Generic Combat-Focused NPCs Sometimes, your players need to hire some random goons to help them fight. Sometimes you run into a small contingent of soldiers or officers. Sometimes you have a community of people who aren't particularly martially focused but can still fight. Sometimes you just need some generic statblocks for combat-focused NPCs. And boy, do I have just the thing for you. It's exactly that thing, the thing that I just described. This is it. Generic combat-focused NPC statblocks, right here, right now. In this document. Right here. Yes. That's exactly what we got right here. Boom. Mercenary Some guys and gals subsist on a couple scraps of armor and a big honking weapon. Whether they're a young farmboy seeking his destiny, a top thug for a criminal gang, or a young woman trying to return her family sword to her ancestral home, or just your regular rank and file soldier, a mercenary is a valuable companion in a fight. Most people with the skills to wield a big weapon will happily accept money for murder. Mercenary Medium humanoid, neutral Armor Class 16 (half plate)

16 (half plate) Hit Points 19 (3d8 + 6)

19 (3d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10

passive Perception 10 Languages Common

Common Challenge 1 (200 XP) Actions Multiattack. The mercenary has one of the following two-handed melee weapons of your choice: battleaxe, longsword, pike, or warhammer. The mercenary makes two attacks with that melee weapon. Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.





















Credits Written by /u/gaylordqueen69

Formatting and design by Homebrewery Natural Crit

Monster Manual template by /u/AeronDrake

Various images credited ad-hoc













































































Image: Proud Warrior by Kate-n-bd

Defender Weighed down by enormous armor and a hefty shield, defenders are often hired as guards and escorts. Their shield is an extension of their arm, compensating for their numerous personality deficiencies. Defenders can be knights for a lowly lord, protectors of a general, or even priests without a blessing from their god. Some come from lowly stock, but most have enough money for armor. Defender Medium humanoid, neutral Armor Class 20 (plate, shield)

20 (plate, shield) Hit Points 26 (4d8 + 8)

26 (4d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10

passive Perception 10 Languages Common

Common Challenge 1 (200 XP) Actions Multiattack. The defender has one of the following one-handed melee weapons of your choice: hand-axe, longsword, mace, or spear. The defender makes one attack with that melee weapon. If the attack misses, the defender can immediately use its shield bash against the same target. Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shield Bash. The defender bashes its shield against a creature within five feet of its position. The target makes a DC 12 Strength saving throw. On a failed save, the target is pushed 5 feet away. Reactions Protection. When a creature the defender can see attacks a target other than itself that is within 5 feet of its position, it can use its reaction to impose disadvantage on the attack roll.



































































































Image: Paladin by Remainaery

Dirty Fighter Some people prefer slinking about and stabbing someone in the dark than running up foolishly and hitting a slavering monster with a stick. Those people are pretty smart. Dirty fighters rely on opportunities and cheap tricks to get the upper hand. Dirty Fighters can be princesses taught to use their slight frames to their advantage, gladiators who skirt around their opponents to tire them out, or squires to knights that can't quell their own bloodlust.





















Dirty Fighter Medium humanoid, neutral Armor Class 13 (leather)

13 (leather) Hit Points 11 (2d8 + 2)

11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Skills Stealth +6

Stealth +6 Senses passive Perception 10

passive Perception 10 Languages Common

Common Challenge 1/2 (100 XP) Sneak Attack (1/Turn). The dirty fighter can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The dirty fighter doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and the dirty fighter doesn't have disadvantage on the attack roll. Actions Multiattack. The dirty fighter makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.



























































































































Image: Rogue Moodboard by Daveallsop

Duelist Duelists taunt their opponents into a hasty strike before making a few quick cuts or jabs and darting away. They prefer one-on-one battles where they can show off their expert dexterity and handiwork. Duelists can be swashbuckling pirates trading barbs, a noble who would die for his family's honor, or an old man relying on his old skills to defend his home from thieves.

















Duelist Medium humanoid, neutral Armor Class 15 (chain shirt)

15 (chain shirt) Hit Points 16 (3d8 + 3)

16 (3d8 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10

passive Perception 10 Languages Common

Common Challenge 1 (200 XP) Duelist. The duelist has a +2 bonus to damage rolls with melee weapons it wields with one hand (included in the attack). Actions Multiattack. The duelist has one of the following melee weapons of your choice: a rapier or a scimitar. The duelist makes two attacks with that melee weapon. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Parry. The duelist adds 2 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.





























































Image: The Pass by Kimsokol

Courtier Courtiers aren't really cut out for the whole killing business. However, they are often found in fights despite their best efforts to stop it ... or perhaps they self-sabotage because secretly they enjoy the thrill. Nonetheless, courtiers use their natural charisma and ability to read others' emotional states to twist the battle to their liking and support their allies. Courtiers can be literal courtiers in a noble's palace, or they may have other roles such as a young duke, the daughter of a master general, or an entertainer in a bar. Courtier Medium humanoid, neutral Armor Class 11

11 Hit Points 9 (2d8)

9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 10 (+0) 12 (+1) 10 (+0) 15 (+2) Skills History +3, Insight +4, Persuasion +6

History +3, Insight +4, Persuasion +6 Senses passive Perception 10

passive Perception 10 Languages Common

Common Challenge 1/8 (25 XP) Actions Multiattack. The courtier uses its rally. It can then either make an attack with its dagger or take the Dodge action. Dagger. Melee or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Rally. The courtier chooses a friendly creature that can see and hear it. That creature gains 5 (1d6 + 2) temporary hit points.













































































Image: Sokol the Gypsy by Belvane

Commander Commanders have seen better days, better battles, better men. But they still have a fire left in them, and years of experience in warfare have made them excellent leaders and strategists. A commander in the field can make every single soldier better than they ever thought possible. Commanders can be sergeants in an army, great political leaders with martial training, criminal lords of great standing, or old women who have raised their children and grandchildren to be merciless protectors of their estate. Commander Medium humanoid, neutral Armor Class 18 (plate)

18 (plate) Hit Points 33 (6d8 + 6)

33 (6d8 + 6) Speed 30 ft. > STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 12 (+1) 12 (+1) 15 (+2) Skills Animal Handling +3, History +3, Intimidation +4, Persuasion +4

Animal Handling +3, History +3, Intimidation +4, Persuasion +4 Senses passive Perception 11

passive Perception 11 Languages Common

Common Challenge 1 (200 XP) Actions Multiattack. The commander has one of the following melee weapons of your choice: greataxe, greatsword, lance, or maul. The commander makes two attacks with that melee weapon, or it makes one melee or ranged attack and uses its commander's strike. Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage. Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage. The commander's attack roll has disadvantage if the target is within 5 feet of the commander's position and the commander is not mounted. Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Commander's Strike. The commander chooses one friendly creature that can see and hear it. That creature can immediately use its reaction to make one weapon attack, adding 3 (1d6) to the attack's damage roll.













































































































Image: Lion's Heart by Iced Wings Art