is not wearing heavy armor or using a shield, it has a swimming and climbing speed equal to its normal speed, and gains a +1 to AC. Tavern Brawler. If the boss hits a creature with an unarmed strike or improvised weapon, it can use a bonus action to attempt to grapple the target. Actions Multiattack. The boss makes three melee weapon attacks or two ranged weapon attacks. Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Improvised Weapon or Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (ld10 + 3) piercing damage. Also good as a first mate, the deck boss helps keep order on the ship. Whether a pirate ship, slaver ship, war galley or just normal merchant feighter, life at sea is hard and in addition to the leadership provided by the ship's captain, the deck boss bolsters that with a health dose of fear. A brutish person and practiced wrestler, the deck boss answers even possible insubordination by tossing the offender overboard.

Infamous Pirate Captain Medium humanoid, any alignment Armor Class 17 (studded leather armor)

17 (studded leather armor) Hit Points 130 (20d8 + 40)

130 (20d8 + 40) Speed 30 ft., swim 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 16 (+3) Saving Throws Dex +9, Int +6, Wis +7

Dex +9, Int +6, Wis +7 Skills Acrobatics +9, Athletics +6, Deception +8, Insight +7, Intimidation +8, Perception +7, Persuasion +8, Sleight of Hand +9, Stealth +9

Acrobatics +9, Athletics +6, Deception +8, Insight +7, Intimidation +8, Perception +7, Persuasion +8, Sleight of Hand +9, Stealth +9 Senses passive Perception 17

passive Perception 17 Languages Common, Thieves' Cant

Common, Thieves' Cant Challenge 9 (5,000 XP) Crossbow Expert. Hand crossbows count as melee weapons for the captain, and it ignores the loading property. Cunning Action. On each of its turns, the captain can use a bonus action to take the Dash, Disengage, or Hide action. Mariner. As long as the captain is not wearing heavy armor or using a shield, it has a swimming and climbing speed equal to its normal speed, and gains a +1 to AC. Panache. As an action, the captain can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear and understand the captain. If the captain succeeds, the creature has disadvantage on attack rolls against targets other than the captain and can't make opportunity attacks against targets other than the captain. This effect lasts for 1 minute, until one of captain's companions attacks the target or affects it with a spell, or until the captain and the target are more than 60 feet apart. Rakish Audacity. The captain adds it's Charisma bonus to initiative rolls. Sneak Attack (1/Turn). The captain deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, when the target is within 5 feet of an ally of the captain that isn't incapacitated and the captain doesn't have disadvantage on the attack roll, or if no creature other than the target is within 5 feet of the captain. Actions Multiattack. The captain makes two rapier attacks and one whip or hand crossbow attack, two hand crossbow attacks, or two whip attacks. Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Whip. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Hand Crossbow. Melee or Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage. Reactions Uncanny Dodge. When the captain is hit by a source of damage it can see, it can use its reaction to take 1/2 damage from the attack. Being a pirate captain in general takes guts but being an infamous pirate captain takes real stones. Not only are these captains vicious, violent, uncompromising, and masters of sea warfare, they are also very good at it. Traveling adventurers paying for passage on an infamous pirate captain's ship would be wise to be polite, or they might find themselves being tossed overboard or worse.

Pirate Names Taken from fantasynmegenerators.com, here as some example pirate names. Male Ardley 'The Bright' Barrie

Nickleby 'Buccaneer' Xensor

Manley 'Temptation' Ward

Everild 'Golden Tooth' Yao

Graydon 'Merry' Jasper

True 'Mumbling' Burlingame

Sheffield 'Fearless' Upir

Presley 'The Fool' Balthier Female Cherry 'The Witch' Swet

Shandy 'Shaded' Zeddicus

Rosalie 'The Sour' Rhys

Bulah 'The Stubborn' Seth

Fleta 'Treasure' Granite

Beck 'Vicious' Bryce

Alene 'Phantasm' Armstead

Bridget 'Devil's Smile' Buckley

Legendary Pirate Captain Medium humanoid, any alignment Armor Class 19 (studded leather armor)

19 (studded leather armor) Hit Points 210 (28d8 + 84)

210 (28d8 + 84) Speed 30 ft., swim 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 16 (+3) 14 (+2) 14 (+2) 18 (+3) Saving Throws Dex +10, Int +8, Wis +8

Dex +10, Int +8, Wis +8 Skills Acrobatics +18, Athletics +8, Deception +9, Intimidation +9, Perception +8, Persuasion +15, Sleight of Hand +18, Stealth +18

Acrobatics +18, Athletics +8, Deception +9, Intimidation +9, Perception +8, Persuasion +15, Sleight of Hand +18, Stealth +18 Senses blindsight 10 ft., passive Perception 18

blindsight 10 ft., passive Perception 18 Languages Common, Thieves' Cant

Common, Thieves' Cant Challenge 15 (13,000 XP) Crossbow Expert. Hand crossbows count as melee weapons for the captain, and it ignores the loading property. Cunning Action. On each of its turns, the captain can use a bonus action to take the Dash, Disengage, or Hide action. Mariner. As long as the captain is not wearing heavy armor or using a shield, it has a swimming and climbing speed equal to its normal speed, and gains a +1 to AC. Panache. As an action, the captain can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear and understand the captain. If the captain succeeds, the creature has disadvantage on attack rolls against targets other than the captain and can't make opportunity attacks against targets other than the captain. This effect lasts for 1 minute, until one of the captain's companions attacks the target or affects it with a spell, or until the captain and the target are more than 60 feet apart. Rakish Audacity. The captain adds it's Charisma bonus to initiative rolls. Sneak Attack (1/Turn). The captain deals an extra 35 (10d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, when the target is within 5 feet of an ally of the captain that isn't incapacitated and the captain doesn't have disadvantage on the attack roll, or if no creature other than the target is within 5 feet of the captain. Actions Multiattack. The captain makes two rapier attacks and one whip or hand crossbow attack, two hand crossbow attacks, or two whip attacks. Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. Whip. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Hand Crossbow. Melee or Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 9 (ld6 + 6) piercing damage. Reactions Uncanny Dodge. When the captain is hit by a source of damage it can see, it can use its reaction to take 1/2 damage from the attack. More feared, or at least as feared, on the seas as the kraken itself, legendary pirate captains only come about every so often. While possibly not, a legendary pirate captain is most likely a very evil person, as it is only through such a reputation that they truly become feared. As witty and charming as they are deadly, only a fool would pick a fight with such a person. Beyond that, each legendary pirate captain also has a treasure, or treasures, worth more than some kingdoms themselves. Many a traveling adventurer has gone looking for such treasures only to find the treasure's owner has returned.

Pirate Ship Names Taken from fantasynmegenerators.com, here as some example pirate ship names: The Speedy Plunder

The Good Fear

The Sudden Treasure

The Bearded Privateer

The Red Knave

The Dirty Hind

The Victory Abandoned

The Night Hangman

The Gold Privateer

The New Rover

The Disgraced Servant

The Howling Revenge

The Poison Murderer

The Seas' Hangman

The Dishonorable Seas

The Loyal Squid

The Murderous Minnow

Sailor Medium humanoid, any alignment Armor Class 13 (leather armor)

13 (leather armor) Hit Points 17 (3d8 + 3)

17 (3d8 + 3) Speed 30 ft., swim 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+2) 10 (+0) 10 (+0) 8 (-1) Skills Athletics +3, Perception +2

Athletics +3, Perception +2 Senses passive Perception 13

passive Perception 13 Languages Common

Common Challenge 1/4 (50 XP) Mariner. As long as the sailor is not wearing heavy armor or using a shield, it has a swimming and climbing speed equal to its normal speed, and gains a +1 to AC. Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Javelin. Ranged Weapon Attack: +3 to hit, 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Whether impressed into service or because they voluntarily entered the trade, being a sailor is hardly the safest and easiest profession available in the known realms. The life is fraught with peril, if not from harpies, krakens, Kua-Toa, pirates and other terrors of the sea, even a sailor's comrades might be the end of them. As a result, sailor's often adopt a "work hard, play hard" mentality. In combat, a sailor is likely to avoid melee combat whenever possible. Instead, they will throw daggers or javelins at opponents, fleeing when necessary.

Pirate Medium humanoid, any alignment Armor Class 13 (none)

13 (none) Hit Points 28 (5d8 + 5)

28 (5d8 + 5) Speed 30 ft., swim 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 12 (+1) Skills Athletics +3, Acrobatics +6, Sleight of Hand +4, Perception +5, Intimidation +3

Athletics +3, Acrobatics +6, Sleight of Hand +4, Perception +5, Intimidation +3 Senses passive Perception 15

passive Perception 15 Languages Common, Thieves' Cant

Common, Thieves' Cant Challenge 1 (200 XP) Cunning Action. On each of its turns, the pirate can use a bonus action to take the Dash, Disengage, or Hide action. Mariner. As long as the pirate is not wearing heavy armor or using a shield, it has a swimming and climbing speed equal to its normal speed, and gains a +1 to AC. Actions Multiattack. The pirate makes two attacks, one with it's rapier and one with it's dagger. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Dagger. Melee Weapon Attack: +4, reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (ld8 + 2) piercing damage. Whether out of desperation, or due to a major lack of critical thinking skills, pirates are the crazy ones in an environment full of crazy people. As if being a sailor wasn't dangerous enough, pirates actually go looking for danger and the spoils available for those who brave the dangers and live. Life at sea is hard on people, and most pirates don't live past 1/3 of their race's average life expectancy. Whether brave or foolhardy, most pirates fight like it's their last day to live.

Pirate Captain Medium humanoid, any alignment Armor Class 16 (studded leather armor)

16 (studded leather armor) Hit Points 78 (12d8 + 24)

78 (12d8 + 24) Speed 30 ft., swim 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 14 (+2) 12 (+1) 12 (+1) 15 (+2) Skills Acrobatics +11, Athletics +5, Deception +5, Insight +5, Intimidation +10, Perception +5, Persuasion +6, Sleight of Hand +11, Stealth +11

Acrobatics +11, Athletics +5, Deception +5, Insight +5, Intimidation +10, Perception +5, Persuasion +6, Sleight of Hand +11, Stealth +11 Senses passive Perception 15

passive Perception 15 Languages Common, Thieves' Cant

Common, Thieves' Cant Challenge 5 (1,800 XP) Crossbow Expert. Hand crossbows count as melee weapons for the captain, and it ignores the loading property. Cunning Action. On each of its turns, the captain can use a bonus action to take the Dash, Disengage, or Hide action. Mariner. As long as the captain is not wearing heavy armor or using a shield, it has a swimming and climbing speed equal to its normal speed, and gains a +1 to AC. Rakish Audacity. The captain adds it's Charisma bonus to initiative rolls. Sneak Attack (1/Turn). The captain deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, when the target is within 5 feet of an ally of the captain that isn't incapacitated and the captain doesn't have disadvantage on the attack roll, or if no creature other than the target is within 5 feet of the captain. Actions Multiattack. The captain makes two rapier attacks and one hand crossbow attack, or two hand crossbow attacks. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hand Crossbow. Melee or Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage. Reactions Uncanny Dodge. When the captain is hit by a source of damage it can see, it can use its reaction to take 1/2 damage from the attack. Privateer Medium humanoid, any alignment Armor Class 13 (none)

13 (none) Hit Points 28 (5d8 + 5)

28 (5d8 + 5) Speed 30 ft., swim 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 12 (+1) Skills Athletics +3, Intimidation +3, Perception +2, Persuasion +3, Sleight of Hand +4, Stealth +4

Athletics +3, Intimidation +3, Perception +2, Persuasion +3, Sleight of Hand +4, Stealth +4 Senses passive Perception 15

passive Perception 15 Languages Common, Thieves' Cant

Common, Thieves' Cant Challenge 1 (200 XP) Crossbow Expert. Hand crossbows count as melee weapons for the privateer, and it ignores the loading property. Cunning Action. On each of its turns, the privateer can use a bonus action to take the Dash, Disengage, or Hide action. Mariner. As long as the privateer is not wearing heavy armor or using a shield, it has a swimming and climbing speed equal to its normal speed, and gains a +1 to AC. Pack Tactics. The privateer has advantage on an attack roll against a creature if at least one of the privateer's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The privateer makes two scimitar attacks, two hand crossbow attacks, or one scimitar and one hand crossbow attack. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (ld6 + 2) piercing damage. Net. Melee Weapon Attack: +6, reach 5ft. or range 5/15 ft., one target. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Veteran Privateer Medium humanoid, any alignment Armor Class 16 (studded leather armor)

16 (studded leather armor) Hit Points 65 (10d8 + 20)

65 (10d8 + 20) Speed 30 ft., swim 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 12 (+1) Skills Athletics +5, Intimidation +4, Perception +3, Persuasion +4, Sleight of Hand +6, Stealth +6

Athletics +5, Intimidation +4, Perception +3, Persuasion +4, Sleight of Hand +6, Stealth +6 Senses passive Perception 15

passive Perception 15 Languages Common, Thieves' Cant

Common, Thieves' Cant Challenge 4 (1,100 XP) Crossbow Expert. Hand crossbows count as melee weapons for the privateer, and it ignores the loading property. Cunning Action. On each of its turns, the privateer can use a bonus action to take the Dash, Disengage, or Hide action. Mariner. As long as the privateer is not wearing heavy armor or using a shield, it has a swimming and climbing speed equal to its normal speed, and gains a +1 to AC. Pack Tactics. The privateer has advantage on an attack roll against a creature if at least one of the privateer's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The privateer 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 privateer that isn't incapacitated and the privateer doesn't have disadvantage on the attack roll. Actions Multiattack. The privateer makes two scimitar attacks, two hand crossbow attacks, or one scimitar and one crossbow attack. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Melee or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage. Net. Melee Weapon Attack: +6, reach 5ft. or range 5/15 ft., one target. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. While pirates and pirate captains are fierce in their own right, privateers and veteran privateers specialize in teamwork and working together. They've learned that fortune favors the force with both overwhelming numbers and a single mindset. As a result, privateers will use the ship environment to their advantage, climbing up rigging, firing at nearby enemies with their hand crossbows, entangling opponents with nets, and distracting nearby opponents so that their allies can sneak in some deadly stabs or crossbow shots.

WANTED Pirate Captain Dearth "The Mad" Cromwell (Pirate Captain CR 5) and his first mate Josephine 'Brown Tooth' (Deck Boss CR 6) have remained at large on the western sea for the last decade. With a contingent of dangerous pirates (1d4 Veteran Privateers CR 4, 2d4 Privateers CR 1, 2d6 Pirates CR 1, and 3d6 Sailors CR 1/4), the local crown has offered a bounty of 5,000 gold for their successful capture or deaths. Rumors are that Captain Cromwell and his crew have amassed a sizeable treasure over the years to the adventurer or bounty hunter willing to take it. They were last seen in port in the small village of Whitehead Beach, sailing south in their ship the Gallow's Friend. Any information leading to their arrest will be is worth a reward of 100 gold pieces.

Unholy NPCs Aside from cultists (CR 1/8) and cult fanatics (CR 2), these NPC statblocks represent priests of the unholy. In my games and settings, there are always places where organized evil religions exist. These statsblock represent organized religious entities in evil churches. The base unholy stablocks are for those of the Death Domain as printed in the DMG. Unholy Archbishop, Servant of Death Medium humanoid, any evil alignment Armor Class 19 (half plate, shield)

19 (half plate, shield) Hit Points 255 (30d8 + 120)

255 (30d8 + 120) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 18 (+4) 14 (+2) 22 (+6) 14 (+2) Damage Resistances necrotic, cold

necrotic, cold Damage Immunities poison

poison Condition Immunities exhaustion, poisoned

exhaustion, poisoned Saving Throws Cons +10, Wis +12, Char +8

Cons +10, Wis +12, Char +8 Skills Arcane +8, Deception +8, History +8, Insight +8, Perception +12, Persuasion +5, Religion +8

Arcane +8, Deception +8, History +8, Insight +8, Perception +12, Persuasion +5, Religion +8 Senses passive Perception 22

passive Perception 22 Languages Common, Abyssal, Infernal

Common, Abyssal, Infernal Challenge 17 (18,000 XP) Inescapable Destruction. Necrotic damage dealt by the archbishop ignores resistance to necrotic damage. Spellcasting. The archbishop is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archbishop has the following cleric spells prepared: Cantrips (at will): chill touch, thaumaturgy, resistance, toll the dead, mending

1st level (4 slots): false life, ray of sickness, bane, detect evil and good, inflict wounds, command, cure wounds

2nd level (3 slots): blindness/deafness, ray of enfeeblement, hold person, locate object

3rd level (3 slots): animate dead, vampiric touch, bestow curse, dispel magic, speak with dead, clairvoyance

4th level (3 slots): blight, death ward, freedom of movement, locate creature

5th level (2 slots): antilife shell, cloudkill, scrying, insect plague, geas, contagion

6th level (2 slot): harm, create undead, planar ally

7th level (2 slot): symbol, fire storm, divine word

8th level (1 slot): earthquake, antimagic field

9th level (1 slot): gate Touch of Death (3/day). When the archbishop hits a creature with a melee attack, it deals an extra 45 points of necrotic damage. Actions Multiattack. The archbishop makes two weapon attacks. Scimitar. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage + 9 (2d8) necrotic damage. Chill Touch. Ranged Spell Attack: +12 to hit, range 120 ft., two targets. Hit: 18 (4d8) necrotic damage, on a hit, the target takes 4d8 necrotic damage, and it can't regain hit points until the start of the unholy archbishop's next turn. Until then, the hand clings to the target. If the unholy archbishop hits an undead target, it also has disadvantage on attack rolls against the unholy archbishop until the end of the bishop's next turn. Serving one of the lawful evil or neutral evil gods who espouse death, the unholy archbishop is a threat to life itself wherever it goes. Looking more like the undead who follow it that a normal humanoid, the unholy bishop is feared by all who heard of it.

Quick Undead Computations 3 x 3rd level slots for animate dead = +12 zombies or skeletons. 3 x 4th level slots = +18 zombies or skeletons. 2 x 5th level slots = +16 zombies or skeletons. 2 x 6th level slots = +6 ghouls. 1 x 7th level slot = +4 ghouls. 1 x 8th level slot = +5 ghouls, +2 ghasts, or +2 wights. 1 x 9th level slot = +6 ghouls, + 3 ghasts or wights, or +2 mummies. Using all of its spell slots of 3rd level and above, an unholy archbishop could have a standing army of: 46 skeletons (CR 1/4)

10 ghouls (CR 1)

5 wights (CR 3) Using all of its spell slots for 3rd level and above, an unholy bishop could have a standing armory of: 46 skeletons (CR 1/4)

10 ghouls (CR 1)

2 wights (CR 3) Meanwhile an unholy deacon would only have a standing army of: 18 skeletons (CR 1/4)

Unholy Bishop Medium humanoid, any evil alignment Armor Class 19 (half plate, shield)

19 (half plate, shield) Hit Points 187(25d8 + 75)

187(25d8 + 75) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 16 (+3) 12 (+1) 20 (+5) 14 (+2) Saving Throws Wis +10, Char +7

Wis +10, Char +7 Skills Arcane +5, Deception +7, Insight +10, Perception +10, Persuasion +7, Religion +5

Arcane +5, Deception +7, Insight +10, Perception +10, Persuasion +7, Religion +5 Senses passive Perception 20

passive Perception 20 Languages Common, Abyssal, Infernal

Common, Abyssal, Infernal Challenge 15 (13,000 XP) Inescapable Destruction. Necrotic damage dealt by the bishop ignores resistance to necrotic damage. Spellcasting. The bishop is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The bishop has the following cleric spells prepared: Cantrips (at will): chill touch, thaumaturgy, resistance, toll the dead, mending

1st level (4 slots): false life, ray of sickness, bane, detect evil and good, inflict wounds, command, cure wounds

2nd level (3 slots): blindness/deafness, ray of enfeeblement, hold person, locate object

3rd level (3 slots): animate dead, vampiric touch, bestow curse, dispel magic, speak with dead

4th level (3 slots): blight, death ward, freedom of movement, locate creature

5th level (2 slots): antilife shell, cloudkill, scrying, insect plague, geas

6th level (1 slot): harm, create undead

7th level (1 slot): symbol, fire storm

8th level (1 slot): earthquake

Touch of Death (3/day). When the bishop hits a creature with a melee attack, it deals an extra 35 points of necrotic damage. Actions Multiattack. The bishop makes two weapon attacks. Scimitar. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage + 9 (2d8) necrotic damage. Chill Touch. Ranged Spell Attack: +10 to hit, range 120 ft., two targets. Hit: 13 (3d8) necrotic damage, on a hit, the target takes 3d8 necrotic damage, and it can't regain hit points until the start of the bishop's next turn. Until then, the hand clings to the target. If the bishop hits an undead target, it also has disadvantage on attack rolls against the bishop until the end of the bishop's next turn.

Gods of Death Evil gods of death from different settings. The unholy clergy NPCs could be in service of any of these gods, depending upon the setting. Forgotten Realms Bhaal, god of murder (NE)

Myrkul, god of death (NE)

Shar, goddess of darkness and loss (NE)

Talona, goddess of disease and poison (CE) Greyhawk Incabulos, god of plague and famine (NE)

Iuz, god of pain and oppression (CE)

Nerull, god of death (NE) Dragonlance Takhisis, goddess of night and hatred (LE)

Chemosh, god of the undead (LE)

Morgion, god of disease and secrecy (NE) Eberron The Keeper, god of greed and death (NE) Nonhuman Dieties Blibdoolpoolp, kuo-toa goddess (NE)

Laogzed, troglodyte god of hunger (CE) Dragon Pantheon Faluzure, lesser god of energy draining, undeath, decay, and exhaustion (?E)

Null, god of death, fate, knowledge, law, and scalykind (LE)

Tiamatt, goddess of evil dragons, greed, tyranny, and vengeance (LE)

Kalzareinad, the keeper of dark wonders, dragon god of uncaring, evil, or selfish use of magic, god of dark secrets (NE) Historical Gods Celtic - Arawn, god of life and death (NE)

Greek - Hades, god of the underworld (LE)

Egyptian - Set, god of darkness and desert storms (CE)

Norse - Hel, goddess of the underworld (NE)

Unholy Curate Medium humanoid, any evil alignment Armor Class 15 (chain shirt)

15 (chain shirt) Hit Points 28 (5d8 + 5)

28 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 12 (+1) Saving Throws Wis +4, Char +4

Wis +4, Char +4 Skills Religion +3, History +3, Intimidation +4, Medicine +4

Religion +3, History +3, Intimidation +4, Medicine +4 Senses passive Perception 12

passive Perception 12 Languages Common, Abyssal, Infernal

Common, Abyssal, Infernal Challenge 2 (450 XP) Spellcasting. The curate is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The curate has the following cleric spells prepared: Cantrips (at will): thaumaturgy, toll the dead, chill touch

1st level (4 slots): false life, ray of sickness, bane, inflict wounds, detect evil and good

2nd level (2 slots): blindness/deafness, ray of enfeeblement, hold person, augury

Touch of Death (1/day). When the curate hits a creature with a melee attack, it deals an extra 11 points of necrotic damage. Actions Scimitar. Melee Attack: +4 to hit, reach 5 ft. , one target. Hit: 5 (1d6 + 2) slashing damage. Chill Touch. Ranged Spell Attack: +4 to hit, range 120 ft., Two targets. Hit: 4 (1d8) necrotic damage, on a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of the curate's next turn. Until then, the hand clings to the target. If the curate hits an undead target, it also has disadvantage on attack rolls against the curate until the end of the curate's next turn. Not quite the lowest tier of the religious pyramid, unholy curates are doing better than acolytes and cultists (and the walking dead), but they still have a lot of room to advance. Life is competitive at the low levels, and rather than digging graves, unholy curates spend a fair amount of time undigging them. Typical daily activities for unholy curates include keeping an eye out for good adventurers, terrorizing the local peasants, and practicing necromantic magics. Unholy Deacon Medium humanoid, any evil alignment Armor Class 19 (half plate, shield)

19 (half plate, shield) Hit Points 68 (12d8 + 24)

68 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 12 (+1) Saving Throws Wis +7, Cha +5

Wis +7, Cha +5 Skills Arcane +4, Deception + 5, Insight +7, Perception +7, Persuasion +5, Religion +4

Arcane +4, Deception + 5, Insight +7, Perception +7, Persuasion +5, Religion +4 Senses passive Perception 17

passive Perception 17 Languages Common, Abyssal, Infernal

Common, Abyssal, Infernal Challenge 9 (5,000 XP) Inescapable Destruction. Necrotic damage dealt by the deacon ignores resistance to necrotic damage. Spellcasting. The deacon is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The deacon has the following cleric spells prepared: Cantrips (at will): chill touch, thaumaturgy, resistance, toll the dead, mending

1st level (4 slots): false life, ray of sickness, bane, detect evil and good, inflict wounds, command

2nd level (2 slots): blindness/deafness, ray of enfeeblement, hold person, locate object

3rd level (3 slots): animate dead, vampiric touch, bestow curse, dispel magic, speak with dead

4th level (1 slots): blight, death ward, freedom of movement

Touch of Death (2/day). When the deacon hits a creature with a melee attack, it deals an extra 19 points of necrotic damage. Actions Multiattack. The deacon makes two weapon attacks. Scimitar. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage + 4 (1d8) necrotic damage. Chill Touch. Ranged Spell Attack: +7 to hit, range 120 ft., two targets. Hit: 9 (2d8) necrotic damage, on a hit, the target takes 2d8 necrotic damage, and it can't regain hit points until the start of the deacon's next turn. Until then, the hand clings to the target. If the deacon hits an undead target, it also has disadvantage on attack rolls against the deacon until the end of the deacon's next turn.

Urban NPCs Aside from Commoner (CR 0) and the other statblocks, I was looking for some social-urban stats. Normal-ish people my party might come across. Some of these stats are outright silly, others are a bit more serious. Have a problem with murder-hobos? The real answer is to talk to them about it. For some fun, this section has a beefy bartender, a legendary beefy bartender, a dishonored veteran, and more. Have fun!

Silly vs Serious This section has both serious and silly stats. If you are one of those people who wants to avoid silly things like Camelot, here's a quick guide to which Urban NPCs are silly and which aren't. Beefy Bartender - very silly

Beggar - not that silly

Charmer - not that silly

Diplomat - very silly

Dishonored Veteran - serious

Gangster - serious

Hulking Slave - serious

Knowledgeable Elder - serious

Legendary Beefy Bartender - very, very silly

Normal Bartender - not that silly

Talented Child Pickpocket - not that silly

Town Cryer - very silly

Veteran Scammer - not that silly

Wee Con Artist - serious Beefy Bartender Medium humanoid, any alignment The gigantic bartender nods as you walk in. Armor Class 14 (none)

14 (none) Hit Points 105 (14d8 + 42)

105 (14d8 + 42) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 12 (+1) Damage Resistances bludgeoning, piercing, and slashing damage

bludgeoning, piercing, and slashing damage Saving Throws Str +11, Con +10

Str +11, Con +10 Skills Athletics + 8, Insight +5, Intimidation +5, Perception +5, Persuasion +5

Athletics + 8, Insight +5, Intimidation +5, Perception +5, Persuasion +5 Senses passive Perception 18

passive Perception 18 Languages Common, Thieves' Cant

Common, Thieves' Cant Challenge 8 (3,900 XP) Bouncer. The bartender can move grappled targets at its normal speed. Brute. The bartender does an one extra die of damage with attacks. Rager. The bartender adds +3 damage to Strength attacks, has advantage on Strength checks, and has resistance to bludgeoning, piercing, and slashing damage. Reckless. At the start of its turn, the bartender 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. Tavern Brawler. If the bartender hits a creature with an unarmed strike or improvised weapon, it can use a bonus action to attempt to grapple the target. Unarmored Defense. The bartender's armor class equals 10 + its Dexterity modifier + its Constitution modifier if it not wearing any armor or using a shield. Actions Multiattack. The bartender makes two weapon attacks. Improvised Weapon or Unarmed Strike. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or ranged 20/60 feet., one target. Hit: 12 (2d4 + 7) bludgeoning damage. If the bartender moves more than 10 feet in a straight line before attacking a target and then hits, it then automatically shoves the creature 10 feet away in the opposite direction or deals an additional 5 points of damage on the hit.

Beggar Medium humanoid, neutral cautious Armor Class 10 (none)

10 (none) Hit Points 11 (2d8 +2)

11 (2d8 +2) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 10 (+0) 12 (+1) 9 (-1) 14 (+2) 9 (-1) Skills Insight +6, Perception +6, Persuasion +1

Insight +6, Perception +6, Persuasion +1 Senses passive Perception 16

passive Perception 16 Languages Common, Thieves' Cant

Common, Thieves' Cant Challenge 0 (0 XP) Watchful Observer. If is the beggar is doing nothing else, it has advantage on perception rolls to observe its surroundings and insight rolls to watch the interactions of others. Charmer Medium humanoid, chaotic kinky Armor Class 11 (none)

11 (none) Hit Points 13 (3d8)

13 (3d8) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 12 (+1) 11 (+0) 9 (-1) 12 (+1) 14 (+2) Skills Deception +6, Insight +3, Perception +3, Persuasion +6, Sleight of Hand +3

Deception +6, Insight +3, Perception +3, Persuasion +6, Sleight of Hand +3 Senses passive Perception 11

passive Perception 11 Languages Common + 2 others

Common + 2 others Challenge 1/8 (3,900 XP) Cunning Action. On each of its turns, the charmer can use a bonus action to take the Dash, Disengage, or Hide action. Distracting Presence. As an action, the charmer talks to up to 5 creatures it can communicate with, they do not need to speak the same language. Each of the targets must make a DC 12 Wisdom (Insight) check or be distracted for 1d4 turns. Distracted creatures have disadvantage on perception checks, and their passive perception is lowered by 5. Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Diplomat Medium humanoid, lawful arrogant Armor Class 10 (none)

10 (none) Hit Points 11 (2d8 +2)

11 (2d8 +2) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 12 (+1) 14 (+2) 13 (+1) 15 (+2) Skills Deception +4, History +4, Intimidation +6, Persuasion +4

Deception +4, History +4, Intimidation +6, Persuasion +4 Senses passive Perception 11

passive Perception 11 Languages Common + 3 others

Common + 3 others Challenge 0 (0 XP) Stories of the Past. Characters listening to the diplomat talk about politics for more than 1 minute must make a DC 12 Save (Player's choice but must explain) or zone out for the rest of the conversation. While zoned out, choose one of the following to happen to a random zoned