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Classed NPC Quick

Build Guide
By Mark Stout

A guide to quickly creating class-based non-player characters.


Classed NPC Quick
Build Guide
A guide to building class-based
Nonplayer Characters in minutes.
by MARK STOUT

The cover illustration is The Flying Carpet (1880), by Viktor Vasnetsov (1848-1926). Vasnetsov
was a Russian artist who specialized in mythological and historical subjects.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2018 by Mark Stout and published under the Community Content Agreement for Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 1
Why an NPC build guide? Non-player Character Race
The first step in the NPC building process is to choose a
Among the challenges of being a Dungeon Master are race. The NPC Features table (DMG pg. 282) details the
finding the time to prepare for a game, and having to pertinent racial traits of many humanoid races. Humans are
prepare on the fly. notably missing from the table, so you should use one of the
The Monster Manual contains a selection of non- following entries for them based on your preference.
monster NPC stat blocks that can be used, but there are not a
lot of them, and some Challenge Ratings simply aren't
Race Modifiers Features
adequately represented.
When I started working on conversions of older edition Human +1 to all Speaks Common and one other
modules, I quickly grew frustrated at the lack of non- attributes language
monster stat blocks. If I needed to make a bandit force with
a chief, several lieutenants, a couple sergeant types, and a Human +1 to two Proficiency in one skill of choice,
few clerics of varying level in addition to the regular bandits; (alternate) different gain 1 feat, speaks Common and
I couldn't do it without making custom stat blocks every attributes one other language
single time.
So that's what this guide is for. It contains advice on As discussed in Monsters with Classes (DMG pg. 283),
quickly building stat blocks for any type of non-player when adding class levels to monsters you should increase
character with a class, pre-made stat blocks that can be the monster's base Hit Die by one of its normal type for each
made ready to play in just a few minutes, and a simple class level. Many races in the Monster Manual have this
system to give your NPC some core personality traits. "Base Hit Dice" score. For example: Goblins have Base Hit
Dice of 2d6, while Orcs have Base Hit Dice of 2d8.

How to Use this Product


Humans, elves, dwarves, and other player races in the
Player's Handbook aren't given entries in the Monster
Manual. For this guide we're going to assume that a typical
Before using this guide, you should be familiar with the NPC of that race will have Base Hit Dice of 2dX, where X is
rules for creating and modifying monsters (DMG pg. 273- the Hit Die type based on size. So an NPC human, elf, or
283), particularly the sections Creating NPCs from Scratch, dwarf would have 2d8 Base Hit Dice, while an NPC gnome or
Monsters with Classes, and the NPC Features table (DMG 282- halfling would have 2d6 Base Hit Dice. This change brings
283). the Player's Handbook races more in line with Monster
Manual races, as far as Hit Dice are concerned. You can
This guide shortcuts the process by dividing the creation always add more Hit Dice if you need to increase the CR of
process into three easy to use sections. the NPC.
• The first section, NPC race, gives you advice on Examples using the information above: a human wizard
integrating pertinent racial traits into the NPCs stat of 4th level would have 6d8 Hit Dice, a halfling fighter of 7th
block. It also covers the use of Base Hit Dice for level would have 9d6 Hit Dice (not considering Constitution
those races not present in the Monster Manual. bonuses in both examples).
• The second section contains pre-made stat blocks
for the even levels of every class featured in the
Player's Handbook, along with select archetypes
NPC Stat Blocks
from the Player's Handbook and Xanathar's Guide The following stat blocks are made using the "standard"
to Everything. Plugging in racial traits, and making array (15, 14, 13, 12, 10, 8) of ability scores (PH pg. 13),
adjustments for any changes in attributes, spells, advanced appropriately for level. Feel free to modify these
and equipment complete the stat block. Even levels scores as you see fit (including by race), taking care to adjust
were used to produce exactly 10 stat blocks for each saving throws, skills, spellcasting modifiers, and attack
class ending at level 20 - the pinnacle of the class. modifiers as needed.
Challenge Ratings for each level were calculated
using the table in the DMG, and are not based on The key to an easy to use stat block is to limit the
class level. amount of information present. Putting every ability a
player character would have access to at a particular level in
• The third section has random tables for Personality an NPC stat block would result in a large and unwieldy wall
traits, Ideals, and Flaws taken from those for player of text. The key is to select 2 to 4 key abilities that highlight
characters. The contents of these tables were taken the NPC class at that level. Ability information can also be
from the tables in the Player's Handbook, but those integrated into another part of the stat block. For example,
descriptions were reduced to 1 to 3 word the paladin's Divine Smite can be added to the end of the
descriptors to give you an core concept that's easily melee weapon block, or the fighter's Duelist bonus can be
modified. added directly to weapon damage bonus.
Feel free to mix different class abilities to create a truly
unique NPC.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 2
maybe she's only doing the bandit role because of someone
Build Examples else. Either way, it opens up possibilities for further
development.
Presented here are two examples of NPC builds using the
step by step method outlined in this guide.
Kuo-toa Captain of the Guard
I'm working on a conversion of an older edition module,
Bandit Chief and I need a stat block for the captain of the guard in a kuo-
I'm designing a CR 5 encounter of bandits with a strong, toa shrine. The encounter is for 10th level characters, and
savage leader. I've decided I want to go with a human will include other kuo-toa foes, so I'm shooting for
barbarian. Looking down the list, I see an 8th level berserker something at least CR 6.
barbarian is CR 4, which fits what I want for the savage
bandit chief. I already have the personality and motivations of the
So I grab stat block for the 8th level berserker barbarian. captain from the module, so I can skip that step. Looking
Since she's going to be human, I go with the basic human through the guide, I settle on a 12th level champion fighter
trait of +1 to all ability scores, and modify the block for raw combat ability. So I grab the stat block, add the kuo-
accordingly. toa racial traits, and modify the equipment a bit to be in line
with what the kuo-toa use.
Bandit Chief
Medium humanoid (human), chaotic evil Kuo-toa Captain
Armor Class 15 (unarmored defense) Medium humanoid (kuo-toa), neutral evil
Hit Points 75 (10d8 + 30) Armor Class 17 (natural armor, shield)

Speed 40 ft. Hit Points 105 (14d8 + 42)


Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 9 (-1) 11 (+0) 13 (+1) STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 12 (+1)
Saving Throws Str +6, Con +5
Saving Throws Str +7, Con +6
Senses passive Perception 10
Skills Perception +6
Languages Common
Senses darkvision 120 ft., passive Perception 16
Challenge 4 (1100 XP)
Languages Undercommon
Rage (4/day). The bandit chief can enter a rage for 1 minute.
During that time she gains advantage on Strength checks Challenge 6 (2300 XP)
and saving throws, +2 bonus to weapon damage, resistance
Action Surge (Recharges on a short rest). The captain can take
to bludgeoning, piercing, and slashing damage, and
one additional action on its turn.
immunity to charmed and frightened conditions.
Indomitable (1/day). The captain may reroll a failed saving
Actions throw.
Multiattack. The bandit chief makes two greataxe attacks.
Otherworldly Perception. The captain can sense the presence
While in rage, she can make another greataxe attack as a
of any creature within 30 feet of it that is invisible or on the
bonus action.
Ethereal Plane. It can pinpoint such a creature that is
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one moving.
target. Hit: 10 (1d12 + 4) slashing damage, or 12 (1d12 + 6)
Slippery. The captain has advantage on ability checks and
slashing damage while in rage.
saving throws made to escape a grapple.

Now that the block is ready, I want to roll up some quick Actions
personality traits for her, since the players might decide to Multiattack. The captain makes three melee or ranged
parlay with the bandits instead of fight them. I roll d100 four attacks.
times, one each for personality, ideal, flaw, and motivation,
and get 9, 62, 90, and 80. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Checking the charts I get a personality of Bloodthirsty, target. Hit: 10 (1d8 + 6) slashing damage. Scores a critical hit
ideal of Power, flaw of Tyrannical, and motivation of Loyalty on a 19-20.
to someone. So she's more likely to settle things with a fight Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one
than a talk, she values power, and she's tyrannical - so target. Hit: 5 (1d6 + 2) piercing damage. Scores a critical hit
maybe the bandits don't like her, but follow her out of fear. on a 19-20.
The motivation of Loyalty to someone indicates she may not
be the top of the totem pole in the bandit organization, or

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 3
Ancestral Guardian Barbarian Barbarian, 6th level
SIZE humanoid (race), alignment
Barbarian, 2nd level Armor Class 13 (unarmored defense)
SIZE humanoid (race), alignment Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Armor Class 13 (unarmored defense) Speed 35 - 40 ft.
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) STR DEX CON INT WIS CHA
Speed 25 - 30 ft. 16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1)
STR DEX CON INT WIS CHA Saving Throws Str +5, Con +4
15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1) Senses passive Perception 10
Saving Throws Str +4, Con +4 Languages Common
Senses passive Perception 10 Challenge 3 (700 XP)
Languages Common Rage (4/day). The barbarian can enter a rage for 1 minute.
Challenge 1/2 (100 XP) During that time it gains advantage on Strength checks and
saving throws, +2 bonus to weapon damage, and resistance
Rage (2/day). The barbarian can enter a rage for 1 minute. to bludgeoning, piercing, and slashing damage. The first
During that time it gains advantage on Strength checks and creature hit on its turn has disadvantage to attack anything
saving throws, +2 bonus to weapon damage, and resistance but the barbarian, and anything else hit by it has resistance
to bludgeoning, piercing, and slashing damage. to its damage. This lasts until the start of the barbarian's
Actions next turn.

Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one Actions


target. Hit: 8 (1d12 + 2) slashing damage, or 10 (1d12 + 4) Multiattack. The barbarian makes two greataxe attacks.
slashing damage while in rage.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5)
slashing damage while in rage.
Barbarian, 4th level
SIZE humanoid (race), alignment Reactions
Armor Class 13 (unarmored defense) Spirit Shield. While raging the barbarian can use its reaction
to reduce the damage an ally within 30 feet takes by 2d6.
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +5, Con +4


Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
Rage (3/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and
saving throws, +2 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. The first
creature hit on its turn has disadvantage to attack anything
but the barbarian, and anything else hit by it has resistance
to its damage. This lasts until the start of the barbarian's
next turn.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5)
slashing damage while in rage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 4
to bludgeoning, piercing, and slashing damage. The first
Barbarian, 8th level creature hit on its turn has disadvantage to attack anything
SIZE humanoid (race), alignment but the barbarian, and anything else hit by it has resistance
Armor Class 14 (unarmored defense) to its damage. This lasts until the start of the barbarian's
next turn.
Hit Points 65 (10d6 + 30); 75 (10d8 + 30)
Actions
Speed 35 - 40 ft.
Multiattack. The barbarian makes two greataxe attacks.
STR DEX CON INT WIS CHA
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
17 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (+0) 12 (+1)
target. Hit: 9 (1d12 + 3) slashing damage, or 12 (1d12 + 6)
Saving Throws Str +5, Con +5 slashing damage while in rage.

Senses passive Perception 10 Reactions


Languages Common Spirit Shield. While raging the barbarian can use its reaction
to reduce the damage an ally within 30 feet takes by 3d6.
Challenge 4 (1100 XP)
Rage (4/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and Barbarian, 12th level
saving throws, +2 bonus to weapon damage, and resistance SIZE humanoid (race), alignment
to bludgeoning, piercing, and slashing damage. The first
creature hit on its turn has disadvantage to attack anything Armor Class 14 (unarmored defense)
but the barbarian, and anything else hit by it has resistance Hit Points 91 (14d6 + 42); 105 (14d8 + 42)
to its damage. This lasts until the start of the barbarian's
next turn. Speed 35 - 40 ft.

Actions STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1)
Multiattack. The barbarian makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one Saving Throws Str +7, Con +6
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5) Senses passive Perception 10
slashing damage while in rage.
Languages Common
Reactions
Challenge 6 (2300 XP)
Spirit Shield. While raging the barbarian can use its reaction
to reduce the damage an ally within 30 feet takes by 2d6. Brutal Critical. Whenever the barbarian scores a critical hit
with a melee weapon, it rolls one extra weapon die with
normal damage dice.
Barbarian, 10th level Rage (5/day). The barbarian can enter a rage for 1 minute.
SIZE humanoid (race), alignment During that time it gains advantage on Strength checks and
saving throws, +3 bonus to weapon damage, and resistance
Armor Class 14 (unarmored defense) to bludgeoning, piercing, and slashing damage. The first
Hit Points 78 (12d6 + 36); 90 (12d8 + 36) creature hit on its turn has disadvantage to attack anything
but the barbarian, and anything else hit by it has resistance
Speed 35 - 40 ft. to its damage. This lasts until the start of the barbarian's
STR DEX CON INT WIS CHA next turn.
17 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (+0) 12 (+1) Actions
Saving Throws Str +6, Con +6 Multiattack. The barbarian makes two greataxe attacks.

Senses passive Perception 10 Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d12 + 4) slashing damage, or 13 (1d12 + 7)
Languages Common slashing damage while in rage.
Challenge 5 (1800 XP) Reactions
Brutal Critical. Whenever the barbarian scores a critical hit Spirit Shield. While raging the barbarian can use its reaction
with a melee weapon, it rolls one extra weapon die with to reduce the damage an ally within 30 feet takes by 3d6.
normal damage dice.
Rage (4/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and
saving throws, +3 bonus to weapon damage, and resistance

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 5
Barbarian, 14th level Rage (5/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and
SIZE humanoid (race), alignment saving throws, +4 bonus to weapon damage, and resistance
Armor Class 14 (unarmored defense) to bludgeoning, piercing, and slashing damage. The first
Hit Points 104 (16d6 + 48); 120 (16d8 + 48) creature hit on its turn has disadvantage to attack anything
but the barbarian, and anything else hit by it has resistance
Speed 35 - 40 ft. to its damage. This lasts until the start of the barbarian's
next turn.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1) Actions
Multiattack. The barbarian makes two greataxe attacks.
Saving Throws Str +7, Con +6
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Senses passive Perception 10
target. Hit: 11 (1d12 + 5) slashing damage, or 15 (1d12 + 9)
Languages Common slashing damage while in rage.
Challenge 8 (3900 XP) Reactions
Brutal Critical. Whenever the barbarian scores a critical hit Spirit Shield. While raging the barbarian can use its reaction
with a melee weapon, it rolls two extra weapon dice with to reduce the damage an ally within 30 feet takes by 4d6. The
normal damage dice. attacker takes an equal amount of force damage.
Rage (5/day). The barbarian can enter a rage for 1 minute. Barbarian, 18th level
During that time it gains advantage on Strength checks and
SIZE humanoid (race), alignment
saving throws, +3 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. The first Armor Class 14 (unarmored defense)
creature hit on its turn has disadvantage to attack anything Hit Points 130 (20d6 + 60); 150 (20d8 + 60)
but the barbarian, and anything else hit by it has resistance
to its damage. This lasts until the start of the barbarian's Speed 35 - 40 ft.
next turn.
STR DEX CON INT WIS CHA
Actions 20 (+5) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1)
Multiattack. The barbarian makes two greataxe attacks.
Saving Throws Str +9, Con +7
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses passive Perception 10
target. Hit: 10 (1d12 + 4) slashing damage, or 13 (1d12 + 7)
slashing damage while in rage. Languages Common
Reactions Challenge 10 (5900 XP)
Spirit Shield. While raging the barbarian can use its reaction Brutal Critical. Whenever the barbarian scores a critical hit
to reduce the damage an ally within 30 feet takes by 4d6. The with a melee weapon, it rolls three extra weapon dice with
attacker takes an equal amount of force damage. normal damage dice.

Barbarian, 16th level Rage (6/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and
SIZE humanoid (race), alignment saving throws, +4 bonus to weapon damage, and resistance
Armor Class 14 (unarmored defense) to bludgeoning, piercing, and slashing damage. The first
Hit Points 117 (18d6 + 54); 135 (18d8 + 54) creature hit on its turn has disadvantage to attack anything
but the barbarian, and anything else hit by it has resistance
Speed 35 - 40 ft. to its damage. This lasts until the start of the barbarian's
next turn.
STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1) Actions
Multiattack. The barbarian makes two greataxe attacks.
Saving Throws Str +9, Con +7
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Senses passive Perception 10
target. Hit: 11 (1d12 + 5) slashing damage, or 15 (1d12 + 9)
Languages Common slashing damage while in rage.
Challenge 9 (5000 XP) Reactions
Brutal Critical. Whenever the barbarian scores a critical hit Spirit Shield. While raging the barbarian can use its reaction
with a melee weapon, it rolls two extra weapon dice with to reduce the damage an ally within 30 feet takes by 4d6. The
normal damage dice. attacker takes an equal amount of force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 6
Barbarian, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (unarmored defense)
Hit Points 209 (22d6 + 132); 231 (22d8 + 132)
Speed 35 - 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 13 (+1) 23 (+6) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +11, Con +10


Senses passive Perception 10
Languages Common
Challenge 12 (8400 XP)
Brutal Critical. Whenever the barbarian scores a critical hit
with a melee weapon, it rolls three extra weapon dice with
normal damage dice.
Rage (Unlimited). The barbarian can enter a rage for 1
minute. During that time it gains advantage on Strength
checks and saving throws, +4 bonus to weapon damage, and
resistance to bludgeoning, piercing, and slashing damage.
The first creature hit on its turn has disadvantage to attack
anything but the barbarian, and anything else hit by it has
resistance to its damage. This lasts until the start of the
barbarian's next turn.
Actions
Multiattack. The barbarian makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (1d12 + 7) slashing damage, or 17 (1d12 + 11)
slashing damage while in rage.
Reactions
Spirit Shield. While raging the barbarian can use its reaction
to reduce the damage an ally within 30 feet takes by 4d6. The
attacker takes an equal amount of force damage.

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Berserker Barbarian Barbarian, 6th level
SIZE humanoid (race), alignment
Barbarian, 2nd level Armor Class 13 (unarmored defense)
SIZE humanoid (race), alignment Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Armor Class 13 (unarmored defense) Speed 35 - 40 ft.
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) STR DEX CON INT WIS CHA
Speed 25 - 30 ft. 16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1)
STR DEX CON INT WIS CHA Saving Throws Str +5, Con +4
15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1) Senses passive Perception 10
Saving Throws Str +4, Con +4 Languages Common
Senses passive Perception 10 Challenge 3 (700 XP)
Languages Common Rage (4/day). The barbarian can enter a rage for 1 minute.
Challenge 1/2 (100 XP) During that time it gains advantage on Strength checks and
saving throws, +2 bonus to weapon damage, resistance to
Rage (2/day). The barbarian can enter a rage for 1 minute. bludgeoning, piercing, and slashing damage, and immunity
During that time it gains advantage on Strength checks and to charmed and frightened conditions.
saving throws, +2 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. Actions
Actions Multiattack. The barbarian makes two greataxe attacks.
While in rage, it can make another greataxe attack as a
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one bonus action.
target. Hit: 8 (1d12 + 2) slashing damage, or 10 (1d12 + 4)
slashing damage while in rage. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5)
slashing damage while in rage.

Barbarian, 4th level Barbarian, 8th level


SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 13 (unarmored defense) Armor Class 14 (unarmored defense)
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) Hit Points 65 (10d6 + 30); 75 (10d8 + 30)
Speed 25 - 30 ft. Speed 35 - 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1) 17 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (+0) 12 (+1)
Saving Throws Str +5, Con +4 Saving Throws Str +5, Con +5
Senses passive Perception 10 Senses passive Perception 10
Languages Common Languages Common
Challenge 1 (200 XP) Challenge 4 (1100 XP)
Rage (3/day). The barbarian can enter a rage for 1 minute. Rage (4/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and During that time it gains advantage on Strength checks and
saving throws, +2 bonus to weapon damage, and resistance saving throws, +2 bonus to weapon damage, resistance to
to bludgeoning, piercing, and slashing damage. bludgeoning, piercing, and slashing damage, and immunity
Actions to charmed and frightened conditions.

Multiattack. The barbarian makes one greataxe attack. Actions


While in rage, it can make another greataxe attack as a Multiattack. The barbarian makes two greataxe attacks.
bonus action. While in rage, it can make another greataxe attack as a
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one bonus action.
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5) Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
slashing damage while in rage. target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5)
slashing damage while in rage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 8
Barbarian, 10th level Actions
SIZE humanoid (race), alignment Multiattack. The barbarian makes two greataxe attacks.
Armor Class 14 (unarmored defense) While in rage, it can make another greataxe attack as a
bonus action.
Hit Points 78 (12d6 + 36); 90 (12d8 + 36)
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 35 - 40 ft. target. Hit: 10 (1d12 + 4) slashing damage, or 13 (1d12 + 7)
slashing damage while in rage.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +6, Con +6


Senses passive Perception 10 Barbarian, 14th level
Languages Common SIZE humanoid (race), alignment
Armor Class 14 (unarmored defense)
Challenge 5 (1800 XP)
Hit Points 104 (16d6 + 48); 120 (16d8 + 48)
Brutal Critical. Whenever the barbarian scores a critical hit
with a melee weapon, it rolls one extra weapon die with Speed 35 - 40 ft.
normal damage dice.
STR DEX CON INT WIS CHA
Rage (4/day). The barbarian can enter a rage for 1 minute.
18 (+4) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1)
During that time it gains advantage on Strength checks and
saving throws, +3 bonus to weapon damage, resistance to Saving Throws Str +7, Con +6
bludgeoning, piercing, and slashing damage, and immunity
to charmed and frightened conditions. Senses passive Perception 10

Actions Languages Common

Multiattack. The barbarian makes two greataxe attacks. Challenge 8 (3900 XP)
While in rage, it can make another greataxe attack as a Brutal Critical. Whenever the barbarian scores a critical hit
bonus action. with a melee weapon, it rolls two extra weapon dice with
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one normal damage dice.
target. Hit: 9 (1d12 + 3) slashing damage, or 12 (1d12 + 6) Rage (5/day). The barbarian can enter a rage for 1 minute.
slashing damage while in rage. During that time it gains advantage on Strength checks and
saving throws, +3 bonus to weapon damage, resistance to
bludgeoning, piercing, and slashing damage, and immunity
Barbarian, 12th level to charmed and frightened conditions.
SIZE humanoid (race), alignment Actions
Armor Class 14 (unarmored defense) Multiattack. The barbarian makes two greataxe attacks.
Hit Points 91 (14d6 + 42); 105 (14d8 + 42) While in rage, it can make another greataxe attack as a
bonus action.
Speed 35 - 40 ft.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 10 (1d12 + 4) slashing damage, or 13 (1d12 + 7)
18 (+4) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1) slashing damage while in rage.

Saving Throws Str +7, Con +6 Reactions


Retaliation. When the barbarian takes damage from a
Senses passive Perception 10 creature within 5 feet of it, it can use its reaction to make a
Languages Common greataxe attack against the creature.

Challenge 6 (2300 XP)


Brutal Critical. Whenever the barbarian scores a critical hit
with a melee weapon, it rolls one extra weapon die with
normal damage dice.
Rage (5/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and
saving throws, +3 bonus to weapon damage, resistance to
bludgeoning, piercing, and slashing damage, and immunity
to charmed and frightened conditions.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 9
Rage (6/day). The barbarian can enter a rage for 1 minute.
Barbarian, 16th level During that time it gains advantage on Strength checks and
SIZE humanoid (race), alignment saving throws, +4 bonus to weapon damage, resistance to
Armor Class 14 (unarmored defense) bludgeoning, piercing, and slashing damage, and immunity
to charmed and frightened conditions.
Hit Points 117 (18d6 + 54); 135 (18d8 + 54)
Actions
Speed 35 - 40 ft.
Multiattack. The barbarian makes two greataxe attacks.
STR DEX CON INT WIS CHA While in rage, it can make another greataxe attack as a
20 (+5) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1) bonus action.

Saving Throws Str +9, Con +7 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (1d12 + 5) slashing damage, or 15 (1d12 + 9)
Senses passive Perception 10 slashing damage while in rage.
Languages Common Reactions
Challenge 9 (5000 XP) Retaliation. When the barbarian takes damage from a
creature within 5 feet of it, it can use its reaction to make a
Brutal Critical. Whenever the barbarian scores a critical hit greataxe attack against the creature.
with a melee weapon, it rolls two extra weapon dice with
normal damage dice.
Rage (5/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and
Barbarian, 20th level
saving throws, +4 bonus to weapon damage, resistance to SIZE humanoid (race), alignment
bludgeoning, piercing, and slashing damage, and immunity Armor Class 17 (unarmored defense)
to charmed and frightened conditions.
Hit Points 209 (22d6 + 132); 231 (22d8 + 132)
Actions
Speed 35 - 40 ft.
Multiattack. The barbarian makes two greataxe attacks.
While in rage, it can make another greataxe attack as a STR DEX CON INT WIS CHA
bonus action. 24 (+7) 13 (+1) 23 (+6) 8 (-1) 10 (+0) 12 (+1)
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one Saving Throws Str +11, Con +10
target. Hit: 11 (1d12 + 5) slashing damage, or 15 (1d12 + 9)
slashing damage while in rage. Senses passive Perception 10

Reactions Languages Common


Retaliation. When the barbarian takes damage from a Challenge 12 (8400 XP)
creature within 5 feet of it, it can use its reaction to make a
Brutal Critical. Whenever the barbarian scores a critical hit
greataxe attack against the creature.
with a melee weapon, it rolls three extra weapon dice with
normal damage dice.
Rage (Unlimited). The barbarian can enter a rage for 1
Barbarian, 18th level minute. During that time it gains advantage on Strength
SIZE humanoid (race), alignment checks and saving throws, +4 bonus to weapon damage,
Armor Class 14 (unarmored defense) resistance to bludgeoning, piercing, and slashing damage,
and immunity to charmed and frightened conditions.
Hit Points 130 (20d6 + 60); 150 (20d8 + 60)
Actions
Speed 35 - 40 ft.
Multiattack. The barbarian makes two greataxe attacks.
STR DEX CON INT WIS CHA While in rage, it can make another greataxe attack as a
20 (+5) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1) bonus action.

Saving Throws Str +9, Con +7 Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (1d12 + 7) slashing damage, or 17 (1d12 + 11)
Senses passive Perception 10 slashing damage while in rage.
Languages Common Reactions
Challenge 10 (5900 XP) Retaliation. When the barbarian takes damage from a
creature within 5 feet of it, it can use its reaction to make a
Brutal Critical. Whenever the barbarian scores a critical hit greataxe attack against the creature.
with a melee weapon, it rolls three extra weapon dice with
normal damage dice.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 10
Wolf Totem. While raging, the barbarian's allies have
Totem Warrior Barbarian advantage on attack rolls against hostile creatures within 5
feet of the barbarian.
Barbarian, 2nd level
Actions
SIZE humanoid (race), alignment
Armor Class 13 (unarmored defense) Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5)
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) slashing damage while in rage.
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1)
Barbarian, 6th level
Saving Throws Str +4, Con +4 SIZE humanoid (race), alignment
Senses passive Perception 10 Armor Class 13 (unarmored defense)
Languages Common Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Challenge 1/2 (100 XP) Speed 35 - 40 ft.
Rage (2/day). The barbarian can enter a rage for 1 minute. STR DEX CON INT WIS CHA
During that time it gains advantage on Strength checks and 16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1)
saving throws, +2 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. Saving Throws Str +5, Con +4
Actions Senses passive Perception 10
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one Languages Common
target. Hit: 8 (1d12 + 2) slashing damage, or 10 (1d12 + 4)
Challenge 3 (700 XP)
slashing damage while in rage.
Rage (3/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and
saving throws, +2 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage.
Barbarian, 4th level
Choose one totem ability:
SIZE humanoid (race), alignment
Armor Class 13 (unarmored defense) Bear Totem. While raging, the barbarian gains resistance to
all damage except psychic. The barbarian has advantage on
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) Strength checks to move or manipulate objects.
Speed 25 - 30 ft. Eagle Totem. While raging, other creatures have
disadvantage on opportunity attack rolls against the
STR DEX CON INT WIS CHA
barbarian. Also the barbarian may use the Dash action as a
16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1) bonus action. The barbarian doesn't suffer disadvantage on
Wisdom (Perception) checks due to dim light.
Saving Throws Str +5, Con +4
Wolf Totem. While raging, the barbarian's allies have
Senses passive Perception 10
advantage on attack rolls against hostile creatures within 5
Languages Common feet of the barbarian. The barbarian can track at a fast pace
and move stealthily at a normal pace.
Challenge 1 (200 XP)
Actions
Rage (3/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and Multiattack. The barbarian makes two greataxe attacks.
saving throws, +2 bonus to weapon damage, and resistance
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
to bludgeoning, piercing, and slashing damage.
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5)
Choose one totem ability: slashing damage while in rage.
Bear Totem. While raging, the barbarian gains resistance to
all damage except psychic.
Eagle Totem. While raging, other creatures have
disadvantage on opportunity attack rolls against the
barbarian. Also the barbarian may use the Dash action as a
bonus action.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 11
Barbarian, 8th level Barbarian, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 14 (unarmored defense) Armor Class 14 (unarmored defense)

Hit Points 65 (10d6 + 30); 75 (10d8 + 30) Hit Points 78 (12d6 + 36); 90 (12d8 + 36)

Speed 35 - 40 ft. Speed 35 - 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (+0) 12 (+1) 17 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +5, Con +5 Saving Throws Str +6, Con +6

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 4 (1100 XP) Challenge 5 (1800 XP)

Rage (4/day). The barbarian can enter a rage for 1 minute. Brutal Critical. Whenever the barbarian scores a critical hit
During that time it gains advantage on Strength checks and with a melee weapon, it rolls one extra weapon die with
saving throws, +2 bonus to weapon damage, and resistance normal damage dice.
to bludgeoning, piercing, and slashing damage. Rage (4/day). The barbarian can enter a rage for 1 minute.
Choose one totem ability: During that time it gains advantage on Strength checks and
saving throws, +3 bonus to weapon damage, and resistance
Bear Totem. While raging, the barbarian gains resistance to to bludgeoning, piercing, and slashing damage.
all damage except psychic. The barbarian has advantage on
Strength checks to move or manipulate objects. Choose one totem ability:

Eagle Totem. While raging, other creatures have Bear Totem. While raging, the barbarian gains resistance to
disadvantage on opportunity attack rolls against the all damage except psychic. The barbarian has advantage on
barbarian. Also the barbarian may use the Dash action as a Strength checks to move or manipulate objects.
bonus action. The barbarian doesn't suffer disadvantage on Eagle Totem. While raging, other creatures have
Wisdom (Perception) checks due to dim light. disadvantage on opportunity attack rolls against the
Wolf Totem. While raging, the barbarian's allies have barbarian, and it can use the Dash action as a bonus action.
advantage on attack rolls against hostile creatures within 5 The barbarian doesn't suffer disadvantage on Wisdom
feet of the barbarian. The barbarian can track at a fast pace (Perception) checks due to dim light.
and move stealthily at a normal pace. Wolf Totem. While raging, the barbarian's allies have
Actions advantage on attack rolls against hostile creatures within 5
feet of the barbarian. The barbarian can track at a fast pace
Multiattack. The barbarian makes two greataxe attacks. and move stealthily at a normal pace.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5)
slashing damage while in rage. Multiattack. The barbarian makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage, or 12 (1d12 + 6)
slashing damage while in rage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 12
Barbarian, 12th level Barbarian, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 14 (unarmored defense) Armor Class 14 (unarmored defense)

Hit Points 91 (14d6 + 42); 105 (14d8 + 42) Hit Points 104 (16d6 + 48); 120 (16d8 + 48)

Speed 35 - 40 ft. Speed 35 - 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1) 18 (+4) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +7, Con +6 Saving Throws Str +7, Con +6

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Brutal Critical. Whenever the barbarian scores a critical hit Brutal Critical. Whenever the barbarian scores a critical hit
with a melee weapon, it rolls one extra weapon die with with a melee weapon, it rolls two extra weapon dice with
normal damage dice. normal damage dice.

Rage (5/day). The barbarian can enter a rage for 1 minute. Rage (5/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and During that time it gains advantage on Strength checks and
saving throws, +3 bonus to weapon damage, and resistance saving throws, +3 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. to bludgeoning, piercing, and slashing damage.

Choose one totem ability: Choose one totem ability:

Bear Totem. While raging, the barbarian gains resistance to Bear Totem. While raging, the barbarian gains resistance to
all damage except psychic. The barbarian has advantage on all damage except psychic, and any hostile creature within 5
Strength checks to move or manipulate objects. feet of it has disadvantage on attacks rolls against anyone
except the barbarian. The barbarian has advantage on
Eagle Totem. While raging, other creatures have Strength checks to move or manipulate objects.
disadvantage on opportunity attack rolls against the
barbarian, and it can use the Dash action as a bonus action. Eagle Totem. While raging, other creatures have
The barbarian doesn't suffer disadvantage on Wisdom disadvantage on opportunity attack rolls against the
(Perception) checks due to dim light. barbarian, it can use the Dash action as a bonus action, and
it has a flying speed equal to its walking speed, but can't end
Wolf Totem. While raging, the barbarian's allies have movement in the air without falling. The barbarian doesn't
advantage on attack rolls against hostile creatures within 5 suffer disadvantage on Wisdom (Perception) checks due to
feet of the barbarian. The barbarian can track at a fast pace dim light.
and move stealthily at a normal pace.
Wolf Totem. While raging, the barbarian's allies have
Actions advantage on attack rolls against hostile creatures within 5
Multiattack. The barbarian makes two greataxe attacks. feet of the barbarian, and the barbarian can use a bonus
action to knock a Large or smaller creature prone that it hit
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one with a melee attack. The barbarian can track at a fast pace
target. Hit: 10 (1d12 + 4) slashing damage, or 13 (1d12 + 7) and move stealthily at a normal pace.
slashing damage while in rage.
Actions
Multiattack. The barbarian makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d12 + 4) slashing damage, or 13 (1d12 + 7)
slashing damage while in rage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 13
Barbarian, 16th level Barbarian, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 14 (unarmored defense) Armor Class 14 (unarmored defense)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 35 - 40 ft. Speed 35 - 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1) 20 (+5) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +8, Con +6 Saving Throws Str +9, Con +7

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 8 (3900 XP) Challenge 9 (5000 XP)

Brutal Critical. Whenever the barbarian scores a critical hit Brutal Critical. Whenever the barbarian scores a critical hit
with a melee weapon, it rolls two extra weapon dice with with a melee weapon, it rolls three extra weapon dice with
normal damage dice. normal damage dice.

Rage (5/day). The barbarian can enter a rage for 1 minute. Rage (6/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and During that time it gains advantage on Strength checks and
saving throws, +4 bonus to weapon damage, and resistance saving throws, +4 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. to bludgeoning, piercing, and slashing damage.

Choose one totem ability: Choose one totem ability:

Bear Totem. While raging, the barbarian gains resistance to Bear Totem. While raging, the barbarian gains resistance to
all damage except psychic, and any hostile creature within 5 all damage except psychic, and any hostile creature within 5
feet of it has disadvantage on attacks rolls against anyone feet of it has disadvantage on attacks rolls against anyone
except the barbarian. The barbarian has advantage on except the barbarian. The barbarian has advantage on
Strength checks to move or manipulate objects. Strength checks to move or manipulate objects.

Eagle Totem. While raging, other creatures have Eagle Totem. While raging, other creatures have
disadvantage on opportunity attack rolls against the disadvantage on opportunity attack rolls against the
barbarian, it can use the Dash action as a bonus action, and barbarian, it can use the Dash action as a bonus action, and
it has a flying speed equal to its walking speed, but can't end it has a flying speed equal to its walking speed, but can't end
movement in the air without falling. The barbarian doesn't movement in the air without falling. The barbarian doesn't
suffer disadvantage on Wisdom (Perception) checks due to suffer disadvantage on Wisdom (Perception) checks due to
dim light. dim light.

Wolf Totem. While raging, the barbarian's allies have Wolf Totem. While raging, the barbarian's allies have
advantage on attack rolls against hostile creatures within 5 advantage on attack rolls against hostile creatures within 5
feet of the barbarian, and the barbarian can use a bonus feet of the barbarian, and the barbarian can use a bonus
action to knock a Large or smaller creature prone that it hit action to knock a Large or smaller creature prone that it hit
with a melee attack. The barbarian can track at a fast pace with a melee attack. The barbarian can track at a fast pace
and move stealthily at a normal pace. and move stealthily at a normal pace.

Actions Actions
Multiattack. The barbarian makes two greataxe attacks. Multiattack. The barbarian makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (1d12 + 5) slashing damage, or 15 (1d12 + 9) target. Hit: 11 (1d12 + 5) slashing damage, or 15 (1d12 + 9)
slashing damage while in rage. slashing damage while in rage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 14
Barbarian, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (unarmored defense)
Hit Points 209 (22d6 + 132); 231 (22d8 + 132)
Speed 35 - 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 13 (+1) 23 (+6) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +11, Con +10


Senses passive Perception 10
Languages Common
Challenge 11 (7200 XP)
Brutal Critical. Whenever the barbarian scores a critical hit
with a melee weapon, it rolls three extra weapon dice with
normal damage dice.
Rage (Unlimited). The barbarian can enter a rage for 1
minute. During that time it gains advantage on Strength
checks and saving throws, +4 bonus to weapon damage, and
resistance to bludgeoning, piercing, and slashing damage.
Choose one totem ability:
Bear Totem. While raging, the barbarian gains resistance to
all damage except psychic, and any hostile creature within 5
feet of it has disadvantage on attacks rolls against anyone
except the barbarian. The barbarian has advantage on
Strength checks to move or manipulate objects.
Eagle Totem. While raging, other creatures have
disadvantage on opportunity attack rolls against the
barbarian, it can use the Dash action as a bonus action, and
it has a flying speed equal to its walking speed, but can't end
movement in the air without falling. The barbarian doesn't
suffer disadvantage on Wisdom (Perception) checks due to
dim light.
Wolf Totem. While raging, the barbarian's allies have
advantage on attack rolls against hostile creatures within 5
feet of the barbarian, and the barbarian can use a bonus
action to knock a Large or smaller creature prone that it hit
with a melee attack. The barbarian can track at a fast pace
and move stealthily at a normal pace.
Actions
Multiattack. The barbarian makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (1d12 + 7) slashing damage, or 17 (1d12 + 11)
slashing damage while in rage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 15
Zealot Barbarian Barbarian, 6th level
SIZE humanoid (race), alignment
Barbarian, 2nd level Armor Class 13 (unarmored defense)
SIZE humanoid (race), alignment Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Armor Class 13 (unarmored defense) Speed 35 - 40 ft.
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) STR DEX CON INT WIS CHA
Speed 25 - 30 ft. 16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1)
STR DEX CON INT WIS CHA Saving Throws Str +5, Con +4
15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1) Senses passive Perception 10
Saving Throws Str +4, Con +4 Languages Common
Senses passive Perception 10 Challenge 3 (700 XP)
Languages Common Fanatical Focus (1/rage). If a saving throw is failed, it can be
Challenge 1/2 (100 XP) rerolled. The new roll must be used.

Rage (2/day). The barbarian can enter a rage for 1 minute. Rage (4/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and During that time it gains advantage on Strength checks and
saving throws, +2 bonus to weapon damage, and resistance saving throws, +2 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. to bludgeoning, piercing, and slashing damage. The first
creature hit on each of its turns takes extra radiant or
Actions necrotic damage equal to (1d6 + 3).
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one Actions
target. Hit: 8 (1d12 + 2) slashing damage, or 10 (1d12 + 4)
slashing damage while in rage. Multiattack. The barbarian makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5)
Barbarian, 4th level slashing damage while in rage.
SIZE humanoid (race), alignment
Armor Class 13 (unarmored defense)
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +5, Con +4


Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
Rage (3/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and
saving throws, +2 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. The first
creature hit on each of its turns takes extra radiant or
necrotic damage equal to (1d6 + 2).
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5)
slashing damage while in rage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 16
creature hit on each of its turns takes extra radiant or
Barbarian, 8th level necrotic damage equal to (1d6 + 5).
SIZE humanoid (race), alignment
Actions
Armor Class 14 (unarmored defense)
Multiattack. The barbarian makes two greataxe attacks.
Hit Points 65 (10d6 + 30); 75 (10d8 + 30)
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 35 - 40 ft. target. Hit: 9 (1d12 + 3) slashing damage, or 12 (1d12 + 6)
STR DEX CON INT WIS CHA slashing damage while in rage.
17 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +5, Con +5 Barbarian, 12th level


Senses passive Perception 10 SIZE humanoid (race), alignment
Languages Common Armor Class 14 (unarmored defense)

Challenge 4 (1100 XP) Hit Points 91 (14d6 + 42); 105 (14d8 + 42)

Fanatical Focus (1/rage). If a saving throw is failed, it can be Speed 35 - 40 ft.


rerolled. The new roll must be used. STR DEX CON INT WIS CHA
Rage (4/day). The barbarian can enter a rage for 1 minute. 18 (+4) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1)
During that time it gains advantage on Strength checks and
saving throws, +2 bonus to weapon damage, and resistance Saving Throws Str +7, Con +6
to bludgeoning, piercing, and slashing damage. The first Senses passive Perception 10
creature hit on each of its turns takes extra radiant or
necrotic damage equal to (1d6 + 4). Languages Common

Actions Challenge 6 (2300 XP)

Multiattack. The barbarian makes two greataxe attacks. Brutal Critical. Whenever the barbarian scores a critical hit
with a melee weapon, it rolls one extra weapon die with
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one normal damage dice.
target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5)
slashing damage while in rage. Fanatical Focus (1/rage). If a saving throw is failed, it can be
rerolled. The new roll must be used.
Rage (5/day). The barbarian can enter a rage for 1 minute.
Barbarian, 10th level During that time it gains advantage on Strength checks and
SIZE humanoid (race), alignment saving throws, +3 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. The first
Armor Class 14 (unarmored defense) creature hit on each of its turns takes extra radiant or
Hit Points 78 (12d6 + 36); 90 (12d8 + 36) necrotic damage equal to (1d6 + 6).

Speed 35 - 40 ft. Actions


STR DEX CON INT WIS CHA Multiattack. The barbarian makes two greataxe attacks.
17 (+3) 13 (+1) 16 (+3) 8 (-1) 10 (+0) 12 (+1) Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d12 + 4) slashing damage, or 13 (1d12 + 7)
Saving Throws Str +6, Con +6 slashing damage while in rage.
Senses passive Perception 10
Languages Common
Challenge 5 (1800 XP)
Brutal Critical. Whenever the barbarian scores a critical hit
with a melee weapon, it rolls one extra weapon die with
normal damage dice.
Fanatical Focus (1/rage). If a saving throw is failed, it can be
rerolled. The new roll must be used.
Rage (4/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and
saving throws, +3 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. The first

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 17
Fanatical Focus (1/rage). If a saving throw is failed, it can be
Barbarian, 14th level rerolled. The new roll must be used.
SIZE humanoid (race), alignment
Rage (5/day). The barbarian can enter a rage for 1 minute.
Armor Class 14 (unarmored defense) During that time it gains advantage on Strength checks and
Hit Points 104 (16d6 + 48); 120 (16d8 + 48) saving throws, +4 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. The first
Speed 35 - 40 ft. creature hit on each of its turns takes extra radiant or
STR DEX CON INT WIS CHA necrotic damage equal to (1d6 + 8).
18 (+4) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1) Rage Beyond Death. The barbarian doesn't go unconscious or
die at 0 HP. It continues fighting until rage ends, then dies.
Saving Throws Str +7, Con +6
Actions
Senses passive Perception 10
Multiattack. The barbarian makes two greataxe attacks.
Languages Common
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Challenge 8 (3900 XP) target. Hit: 11 (1d12 + 5) slashing damage, or 15 (1d12 + 9)
Brutal Critical. Whenever the barbarian scores a critical hit slashing damage while in rage.
with a melee weapon, it rolls two extra weapon dice with
normal damage dice.
Fanatical Focus (1/rage). If a saving throw is failed, it can be
Barbarian, 18th level
rerolled. The new roll must be used. SIZE humanoid (race), alignment
Armor Class 14 (unarmored defense)
Rage (5/day). The barbarian can enter a rage for 1 minute.
During that time it gains advantage on Strength checks and Hit Points 130 (20d6 + 60); 150 (20d8 + 60)
saving throws, +3 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. The first Speed 35 - 40 ft.
creature hit on each of its turns takes extra radiant or STR DEX CON INT WIS CHA
necrotic damage equal to (1d6 + 7).
20 (+5) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1)
Rage Beyond Death. The barbarian doesn't go unconscious or
die at 0 HP. It continues fighting until rage ends, then dies. Saving Throws Str +9, Con +7

Actions Senses passive Perception 10

Multiattack. The barbarian makes two greataxe attacks. Languages Common

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one Challenge 10 (5900 XP)
target. Hit: 10 (1d12 + 4) slashing damage, or 13 (1d12 + 7) Brutal Critical. Whenever the barbarian scores a critical hit
slashing damage while in rage. with a melee weapon, it rolls three extra weapon dice with
normal damage dice.
Fanatical Focus (1/rage). If a saving throw is failed, it can be
Barbarian, 16th level rerolled. The new roll must be used.
SIZE humanoid (race), alignment
Rage (6/day). The barbarian can enter a rage for 1 minute.
Armor Class 14 (unarmored defense) During that time it gains advantage on Strength checks and
Hit Points 117 (18d6 + 54); 135 (18d8 + 54) saving throws, +4 bonus to weapon damage, and resistance
to bludgeoning, piercing, and slashing damage. The first
Speed 35 - 40 ft. creature hit on each of its turns takes extra radiant or
STR DEX CON INT WIS CHA necrotic damage equal to (1d6 + 9).
20 (+5) 13 (+1) 17 (+3) 8 (-1) 10 (+0) 12 (+1) Rage Beyond Death. The barbarian doesn't go unconscious or
die at 0 HP. It continues fighting until rage ends, then dies.
Saving Throws Str +9, Con +7
Actions
Senses passive Perception 10
Multiattack. The barbarian makes two greataxe attacks.
Languages Common
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Challenge 9 (5000 XP) target. Hit: 11 (1d12 + 5) slashing damage, or 15 (1d12 + 9)
Brutal Critical. Whenever the barbarian scores a critical hit slashing damage while in rage.
with a melee weapon, it rolls two extra weapon dice with
normal damage dice.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 18
Barbarian, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (unarmored defense)
Hit Points 209 (22d6 + 132); 231 (22d8 + 132)
Speed 35 - 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 13 (+1) 23 (+6) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +11, Con +10


Senses passive Perception 10
Languages Common
Challenge 12 (8400 XP)
Brutal Critical. Whenever the barbarian scores a critical hit
with a melee weapon, it rolls three extra weapon dice with
normal damage dice.
Fanatical Focus (1/rage). If a saving throw is failed, it can be
rerolled. The new roll must be used.
Rage (Unlimited). The barbarian can enter a rage for 1
minute. During that time it gains advantage on Strength
checks and saving throws, +4 bonus to weapon damage, and
resistance to bludgeoning, piercing, and slashing damage.
The first creature hit on each of its turns takes extra radiant
or necrotic damage equal to (1d6 + 10).
Rage Beyond Death. The barbarian doesn't go unconscious or
die at 0 HP. It continues fighting until rage ends, then dies.
Actions
Multiattack. The barbarian makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (1d12 + 7) slashing damage, or 17 (1d12 + 11)
slashing damage while in rage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 19
Spellcasting. The bard is a 4th level spellcaster. Its
Sword Bard spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The bard knows the following spells:
Bard, 2nd level Cantrips (at will): blade ward, true strike, vicious mockery
SIZE humanoid (race), alignment
1st level (4 slots): cure wounds, faerie fire, heroism, Tasha's
Armor Class 13 (studded leather armor) hideous laughter, thunderwave
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) 2nd level (3 slots): heat metal, invisibility
Speed 25 - 30 ft.
Actions
STR DEX CON INT WIS CHA Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
14 (+2) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 15 (+2) target. Hit: 8 (1d8 + 4) slashing damage.

Saving Throws Str +3, Dex +3, Con +2, Int +0, Wis +1, Cha +4
Senses passive Perception 10 Bard, 6th level
Languages Common SIZE humanoid (race), alignment
Challenge 1/2 (100 XP) Armor Class 17 (scale mail, shield)

Bardic Inspiration (2/day). The bard can grant an ally a d6 Hit Points 36 (8d6 + 8); 44 (8d8 + 8)
die to use within 10 minutes. The die can be used to add to Speed 25 - 30 ft.
one ability check, attack roll, or saving throw.
STR DEX CON INT WIS CHA
Spellcasting. The bard is a 2nd level spellcaster. Its
14 (+2) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 17 (+3)
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The bard knows the following spells: Saving Throws Str +3, Dex +3, Con +2, Int +0, Wis +1, Cha +5
Cantrips (at will): blade ward, true strike Senses passive Perception 10
1st level (3 slots): cure wounds, faerie fire, heroism, Tasha's Languages Common
hideous laughter, thunderwave
Challenge 2 (450 XP)
Actions
Blade Flourish. When the bard takes an attack action, its
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one speed increases by 10 feet. If it hits, it may spend an
target. Hit: 6 (1d8 + 2) slashing damage. inspiration die to use a Blade Flourish (XGE pg. 15).
Bard, 4th level Bardic Inspiration (3 uses, recharges on short rest). The bard
SIZE humanoid (race), alignment can grant an ally a d8 die to use within 10 minutes. The die
can be used to add to one ability check, attack roll, saving
Armor Class 17 (scale mail, shield) throw, or weapon damage roll. The ally can also use its
Hit Points 27 (6d6 + 6); 33 (6d8 + 6) reaction to add the die to its Armor Class.
Speed 25 - 30 ft. Spellcasting. The bard is a 6th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit
STR DEX CON INT WIS CHA with spell attacks). The bard knows the following spells:
14 (+2) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 17 (+3)
Cantrips (at will): blade ward, true strike, vicious mockery
Saving Throws Str +3, Dex +3, Con +2, Int +0, Wis +1, Cha +5 1st level (4 slots): cure wounds, faerie fire, heroism, Tasha's
Senses passive Perception 10 hideous laughter, thunderwave

Languages Common 2nd level (3 slots): heat metal, invisibility

Challenge 1 (200 XP) 3rd level (3 slots): fear, stinking cloud

Bardic Inspiration (3/day). The bard can grant an ally a d6 Actions


die to use within 10 minutes. The die can be used to add to Multiattack. The bard makes two longsword attacks.
one ability check, attack roll, saving throw, or weapon
damage roll. The ally can also use its reaction to add the die Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
to its Armor Class. target. Hit: 8 (1d8 + 4) slashing damage.

Blade Flourish. When the bard takes an attack action, its


speed increases by 10 feet. If it hits, it may spend an
inspiration die to use a Blade Flourish (XGE pg. 15).

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 20
Bard, 8th level Bard, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (scale mail, shield) Armor Class 17 (scale mail, shield)

Hit Points 45 (10d6 + 10); 55 (10d8 + 10) Hit Points 54 (12d6 + 12); 66 (12d8 + 12)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 17 (+3) 16 (+3) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 17 (+3)

Saving Throws Str +4, Dex +3, Con +2, Int +0, Wis +1, Cha +5 Saving Throws Str +4, Dex +4, Con +2, Int +0, Wis +1, Cha +6

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 3 (700 XP) Challenge 5 (1800 XP)

Bardic Inspiration (3 uses, recharges on short rest). The bard Bardic Inspiration (3 uses, recharges on short rest). The bard
can grant an ally a d8 die to use within 10 minutes. The die can grant an ally a d10 die to use within 10 minutes. The die
can be used to add to one ability check, attack roll, saving can be used to add to one ability check, attack roll, saving
throw, or weapon damage roll. The ally can also use its throw, or weapon damage roll. The ally can also use its
reaction to add the die to its Armor Class. reaction to add the die to its Armor Class.

Blade Flourish. When the bard takes an attack action, its Blade Flourish. When the bard takes an attack action, its
speed increases by 10 feet. If it hits, it may spend an speed increases by 10 feet. If it hits, it may spend an
inspiration die to use a Blade Flourish (XGE pg. 15). inspiration die to use a Blade Flourish (XGE pg. 15).

Spellcasting. The bard is a 8th level spellcaster. Its Spellcasting. The bard is a 10th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The bard knows the following spells: with spell attacks). The bard knows the following spells:

Cantrips (at will): blade ward, true strike, vicious mockery Cantrips (at will): blade ward, light, true strike, vicious mockery

1st level (4 slots): cure wounds, faerie fire, heroism, Tasha's 1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave
hideous laughter, thunderwave 2nd level (3 slots): heat metal, hold person
2nd level (3 slots): heat metal, hold person 3rd level (3 slots): fear, haste, lightning bolt
3rd level (3 slots): fear, stinking cloud 4th level (3 slots): dimension door, freedom of movement,
4th level (2 slots): freedom of movement, greater invisibility greater invisibility

Actions 5th level (2 slots): hold monster, mislead

Multiattack. The bard makes two longsword attacks. Actions


Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. The bard makes two longsword attacks.
target. Hit: 9 (1d8 + 5) slashing damage. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 21
Bard, 12th level Bard, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (scale mail, shield) Armor Class 17 (scale mail, shield)

Hit Points 63 (14d6 + 14); 77 (14d8 + 14) Hit Points 72 (16d6 + 16); 88 (16d8 + 16)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 19 (+4) 16 (+3) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 19 (+4)

Saving Throws Str +4, Dex +4, Con +2, Int +0, Wis +1, Cha +7 Saving Throws Str +4, Dex +4, Con +2, Int +0, Wis +1, Cha +7

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Bardic Inspiration (4 uses, recharges on short rest). The bard Bardic Inspiration (4 uses, recharges on short rest). The bard
can grant an ally a d10 die to use within 10 minutes. The die can grant an ally a d10 die to use within 10 minutes. The die
can be used to add to one ability check, attack roll, saving can be used to add to one ability check, attack roll, saving
throw, or weapon damage roll. The ally can also use its throw, or weapon damage roll. The ally can also use its
reaction to add the die to its Armor Class. reaction to add the die to its Armor Class.

Blade Flourish. When the bard takes an attack action, its Blade Flourish. When the bard takes an attack action, its
speed increases by 10 feet. If it hits, it may spend an speed increases by 10 feet. If it hits, it may spend an
inspiration die to use a Blade Flourish (XGE pg. 15). inspiration die (or a d6 instead) to use a Blade Flourish (XGE
pg. 15).
Spellcasting. The bard is a 12th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit Spellcasting. The bard is a 14th level spellcaster. Its
with spell attacks). The bard knows the following spells: spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The bard knows the following spells:
Cantrips (at will): blade ward, light, true strike, vicious mockery
Cantrips (at will): blade ward, light, true strike, vicious mockery
1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave
1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave
2nd level (3 slots): heat metal, hold person
2nd level (3 slots): hold person, lesser restoration
3rd level (3 slots): fear, haste, lightning bolt
3rd level (3 slots): fear, fireball, haste, lightning bolt
4th level (3 slots): dimension door, freedom of movement,
greater invisibility 4th level (3 slots): dimension door, freedom of movement,
greater invisibility
5th level (2 slots): hold monster, mislead
5th level (2 slots): hold monster, mislead
6th level (1 slot): true seeing
6th level (1 slot): chain lightning, true seeing
Actions
7th level (1 slot): Mordenkainen's sword
Multiattack. The bard makes two longsword attacks.
Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage. Multiattack. The bard makes two longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 22
Bard, 16th level Bard, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (scale mail, shield) Armor Class 17 (scale mail, shield)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Str +4, Dex +4, Con +3, Int +0, Wis +1, Cha +8 Saving Throws Str +5, Dex +5, Con +4, Int +1, Wis +2, Cha +9

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 10 (5900 XP) Challenge 12 (8400 XP)

Bardic Inspiration (5 uses, recharges on short rest). The bard Bardic Inspiration (5 uses, recharges on short rest, if none left
can grant an ally a d12 die to use within 10 minutes. The die regain one when initiative is rolled). The bard can grant an
can be used to add to one ability check, attack roll, saving ally a d12 die to use within 10 minutes. The die can be used to
throw, or weapon damage roll. The ally can also use its add to one ability check, attack roll, saving throw, or weapon
reaction to add the die to its Armor Class. damage roll. The ally can also use its reaction to add the die
to its Armor Class.
Blade Flourish. When the bard takes an attack action, its
speed increases by 10 feet. If it hits, it may spend an Blade Flourish. When the bard takes an attack action, its
inspiration die (or a d6 instead) to use a Blade Flourish (XGE speed increases by 10 feet. If it hits, it may spend an
pg. 15). inspiration die (or a d6 instead) to use a Blade Flourish (XGE
pg. 15).
Spellcasting. The bard is a 16th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit Spellcasting. The bard is an 18th level spellcaster. Its
with spell attacks). The bard knows the following spells: spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). The bard knows the following spells:
Cantrips (at will): blade ward, light, true strike, vicious mockery
Cantrips (at will): blade ward, light, true strike, vicious mockery
1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave
1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave
2nd level (3 slots): hold person, lesser restoration
2nd level (3 slots): hold person, lesser restoration, web
3rd level (3 slots): fear, fireball, haste, lightning bolt
3rd level (3 slots): fear, fireball, haste, lightning bolt
4th level (3 slots): dimension door, freedom of movement,
greater invisibility 4th level (3 slots): dimension door, freedom of movement,
greater invisibility
5th level (2 slots): hold monster, mislead
5th level (3 slots): greater restoration, hold monster, mislead
6th level (1 slot): chain lightning, true seeing
6th level (1 slot): chain lightning, true seeing
7th level (1 slot): Mordenkainen's sword
7th level (1 slot): Mordenkainen's sword
8th level (1 slot): mind blank
8th level (1 slot): mind blank
Actions
9th level (1 slot): meteor swarm
Multiattack. The bard makes two longsword attacks.
Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage. Multiattack. The bard makes two longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 23
Bard, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (scale mail, shield)
Hit Points 121 (22d6 + 44); 143 (22d8 + 44)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Str +6, Dex +6, Con +4, Int +1, Wis +2, Cha
+10
Senses passive Perception 10
Languages Common
Challenge 13 (10000 XP)
Bardic Inspiration (5 uses, recharges on short rest, if none left
regain one when initiative is rolled). The bard can grant an
ally a d12 die to use within 10 minutes. The die can be used to
add to one ability check, attack roll, saving throw, or weapon
damage roll. The ally can also use its reaction to add the die
to its Armor Class.
Blade Flourish. When the bard takes an attack action, its
speed increases by 10 feet. If it hits, it may spend an
inspiration die (or a d6 instead) to use a Blade Flourish (XGE
pg. 15).
Spellcasting. The bard is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 18, +10 to hit
with spell attacks). The bard knows the following spells:
Cantrips (at will): blade ward, light, true strike, vicious mockery
1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave
2nd level (3 slots): lesser restoration, web
3rd level (3 slots): fireball, haste, lightning bolt
4th level (3 slots): dimension door, freedom of movement,
greater invisibility
5th level (3 slots): greater restoration, hold monster, mislead
6th level (2 slots): chain lightning, true seeing
7th level (2 slots): Mordenkainen's sword, teleport
8th level (1 slot): mind blank
9th level (1 slot): meteor swarm, power word heal
Actions
Multiattack. The bard makes two longsword attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 24
Spellcasting. The bard is a 4th level spellcaster. Its
Valor Bard spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The bard knows the following spells:
Bard, 2nd level Cantrips (at will): blade ward, true strike, vicious mockery
SIZE humanoid (race), alignment
1st level (4 slots): cure wounds, faerie fire, heroism, Tasha's
Armor Class 13 (studded leather armor) hideous laughter, thunderwave
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) 2nd level (3 slots): heat metal, invisibility
Speed 25 - 30 ft.
Actions
STR DEX CON INT WIS CHA Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
14 (+2) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 15 (+2) target. Hit: 6 (1d8 + 2) slashing damage.

Saving Throws Str +3, Dex +3, Con +2, Int +0, Wis +1, Cha +4
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP) Bard, 6th level
Bardic Inspiration (2/day). The bard can grant an ally a d6 SIZE humanoid (race), alignment
die to use within 10 minutes. The die can be used to add to Armor Class 17 (scale mail, shield)
one ability check, attack roll, or saving throw.
Hit Points 36 (8d6 + 8); 44 (8d8 + 8)
Spellcasting. The bard is a 2nd level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit Speed 25 - 30 ft.
with spell attacks). The bard knows the following spells: STR DEX CON INT WIS CHA
Cantrips (at will): blade ward, true strike 14 (+2) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 17 (+3)
1st level (3 slots): cure wounds, faerie fire, heroism, Tasha's Saving Throws Str +3, Dex +3, Con +2, Int +0, Wis +1, Cha +5
hideous laughter, thunderwave
Senses passive Perception 10
Actions
Languages Common
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage. Challenge 2 (450 XP)
Bardic Inspiration (3 uses, recharges on short rest). The bard
can grant an ally a d8 die to use within 10 minutes. The die
can be used to add to one ability check, attack roll, saving
throw, or weapon damage roll. The ally can also use its
reaction to add the die to its Armor Class.
Bard, 4th level Spellcasting. The bard is a 6th level spellcaster. Its
SIZE humanoid (race), alignment spellcasting ability is Charisma (spell save DC 13, +5 to hit
Armor Class 17 (scale mail, shield) with spell attacks). The bard knows the following spells:
Hit Points 27 (6d6 + 6); 33 (6d8 + 6) Cantrips (at will): blade ward, true strike, vicious mockery
Speed 25 - 30 ft. 1st level (4 slots): cure wounds, faerie fire, heroism, Tasha's
hideous laughter, thunderwave
STR DEX CON INT WIS CHA
2nd level (3 slots): heat metal, invisibility
14 (+2) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 17 (+3)
3rd level (3 slots): fear, stinking cloud
Saving Throws Str +3, Dex +3, Con +2, Int +0, Wis +1, Cha +5
Actions
Senses passive Perception 10
Multiattack. The bard makes two longsword attacks.
Languages Common
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Challenge 1 (200 XP) target. Hit: 6 (1d8 + 2) slashing damage.
Bardic Inspiration (3/day). The bard can grant an ally a d6
die to use within 10 minutes. The die can be used to add to
one ability check, attack roll, saving throw, or weapon
damage roll. The ally can also use its reaction to add the die
to its Armor Class.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 25
Bard, 8th level Bard, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (scale mail, shield) Armor Class 17 (scale mail, shield)

Hit Points 45 (10d6 + 10); 55 (10d8 + 10) Hit Points 54 (12d6 + 12); 66 (12d8 + 12)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 17 (+3) 16 (+3) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 17 (+3)

Saving Throws Str +4, Dex +3, Con +2, Int +0, Wis +1, Cha +5 Saving Throws Str +4, Dex +4, Con +2, Int +0, Wis +1, Cha +6

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 3 (700 XP) Challenge 5 (1800 XP)

Bardic Inspiration (3 uses, recharges on short rest). The bard Bardic Inspiration (3 uses, recharges on short rest). The bard
can grant an ally a d8 die to use within 10 minutes. The die can grant an ally a d10 die to use within 10 minutes. The die
can be used to add to one ability check, attack roll, saving can be used to add to one ability check, attack roll, saving
throw, or weapon damage roll. The ally can also use its throw, or weapon damage roll. The ally can also use its
reaction to add the die to its Armor Class. reaction to add the die to its Armor Class.

Spellcasting. The bard is a 8th level spellcaster. Its Spellcasting. The bard is a 10th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The bard knows the following spells: with spell attacks). The bard knows the following spells:

Cantrips (at will): blade ward, true strike, vicious mockery Cantrips (at will): blade ward, light, true strike, vicious mockery

1st level (4 slots): cure wounds, faerie fire, heroism, Tasha's 1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave
hideous laughter, thunderwave 2nd level (3 slots): heat metal, hold person
2nd level (3 slots): heat metal, hold person 3rd level (3 slots): fear, haste, lightning bolt
3rd level (3 slots): fear, stinking cloud 4th level (3 slots): dimension door, freedom of movement,
4th level (2 slots): freedom of movement, greater invisibility greater invisibility

Actions 5th level (2 slots): hold monster, mislead

Multiattack. The bard makes two longsword attacks. Actions


Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. The bard makes two longsword attacks.
target. Hit: 7 (1d8 + 3) slashing damage. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 26
Bard, 12th level Bard, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (scale mail, shield) Armor Class 17 (scale mail, shield)

Hit Points 63 (14d6 + 14); 77 (14d8 + 14) Hit Points 72 (16d6 + 16); 88 (16d8 + 16)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 19 (+4) 16 (+3) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 19 (+4)

Saving Throws Str +4, Dex +4, Con +2, Int +0, Wis +1, Cha +7 Saving Throws Str +4, Dex +4, Con +2, Int +0, Wis +1, Cha +7

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Bardic Inspiration (4 uses, recharges on short rest). The bard Bardic Inspiration (4 uses, recharges on short rest). The bard
can grant an ally a d10 die to use within 10 minutes. The die can grant an ally a d10 die to use within 10 minutes. The die
can be used to add to one ability check, attack roll, saving can be used to add to one ability check, attack roll, saving
throw, or weapon damage roll. The ally can also use its throw, or weapon damage roll. The ally can also use its
reaction to add the die to its Armor Class. reaction to add the die to its Armor Class.

Spellcasting. The bard is a 12th level spellcaster. Its Spellcasting. The bard is a 14th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The bard knows the following spells: with spell attacks). The bard knows the following spells:

Cantrips (at will): blade ward, light, true strike, vicious mockery Cantrips (at will): blade ward, light, true strike, vicious mockery

1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave 1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave

2nd level (3 slots): heat metal, hold person 2nd level (3 slots): hold person, lesser restoration

3rd level (3 slots): fear, haste, lightning bolt 3rd level (3 slots): fear, fireball, haste, lightning bolt

4th level (3 slots): dimension door, freedom of movement, 4th level (3 slots): dimension door, freedom of movement,
greater invisibility greater invisibility

5th level (2 slots): hold monster, mislead 5th level (2 slots): hold monster, mislead

6th level (1 slot): true seeing 6th level (1 slot): chain lightning, true seeing

Actions 7th level (1 slot): Mordenkainen's sword

Multiattack. The bard makes two longsword attacks. Actions


Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Multiattack. The bard makes two longsword attacks, or casts
target. Hit: 7 (1d8 + 3) slashing damage. a spell and makes a longsword attack as a bonus action.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 27
Bard, 16th level Bard, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (scale mail, shield) Armor Class 17 (scale mail, shield)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Str +4, Dex +4, Con +3, Int +0, Wis +1, Cha +8 Saving Throws Str +5, Dex +5, Con +4, Int +1, Wis +2, Cha +9

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 10 (5900 XP) Challenge 12 (8400 XP)

Bardic Inspiration (5 uses, recharges on short rest). The bard Bardic Inspiration (5 uses, recharges on short rest, if none left
can grant an ally a d12 die to use within 10 minutes. The die regain one when initiative is rolled). The bard can grant an
can be used to add to one ability check, attack roll, saving ally a d12 die to use within 10 minutes. The die can be used to
throw, or weapon damage roll. The ally can also use its add to one ability check, attack roll, saving throw, or weapon
reaction to add the die to its Armor Class. damage roll. The ally can also use its reaction to add the die
to its Armor Class.
Spellcasting. The bard is a 16th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit Spellcasting. The bard is an 18th level spellcaster. Its
with spell attacks). The bard knows the following spells: spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). The bard knows the following spells:
Cantrips (at will): blade ward, light, true strike, vicious mockery
Cantrips (at will): blade ward, light, true strike, vicious mockery
1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave
1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave
2nd level (3 slots): hold person, lesser restoration
2nd level (3 slots): hold person, lesser restoration, web
3rd level (3 slots): fear, fireball, haste, lightning bolt
3rd level (3 slots): fear, fireball, haste, lightning bolt
4th level (3 slots): dimension door, freedom of movement,
greater invisibility 4th level (3 slots): dimension door, freedom of movement,
greater invisibility
5th level (2 slots): hold monster, mislead
5th level (3 slots): greater restoration, hold monster, mislead
6th level (1 slot): chain lightning, true seeing
6th level (1 slot): chain lightning, true seeing
7th level (1 slot): Mordenkainen's sword
7th level (1 slot): Mordenkainen's sword
8th level (1 slot): mind blank
8th level (1 slot): mind blank
Actions
9th level (1 slot): meteor swarm
Multiattack. The bard makes two longsword attacks, or casts
a spell and makes a longsword attack as a bonus action. Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Multiattack. The bard makes two longsword attacks, or casts
target. Hit: 7 (1d8 + 3) slashing damage. a spell and makes a longsword attack as a bonus action.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 28
Bard, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (scale mail, shield)
Hit Points 121 (22d6 + 44); 143 (22d8 + 44)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Str +6, Dex +6, Con +4, Int +1, Wis +2, Cha
+10
Senses passive Perception 10
Languages Common
Challenge 13 (10000 XP)
Bardic Inspiration (5 uses, recharges on short rest, if none left
regain one when initiative is rolled). The bard can grant an
ally a d12 die to use within 10 minutes. The die can be used to
add to one ability check, attack roll, saving throw, or weapon
damage roll. The ally can also use its reaction to add the die
to its Armor Class.
Spellcasting. The bard is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 18, +10 to hit
with spell attacks). The bard knows the following spells:
Cantrips (at will): blade ward, light, true strike, vicious mockery
1st level (4 slots): cure wounds, faerie fire, heroism, thunderwave
2nd level (3 slots): lesser restoration, web
3rd level (3 slots): fireball, haste, lightning bolt
4th level (3 slots): dimension door, freedom of movement,
greater invisibility
5th level (3 slots): greater restoration, hold monster, mislead
6th level (2 slots): chain lightning, true seeing
7th level (2 slots): Mordenkainen's sword, teleport
8th level (1 slot): mind blank
9th level (1 slot): meteor swarm, power word heal
Actions
Multiattack. The bard makes two longsword attacks, or casts
a spell and makes a longsword attack as a bonus action.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 29
Cantrips (at will): light, sacred flame, spare the dying,
Cleric (War domain) thaumaturgy
1st level (4 slots): bless, command, cure wounds, divine favor,
Cleric, 2nd level guiding bolt, shield of faith
SIZE humanoid (race), alignment
2nd level (3 slots): aid, hold person, lesser restoration, magic
Armor Class 18 (chain mail, shield) weapon, spiritual weapon
Hit Points 18 (4d6 + 4); 22 (4d8 + 4)
Actions
Speed 25 - 30 ft. Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 6 (1d8 + 2) bludgeoning damage.
14 (+2) 8 (-1) 13 (+1) 10 (+0) 15 (+2) 12 (+1)

Saving Throws Wis +4, Cha +3


Senses passive Perception 12 Cleric, 6th level
Languages Common SIZE humanoid (race), alignment
Challenge 1/2 (100 XP) Armor Class 20 (plate armor, shield)

Guided Strike (1 use, recharges on short rest). When the cleric Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
makes a melee attack, it may add a +10 bonus to the roll. Speed 25 - 30 ft.
Spellcasting. The cleric is a 2nd level spellcaster. Its STR DEX CON INT WIS CHA
spellcasting ability is Wisdom (spell save DC 12, +4 to hit
14 (+2) 8 (-1) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
with spell attacks). The cleric has the following spells
prepared: Saving Throws Wis +5, Cha +3
Cantrips (at will): light, sacred flame, spare the dying Senses passive Perception 13
1st level (3 slots): bless, command, cure wounds, divine favor, Languages Common
guiding bolt, shield of faith
Challenge 2 (450 XP)
Actions
Guided Strike (2 uses, recharges on short rest). When the cleric
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one makes a melee attack, it may add a +10 bonus to the roll. It
target. Hit: 6 (1d8 + 2) bludgeoning damage. may also give the bonus to an ally within 30 feet.
Spellcasting. The cleric is a 6th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). The cleric has the following spells prepared:
Cleric, 4th level Cantrips (at will): light, sacred flame, spare the dying,
SIZE humanoid (race), alignment thaumaturgy
Armor Class 18 (chain mail, shield) 1st level (4 slots): bless, command, cure wounds, divine favor,
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) guiding bolt, shield of faith
Speed 25 - 30 ft. 2nd level (3 slots): aid, hold person, lesser restoration, magic
weapon, spiritual weapon
STR DEX CON INT WIS CHA
3rd level (3 slots): crusader's mantle, magic circle, protection
14 (+2) 8 (-1) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
from energy, spirit guardians
Saving Throws Wis +5, Cha +3 Actions
Senses passive Perception 13 Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages Common target. Hit: 6 (1d8 + 2) bludgeoning damage.

Challenge 1 (200 XP)


Guided Strike (1 use, recharges on short rest). When the cleric
makes a melee attack, it may add a +10 bonus to the roll.
Spellcasting. The cleric is a 4th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). The cleric has the following spells prepared:

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 30
Cleric, 8th level Cleric, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 10 (+0) 18 (+4) 12 (+1)

Saving Throws Wis +6, Cha +3 Saving Throws Wis +7, Cha +4

Senses passive Perception 14 Senses passive Perception 14

Languages Common Languages Common

Challenge 3 (700 XP) Challenge 5 (1800 XP)

Guided Strike (2 uses, recharges on short rest). When the cleric Guided Strike (2 uses, recharges on short rest). When the cleric
makes a melee attack, it may add a +10 bonus to the roll. It makes a melee attack, it may add a +10 bonus to the roll. It
may also give the bonus to an ally within 30 feet. may also give the bonus to an ally within 30 feet.

Spellcasting. The cleric is an 8th level spellcaster. Its Spellcasting. The cleric is a 10th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
with spell attacks). The cleric has the following spells spell attacks). The cleric has the following spells prepared:
prepared: Cantrips (at will): guidance, light, sacred flame, spare the dying,
Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
thaumaturgy 1st level (4 slots): bless, command, cure wounds, divine favor,
1st level (4 slots): bless, command, cure wounds, divine favor, guiding bolt, shield of faith
guiding bolt, shield of faith 2nd level (3 slots): aid, hold person, lesser restoration, magic
2nd level (3 slots): aid, hold person, lesser restoration, magic weapon, spiritual weapon
weapon, spiritual weapon 3rd level (3 slots): crusader's mantle, dispel magic, magic circle,
3rd level (3 slots): crusader's mantle, dispel magic, magic circle, protection from energy, spirit guardians
protection from energy, spirit guardians 4th level (3 slots): banishment, death ward, freedom of
4th level (2 slots): banishment, death ward, freedom of movement, stoneskin
movement, stoneskin 5th level (2 slots): dispel evil and good, flame strike, hold
Actions monster, insect plague

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one Actions


target. Hit: 11 (2d8 + 2) bludgeoning damage. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 31
Cleric, 12th level Cleric, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 14 (+2) 10 (+0) 20 (+5) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 10 (+0) 20 (+5) 12 (+1)

Saving Throws Wis +8, Cha +4 Saving Throws Wis +8, Cha +4

Senses passive Perception 15 Senses passive Perception 15

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 8 (3900 XP)

Guided Strike (2 uses, recharges on short rest). When the cleric Guided Strike (2 uses, recharges on short rest). When the cleric
makes a melee attack, it may add a +10 bonus to the roll. It makes a melee attack, it may add a +10 bonus to the roll. It
may also give the bonus to an ally within 30 feet. may also give the bonus to an ally within 30 feet.

Spellcasting. The cleric is a 12th level spellcaster. Its Spellcasting. The cleric is a 14th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit spellcasting ability is Wisdom (spell save DC 16, +8 to hit
with spell attacks). The cleric has the following spells with spell attacks). The cleric has the following spells
prepared: prepared:

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

1st level (4 slots): bless, command, cure wounds, divine favor, 1st level (4 slots): bless, command, cure wounds, divine favor,
guiding bolt, shield of faith guiding bolt, shield of faith

2nd level (3 slots): aid, hold person, lesser restoration, magic 2nd level (3 slots): aid, hold person, lesser restoration, magic
weapon, spiritual weapon weapon, spiritual weapon

3rd level (3 slots): crusader's mantle, dispel magic, magic circle, 3rd level (3 slots): crusader's mantle, dispel magic, magic circle,
protection from energy, spirit guardians protection from energy, spirit guardians

4th level (3 slots): banishment, death ward, freedom of 4th level (3 slots): banishment, death ward, freedom of
movement, stoneskin movement, stoneskin

5th level (2 slots): dispel evil and good, flame strike, hold 5th level (2 slots): dispel evil and good, flame strike, hold
monster, insect plague monster, insect plague

6th level (1 slot): blade barrier, harm, heal 6th level (1 slot): blade barrier, harm, heal

Actions 7th level (1 slot): divine word, fire storm

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions


target. Hit: 11 (2d8 + 2) bludgeoning damage Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 15 (3d8 + 2) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 32
Cleric, 16th level Cleric, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 10 (+0) 20 (+5) 12 (+1) 16 (+3) 8 (-1) 14 (+2) 10 (+0) 20 (+5) 12 (+1)

Saving Throws Wis +9, Cha +5 Saving Throws Wis +9, Cha +5

Senses passive Perception 15 Damage Resistances bludgeoning, piercing, and slashing


from nonmagical weapons
Languages Common
Senses passive Perception 15
Challenge 9 (5000 XP)
Languages Common
Guided Strike (2 uses, recharges on short rest). When the cleric
makes a melee attack, it may add a +10 bonus to the roll. It Challenge 9 (5000 XP)
may also give the bonus to an ally within 30 feet. Guided Strike (3 uses, recharges on short rest). When the cleric
Spellcasting. The cleric is a 16th level spellcaster. Its makes a melee attack, it may add a +10 bonus to the roll. It
spellcasting ability is Wisdom (spell save DC 16, +8 to hit may also give the bonus to an ally within 30 feet.
with spell attacks). The cleric has the following spells Spellcasting. The cleric is an 18th level spellcaster. Its
prepared: spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
Cantrips (at will): guidance, light, sacred flame, spare the dying, spell attacks). The cleric has the following spells prepared:
thaumaturgy Cantrips (at will): guidance, light, sacred flame, spare the dying,
1st level (4 slots): bless, command, cure wounds, divine favor, thaumaturgy
guiding bolt, shield of faith 1st level (4 slots): bless, command, cure wounds, divine favor,
2nd level (3 slots): aid, hold person, lesser restoration, magic guiding bolt, shield of faith
weapon, spiritual weapon 2nd level (3 slots): aid, hold person, lesser restoration, magic
3rd level (3 slots): crusader's mantle, dispel magic, magic circle, weapon, spiritual weapon
protection from energy, spirit guardians 3rd level (3 slots): crusader's mantle, dispel magic, magic circle,
4th level (3 slots): banishment, death ward, freedom of protection from energy, spirit guardians
movement, stoneskin 4th level (3 slots): banishment, death ward, freedom of
5th level (2 slots): dispel evil and good, flame strike, hold movement, stoneskin
monster, insect plague 5th level (3 slots): dispel evil and good, flame strike, hold
6th level (1 slot): blade barrier, harm, heal monster, insect plague

7th level (1 slot): divine word, fire storm 6th level (1 slot): blade barrier, harm, heal, planar ally

8th level (1 slot): antimagic field, holy aura 7th level (1 slot): divine word, fire storm

Actions 8th level (1 slot): antimagic field, holy aura

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one 9th level (1 slot): mass heal
target. Hit: 16 (3d8 + 3) bludgeoning damage. Actions
Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 16 (3d8 + 3) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 33
Cleric, 20th level
SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield)
Hit Points 121 (22d6 + 44); 143 (22d8 + 44)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 14 (+2) 10 (+0) 20 (+5) 12 (+1)

Saving Throws Wis +9, Cha +5


Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Senses passive Perception 15
Languages Common
Challenge 10 (5900 XP)
Guided Strike (3 uses, recharges on short rest). When the cleric
makes a melee attack, it may add a +10 bonus to the roll. It
may also give the bonus to an ally within 30 feet.
Spellcasting. The cleric is a 20th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
spell attacks). The cleric has the following spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying,
thaumaturgy
1st level (4 slots): bless, command, cure wounds, divine favor,
guiding bolt, shield of faith
2nd level (3 slots): aid, hold person, lesser restoration, magic
weapon, spiritual weapon
3rd level (3 slots): crusader's mantle, dispel magic, magic circle,
protection from energy, spirit guardians
4th level (3 slots): banishment, death ward, freedom of
movement, stoneskin
5th level (3 slots): dispel evil and good, flame strike, hold
monster, insect plague
6th level (2 slots): blade barrier, harm, heal, planar ally
7th level (2 slots): divine word, fire storm
8th level (1 slot): antimagic field, holy aura
9th level (1 slot): mass heal
Actions
Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 17 (3d8 + 4) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 34
Cantrips (at will): chill touch, light, sacred flame, spare the
Cleric (Death domain) dying, thaumaturgy
1st level (4 slots): bane, command, cure wounds, false life, inflict
Cleric, 2nd level wounds, ray of sickness
SIZE humanoid (race), alignment
2nd level (3 slots): blindness/deafness, hold person, protection
Armor Class 17 (scale mail, shield) from poison, ray of enfeeblement, silence
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) Touch of Death (1 use, recharges on short rest). When the
Speed 25 - 30 ft. cleric hits with a melee attack, it can deal 13 extra necrotic
damage.
STR DEX CON INT WIS CHA
Actions
14 (+2) 12 (+1) 13 (+1) 10 (+0) 15 (+2) 8 (-1)
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Saving Throws Wis +4, Cha +1 target. Hit: 6 (1d8 + 2) slashing damage.
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP)
Spellcasting. The cleric is a 2nd level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit Cleric, 6th level
with spell attacks). The cleric has the following spells SIZE humanoid (race), alignment
prepared: Armor Class 17 (scale mail, shield)
Cantrips (at will): chill touch, light, spare the dying, Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
thaumaturgy
Speed 25 - 30 ft.
1st level (3 slots): bane, command, cure wounds, false life, inflict
wounds, ray of sickness STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
Touch of Death (1 use, recharges on short rest). When the
cleric hits with a melee attack, it can deal 9 extra necrotic Saving Throws Wis +5, Cha +1
damage.
Senses passive Perception 13
Actions
Languages Common
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage. Challenge 2 (450 XP)
Spellcasting. The cleric is a 6th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). The cleric has the following spells prepared:
Cantrips (at will): chill touch, light, sacred flame, spare the
dying, thaumaturgy
Cleric, 4th level
SIZE humanoid (race), alignment 1st level (4 slots): bane, command, cure wounds, false life, inflict
wounds, ray of sickness
Armor Class 17 (scale mail, shield)
2nd level (3 slots): blindness/deafness, hold person, protection
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) from poison, ray of enfeeblement, silence
Speed 25 - 30 ft. 3rd level (3 slots): animate dead, bestow curse, spirit guardians,
STR DEX CON INT WIS CHA vampiric touch
14 (+2) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 8 (-1) Touch of Death (2 uses, recharges on short rest). When the
cleric hits with a melee attack, it can deal 17 extra necrotic
Saving Throws Wis +5, Cha +1 damage.
Senses passive Perception 13 Actions
Languages Common Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Challenge 1 (200 XP) target. Hit: 6 (1d8 + 2) slashing damage.

Spellcasting. The cleric is a 4th level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). The cleric has the following spells prepared:

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 35
Cleric, 8th level Cleric, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 18 (half plate armor, shield) Armor Class 18 (half plate armor, shield)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 18 (+4) 8 (-1) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Wis +6, Cha +1 Saving Throws Wis +7, Cha +2

Senses passive Perception 14 Senses passive Perception 14

Languages Common Languages Common

Challenge 3 (700 XP) Challenge 5 (1800 XP)

Spellcasting. The cleric is an 8th level spellcaster. Its Spellcasting. The cleric is a 10th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
with spell attacks). The cleric has the following spells spell attacks). The cleric has the following spells prepared:
prepared: Cantrips (at will): chill touch, light, sacred flame, resistance,
Cantrips (at will): chill touch, light, sacred flame, spare the spare the dying, thaumaturgy
dying, thaumaturgy 1st level (4 slots): bane, command, cure wounds, false life, inflict
1st level (4 slots): bane, command, cure wounds, false life, inflict wounds, ray of sickness
wounds, ray of sickness 2nd level (3 slots): blindness/deafness, hold person, protection
2nd level (3 slots): blindness/deafness, hold person, protection from poison, ray of enfeeblement, silence
from poison, ray of enfeeblement, silence 3rd level (3 slots): animate dead, bestow curse, glyph of warding,
3rd level (3 slots): animate dead, bestow curse, glyph of warding, spirit guardians, vampiric touch
spirit guardians, vampiric touch 4th level (3 slots): blight, death ward, freedom of movement,
4th level (2 slots): blight, death ward, freedom of movement, guardian of faith
guardian of faith 5th level (2 slots): antilife shell, cloudkill, contagion, flame strike
Touch of Death (2 uses, recharges on short rest). When the Touch of Death (2 uses, recharges on short rest). When the
cleric hits with a melee attack, it can deal 21 extra necrotic cleric hits with a melee attack, it can deal 25 extra necrotic
damage. damage.
Actions Actions
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage plus 4 (1d8) necrotic target. Hit: 6 (1d8 + 2) slashing damage plus 4 (1d8) necrotic
damage. damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 36
Cleric, 12th level Cleric, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 18 (half plate armor, shield) Armor Class 18 (half plate armor, shield)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 20 (+5) 8 (-1) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 20 (+5) 8 (-1)

Saving Throws Wis +8, Cha +2 Saving Throws Wis +8, Cha +2

Senses passive Perception 15 Senses passive Perception 15

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Spellcasting. The cleric is a 12th level spellcaster. Its Spellcasting. The cleric is a 14th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit spellcasting ability is Wisdom (spell save DC 16, +8 to hit
with spell attacks). The cleric has the following spells with spell attacks). The cleric has the following spells
prepared: prepared:

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

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

2nd level (3 slots): blindness/deafness, hold person, protection 2nd level (3 slots): blindness/deafness, hold person, protection
from poison, ray of enfeeblement, silence from poison, ray of enfeeblement, silence

3rd level (3 slots): animate dead, bestow curse, glyph of warding, 3rd level (3 slots): animate dead, bestow curse, glyph of warding,
spirit guardians, vampiric touch spirit guardians, vampiric touch

4th level (3 slots): blight, death ward, freedom of movement, 4th level (3 slots): blight, death ward, freedom of movement,
guardian of faith guardian of faith

5th level (2 slots): antilife shell, cloudkill, contagion, flame strike 5th level (2 slots): antilife shell, cloudkill, contagion, planar
binding
6th level (1 slot): blade barrier, create undead, harm
6th level (1 slot): blade barrier, create undead, harm
Touch of Death (2 uses, recharges on short rest). When the
cleric hits with a melee attack, it can deal 29 extra necrotic 7th level (1 slot): fire storm, symbol
damage. Touch of Death (2 uses, recharges on short rest). When the
Actions cleric hits with a melee attack, it can deal 33 extra necrotic
damage.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage plus 4 (1d8) necrotic Actions
damage. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage plus 9 (2d8) necrotic
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 37
Cleric, 16th level Cleric, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 18 (half plate armor, shield) Armor Class 18 (half plate armor shield)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 20 (+5) 8 (-1) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 20 (+5) 8 (-1)

Saving Throws Wis +9, Cha +3 Saving Throws Wis +9, Cha +3

Senses passive Perception 15 Senses passive Perception 15

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 9 (5000 XP)

Spellcasting. The cleric is a 16th level spellcaster. Its Spellcasting. The cleric is an 18th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
with spell attacks). The cleric has the following spells spell attacks). The cleric has the following spells prepared:
prepared: Cantrips (at will): chill touch, light, sacred flame, resistance,
Cantrips (at will): chill touch, light, sacred flame, resistance, spare the dying, thaumaturgy
spare the dying, thaumaturgy 1st level (4 slots): bane, command, cure wounds, false life, inflict
1st level (4 slots): bane, command, cure wounds, false life, inflict wounds, ray of sickness
wounds, ray of sickness 2nd level (3 slots): blindness/deafness, hold person, protection
2nd level (3 slots): blindness/deafness, hold person, protection from poison, ray of enfeeblement, silence
from poison, ray of enfeeblement, silence 3rd level (3 slots): animate dead, bestow curse, glyph of warding,
3rd level (3 slots): animate dead, bestow curse, glyph of warding, spirit guardians, vampiric touch
spirit guardians, vampiric touch 4th level (3 slots): blight, death ward, freedom of movement,
4th level (3 slots): blight, death ward, freedom of movement, guardian of faith
guardian of faith 5th level (3 slots): antilife shell, cloudkill, contagion, planar
5th level (2 slots): antilife shell, cloudkill, contagion, planar binding
binding 6th level (1 slot): blade barrier, create undead, harm
6th level (1 slot): blade barrier, create undead, harm 7th level (1 slot): etherealness, fire storm, symbol
7th level (1 slot): fire storm, symbol 8th level (1 slot): earthquake, holy aura
8th level (1 slot): earthquake, holy aura 9th level (1 slot): mass heal
Touch of Death (2 uses, recharges on short rest). When the Touch of Death (3 uses, recharges on short rest). When the
cleric hits with a melee attack, it can deal 37 extra necrotic cleric hits with a melee attack, it can deal 41 extra necrotic
damage. damage.
Actions Actions
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage plus 9 (2d8) necrotic target. Hit: 7 (1d8 + 3) slashing damage plus 9 (2d8) necrotic
damage. damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 38
Cleric, 20th level
SIZE humanoid (race), alignment
Armor Class 18 (half plate armor, shield)
Hit Points 121 (22d6 + 44); 143 (22d8 + 44)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 10 (+0) 20 (+5) 8 (-1)

Saving Throws Wis +9, Cha +3


Senses passive Perception 15
Languages Common
Challenge 10 (5900 XP)
Spellcasting. The cleric is a 20th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
spell attacks). The cleric has the following spells prepared:
Cantrips (at will): chill touch, light, sacred flame, resistance,
spare the dying, thaumaturgy
1st level (4 slots): bane, command, cure wounds, false life, inflict
wounds, ray of sickness
2nd level (3 slots): blindness/deafness, hold person, protection
from poison, ray of enfeeblement, silence
3rd level (3 slots): animate dead, bestow curse, glyph of warding,
spirit guardians, vampiric touch
4th level (3 slots): blight, death ward, freedom of movement,
guardian of faith
5th level (3 slots): antilife shell, cloudkill, contagion, planar
binding
6th level (2 slot): blade barrier, create undead, harm, true seeing
7th level (2 slot): etherealness, fire storm, symbol
8th level (1 slot): earthquake, holy aura
9th level (1 slot): gate, mass heal
Touch of Death (3 uses, recharges on short rest). When the
cleric hits with a melee attack, it can deal 45 extra necrotic
damage.
Actions
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage plus 9 (2d8) necrotic
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 39
Cantrips (at will): produce flame, shillelagh, thorn whip
Moon Circle Druid
1st level (4 slots): cure wounds, entangle, faerie fire, longstrider
Druid, 2nd level 2nd level (3 slots): enhance ability, moonbeam, spike growth
SIZE humanoid (race), alignment Wild Shape (2 uses, recharges on short rest). The druid can use
Armor Class 15 (hide armor, shield) a bonus action to assume the shape of a beast of CR 1 or less
with no flying speed. While transformed, the druid can use a
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) bonus action to expend a spell slot to heal 1d8 damage per
Speed 25 - 30 ft. level of the slot used.

STR DEX CON INT WIS CHA Actions


14 (+2) 12 (+1) 13 (+1) 10 (+0) 15 (+2) 8 (-1) Shillelagh (magical). Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Saving Throws Wis +4, Cha +1
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP)
Spellcasting. The druid is a 2nd level spellcaster. Its Druid, 6th level
spellcasting ability is Wisdom (spell save DC 12, +4 to hit SIZE humanoid (race), alignment
with spell attacks). The druid has the following spells Armor Class 15 (hide armor, shield)
prepared:
Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Cantrips (at will): produce flame, thorn whip
Speed 25 - 30 ft.
1st level (3 slots): cure wounds, entangle, faerie fire, longstrider
STR DEX CON INT WIS CHA
Wild Shape (2 uses, recharges on short rest). The druid can use
14 (+2) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
a bonus action to assume the shape of a beast of CR 1 or less
with no flying or swimming speed. While transformed, the Saving Throws Wis +5, Cha +1
druid can use a bonus action to expend a spell slot to heal
1d8 damage per level of the slot used. Senses passive Perception 13

Actions Languages Common

Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Challenge 3 (700 XP)
Hit: 4 (1d4 + 2) bludgeoning damage. Spellcasting. The druid is a 6th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). The druid has the following spells prepared:
Cantrips (at will): produce flame, shillelagh, thorn whip
1st level (4 slots): cure wounds, entangle, faerie fire, longstrider
Druid, 4th level 2nd level (3 slots): enhance ability, moonbeam, spike growth
SIZE humanoid (race), alignment
3rd level (3 slots): call lightning, conjure animals
Armor Class 15 (hide armor, shield)
Wild Shape (2 uses, recharges on short rest). The druid can use
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
a bonus action to assume the shape of a beast of CR 2 or less
Speed 25 - 30 ft. with no flying speed. While transformed, the druid can use a
bonus action to expend a spell slot to heal 1d8 damage per
STR DEX CON INT WIS CHA level of the slot used. The druid's attacks in wild shape are
14 (+2) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 8 (-1) magical for the purpose of overcoming resistance or
immunity.
Saving Throws Wis +5, Cha +1
Actions
Senses passive Perception 13
Shillelagh (magical). Melee Weapon Attack: +5 to hit, reach 5
Languages Common ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Challenge 1 (200 XP)
Spellcasting. The druid is a 4th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). The druid has the following spells prepared:

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 40
Druid, 8th level Druid, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 15 (hide armor, shield) Armor Class 15 (hide armor, shield)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 18 (+4) 8 (-1) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Wis +6, Cha +1 Saving Throws Wis +7, Cha +2

Senses passive Perception 14 Senses passive Perception 14

Languages Common Languages Common

Challenge 4 (1100 XP) Challenge 5 (1800 XP)

Spellcasting. The druid is an 8th level spellcaster. Its Spellcasting. The druid is a 10th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
with spell attacks). The druid has the following spells spell attacks). The druid has the following spells prepared:
prepared: Cantrips (at will): produce flame, resistance, shillelagh, thorn
Cantrips (at will): produce flame, shillelagh, thorn whip whip

1st level (4 slots): cure wounds, faerie fire, longstrider 1st level (4 slots): cure wounds, faerie fire, longstrider

2nd level (3 slots): enhance ability, moonbeam, spike growth 2nd level (3 slots): enhance ability, moonbeam, spike growth

3rd level (3 slots): call lightning, dispel magic, wind wall 3rd level (3 slots): call lightning, dispel magic, wind wall

4th level (2 slots): conjure woodland beings, ice storm, stoneskin 4th level (3 slots): conjure woodland beings, ice storm, stoneskin

Wild Shape (2 uses, recharges on short rest). The druid can use 5th level (2 slots): insect plague, tree stride
a bonus action to assume the shape of a beast of CR 2 or less. Wild Shape (2 uses, recharges on short rest). The druid can use
While transformed, the druid can use a bonus action to a bonus action to assume the shape of a beast of CR 3 or less.
expend a spell slot to heal 1d8 damage per level of the slot While transformed, the druid can use a bonus action to
used. The druid's attacks in wild shape are magical for the expend a spell slot to heal 1d8 damage per level of the slot
purpose of overcoming resistance or immunity. used. The druid's attacks in wild shape are magical for the
Actions purpose of overcoming resistance or immunity. The druid
can spend 2 uses of wild shape to assume the form of an air,
Shillelagh (magical). Melee Weapon Attack: +6 to hit, reach 5 earth, fire, or water elemental.
ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.
Actions
Shillelagh (magical). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 41
Druid, 12th level Druid, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 15 (hide armor, shield) Armor Class 15 (hide armor, shield)

Hit Points 88 (16d6 + 32); 104 (16d8 + 32) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 20 (+5) 8 (-1) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 20 (+5) 8 (-1)

Saving Throws Wis +8, Cha +2 Saving Throws Wis +8, Cha +2

Senses passive Perception 15 Senses passive Perception 15

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 8 (3900 XP)

Spellcasting. The druid is a 12th level spellcaster. Its Spellcasting. The druid is a 14th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit spellcasting ability is Wisdom (spell save DC 16, +8 to hit
with spell attacks). The druid has the following spells with spell attacks). The druid has the following spells
prepared: prepared:

Cantrips (at will): produce flame, resistance, shillelagh, thorn Cantrips (at will): produce flame, resistance, shillelagh, thorn
whip whip

1st level (4 slots): cure wounds, faerie fire, longstrider 1st level (4 slots): cure wounds, faerie fire, longstrider

2nd level (3 slots): enhance ability, moonbeam, spike growth 2nd level (3 slots): enhance ability, moonbeam, spike growth

3rd level (3 slots): call lightning, dispel magic, wind wall 3rd level (3 slots): call lightning, dispel magic, wind wall

4th level (3 slots): conjure woodland beings, ice storm, stoneskin, 4th level (3 slots): conjure woodland beings, ice storm, stoneskin,
wall of fire wall of fire

5th level (2 slots): insect plague, tree stride 5th level (2 slots): insect plague, tree stride

6th level (1 slot): conjure fey, sunbeam 6th level (1 slot): conjure fey, sunbeam

Wild Shape (2 uses, recharges on short rest). The druid can use 7th level (1 slot): fire storm, reverse gravity
a bonus action to assume the shape of a beast of CR 4 or less. Wild Shape (2 uses, recharges on short rest). The druid can use
While transformed, the druid can use a bonus action to a bonus action to assume the shape of a beast of CR 4 or less.
expend a spell slot to heal 1d8 damage per level of the slot While transformed, the druid can use a bonus action to
used. The druid's attacks in wild shape are magical for the expend a spell slot to heal 1d8 damage per level of the slot
purpose of overcoming resistance or immunity. The druid used. The druid's attacks in wild shape are magical for the
can spend 2 uses of wild shape to assume the form of an air, purpose of overcoming resistance or immunity. The druid
earth, fire, or water elemental. can spend 2 uses of wild shape to assume the form of an air,
Actions earth, fire, or water elemental. The druid can cast alter self at
will.
Shillelagh (magical). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage. Actions
Shillelagh (magical). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 42
Druid, 16th level Druid, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 15 (hide armor, shield) Armor Class 15 (hide armor, shield)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 10 (+0) 20 (+5) 8 (-1) 14 (+2) 12 (+1) 16 (+3) 10 (+0) 20 (+5) 8 (-1)

Saving Throws Wis +9, Cha +3 Saving Throws Wis +9, Cha +3

Senses passive Perception 15 Senses passive Perception 15

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 10 (5900 XP)

Spellcasting. The druid is a 16th level spellcaster. Its Spellcasting. The druid is an 18th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
spell attacks). The druid has the following spells prepared: spell attacks). The druid has the following spells prepared:

Cantrips (at will): produce flame, resistance, shillelagh, thorn Cantrips (at will): produce flame, resistance, shillelagh, thorn
whip whip

1st level (4 slots): cure wounds, faerie fire, longstrider 1st level (4 slots): cure wounds, faerie fire, longstrider

2nd level (3 slots): enhance ability, moonbeam, spike growth 2nd level (3 slots): enhance ability, moonbeam, spike growth

3rd level (3 slots): call lightning, dispel magic, wind wall 3rd level (3 slots): call lightning, dispel magic, wind wall

4th level (3 slots): conjure woodland beings, ice storm, stoneskin, 4th level (3 slots): conjure woodland beings, ice storm, stoneskin,
wall of fire wall of fire

5th level (2 slots): insect plague, tree stride 5th level (3 slots): insect plague, tree stride

6th level (1 slot): conjure fey, sunbeam 6th level (1 slot): conjure fey, sunbeam

7th level (1 slot): fire storm, reverse gravity 7th level (1 slot): fire storm, reverse gravity

8th level (1 slot): feeblemind, tsunami 8th level (1 slot): feeblemind, tsunami

Wild Shape (2 uses, recharges on short rest). The druid can use 9th level (1 slot): shapechange, storm of vengeance
a bonus action to assume the shape of a beast of CR 5 or less. Wild Shape (2 uses, recharges on short rest). The druid can use
While transformed, the druid can use a bonus action to a bonus action to assume the shape of a beast of CR 6 or less.
expend a spell slot to heal 1d8 damage per level of the slot While transformed, the druid can use a bonus action to
used. The druid's attacks in wild shape are magical for the expend a spell slot to heal 1d8 damage per level of the slot
purpose of overcoming resistance or immunity. The druid used. The druid's attacks in wild shape are magical for the
can spend 2 uses of wild shape to assume the form of an air, purpose of overcoming resistance or immunity. The druid
earth, fire, or water elemental. The druid can cast alter self at can spend 2 uses of wild shape to assume the form of an air,
will. earth, fire, or water elemental. The druid can cast spells with
Actions only verbal or somatic components while wild shaped.

Shillelagh (magical). Melee Weapon Attack: +9 to hit, reach 5 Actions


ft., one target. Hit: 13 (1d8 + 9) bludgeoning damage. Shillelagh (magical). Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 13 (1d8 + 9) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 43
Druid, 20th level
SIZE humanoid (race), alignment
Armor Class 16 (hide armor, shield)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 16 (+3) 10 (+0) 20 (+5) 8 (-1)

Saving Throws Wis +9, Cha +3


Senses passive Perception 15
Languages Common
Challenge 11 (7200 XP)
Spellcasting. The druid is a 20th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
spell attacks). The druid has the following spells prepared:
Cantrips (at will): produce flame, resistance, shillelagh, thorn
whip
1st level (4 slots): cure wounds, faerie fire, longstrider
2nd level (3 slots): enhance ability, moonbeam, spike growth
3rd level (3 slots): call lightning, confusion, dispel magic
4th level (3 slots): conjure woodland beings, ice storm, stoneskin,
wall of fire
5th level (3 slots): insect plague, mass cure wounds, tree stride
6th level (1 slot): conjure fey, sunbeam, wall of thorns
7th level (1 slot): fire storm, reverse gravity
8th level (1 slot): feeblemind, tsunami
9th level (1 slot): shapechange, storm of vengeance
Wild Shape (Unlimited). The druid can use a bonus action to
assume the shape of a beast of CR 6 or less, or an air, earth,
fire, or water elemental. While transformed, the druid can
use a bonus action to expend a spell slot to heal 1d8 damage
per level of the slot used. The druid's attacks in wild shape
are magical for the purpose of overcoming resistance or
immunity. The druid can cast spells with only verbal or
somatic components while wild shaped.
Actions
Shillelagh (magical). Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 13 (1d8 + 9) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 44
Piercing Arrow. The fighter shoots an arrow in a 30 foot path.
Arcane Archer Fighter All creatures in the path make a DC 12 Dexterity save, taking
normal bow damage plus 1d6 piercing damage on a failure,
Fighter, 2nd level or half as much on a success.
SIZE humanoid (race), alignment
Armor Class 16 (breastplate)
Fighter, 6th level
Hit Points 22 (4d6 + 8); 26 (4d8 + 8)
SIZE humanoid (race), alignment
Speed 25 - 30 ft. Armor Class 16 (breastplate)
STR DEX CON INT WIS CHA Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
12 (+1) 15 (+2) 14 (+2) 13 (+1) 10 (+0) 8 (-1) Speed 25 - 30 ft.
Saving Throws Str +3, Con +4 STR DEX CON INT WIS CHA
Senses passive Perception 10 12 (+1) 18 (+4) 14 (+2) 14 (+2) 10 (+0) 8 (-1)
Languages Common Saving Throws Str +3, Con +4
Challenge 1/2 (100 XP) Senses passive Perception 10
Action Surge (Recharges on a short rest). The fighter can take Languages Common
one additional action on its turn.
Challenge 3 (700 XP)
Actions
Action Surge (Recharges on a short rest). The fighter can take
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one one additional action on its turn.
target. Hit: 5 (1d6 + 2) slashing damage.
Arcane Shot (2/short rest). Can fire a Bursting or Piercing
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., arrow with a ranged attack.
one target. Hit: 6 (1d8 + 2) piercing damage.
Actions
Multiattack. The fighter makes two melee or ranged attacks.
Fighter, 4th level Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
SIZE humanoid (race), alignment target. Hit: 7 (1d6 + 4) slashing damage.
Armor Class 16 (breastplate) Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft.,
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) one target. Hit: 8 (1d8 + 4) piercing damage.
Speed 25 - 30 ft. Bursting Arrow. On a hit, target and all creatures within 10
feet take an extra 2d6 force damage.
STR DEX CON INT WIS CHA
Piercing Arrow. The fighter shoots an arrow in a 30 foot path.
12 (+1) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 8 (-1)
All creatures in the path make a DC 12 Dexterity save, taking
Saving Throws Str +3, Con +4 normal bow damage plus 1d6 piercing damage on a failure,
or half as much on a success.
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn.
Arcane Shot (2/short rest). Can fire a Bursting or Piercing
arrow with a ranged attack.
Actions
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Bursting Arrow. On a hit, target and all creatures within 10
feet take an extra 2d6 force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 45
Fighter, 8th level Fighter, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (breastplate) Armor Class 16 (breastplate)

Hit Points 65 (10d6 + 30); 75 (10d8 + 30) Hit Points 78 (12d6 + 36); 90 (12d8 + 36)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 18 (+4) 16 (+3) 14 (+2) 10 (+0) 8 (-1)

Saving Throws Str +3, Con +5 Saving Throws Str +4, Con +6

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 4 (1100 XP) Challenge 5 (1800 XP)

Action Surge (Recharges on a short rest). The fighter can take Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn. one additional action on its turn.

Arcane Shot (2/short rest). Can fire a Bursting, Grasping, or Arcane Shot (2/short rest). Can fire a Bursting, Grasping,
Piercing arrow with a ranged attack. Piercing, or Shadow arrow with a ranged attack.

Actions Indomitable (1/day). The fighter may reroll a failed saving


throw.
Multiattack. The fighter makes two melee or ranged attacks.
Actions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing damage. Multiattack. The fighter makes two melee or ranged attacks.

Longbow (magical). Ranged Weapon Attack: +8 to hit, range Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target. Hit: 7 (1d6 + 4) slashing damage.
fighter misses, it can reroll against a different target within Longbow (magical). Ranged Weapon Attack: +9 to hit, range
60 feet. 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the
Bursting Arrow. On a hit, target and all creatures within 10 fighter misses, it can reroll against a different target within
feet take an extra 2d6 force damage. 60 feet.

Grasping Arrow. On a hit, the target takes an extra 2d6 Bursting Arrow. On a hit, target and all creatures within 10
poison damage, has move reduced by 10 feet, and takes 2d6 feet take an extra 2d6 force damage.
slashing damage when it moves the first time in a turn. As Grasping Arrow. On a hit, the target takes an extra 2d6
an action, the target can make a Strength (Athletics) check poison damage, has move reduced by 10 feet, and takes 2d6
against DC 12 to free itself. slashing damage when it moves the first time in a turn. As
Piercing Arrow. The fighter shoots an arrow in a 30 foot path. an action, the target can make a Strength (Athletics) check
All creatures in the path make a DC 12 Dexterity save, taking against DC 13 to free itself.
normal bow damage plus 1d6 piercing damage on a failure, Piercing Arrow. The fighter shoots an arrow in a 30 foot path.
or half as much on a success. All creatures in the path make a DC 13 Dexterity save, taking
normal bow damage plus 1d6 piercing damage on a failure,
or half as much on a success.
Shadow Arrow. On a hit, the target takes normal damage
plus 2d6 psychic damage and must succeed on a DC 13
Wisdom save or have vision reduced to 5 feet until start of
fighter's next turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 46
Fighter, 12th level Fighter, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather) Armor Class 17 (studded leather)

Hit Points 91 (14d6 + 42); 105 (14d8 + 42) Hit Points 120 (16d6 + 64); 136 (16d8 + 64)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 20 (+5) 18 (+4) 14 (+2) 10 (+0) 8 (-1)

Saving Throws Str +4, Con +6 Saving Throws Str +4, Con +7

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Action Surge (Recharges on a short rest). The fighter can take Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn. one additional action on its turn.

Arcane Shot (2/short rest). Can fire a Bursting, Grasping, Arcane Shot (2/short rest). Can fire a Bursting, Grasping,
Piercing, or Shadow arrow with a ranged attack. Piercing, or Shadow arrow with a ranged attack.

Indomitable (1/day). The fighter may reroll a failed saving Indomitable (2/day). The fighter may reroll a failed saving
throw. throw.

Actions Actions
Multiattack. The fighter makes three melee or ranged Multiattack. The fighter makes three melee or ranged
attacks. attacks.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) slashing damage. target. Hit: 8 (1d6 + 5) slashing damage.

Longbow (magical). Ranged Weapon Attack: +10 to hit, range Longbow (magical). Ranged Weapon Attack: +10 to hit, range
150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the
fighter misses, it can reroll against a different target within fighter misses, it can reroll against a different target within
60 feet. 60 feet.

Bursting Arrow. On a hit, target and all creatures within 10 Bursting Arrow. On a hit, target and all creatures within 10
feet take an extra 2d6 force damage. feet take an extra 2d6 force damage.

Grasping Arrow. On a hit, the target takes an extra 2d6 Grasping Arrow. On a hit, the target takes an extra 2d6
poison damage, has move reduced by 10 feet, and takes 2d6 poison damage, has move reduced by 10 feet, and takes 2d6
slashing damage when it moves the first time in a turn. As slashing damage when it moves the first time in a turn. As
an action, the target can make a Strength (Athletics) check an action, the target can make a Strength (Athletics) check
against DC 13 to free itself. against DC 13 to free itself.

Piercing Arrow. The fighter shoots an arrow in a 30 foot path. Piercing Arrow. The fighter shoots an arrow in a 30 foot path.
All creatures in the path make a DC 13 Dexterity save, taking All creatures in the path make a DC 13 Dexterity save, taking
normal bow damage plus 1d6 piercing damage on a failure, normal bow damage plus 1d6 piercing damage on a failure,
or half as much on a success. or half as much on a success.

Shadow Arrow. On a hit, the target takes normal damage Shadow Arrow. On a hit, the target takes normal damage
plus 2d6 psychic damage and must succeed on a DC 13 plus 2d6 psychic damage and must succeed on a DC 13
Wisdom save or have vision reduced to 5 feet until start of Wisdom save or have vision reduced to 5 feet until start of
fighter's next turn. fighter's next turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 47
Fighter, 16th level Fighter, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather) Armor Class 17 (studded leather)

Hit Points 153 (18d6 + 90); 171 (18d8 + 90) Hit Points 170 (20d6 + 100); 190 (20d8 + 100)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 20 (+5) 20 (+5) 14 (+2) 10 (+0) 8 (-1)

Saving Throws Str +4, Con +8 Saving Throws Str +5, Con +9

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 8 (3900 XP) Challenge 10 (5900 XP)

Action Surge (Recharges on a short rest). The fighter can take Action Surge (2 uses, recharges on a short rest). The fighter
one additional action on its turn. can take one additional action on its turn.

Arcane Shot (2/short rest). Can fire a Banishing, Bursting, Arcane Shot (2/short rest). Can fire a Banishing, Bursting,
Grasping, Piercing, or Shadow arrow with a ranged attack. If Enfeebling, Grasping, Piercing, or Shadow arrow with a
the fighter has no uses of Arcane Shot left when it rolls ranged attack. If the fighter has no uses of Arcane Shot left
initiative, it regains one use. when it rolls initiative, it regains one use.

Indomitable (2/day). The fighter may reroll a failed saving Indomitable (3/day). The fighter may reroll a failed saving
throw. throw.

Actions Actions
Multiattack. The fighter makes three melee or ranged Multiattack. The fighter makes three melee or ranged
attacks. attacks.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) slashing damage. target. Hit: 8 (1d6 + 5) slashing damage.

Longbow (magical). Ranged Weapon Attack: +10 to hit, range Longbow (magical). Ranged Weapon Attack: +11 to hit, range
150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the
fighter misses, it can reroll against a different target within fighter misses, it can reroll against a different target within
60 feet. 60 feet.

Banishing Arrow. On a hit, target must succeed on a DC 13 Banishing Arrow. On a hit, target takes an extra 2d6 force
Charisma save or vanish until the end of its next turn. damage and must succeed on a DC 14 Charisma save or
vanish until the end of its next turn.
Bursting Arrow. On a hit, target and all creatures within 10
feet take an extra 2d6 force damage. Bursting Arrow. On a hit, target and all creatures within 10
feet take an extra 4d6 force damage.
Grasping Arrow. On a hit, the target takes an extra 2d6
poison damage, has move reduced by 10 feet, and takes 2d6 Enfeebling Arrow. On a hit, target takes an extra 4d6 necrotic
slashing damage when it moves the first time in a turn. As damage and must succeed on a DC 15 Con save or have its
an action, the target can make a Strength (Athletics) check weapon damage halved until start of fighter's turn.
against DC 13 to free itself. Grasping Arrow. On a hit, the target takes an extra 4d6
Piercing Arrow. The fighter shoots an arrow in a 30 foot path. poison damage, has move reduced by 10 feet, and takes 4d6
All creatures in the path make a DC 13 Dexterity save, taking slashing damage when it moves the first time in a turn. As
normal bow damage plus 1d6 piercing damage on a failure, an action, the target can make a Strength (Athletics) check
or half as much on a success. against DC 15 to free itself.

Shadow Arrow. On a hit, the target takes normal damage Piercing Arrow. The fighter shoots an arrow in a 30 foot path.
plus 2d6 psychic damage and must succeed on a DC 13 All creatures in the path make a DC 15 Dexterity save, taking
Wisdom save or have vision reduced to 5 feet until start of normal bow damage plus 2d6 piercing damage on a failure,
fighter's next turn. or half as much on a success.
Shadow Arrow. On a hit, the target takes normal damage
plus 4d6 psychic damage and must succeed on a DC 15
Wisdom save or have vision reduced to 5 feet until start of
fighter's next turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 48
Fighter, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (studded leather)
Hit Points 187 (22d6 + 110); 209 (22d8 + 110)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 20 (+5) 16 (+3) 10 (+0) 8 (-1)

Saving Throws Str +5, Con +9


Senses passive Perception 10
Languages Common
Challenge 12 (8400 XP)
Action Surge (2 uses, recharges on a short rest). The fighter
can take one additional action on its turn.
Arcane Shot (2/short rest). Can fire a Banishing, Bursting,
Grasping, Piercing, or Shadow arrow with a ranged attack. If
the fighter has no uses of Arcane Shot left when it rolls
initiative, it regains one use.
Indomitable (3/day). The fighter may reroll a failed saving
throw.
Actions
Multiattack. The fighter makes four melee or ranged attacks.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) slashing damage.
Longbow (magical). Ranged Weapon Attack: +11 to hit, range
150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the
fighter misses, it can reroll against a different target within
60 feet.
Banishing Arrow. On a hit, target takes an extra 2d6 force
damage and must succeed on a DC 15 Charisma save or
vanish until the end of its next turn.
Bursting Arrow. On a hit, target and all creatures within 10
feet take an extra 4d6 force damage.
Enfeebling Arrow. On a hit, target takes an extra 4d6 necrotic
damage and must succeed on a DC 15 Con save or have its
weapon damage halved until start of fighter's turn.
Grasping Arrow. On a hit, the target takes an extra 4d6
poison damage, has move reduced by 10 feet, and takes 4d6
slashing damage when it moves the first time in a turn. As
an action, the target can make a Strength (Athletics) check
against DC 15 to free itself.
Piercing Arrow. The fighter shoots an arrow in a 30 foot path.
All creatures in the path make a DC 15 Dexterity save, taking
normal bow damage plus 2d6 piercing damage on a failure,
or half as much on a success.
Shadow Arrow. On a hit, the target takes normal damage
plus 4d6 psychic damage and must succeed on a DC 15
Wisdom save or have vision reduced to 5 feet until start of
fighter's next turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 49
Battle Master Fighter Fighter, 6th level
SIZE humanoid (race), alignment
Fighter, 2nd level Armor Class 20 (plate armor, shield)
SIZE humanoid (race), alignment Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Armor Class 18 (chain mail, shield) Speed 25 - 30 ft.
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) STR DEX CON INT WIS CHA
Speed 25 - 30 ft. 18 (+4) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1)
STR DEX CON INT WIS CHA Saving Throws Str +6, Con +4
15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1) Senses passive Perception 10
Saving Throws Str +4, Con +4 Languages Common
Senses passive Perception 10 Challenge 3 (700 XP)
Languages Common Action Surge (Recharges on a short rest). The fighter can take
Challenge 1/2 (100 XP) one additional action on its turn.

Action Surge (Recharges on a short rest). The fighter can take Combat Superiority (Recharges on a short rest). The fighter
one additional action on its turn. gets four d8 dice to activate maneuvers. It knows 3
maneuvers (save DC 14).
Actions
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage. Multiattack. The fighter makes two melee or ranged attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage.
Fighter, 4th level Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
SIZE humanoid (race), alignment one target. Hit: 5 (1d8 + 1) piercing damage.
Armor Class 18 (chain mail, shield)
Fighter, 8th level
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
SIZE humanoid (race), alignment
Speed 25 - 30 ft. Armor Class 20 (plate armor, shield)
STR DEX CON INT WIS CHA Hit Points 65 (10d6 + 30); 75 (10d8 + 30)
16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1) Speed 25 - 30 ft.
Saving Throws Str +5, Con +4 STR DEX CON INT WIS CHA
Senses passive Perception 10 18 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1)
Languages Common Saving Throws Str +6, Con +5
Challenge 1 (200 XP) Senses passive Perception 10
Action Surge (Recharges on a short rest). The fighter can take Languages Common
one additional action on its turn.
Challenge 4 (1100 XP)
Combat Superiority (Recharges on a short rest). The fighter
gets four d8 dice to activate maneuvers. It knows 3 Action Surge (Recharges on a short rest). The fighter can take
maneuvers (save DC 13). one additional action on its turn.

Actions Combat Superiority (Recharges on a short rest). The fighter


gets five d8 dice to activate maneuvers. It knows 5
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one maneuvers (save DC 14).
target. Hit: 9 (1d8 + 5) slashing damage.
Actions
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage. Multiattack. The fighter makes two melee or ranged attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 50
Fighter, 10th level Actions
SIZE humanoid (race), alignment Multiattack. The fighter makes three melee or ranged
Armor Class 20 (plate armor, shield) attacks.

Hit Points 78 (12d6 + 36); 90 (12d8 + 36) Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (1d8 + 7) slashing damage.
Speed 25 - 30 ft.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
STR DEX CON INT WIS CHA one target. Hit: 6 (1d8 + 2) piercing damage.
18 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +6, Con +5


Senses passive Perception 10
Fighter, 14th level
Languages Common SIZE humanoid (race), alignment
Challenge 4 (1100 XP) Armor Class 20 (plate armor, shield)
Action Surge (Recharges on a short rest). The fighter can take Hit Points 120 (16d6 + 64); 136 (16d8 + 64)
one additional action on its turn.
Speed 25 - 30 ft.
Combat Superiority (Recharges on a short rest). The fighter
gets five d10 dice to activate maneuvers. It knows 7 STR DEX CON INT WIS CHA
maneuvers (save DC 14). 20 (+5) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 12 (+1)
Indomitable (1/day). The fighter may reroll a failed saving Saving Throws Str +8, Con +7
throw.
Senses passive Perception 10
Actions
Languages Common
Multiattack. The fighter makes two melee or ranged attacks.
Challenge 7 (2900 XP)
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage. Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. Combat Superiority (Recharges on a short rest). The fighter
gets five d10 dice to activate maneuvers. It knows 7
maneuvers (save DC 16).
Duelist. The fighter gains a +2 bonus on melee weapon
damage rolls when using one single handed weapon.
Fighter, 12th level
Indomitable (2/day). The fighter may reroll a failed saving
SIZE humanoid (race), alignment
throw.
Armor Class 20 (plate armor, shield)
Actions
Hit Points 91 (14d6 + 42); 105 (14d8 + 42)
Multiattack. The fighter makes three melee or ranged
Speed 25 - 30 ft. attacks.
STR DEX CON INT WIS CHA Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
20 (+5) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1) target. Hit: 11 (1d8 + 7) slashing damage.

Saving Throws Str +8, Con +6 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
Senses passive Perception 10
Languages Common
Challenge 6 (2300 XP)
Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn.
Combat Superiority (Recharges on a short rest). The fighter
gets five d10 dice to activate maneuvers. It knows 7
maneuvers (save DC 16).
Indomitable (1/day). The fighter may reroll a failed saving
throw.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 51
can take one additional action on its turn.
Fighter, 16th level
SIZE humanoid (race), alignment Combat Superiority (Recharges on a short rest). The fighter
gets six d12 dice to activate maneuvers. It knows 9
Armor Class 20 (plate armor, shield) maneuvers (save DC 16). If the fighter has no dice left when
Hit Points 153 (18d6 + 90); 171 (18d8 + 90) initiative is rolled, it gains 1 die.

Speed 25 - 30 ft. Indomitable (3/day). The fighter may reroll a failed saving
throw.
STR DEX CON INT WIS CHA
Actions
20 (+5) 14 (+2) 20 (+5) 8 (-1) 10 (+0) 12 (+1)
Multiattack. The fighter makes three melee or ranged
Saving Throws Str +8, Con +8 attacks.
Senses passive Perception 10 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Languages Common target. Hit: 11 (1d8 + 7) slashing damage.

Challenge 8 (3900 XP) Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn.
Combat Superiority (Recharges on a short rest). The fighter Fighter, 20th level
gets six d10 dice to activate maneuvers. It knows 9
SIZE humanoid (race), alignment
maneuvers (save DC 16). If the fighter has no dice left when
initiative is rolled, it gains 1 die. Armor Class 20 (plate armor, shield)

Indomitable (2/day). The fighter may reroll a failed saving Hit Points 187 (22d6 + 110); 209 (22d8 + 110)
throw. Speed 25 - 30 ft.
Actions STR DEX CON INT WIS CHA
Multiattack. The fighter makes three melee or ranged 20 (+5) 16 (+3) 20 (+5) 8 (-1) 10 (+0) 12 (+1)
attacks.
Saving Throws Str +9, Con +9
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (1d8 + 7) slashing damage. Senses passive Perception 10
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., Languages Common
one target. Hit: 6 (1d8 + 2) piercing damage.
Challenge 11 (7200 XP)
Action Surge (2 uses, recharges on a short rest). The fighter
can take one additional action on its turn.
Combat Superiority (Recharges on a short rest). The fighter
gets six d10 dice to activate maneuvers. It knows 9
maneuvers (save DC 16). If the fighter has no dice left when
initiative is rolled, it gains 1 die.
Indomitable (3/day). The fighter may reroll a failed saving
Fighter, 18th level throw.
SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield)
Actions
Multiattack. The fighter makes four melee or ranged attacks.
Hit Points 170 (20d6 + 100); 190 (20d8 + 100)
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Speed 25 - 30 ft.
target. Hit: 11 (1d8 + 7) slashing damage.
STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
20 (+5) 14 (+2) 20 (+5) 8 (-1) 10 (+0) 12 (+1) one target. Hit: 7 (1d8 + 3) piercing damage.
Saving Throws Str +9, Con +9
Senses passive Perception 10
Languages Common
Challenge 9 (5000 XP)
Action Surge (2 uses, recharges on a short rest). The fighter

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 52
Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Champion Fighter
Speed 25 - 30 ft.
Fighter, 2nd level STR DEX CON INT WIS CHA
SIZE humanoid (race), alignment 18 (+4) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1)
Armor Class 18 (chain mail, shield)
Saving Throws Str +6, Con +4
Hit Points 22 (4d6 + 8); 26 (4d8 + 8)
Senses passive Perception 10
Speed 25 - 30 ft.
Languages Common
STR DEX CON INT WIS CHA Challenge 3 (700 XP)
15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1)
Action Surge (Recharges on a short rest). The fighter can take
Saving Throws Str +4, Con +4 one additional action on its turn.
Senses passive Perception 10 Actions
Languages Common Multiattack. The fighter makes two melee or ranged attacks.
Challenge 1/2 (100 XP) Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage. Scores a critical hit
Action Surge (Recharges on a short rest). The fighter can take on a 19-20.
one additional action on its turn.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
Actions one target. Hit: 5 (1d8 + 1) piercing damage. Scores a critical
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one hit on a 19-20.
target. Hit: 8 (1d8 + 4) slashing damage.

Fighter, 8th level


Fighter, 4th level SIZE humanoid (race), alignment
SIZE humanoid (race), alignment Armor Class 20 (plate armor, shield)
Armor Class 18 (chain mail, shield) Hit Points 65 (10d6 + 30); 75 (10d8 + 30)
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) Speed 25 - 30 ft.
Speed 25 - 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1)
16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1)
Saving Throws Str +6, Con +5
Saving Throws Str +5, Con +4 Senses passive Perception 10
Senses passive Perception 10 Languages Common
Languages Common Challenge 4 (1100 XP)
Challenge 1 (200 XP) Action Surge (Recharges on a short rest). The fighter can take
Action Surge (Recharges on a short rest). The fighter can take one additional action on its turn.
one additional action on its turn.
Actions
Actions Multiattack. The fighter makes two melee or ranged attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage. Scores a critical hit target. Hit: 10 (1d8 + 6) slashing damage. Scores a critical hit
on a 19-20. on a 19-20.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage. Scores a critical one target. Hit: 6 (1d8 + 2) piercing damage. Scores a critical
hit on a 19-20. hit on a 19-20.

Fighter, 6th level


SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield)

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 53
Actions
Fighter, 10th level
SIZE humanoid (race), alignment Multiattack. The fighter makes three melee or ranged
attacks.
Armor Class 21 (plate armor, shield, defense style)
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hit Points 78 (12d6 + 36); 90 (12d8 + 36)
target. Hit: 11 (1d8 + 7) slashing damage. Scores a critical hit
Speed 25 - 30 ft. on a 19-20.

STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. Scores a critical
18 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1)
hit on a 19-20.
Saving Throws Str +7, Con +6
Senses passive Perception 10
Languages Common
Challenge 5 (1800 XP)
Fighter, 14th level
Action Surge (Recharges on a short rest). The fighter can take
SIZE humanoid (race), alignment
one additional action on its turn.
Armor Class 21 (plate armor, shield, defense style)
Indomitable (1/day). The fighter may reroll a failed saving
throw. Hit Points 120 (16d6 + 64); 136 (16d8 + 64)

Actions Speed 25 - 30 ft.

Multiattack. The fighter makes two melee or ranged attacks. STR DEX CON INT WIS CHA
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 20 (+5) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 12 (+1)
target. Hit: 10 (1d8 + 6) slashing damage. Scores a critical hit Saving Throws Str +8, Con +7
on a 19-20.
Senses passive Perception 10
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. Scores a critical Languages Common
hit on a 19-20. Challenge 7 (2900 XP)
Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn.
Indomitable (2/day). The fighter may reroll a failed saving
throw.
Actions
Fighter, 12th level Multiattack. The fighter makes three melee or ranged
SIZE humanoid (race), alignment attacks.
Armor Class 21 (plate armor, shield, defense style)
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hit Points 91 (14d6 + 42); 105 (14d8 + 42) target. Hit: 11 (1d8 + 7) slashing damage. Scores a critical hit
on a 19-20.
Speed 25 - 30 ft.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
STR DEX CON INT WIS CHA one target. Hit: 6 (1d8 + 2) piercing damage. Scores a critical
20 (+5) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1) hit on a 19-20.
Saving Throws Str +8, Con +6
Senses passive Perception 10
Languages Common
Challenge 6 (2300 XP)
Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn.
Indomitable (1/day). The fighter may reroll a failed saving
throw.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 54
Actions
Fighter, 16th level
SIZE humanoid (race), alignment Multiattack. The fighter makes three melee or ranged
attacks.
Armor Class 21 (plate armor, shield, defense style)
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Hit Points 153 (18d6 + 90); 171 (18d8 + 90)
target. Hit: 11 (1d8 + 7) slashing damage. Scores a critical hit
Speed 25 - 30 ft. on an 18-20.

STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. Scores a critical
20 (+5) 14 (+2) 20 (+5) 8 (-1) 10 (+0) 12 (+1)
hit on an 18-20.
Saving Throws Str +8, Con +8
Senses passive Perception 10
Languages Common
Challenge 8 (3900 XP)
Fighter, 20th level
Action Surge (Recharges on a short rest). The fighter can take
SIZE humanoid (race), alignment
one additional action on its turn.
Armor Class 21 (plate armor, shield, defense style)
Indomitable (2/day). The fighter may reroll a failed saving
throw. Hit Points 187 (22d6 + 110); 209 (22d8 + 110)

Actions Speed 25 - 30 ft.

Multiattack. The fighter makes three melee or ranged STR DEX CON INT WIS CHA
attacks. 20 (+5) 16 (+3) 20 (+5) 8 (-1) 10 (+0) 12 (+1)
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one Saving Throws Str +9, Con +9
target. Hit: 11 (1d8 + 7) slashing damage. Scores a critical hit
on an 18-20. Senses passive Perception 10

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., Languages Common
one target. Hit: 6 (1d8 + 2) piercing damage. Scores a critical Challenge 12 (8400 XP)
hit on an 18-20.
Action Surge (2 uses, recharges on a short rest). The fighter
can take one additional action on its turn.
Indomitable (3/day). The fighter may reroll a failed saving
throw.
Fighter, 18th level
SIZE humanoid (race), alignment Survivor. At the start of its turn, if the fighter is under half its
hit points, it regains 10 hit points.
Armor Class 21 (plate armor, shield, defense style)
Hit Points 170 (20d6 + 100); 190 (20d8 + 100)
Actions
Multiattack. The fighter makes four melee or ranged attacks.
Speed 25 - 30 ft.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (1d8 + 7) slashing damage. Scores a critical hit
20 (+5) 14 (+2) 20 (+5) 8 (-1) 10 (+0) 12 (+1) on an 18-20.
Saving Throws Str +9, Con +9 Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage. Scores a critical
Senses passive Perception 10
hit on an 18-20.
Languages Common
Challenge 10 (5900 XP)
Action Surge (2 uses, recharges on a short rest). The fighter
can take one additional action on its turn.
Indomitable (3/day). The fighter may reroll a failed saving
throw.
Survivor. If at the start of its turn, the fighter is under half its
hit points, it regains 10 hit points.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 55
Eldritch Knight Fighter Fighter, 6th level
SIZE humanoid (race), alignment
Fighter, 2nd level Armor Class 20 (plate armor, shield)
SIZE humanoid (race), alignment Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Armor Class 18 (chain mail, shield) Speed 25 - 30 ft.
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) STR DEX CON INT WIS CHA
Speed 25 - 30 ft. 16 (+3) 8 (-1) 15 (+2) 15 (+2) 10 (+0) 12 (+1)
STR DEX CON INT WIS CHA Saving Throws Str +5, Con +4
15 (+2) 8 (-1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) Senses passive Perception 10
Saving Throws Str +4, Con +4 Languages Common
Senses passive Perception 10 Challenge 3 (700 XP)
Languages Common Action Surge (Recharges on a short rest). The fighter can take
Challenge 1/2 (100 XP) one additional action on its turn.

Action Surge (Recharges on a short rest). The fighter can take Spellcasting. The fighter is a 6th level spellcaster. Its
one additional action on its turn. spellcasting ability is Intelligence (spell save DC 12, +4 to hit
with spell attacks). The fighter knows the following spells:
Actions
Cantrips (at will): blade ward, ray of frost
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage. 1st level (3 slots): longstrider, magic missile, shield,
thunderwave
Actions
Multiattack. The fighter makes two melee attacks.
Fighter, 4th level Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
SIZE humanoid (race), alignment target. Hit: 9 (1d8 + 5) slashing damage.
Armor Class 18 (chain mail, shield)
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 8 (-1) 15 (+2) 13 (+1) 10 (+0) 12 (+1)

Saving Throws Str +5, Con +4


Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn.
Spellcasting. The fighter is a 4th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 11, +3 to hit
with spell attacks). The fighter knows the following spells:
Cantrips (at will): blade ward, ray of frost
1st level (3 slots): longstrider, magic missile, shield,
thunderwave
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 56
Cantrips (at will): blade ward, ray of frost, true strike
Fighter, 8th level
SIZE humanoid (race), alignment 1st level (4 slots): chromatic orb, longstrider, magic missile,
shield, thunderwave
Armor Class 20 (plate armor, shield)
2nd level (3 slots): mirror image, scorching ray
Hit Points 65 (10d6 + 30); 75 (10d8 + 30)
Actions
Speed 25 - 30 ft.
Multiattack. The fighter makes two melee attacks, or casts a
STR DEX CON INT WIS CHA cantrip and makes one melee attack.
16 (+3) 8 (-1) 16 (+3) 16 (+3) 10 (+0) 12 (+1)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Saving Throws Str +5, Con +5 target. Hit: 9 (1d8 + 5) slashing damage.

Senses passive Perception 10


Languages Common
Challenge 3 (700 XP)
Action Surge (Recharges on a short rest). The fighter can take Fighter, 12th level
one additional action on its turn.
SIZE humanoid (race), alignment
Spellcasting. The fighter is an 8th level spellcaster. Its Armor Class 20 (plate armor, shield)
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
with spell attacks). The fighter knows the following spells: Hit Points 91 (14d6 + 42); 105 (14d8 + 42)

Cantrips (at will): blade ward, ray of frost Speed 25 - 30 ft.

1st level (4 slots): longstrider, magic missile, shield, STR DEX CON INT WIS CHA
thunderwave 18 (+4) 8 (-1) 16 (+3) 16 (+3) 10 (+0) 12 (+1)
2nd level (2 slots): mirror image, scorching ray Saving Throws Str +8, Con +6
Actions Senses passive Perception 10
Multiattack. The fighter makes two melee attacks, or casts a Languages Common
cantrip and makes one melee attack.
Challenge 6 (2300 XP)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage. Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn.
Indomitable (1/day). The fighter may reroll a failed saving
throw.
Fighter, 10th level Spellcasting. The fighter is a 12th level spellcaster. Its
SIZE humanoid (race), alignment spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The fighter knows the following spells:
Armor Class 20 (plate armor, shield)
Cantrips (at will): blade ward, ray of frost, true strike
Hit Points 78 (12d6 + 36); 90 (12d8 + 36)
1st level (4 slots): chromatic orb, longstrider, magic missile,
Speed 25 - 30 ft. shield, thunderwave
STR DEX CON INT WIS CHA 2nd level (3 slots): gust of wind, mirror image, scorching ray
16 (+3) 8 (-1) 16 (+3) 16 (+3) 10 (+0) 12 (+1)
Actions
Saving Throws Str +5, Con +5 Multiattack. The fighter makes three melee attacks, or casts
Senses passive Perception 10 a cantrip and makes one melee attack.

Languages Common Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage.
Challenge 4 (1100 XP)
Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn.
Spellcasting. The fighter is a 10th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
with spell attacks). The fighter knows the following spells:

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 57
Fighter, 14th level Fighter, 16th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 120 (16d6 + 64); 136 (16d8 + 64) Hit Points 135 (18d6 + 72); 153 (18d8 + 72)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 18 (+4) 16 (+3) 10 (+0) 12 (+1)

Saving Throws Str +7, Con +7 Saving Throws Str +8, Con +7

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Action Surge (Recharges on a short rest). The fighter can take Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn. one additional action on its turn.

Indomitable (2/day). The fighter may reroll a failed saving Indomitable (2/day). The fighter may reroll a failed saving
throw. throw.

Spellcasting. The fighter is a 14th level spellcaster. Its Spellcasting. The fighter is a 16th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The fighter knows the following spells: with spell attacks). The fighter knows the following spells:

Cantrips (at will): blade ward, ray of frost, true strike Cantrips (at will): blade ward, ray of frost, true strike

1st level (4 slots): chromatic orb, longstrider, magic missile, 1st level (4 slots): chromatic orb, longstrider, magic missile,
shield, thunderwave shield, thunderwave

2nd level (3 slots): mirror image, scorching ray 2nd level (3 slots): mirror image, scorching ray

3rd level (2 slots): dispel magic, haste, lightning bolt 3rd level (3 slots): dispel magic, haste, Leomund's tiny hut,
lightning bolt
Actions
Actions
Multiattack. The fighter makes three melee attacks, or casts
a cantrip and makes one melee attack. Multiattack. The fighter makes three melee attacks, or casts
a cantrip and makes one melee attack.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (1d8 + 7) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 58
Fighter, 18th level Fighter, 20th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 150 (20d6 + 80); 170 (20d8 + 80) Hit Points 187 (22d6 + 110); 209 (22d8 + 110)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 20 (+5) 16 (+3) 10 (+0) 12 (+1)

Saving Throws Str +9, Con +8 Saving Throws Str +9, Con +9

Senses passive Perception 10 Senses passive Perception 10

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 11 (7200 XP)

Action Surge (2 uses, recharges on a short rest). The fighter Action Surge (2 uses, recharges on a short rest). The fighter
can take one additional action on its turn. can take one additional action on its turn.

Indomitable (3/day). The fighter may reroll a failed saving Duelist. The fighter gains a +2 bonus on melee weapon
throw. damage rolls when using one single handed weapon.

Spellcasting. The fighter is an 18th level spellcaster. Its Indomitable (3/day). The fighter may reroll a failed saving
spellcasting ability is Intelligence (spell save DC 15, +7 to hit throw.
with spell attacks). The fighter knows the following spells: Spellcasting. The fighter is a 20th level spellcaster. Its
Cantrips (at will): blade ward, ray of frost, true strike spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). The fighter knows the following spells:
1st level (4 slots): chromatic orb, longstrider, magic missile,
shield, thunderwave Cantrips (at will): blade ward, ray of frost, true strike

2nd level (3 slots): mirror image, scorching ray 1st level (4 slots): chromatic orb, longstrider, magic missile,
shield, thunderwave
3rd level (3 slots): dispel magic, haste, Leomund's tiny hut,
lightning bolt 2nd level (3 slots): mirror image, scorching ray

Actions 3rd level (3 slots): dispel magic, haste, Leomund's tiny hut,
lightning bolt
Multiattack. The fighter makes three melee attacks, or casts
a cantrip or spell and makes one melee attack. 4th level (1 slot): fire shield, stoneskin

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one Actions


target. Hit: 11 (1d8 + 7) slashing damage. Multiattack. The fighter makes four melee attacks, or casts a
cantrip or spell and makes one melee attack.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (1d8 + 7) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 59
Samurai Fighter Fighter, 6th level
SIZE humanoid (race), alignment
Fighter, 2nd level Armor Class 20 (plate armor, shield)
SIZE humanoid (race), alignment Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Armor Class 18 (chain mail, shield) Speed 25 - 30 ft.
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) STR DEX CON INT WIS CHA
Speed 25 - 30 ft. 18 (+4) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1)
STR DEX CON INT WIS CHA Saving Throws Str +6, Con +4
15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1) Senses passive Perception 10
Saving Throws Str +4, Con +4 Languages Common
Senses passive Perception 10 Challenge 3 (700 XP)
Languages Common Action Surge (Recharges on a short rest). The fighter can take
Challenge 1/2 (100 XP) one additional action on its turn.

Action Surge (Recharges on a short rest). The fighter can take Fighting Spirit (3/day). The fighter can use a bonus action to
one additional action on its turn. gain advantage on attacks until end of turn, and gains 5
temporary hit points.
Actions
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage. Multiattack. The fighter makes two melee or ranged attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage. Scores a critical hit
Fighter, 4th level on a 19-20.
SIZE humanoid (race), alignment
Armor Class 18 (chain mail, shield)
Fighter, 8th level
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
SIZE humanoid (race), alignment
Speed 25 - 30 ft. Armor Class 20 (plate armor, shield)
STR DEX CON INT WIS CHA Hit Points 65 (10d6 + 30); 75 (10d8 + 30)
16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 12 (+1) Speed 25 - 30 ft.
Saving Throws Str +5, Con +4 STR DEX CON INT WIS CHA
Senses passive Perception 10 18 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1)
Languages Common Saving Throws Str +6, Con +5 Wis +2
Challenge 1 (200 XP) Senses passive Perception 10
Action Surge (Recharges on a short rest). The fighter can take Languages Common
one additional action on its turn.
Challenge 4 (1100 XP)
Fighting Spirit (3/day). The fighter can use a bonus action to
gain advantage on attacks until end of turn, and gains 5 Action Surge (Recharges on a short rest). The fighter can take
temporary hit points. one additional action on its turn.

Actions Fighting Spirit (3/day). The fighter can use a bonus action to
gain advantage on attacks until end of turn, and gains 5
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one temporary hit points.
target. Hit: 9 (1d8 + 5) slashing damage.
Actions
Multiattack. The fighter makes two melee or ranged attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 60
Fighter, 10th level attacks.
SIZE humanoid (race), alignment Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Armor Class 21 (plate armor, shield, defense style) target. Hit: 11 (1d8 + 7) slashing damage.

Hit Points 78 (12d6 + 36); 90 (12d8 + 36) Fighter, 14th level


Speed 25 - 30 ft. SIZE humanoid (race), alignment
Armor Class 21 (plate armor, shield, defense style)
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1) Hit Points 120 (16d6 + 64); 136 (16d8 + 64)
Speed 25 - 30 ft.
Saving Throws Str +7, Con +6 Wis +3
Senses passive Perception 10 STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 12 (+1)
Languages Common
Saving Throws Str +8, Con +7
Challenge 5 (1800 XP)
Senses passive Perception 10
Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn. Languages Common
Fighting Spirit (3/day). The fighter can use a bonus action to Challenge 7 (2900 XP)
gain advantage on attacks until end of turn, and gains 10
Action Surge (Recharges on a short rest). The fighter can take
temporary hit points. If it has no uses left when initiative is
one additional action on its turn.
rolled, it regains one use.
Fighting Spirit (3/day). The fighter can use a bonus action to
Actions
gain advantage on attacks until end of turn, and gains 10
Multiattack. The fighter makes two melee or ranged attacks. temporary hit points. If it has no uses left when initiative is
rolled, it regains one use.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage. Indomitable (2/day). The fighter may reroll a failed saving
throw.
Actions
Multiattack. The fighter makes three melee or ranged
Fighter, 12th level attacks.
SIZE humanoid (race), alignment Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Armor Class 21 (plate armor, shield, defense style) target. Hit: 11 (1d8 + 7) slashing damage.
Hit Points 91 (14d6 + 42); 105 (14d8 + 42)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +8, Con +6


Senses passive Perception 10
Languages Common
Challenge 6 (2300 XP)
Action Surge (Recharges on a short rest). The fighter can take
one additional action on its turn.
Fighting Spirit (3/day). The fighter can use a bonus action to
gain advantage on attacks until end of turn, and gains 10
temporary hit points. If it has no uses left when initiative is
rolled, it regains one use.
Indomitable (1/day). The fighter may reroll a failed saving
throw.
Actions
Multiattack. The fighter makes three melee or ranged

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 61
Indomitable (3/day). The fighter may reroll a failed saving
Fighter, 16th level throw.
SIZE humanoid (race), alignment
Strength Before Death (1/day). If the fighter is reduced to 0
Armor Class 21 (plate armor, shield, defense style) hp, it can use its reaction to stay conscious and take an extra
Hit Points 153 (18d6 + 90); 171 (18d8 + 90) turn. After that turn, it falls unconscious.

Speed 25 - 30 ft. Actions


STR DEX CON INT WIS CHA Multiattack. The fighter makes three melee or ranged
attacks.
20 (+5) 14 (+2) 20 (+5) 8 (-1) 10 (+0) 12 (+1)
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Saving Throws Str +8, Con +8 target. Hit: 11 (1d8 + 7) slashing damage.
Senses passive Perception 10
Languages Common
Challenge 8 (3900 XP)
Fighter, 20th level
Action Surge (Recharges on a short rest). The fighter can take SIZE humanoid (race), alignment
one additional action on its turn.
Armor Class 21 (plate armor, shield, defense style)
Fighting Spirit (3/day). The fighter can use a bonus action to
gain advantage on attacks until end of turn, and gains 15 Hit Points 187 (22d6 + 110); 209 (22d8 + 110)
temporary hit points. It can give up advantage to gain one Speed 25 - 30 ft.
additional attack with an attack action. If it has no uses left
when initiative is rolled, it regains one use. STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 8 (-1) 10 (+0) 12 (+1)
Indomitable (2/day). The fighter may reroll a failed saving
throw. Saving Throws Str +9, Con +9
Actions Senses passive Perception 10
Multiattack. The fighter makes three melee or ranged Languages Common
attacks.
Challenge 12 (8400 XP)
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (1d8 + 7) slashing damage. Action Surge (2 uses, recharges on a short rest). The fighter
can take one additional action on its turn.
Fighting Spirit (3/day). The fighter can use a bonus action to
Fighter, 18th level gain advantage on attacks until end of turn, and gains 15
SIZE humanoid (race), alignment temporary hit points. It can give up advantage to gain one
additional attack with an attack action. If it has no uses left
Armor Class 21 (plate armor, shield, defense style) when initiative is rolled, it regains one use.
Hit Points 170 (20d6 + 100); 190 (20d8 + 100) Indomitable (3/day). The fighter may reroll a failed saving
Speed 25 - 30 ft. throw.

STR DEX CON INT WIS CHA Strength Before Death (1/day). If the fighter is reduced to 0
hp, it can use its reaction to stay conscious and take an extra
20 (+5) 14 (+2) 20 (+5) 8 (-1) 10 (+0) 12 (+1)
turn. After that turn, it falls unconscious.
Saving Throws Str +9, Con +9 Actions
Senses passive Perception 10 Multiattack. The fighter makes four melee or ranged attacks.
Languages Common Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Challenge 10 (5900 XP) target. Hit: 11 (1d8 + 7) slashing damage.

Action Surge (2 uses, recharges on a short rest). The fighter


can take one additional action on its turn.
Fighting Spirit (3/day). The fighter can use a bonus action to
gain advantage on attacks until end of turn, and gains 15
temporary hit points. It can give up advantage to gain one
additional attack with an attack action. If it has no uses left
when initiative is rolled, it regains one use.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 62
Actions
Drunken Master Monk
Multiattack. The monk makes one melee attack, and can
make another melee attack as a bonus action.
Monk, 2nd level
SIZE humanoid (race), alignment Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) bludgeoning damage.
Armor Class 14 (unarmored defense)
Hit Points 22 (4d6 + 8); 26 (4d8 + 8)
Speed 35 - 40 ft.

STR DEX CON INT WIS CHA Monk, 6th level


12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1) SIZE humanoid (race), alignment
Armor Class 15 (unarmored defense)
Saving Throws Str +3, Dex +4
Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Senses passive Perception 12
Speed 40 - 45 ft.
Languages Common
STR DEX CON INT WIS CHA
Challenge 1/2 (100 XP)
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
Ki Points (Recharges on a short rest). The monk has 2 Ki
points (save DC 12). It can spend 1 to take Dash, Disengage, or Saving Throws Str +3, Dex +5
Dodge actions as a bonus action, or take 2 melee attacks as a Senses passive Perception 12
bonus action.
Languages Common
Actions
Challenge 2 (450 XP)
Multiattack. The monk makes one melee attack, and can
make another melee attack as a bonus action. Drunken Technique. When the monk uses Flurry, it gains the
benefit of Disengage action, and speed increases by 10 feet
Unarmed. Melee Weapon Attack: +4 to hit, reach 5 ft., one until end of turn.
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Ki Points (Recharges on a short rest). The monk has 6 Ki
points (save DC 12). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, or attempt to stun a creature hit with a melee
attack (Con save to resist). Can spend 1 point to cause a
missed attack against it to hit another foe within 5 feet.
Monk, 4th level
SIZE humanoid (race), alignment Actions
Armor Class 15 (unarmored defense) Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action.
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
Unarmed (magical). Melee Weapon Attack: +5 to hit, reach 5 ft.,
Speed 35 - 40 ft.
one target. Hit: 6 (1d6 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +3, Dex +5


Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)
Drunken Technique. When the monk uses Flurry, it gains the
benefit of Disengage action, and speed increases by 10 feet
until end of turn.
Ki Points (Recharges on a short rest). The monk has 4 Ki
points (save DC 12). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, or take 2 melee attacks as a
bonus action.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 63
until end of turn.
Monk, 8th level
SIZE humanoid (race), alignment Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half
Armor Class 16 (unarmored defense) damage on a failure.
Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Ki Points (Recharges on a short rest). The monk has 10 Ki
Speed 40 - 45 ft. points (save DC 13). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a
STR DEX CON INT WIS CHA bonus action, or attempt to stun a creature hit with a melee
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1) attack (Con save to resist). Can spend 1 point to cause a
missed attack against it to hit another foe within 5 feet.
Saving Throws Str +3, Dex +5
Actions
Condition Immunities charmed, frightened
Multiattack. The monk makes two melee attacks, and can
Senses passive Perception 13 make another melee attack as a bonus action.
Languages Common Unarmed (magical). Melee Weapon Attack: +6 to hit, reach 5
Challenge 4 (1100 XP) ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Drunken Technique. When the monk uses Flurry, it gains the Monk, 12th level
benefit of Disengage action, and speed increases by 10 feet SIZE humanoid (race), alignment
until end of turn.
Armor Class 17 (unarmored defense)
Evasion. When the monk makes a Dex save against area
Hit Points 77 (14d6 + 28); 91 (14d8 + 28)
effect damage, it takes no damage on a success and only half
damage on a failure. Speed 45 - 50 ft., climbing 45 - 50 ft., water walk
Ki Points (Recharges on a short rest). The monk has 8 Ki STR DEX CON INT WIS CHA
points (save DC 13). It can spend 1 to take Dash, Disengage, or
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, or attempt to stun a creature hit with a melee Saving Throws Str +4, Dex +7
attack (Con save to resist). Can spend 1 point to cause a
missed attack against it to hit another foe within 5 feet. Damage Immunities poison

Actions Condition Immunities charmed, frightened, poisoned

Multiattack. The monk makes two melee attacks, and can Senses passive Perception 13
make another melee attack as a bonus action. Languages Common
Unarmed (magical). Melee Weapon Attack: +5 to hit, reach 5 ft., Challenge 6 (2300 XP)
one target. Hit: 6 (1d6 + 3) bludgeoning damage
Drunken Technique. When the monk uses Flurry, it gains the
Monk, 10th level benefit of Disengage action, and speed increases by 10 feet
SIZE humanoid (race), alignment until end of turn.
Armor Class 16 (unarmored defense) Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half
Hit Points 66 (12d6 + 24); 78 (12d8 + 24) damage on a failure.
Speed 45 - 50 ft., climbing 45 - 50 ft., water walk Ki Points (Recharges on a short rest). The monk has 12 Ki
STR DEX CON INT WIS CHA points (save DC 13). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
bonus action, or attempt to stun a creature hit with a melee
Saving Throws Str +4, Dex +6 attack (Con save to resist). Can spend 1 point to cause a
missed attack against it to hit another foe within 5 feet. Can
Damage Immunities poison spend 2 points to negate disadvantage on any roll.
Condition Immunities charmed, frightened, poisoned Actions
Senses passive Perception 13 Multiattack. The monk makes two melee attacks, and can
Languages Common make another melee attack as a bonus action.

Challenge 5 (1800 XP) Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Drunken Technique. When the monk uses Flurry, it gains the
benefit of Disengage action, and speed increases by 10 feet

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 64
Monk, 14th level Monk, 16th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (unarmored defense) Armor Class 18 (unarmored defense)
Hit Points 88 (16d6 + 32); 104 (16d8 + 32) Hit Points 99 (18d6 + 36); 117 (18d8 + 36)
Speed 50 - 55 ft., climbing 50 - 55 ft., water walk Speed 50 - 55 ft., climbing 50 - 55 ft., water walk

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +4, Dex +7, Con +5, Int +3, Wis +6, Cha +2 Saving Throws Str +4, Dex +7, Con +5, Int +3, Wis +7, Cha +2
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned
Senses passive Perception 13 Senses passive Perception 14
Languages All spoken languages Languages All spoken languages
Challenge 7 (2900 XP) Challenge 8 (3900 XP)
Drunken Technique. When the monk uses Flurry, it gains the Drunken Technique. When the monk uses Flurry, it gains the
benefit of Disengage action, and speed increases by 10 feet benefit of Disengage action, and speed increases by 10 feet
until end of turn. until end of turn.
Evasion. When the monk makes a Dex save against area Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half effect damage, it takes no damage on a success and only half
damage on a failure. damage on a failure.
Ki Points (Recharges on a short rest). The monk has 14 Ki Ki Points (Recharges on a short rest). The monk has 16 Ki
points (save DC 13). It can spend 1 to take Dash, Disengage, or points (save DC 13). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, attempt to stun a creature hit with a melee bonus action, attempt to stun a creature hit with a melee
attack (Con save to resist), or reroll a saving throw. Can attack (Con save to resist), or reroll a saving throw. Can
spend 1 point to cause a missed attack against it to hit spend 1 point to cause a missed attack against it to hit
another foe within 5 feet. Can spend 2 points to negate another foe within 5 feet. Can spend 2 points to negate
disadvantage on any roll. disadvantage on any roll.
Actions Actions
Multiattack. The monk makes two melee attacks, and can Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action. make another melee attack as a bonus action.
Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5 Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 65
Monk, 18th level Monk, 20th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 18 (unarmored defense) Armor Class 18 (unarmored defense)

Hit Points 110 (20d6 + 40); 130 (20d8 + 40) Hit Points 121 (22d6 + 44); 143 (22d8 + 44)

Speed 55 - 60 ft., climbing 55 - 60 ft., water walk Speed 55 - 60 ft., climbing 55 - 60 ft., water walk

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 18 (+4) 8 (-1) 12 (+1) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +5, Dex +8, Con +6, Int +4, Wis +8, Cha +3 Saving Throws Str +5, Dex +9, Con +6, Int +4, Wis +8, Cha +3

Damage Immunities poison Damage Immunities poison

Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned

Senses passive Perception 14 Senses passive Perception 14

Languages All spoken languages Languages All spoken languages

Challenge 9 (5000 XP) Challenge 10 (5900 XP)

Drunken Technique. When the monk uses Flurry, it gains the Drunken Technique. When the monk uses Flurry, it gains the
benefit of Disengage action, and speed increases by 10 feet benefit of Disengage action, and speed increases by 10 feet
until end of turn. until end of turn.

Evasion. When the monk makes a Dex save against area Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half effect damage, it takes no damage on a success and only half
damage on a failure. damage on a failure.

Intoxicated Frenzy. When using Flurry, the monk can make Intoxicated Frenzy. When using Flurry, the monk can make
up to 5 additional attacks, instead of 2, provided they are all up to 5 additional attacks, instead of 2, provided they are all
directed at different targets. directed at different targets.

Ki Points (Recharges on a short rest). The monk has 14 Ki Ki Points (Recharges on a short rest). The monk has 14 Ki
points (save DC 13). It can spend 1 to take Dash, Disengage, or points (save DC 13). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, attempt to stun a creature hit with a melee bonus action, attempt to stun a creature hit with a melee
attack (Con save to resist), or reroll a saving throw. Can attack (Con save to resist), or reroll a saving throw. Can
spend 1 point to cause a missed attack against it to hit spend 1 point to cause a missed attack against it to hit
another foe within 5 feet. Can spend 2 points to negate another foe within 5 feet. Can spend 2 points to negate
disadvantage on any roll. Can spend 4 points to become disadvantage on any roll. Can spend 4 points to become
invisible for 1 minute. invisible for 1 minute. If out of Ki points, when it roll
initiative it gains 4 Ki points.
Actions
Actions
Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action. Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action.
Unarmed (magical). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. Unarmed (magical). Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 66
bonus action attack, the monk can knock a target prone or
Open Hand Monk push it 15 feet, contested by Dex or Str saves respectively.

Monk, 2nd level


SIZE humanoid (race), alignment
Armor Class 14 (unarmored defense) Monk, 6th level
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) SIZE humanoid (race), alignment
Speed 35 - 40 ft. Armor Class 15 (unarmored defense)

STR DEX CON INT WIS CHA Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1) Speed 40 - 45 ft.

Saving Throws Str +3, Dex +4 STR DEX CON INT WIS CHA
Senses passive Perception 12 12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Languages Common Saving Throws Str +3, Dex +5

Challenge 1/2 (100 XP) Senses passive Perception 12

Ki Points (Recharges on a short rest). The monk has 2 Ki Languages Common


points (save DC 12). It can spend 1 to take Dash, Disengage, or Challenge 2 (450 XP)
Dodge actions as a bonus action, or take 2 melee attacks as a
bonus action. Heal Self (1/day). The monk heals 18 hit points.

Actions Ki Points (Recharges on a short rest). The monk has 6 Ki


points (save DC 12). It can spend 1 to take Dash, Disengage, or
Multiattack. The monk makes one melee attack, and can Dodge actions as a bonus action, take 2 melee attacks as a
make another melee attack as a bonus action. bonus action, or attempt to stun a creature hit with a melee
Unarmed. Melee Weapon Attack: +4 to hit, reach 5 ft., one attack (Con save to resist).
target. Hit: 4 (1d4 + 2) bludgeoning damage. Actions
Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action.
Unarmed (magical). Melee Weapon Attack: +5 to hit, reach 5 ft.,
Monk, 4th level one target. Hit: 6 (1d6 + 3) bludgeoning damage. On a hit by a
SIZE humanoid (race), alignment bonus action attack, the monk can knock a target prone or
Armor Class 15 (unarmored defense) push it 15 feet, contested by Dex or Str saves respectively.
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
Speed 35 - 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +3, Dex +5


Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)
Ki Points (Recharges on a short rest). The monk has 4 Ki
points (save DC 12). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, or take 2 melee attacks as a
bonus action.
Actions
Multiattack. The monk makes one melee attack, and can
make another melee attack as a bonus action.
Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) bludgeoning damage. On a hit by a

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 67
Evasion. When the monk makes a Dex save against area
Monk, 8th level effect damage, it takes no damage on a success and only half
SIZE humanoid (race), alignment damage on a failure.
Armor Class 16 (unarmored defense) Heal Self (1/day). The monk heals 30 hit points.
Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Ki Points (Recharges on a short rest). The monk has 10 Ki
Speed 40 - 45 ft. points (save DC 14). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a
STR DEX CON INT WIS CHA bonus action, or attempt to stun a creature hit with a melee
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1) attack (Con save to resist).

Saving Throws Str +3, Dex +5 Actions


Condition Immunities charmed, frightened Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action.
Senses passive Perception 13
Unarmed (magical). Melee Weapon Attack: +6 to hit, reach 5
Languages Common ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. On a hit
Challenge 4 (1100 XP) by a bonus action attack, the monk can knock a target prone
or push it 15 feet, contested by Dex or Str saves respectively.
Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half
damage on a failure.
Monk, 12th level
Heal Self (1/day). The monk heals 24 hit points. SIZE humanoid (race), alignment
Ki Points (Recharges on a short rest). The monk has 8 Ki Armor Class 17 (unarmored defense)
points (save DC 13). It can spend 1 to take Dash, Disengage, or
Hit Points 77 (14d6 + 28); 91 (14d8 + 28)
Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, or attempt to stun a creature hit with a melee Speed 45 - 50 ft., climbing 45 - 50 ft., water walk
attack (Con save to resist).
STR DEX CON INT WIS CHA
Actions 12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action. Saving Throws Str +4, Dex +7

Unarmed (magical). Melee Weapon Attack: +5 to hit, reach 5 ft., Damage Immunities poison
one target. Hit: 6 (1d6 + 3) bludgeoning damage. On a hit by a Condition Immunities charmed, frightened, poisoned
bonus action attack, the monk can knock a target prone or
push it 15 feet, contested by Dex or Str saves respectively. Senses passive Perception 13
Languages Common
Challenge 6 (2300 XP)
Evasion. When the monk makes a Dex save against area
Monk, 10th level effect damage, it takes no damage on a success and only half
SIZE humanoid (race), alignment damage on a failure.
Armor Class 16 (unarmored defense) Heal Self (1/day). The monk heals 36 hit points.
Hit Points 66 (12d6 + 24); 78 (12d8 + 24) Ki Points (Recharges on a short rest). The monk has 12 Ki
Speed 45 - 50 ft., climbing 45 - 50 ft., water walk points (save DC 14). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a
STR DEX CON INT WIS CHA bonus action, or attempt to stun a creature hit with a melee
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1) attack (Con save to resist).

Saving Throws Str +4, Dex +6 Actions


Damage Immunities poison Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action.
Condition Immunities charmed, frightened, poisoned
Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5
Senses passive Perception 13 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. On a hit
Languages Common by a bonus action attack, the monk can knock a target prone
or push it 15 feet, contested by Dex or Str saves respectively.
Challenge 5 (1800 XP)

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 68
Monk, 14th level Monk, 16th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (unarmored defense) Armor Class 18 (unarmored defense)

Hit Points 88 (16d6 + 32); 104 (16d8 + 32) Hit Points 99 (18d6 + 36); 117 (18d8 + 36)

Speed 50 - 55 ft., climbing 50 - 55 ft., water walk Speed 50 - 55 ft., climbing 50 - 55 ft., water walk

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +4, Dex +7, Con +5, Int +3, Wis +6, Cha +2 Saving Throws Str +4, Dex +7, Con +5, Int +3, Wis +7, Cha +2

Damage Immunities poison Damage Immunities poison

Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned

Senses passive Perception 13 Senses passive Perception 14

Languages All spoken languages Languages All spoken languages

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Evasion. When the monk makes a Dex save against area Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half effect damage, it takes no damage on a success and only half
damage on a failure. damage on a failure.

Heal Self (1/day). The monk heals 42 hit points. Heal Self (1/day). The monk heals 48 hit points.

Ki Points (Recharges on a short rest). The monk has 14 Ki Ki Points (Recharges on a short rest). The monk has 16 Ki
points (save DC 14). It can spend 1 to take Dash, Disengage, or points (save DC 15). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, attempt to stun a creature hit with a melee bonus action, attempt to stun a creature hit with a melee
attack (Con save to resist), or reroll a saving throw. attack (Con save to resist), or reroll a saving throw.

Actions Actions
Multiattack. The monk makes two melee attacks, and can Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action. make another melee attack as a bonus action.

Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5 Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. On a hit ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. On a hit
by a bonus action attack, the monk can knock a target prone by a bonus action attack, the monk can knock a target prone
or push it 15 feet, contested by Dex or Str saves respectively. or push it 15 feet, contested by Dex or Str saves respectively.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 69
Monk, 18th level Monk, 20th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 18 (unarmored defense) Armor Class 18 (unarmored defense)

Hit Points 110 (20d6 + 40); 130 (20d8 + 40) Hit Points 121 (22d6 + 44); 143 (22d8 + 44)

Speed 55 - 60 ft., climbing 55 - 60 ft., water walk Speed 55 - 60 ft., climbing 55 - 60 ft., water walk

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 18 (+4) 8 (-1) 12 (+1) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +5, Dex +8, Con +6, Int +4, Wis +8, Cha +3 Saving Throws Str +5, Dex +9, Con +6, Int +4, Wis +8, Cha +3

Damage Immunities poison Damage Immunities poison

Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned

Senses passive Perception 14 Senses passive Perception 14

Languages All spoken languages Languages All spoken languages

Challenge 9 (5000 XP) Challenge 10 (5900 XP)

Evasion. When the monk makes a Dex save against area Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half effect damage, it takes no damage on a success and only half
damage on a failure. damage on a failure.

Heal Self (1/day). The monk heals 54 hit points. Heal Self (1/day). The monk heals 60 hit points.

Ki Points (Recharges on a short rest). The monk has 18 Ki Ki Points (Recharges on a short rest). The monk has 20 Ki
points (save DC 16). It can spend 1 to take Dash, Disengage, or points (save DC 16). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, attempt to stun a creature hit with a melee bonus action, attempt to stun a creature hit with a melee
attack (Con save to resist), or reroll a saving throw. It can attack (Con save to resist), or reroll a saving throw. It can
spend 4 points to become invisible for 1 minute. spend 4 points to become invisible for 1 minute. If out of Ki
points, when it roll initiative it gains 4 Ki points.
Actions
Actions
Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action. Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action.
Unarmed (magical). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. On a hit Unarmed (magical). Melee Weapon Attack: +9 to hit, reach 5
by a bonus action attack, the monk can knock a target prone ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. On a hit
or push it 15 feet, contested by Dex or Str saves respectively. by a bonus action attack, the monk can knock a target prone
or push it 15 feet, contested by Dex or Str saves respectively.
Quivering Palm. On an unarmed hit, the monk can spend 3
Ki points to vibrate the target. When the monk takes an Quivering Palm. On an unarmed hit, the monk can spend 3
action to end the vibrations, the target must make a Con Ki points to vibrate the target. When the monk takes an
save. On a failure it drops to 0 hit points, on a success it takes action to end the vibrations, the target must make a Con
10d10 necrotic damage. save. On a failure it drops to 0 hit points, on a success it takes
10d10 necrotic damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 70
Actions
Shadow Monk
Multiattack. The monk makes one melee attack, and can
make another melee attack as a bonus action.
Monk, 2nd level
SIZE humanoid (race), alignment Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) bludgeoning damage.
Armor Class 14 (unarmored defense)
Hit Points 22 (4d6 + 8); 26 (4d8 + 8)
Speed 35 - 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1) Monk, 6th level
SIZE humanoid (race), alignment
Saving Throws Str +3, Dex +4
Armor Class 15 (unarmored defense)
Senses passive Perception 12
Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Languages Common
Speed 40 - 45 ft.
Challenge 1/2 (100 XP)
STR DEX CON INT WIS CHA
Ki Points (Recharges on a short rest). The monk has 2 Ki
points (save DC 12). It can spend 1 to take Dash, Disengage, or 12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
Dodge actions as a bonus action, or take 2 melee attacks as a Saving Throws Str +3, Dex +5
bonus action.
Senses passive Perception 12
Actions
Languages Common
Multiattack. The monk makes one melee attack, and can
make another melee attack as a bonus action. Challenge 2 (450 XP)
Unarmed. Melee Weapon Attack: +4 to hit, reach 5 ft., one Heal Self (1/day). The monk heals 18 hit points.
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Ki Points (Recharges on a short rest). The monk has 6 Ki
points (save DC 12). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, or attempt to stun a creature hit with a melee
attack (Con save to resist).
Shadow Arts. The monk can spend 2 Ki points to cast
Monk, 4th level darkness, darkvision, pass without trace, or silence. It can cast
SIZE humanoid (race), alignment minor illusion at will.
Armor Class 15 (unarmored defense)
Shadow Step. When in dim light or darkness, as a bonus
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) action the monk can teleport up to 60 feet to another area of
dim light or darkness, and gains advantage on the first
Speed 35 - 40 ft.
melee attack made.
STR DEX CON INT WIS CHA Actions
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
Multiattack. The monk makes two melee attacks, and can
Saving Throws Str +3, Dex +5 make another melee attack as a bonus action.
Senses passive Perception 12 Unarmed (magical). Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Languages Common
Challenge 1 (200 XP)
Ki Points (Recharges on a short rest). The monk has 4 Ki
points (save DC 12). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, or take 2 melee attacks as a
bonus action.
Shadow Arts. The monk can spend 2 Ki points to cast
darkness, darkvision, pass without trace, or silence. It can cast
minor illusion at will.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 71
Monk, 8th level Monk, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (unarmored defense) Armor Class 16 (unarmored defense)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 40 - 45 ft. Speed 45 - 50 ft., climbing 45 - 50 ft., water walk

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +3, Dex +5 Saving Throws Str +4, Dex +6

Condition Immunities charmed, frightened Damage Immunities poison

Senses passive Perception 13 Condition Immunities charmed, frightened, poisoned

Languages Common Senses passive Perception 13

Challenge 4 (1100 XP) Languages Common

Evasion. When the monk makes a Dex save against area Challenge 5 (1800 XP)
effect damage, it takes no damage on a success and only half Evasion. When the monk makes a Dex save against area
damage on a failure. effect damage, it takes no damage on a success and only half
Ki Points (Recharges on a short rest). The monk has 8 Ki damage on a failure.
points (save DC 12). It can spend 1 to take Dash, Disengage, or Ki Points (Recharges on a short rest). The monk has 10 Ki
Dodge actions as a bonus action, take 2 melee attacks as a points (save DC 12). It can spend 1 to take Dash, Disengage, or
bonus action, or attempt to stun a creature hit with a melee Dodge actions as a bonus action, take 2 melee attacks as a
attack (Con save to resist). bonus action, or attempt to stun a creature hit with a melee
Shadow Arts. The monk can spend 2 Ki points to cast attack (Con save to resist).
darkness, darkvision, pass without trace, or silence. It can cast Shadow Arts. The monk can spend 2 Ki points to cast
minor illusion at will. darkness, darkvision, pass without trace, or silence. It can cast
Shadow Step. When in dim light or darkness, as a bonus minor illusion at will.
action the monk can teleport up to 60 feet to another area of Shadow Step. When in dim light or darkness, as a bonus
dim light or darkness, and gains advantage on the first action the monk can teleport up to 60 feet to another area of
melee attack made. dim light or darkness, and gains advantage on the first
Actions melee attack made.

Multiattack. The monk makes two melee attacks, and can Actions
make another melee attack as a bonus action. Multiattack. The monk makes two melee attacks, and can
Unarmed (magical). Melee Weapon Attack: +5 to hit, reach 5 ft., make another melee attack as a bonus action.
one target. Hit: 6 (1d6 + 3) bludgeoning damage. Unarmed (magical). Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 72
Monk, 12th level Monk, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (unarmored defense) Armor Class 17 (unarmored defense)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 45 - 50 ft., climbing 45 - 50 ft., water walk Speed 50 - 55 ft., climbing 50 - 55 ft., water walk

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +4, Dex +7 Saving Throws Str +4, Dex +7, Con +5, Int +3, Wis +6, Cha +2

Damage Immunities poison Damage Immunities poison

Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned

Senses passive Perception 13 Senses passive Perception 13

Languages Common Languages All spoken languages

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Evasion. When the monk makes a Dex save against area Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half effect damage, it takes no damage on a success and only half
damage on a failure. damage on a failure.

Ki Points (Recharges on a short rest). The monk has 12 Ki Ki Points (Recharges on a short rest). The monk has 14 Ki
points (save DC 12). It can spend 1 to take Dash, Disengage, or points (save DC 14). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, or attempt to stun a creature hit with a melee bonus action, attempt to stun a creature hit with a melee
attack (Con save to resist). attack (Con save to resist), or reroll a saving throw.

Shadow Arts. The monk can spend 2 Ki points to cast Shadow Arts. The monk can spend 2 Ki points to cast
darkness, darkvision, pass without trace, or silence. It can cast darkness, darkvision, pass without trace, or silence. It can cast
minor illusion at will, and can spend an action to become minor illusion at will, and can spend an action to become
invisible in areas of dim light or darkness. invisible in areas of dim light or darkness.

Shadow Step. When in dim light or darkness, as a bonus Shadow Step. When in dim light or darkness, as a bonus
action the monk can teleport up to 60 feet to another area of action the monk can teleport up to 60 feet to another area of
dim light or darkness, and gains advantage on the first dim light or darkness, and gains advantage on the first
melee attack made. melee attack made.

Actions Actions
Multiattack. The monk makes two melee attacks, and can Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action. make another melee attack as a bonus action.

Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5 Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 73
Monk, 16th level Monk, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 18 (unarmored defense) Armor Class 18 (unarmored defense)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 50 - 55 ft., climbing 50 - 55 ft., water walk Speed 55 - 60 ft., climbing 55 - 60 ft., water walk

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 18 (+4) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +4, Dex +7, Con +5, Int +3, Wis +7, Cha +2 Saving Throws Str +5, Dex +8, Con +6, Int +4, Wis +8, Cha +3

Damage Immunities poison Damage Immunities poison

Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned

Senses passive Perception 14 Senses passive Perception 14

Languages All spoken languages Languages All spoken languages

Challenge 8 (3900 XP) Challenge 9 (5000 XP)

Evasion. When the monk makes a Dex save against area Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half effect damage, it takes no damage on a success and only half
damage on a failure. damage on a failure.

Ki Points (Recharges on a short rest). The monk has 16 Ki Heal Self (1/day). The monk heals 54 hit points.
points (save DC 15). It can spend 1 to take Dash, Disengage, or Ki Points (Recharges on a short rest). The monk has 18 Ki
Dodge actions as a bonus action, take 2 melee attacks as a points (save DC 16). It can spend 1 to take Dash, Disengage, or
bonus action, attempt to stun a creature hit with a melee Dodge actions as a bonus action, take 2 melee attacks as a
attack (Con save to resist), or reroll a saving throw. bonus action, attempt to stun a creature hit with a melee
Shadow Arts. The monk can spend 2 Ki points to cast attack (Con save to resist), or reroll a saving throw. It can
darkness, darkvision, pass without trace, or silence. It can cast spend 4 points to become invisible for 1 minute.
minor illusion at will, and can spend an action to become Shadow Arts. The monk can spend 2 Ki points to cast
invisible in areas of dim light or darkness. darkness, darkvision, pass without trace, or silence. It can cast
Shadow Step. When in dim light or darkness, as a bonus minor illusion at will, and can spend an action to become
action the monk can teleport up to 60 feet to another area of invisible in areas of dim light or darkness.
dim light or darkness, and gains advantage on the first Shadow Step. When in dim light or darkness, as a bonus
melee attack made. action the monk can teleport up to 60 feet to another area of
Actions dim light or darkness, and gains advantage on the first
melee attack made.
Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action. Actions
Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5 Multiattack. The monk makes two melee attacks, and can
ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. make another melee attack as a bonus action.
Unarmed (magical). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Reactions
Opportunist. When a creature within 5 feet of the monk is hit
by an ally, the monk may use its reaction to make a melee
attack against that creature.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 74
Monk, 20th level
SIZE humanoid (race), alignment
Armor Class 18 (unarmored defense)
Hit Points 121 (22d6 + 44); 143 (22d8 + 44)
Speed 55 - 60 ft., climbing 55 - 60 ft., water walk

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +5, Dex +9, Con +6, Int +4, Wis +8, Cha +3
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 14
Languages All spoken languages
Challenge 10 (5900 XP)
Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half
damage on a failure.
Ki Points (Recharges on a short rest). The monk has 20 Ki
points (save DC 16). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, attempt to stun a creature hit with a melee
attack (Con save to resist), or reroll a saving throw. It can
spend 4 points to become invisible for 1 minute. If out of Ki
points, when it roll initiative it gains 4 Ki points.
Shadow Arts. The monk can spend 2 Ki points to cast
darkness, darkvision, pass without trace, or silence. It can cast
minor illusion at will, and can spend an action to become
invisible in areas of dim light or darkness.
Shadow Step. When in dim light or darkness, as a bonus
action the monk can teleport up to 60 feet to another area of
dim light or darkness, and gains advantage on the first
melee attack made.
Actions
Multiattack. The monk makes two melee attacks, and can
make another melee attack as a bonus action.
Unarmed (magical). Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Reactions
Opportunist. When a creature within 5 feet of the monk is hit
by an ally, the monk may use its reaction to make a melee
attack against that creature.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 75
Radiant Sun Bolt. Ranged Weapon Attack: +5 to hit, range 30
Sun Soul Monk ft., one target. Hit: 5 (1d4 + 3) radiant damage.

Monk, 2nd level


SIZE humanoid (race), alignment
Armor Class 14 (unarmored defense) Monk, 6th level
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) SIZE humanoid (race), alignment
Speed 35 - 40 ft. Armor Class 15 (unarmored defense)

STR DEX CON INT WIS CHA Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1) Speed 40 - 45 ft.

Saving Throws Str +3, Dex +4 STR DEX CON INT WIS CHA
Senses passive Perception 12 12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Languages Common Saving Throws Str +3, Dex +5

Challenge 1/2 (100 XP) Senses passive Perception 12

Ki Points (Recharges on a short rest). The monk has 2 Ki Languages Common


points (save DC 12). It can spend 1 to take Dash, Disengage, or Challenge 2 (450 XP)
Dodge actions as a bonus action, or take 2 melee attacks as a
bonus action. Ki Points (Recharges on a short rest). The monk has 6 Ki
points (save DC 12). It can spend 1 to take Dash, Disengage, or
Actions Dodge actions as a bonus action, take 2 melee or sun bolt
Multiattack. The monk makes one melee attack, and can attacks as a bonus action, or attempt to stun a creature hit
make another melee attack as a bonus action. with a melee attack (Con save to resist).

Unarmed. Melee Weapon Attack: +4 to hit, reach 5 ft., one Searing Arc Strike. After taking an attack action, the monk
target. Hit: 4 (1d4 + 2) bludgeoning damage. can spend 2 points to cast burning hands as a bonus action.
Can spend 1 additional point per level to increase spell,
maximum of half monk level.
Monk, 4th level Actions
SIZE humanoid (race), alignment Multiattack. The monk makes two melee or sun bolt attacks,
Armor Class 15 (unarmored defense) and can make another melee or sun bolt attack as a bonus
action.
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
Unarmed (magical). Melee Weapon Attack: +5 to hit, reach 5 ft.,
Speed 35 - 40 ft. one target. Hit: 6 (1d6 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA Radiant Sun Bolt. Ranged Weapon Attack: +5 to hit, range 30
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1) ft., one target. Hit: 6 (1d6 + 3) radiant damage.

Saving Throws Str +3, Dex +5


Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)
Ki Points (Recharges on a short rest). The monk has 4 Ki
points (save DC 12). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, or take 2 melee or sun bolt
attacks as a bonus action.
Actions
Multiattack. The monk makes one melee or sun bolt attack,
and can make another melee or sun bolt attack as a bonus
action.
Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 76
Monk, 8th level Monk, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (unarmored defense) Armor Class 16 (unarmored defense)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 40 - 45 ft. Speed 45 - 50 ft., climbing 45 - 50 ft., water walk

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +3, Dex +5 Saving Throws Str +4, Dex +6

Condition Immunities charmed, frightened Damage Immunities poison

Senses passive Perception 13 Condition Immunities charmed, frightened, poisoned

Languages Common Senses passive Perception 13

Challenge 4 (1100 XP) Languages Common

Evasion. When the monk makes a Dex save against area Challenge 5 (1800 XP)
effect damage, it takes no damage on a success and only half Evasion. When the monk makes a Dex save against area
damage on a failure. effect damage, it takes no damage on a success and only half
Ki Points (Recharges on a short rest). The monk has 8 Ki damage on a failure.
points (save DC 13). It can spend 1 to take Dash, Disengage, or Ki Points (Recharges on a short rest). The monk has 10 Ki
Dodge actions as a bonus action, take 2 melee or sun bolt points (save DC 14). It can spend 1 to take Dash, Disengage, or
attacks as a bonus action, or attempt to stun a creature hit Dodge actions as a bonus action, take 2 melee or sun bolt
with a melee attack (Con save to resist). attacks as a bonus action, or attempt to stun a creature hit
Searing Arc Strike. After taking an attack action, the monk with a melee attack (Con save to resist).
can spend 2 points to cast burning hands as a bonus action. Searing Arc Strike. After taking an attack action, the monk
Can spend 1 additional point per level to increase spell, can spend 2 points to cast burning hands as a bonus action.
maximum of half monk level. Can spend 1 additional point per level to increase spell,
Actions maximum of half monk level.

Multiattack. The monk makes two melee or sun bolt attacks, Actions
and can make another melee or sun bolt attack as a bonus Multiattack. The monk makes two melee or sun bolt attacks,
action. and can make another melee or sun bolt attack as a bonus
Unarmed (magical). Melee Weapon Attack: +5 to hit, reach 5 ft., action.
one target. Hit: 6 (1d6 + 3) bludgeoning damage. Unarmed (magical). Melee Weapon Attack: +6 to hit, reach 5
Radiant Sun Bolt. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
ft., one target. Hit: 6 (1d6 + 3) radiant damage. Radiant Sun Bolt. Ranged Weapon Attack: +6 to hit, range 30
ft., one target. Hit: 6 (1d6 + 3) radiant damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 77
Monk, 12th level Monk, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (unarmored defense) Armor Class 17 (unarmored defense)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 45 - 50 ft., climbing 45 - 50 ft., water walk Speed 50 - 55 ft., climbing 50 - 55 ft., water walk

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +4, Dex +7 Saving Throws Str +4, Dex +7, Con +5, Int +3, Wis +6, Cha +2

Damage Immunities poison Damage Immunities poison

Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned

Senses passive Perception 13 Senses passive Perception 13

Languages Common Languages All spoken languages

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Evasion. When the monk makes a Dex save against area Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half effect damage, it takes no damage on a success and only half
damage on a failure. damage on a failure.

Ki Points (Recharges on a short rest). The monk has 12 Ki Ki Points (Recharges on a short rest). The monk has 14 Ki
points (save DC 14). It can spend 1 to take Dash, Disengage, or points (save DC 14). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee or sun bolt Dodge actions as a bonus action, take 2 melee attacks as a
attacks as a bonus action, or attempt to stun a creature hit bonus action, attempt to stun a creature hit with a melee
with a melee attack (Con save to resist). attack (Con save to resist), or reroll a saving throw.

Searing Arc Strike. After taking an attack action, the monk Searing Arc Strike. After taking an attack action, the monk
can spend 2 points to cast burning hands as a bonus action. can spend 2 points to cast burning hands as a bonus action.
Can spend 1 additional point per level to increase spell, Can spend 1 additional point per level to increase spell,
maximum of half monk level. maximum of half monk level.

Searing Sunburst. As an action the monk throws a light orb Searing Sunburst. As an action the monk throws a light orb
up to 150 feet. Every creature within 20 feet of impact must up to 150 feet. Every creature within 20 feet of impact must
make a Con save, taking 2d6 radiant damage on a failure, or make a Con save, taking 2d6 radiant damage on a failure, or
half that on a success. The monk can spend 1-3 points when half that on a success. The monk can spend 1-3 points when
using it, increasing the damage by 2d6 per point. using it, increasing the damage by 2d6 per point.

Actions Actions
Multiattack. The monk makes two melee or sun bolt attacks, Multiattack. The monk makes two melee or sun bolt attacks,
and can make another melee or sun bolt attack as a bonus and can make another melee or sun bolt attack as a bonus
action. action.

Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5 Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Radiant Sun Bolt. Ranged Weapon Attack: +7 to hit, range 30 Radiant Sun Bolt. Ranged Weapon Attack: +7 to hit, range 30
ft., one target. Hit: 8 (1d8 + 4) radiant damage. ft., one target. Hit: 8 (1d8 + 4) radiant damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 78
Monk, 16th level Monk, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 18 (unarmored defense) Armor Class 18 (unarmored defense)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 50 - 55 ft., climbing 50 - 55 ft., water walk Speed 55 - 60 ft., climbing 55 - 60 ft., water walk

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 18 (+4) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +4, Dex +7, Con +5, Int +3, Wis +7, Cha +2 Saving Throws Str +5, Dex +8, Con +6, Int +4, Wis +8, Cha +3

Damage Immunities poison Damage Immunities poison

Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned

Senses passive Perception 14 Senses passive Perception 14

Languages All spoken languages Languages All spoken languages

Challenge 8 (3900 XP) Challenge 9 (5000 XP)

Evasion. When the monk makes a Dex save against area Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half effect damage, it takes no damage on a success and only half
damage on a failure. damage on a failure.

Ki Points (Recharges on a short rest). The monk has 16 Ki Ki Points (Recharges on a short rest). The monk has 18 Ki
points (save DC 15). It can spend 1 to take Dash, Disengage, or points (save DC 16). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, attempt to stun a creature hit with a melee bonus action, attempt to stun a creature hit with a melee
attack (Con save to resist), or reroll a saving throw. attack (Con save to resist), or reroll a saving throw. It can
spend 4 points to become invisible for 1 minute.
Searing Arc Strike. After taking an attack action, the monk
can spend 2 points to cast burning hands as a bonus action. Searing Arc Strike. After taking an attack action, the monk
Can spend 1 additional point per level to increase spell, can spend 2 points to cast burning hands as a bonus action.
maximum of half monk level. Can spend 1 additional point per level to increase spell,
maximum of half monk level.
Searing Sunburst. As an action the monk throws a light orb
up to 150 feet. Every creature within 20 feet of impact must Searing Sunburst. As an action the monk throws a light orb
make a Con save, taking 2d6 radiant damage on a failure, or up to 150 feet. Every creature within 20 feet of impact must
half that on a success. The monk can spend 1-3 points when make a Con save, taking 2d6 radiant damage on a failure, or
using it, increasing the damage by 2d6 per point. half that on a success. The monk can spend 1-3 points when
using it, increasing the damage by 2d6 per point.
Actions
Actions
Multiattack. The monk makes two melee or sun bolt attacks,
and can make another melee or sun bolt attack as a bonus Multiattack. The monk makes two melee or sun bolt attacks,
action. and can make another melee or sun bolt attack as a bonus
action.
Unarmed (magical). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Unarmed (magical). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Radiant Sun Bolt. Ranged Weapon Attack: +7 to hit, range 30
ft., one target. Hit: 8 (1d8 + 4) radiant damage. Radiant Sun Bolt. Ranged Weapon Attack: +8 to hit, range 30
ft., one target. Hit: 9 (1d10 + 4) radiant damage.
Reactions
Sun Shield. When the monk is hit with a melee attack, it can
use its reaction to inflict 9 radiant damage on the attacker.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 79
Monk, 20th level
SIZE humanoid (race), alignment
Armor Class 18 (unarmored defense)
Hit Points 121 (22d6 + 44); 143 (22d8 + 44)
Speed 55 - 60 ft., climbing 55 - 60 ft., water walk

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +5, Dex +9, Con +6, Int +4, Wis +8, Cha +3
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 14
Languages All spoken languages
Challenge 10 (5900 XP)
Evasion. When the monk makes a Dex save against area
effect damage, it takes no damage on a success and only half
damage on a failure.
Ki Points (Recharges on a short rest). The monk has 20 Ki
points (save DC 16). It can spend 1 to take Dash, Disengage, or
Dodge actions as a bonus action, take 2 melee attacks as a
bonus action, attempt to stun a creature hit with a melee
attack (Con save to resist), or reroll a saving throw. It can
spend 4 points to become invisible for 1 minute. If out of Ki
points, when it roll initiative it gains 4 Ki points.
Searing Arc Strike. After taking an attack action, the monk
can spend 2 points to cast burning hands as a bonus action.
Can spend 1 additional point per level to increase spell,
maximum of half monk level.
Searing Sunburst. As an action the monk throws a light orb
up to 150 feet. Every creature within 20 feet of impact must
make a Con save, taking 2d6 radiant damage on a failure, or
half that on a success. The monk can spend 1-3 points when
using it, increasing the damage by 2d6 per point.
Actions
Multiattack. The monk makes two melee or sun bolt attacks,
and can make another melee or sun bolt attack as a bonus
action.
Unarmed (magical). Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Radiant Sun Bolt. Ranged Weapon Attack: +8 to hit, range 30
ft., one target. Hit: 10 (1d10 + 5) radiant damage.
Reactions
Sun Shield. When the monk is hit with a melee attack, it can
use its reaction to inflict 9 radiant damage on the attacker.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 80
prepared:
Ancients Paladin
1st level (3 slots): cure wounds, ensnaring strike, shield of faith,
speak with animals, wrathful smite
Paladin, 2nd level
SIZE humanoid (race), alignment Actions
Armor Class 18 (chain mail, shield) Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage. On a hit, the paladin
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) may expend a 1st level spell slot to inflict an extra 2d8
Speed 25 - 30 ft. radiant damage. Expending a higher slot increases the
damage by 1d8 per level.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 8 (-1) 12 (+1) 14 (+2)

Saving Throws Wis +3, Cha +4


Senses passive Perception 11 Paladin, 6th level
SIZE humanoid (race), alignment
Languages Common
Armor Class 20 (plate armor, shield)
Challenge 1/2 (100 XP)
Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Lay on Hands (1/day). The paladin can cure a total of 10 hit
points, split up as it chooses. Speed 25 - 30 ft.

Spellcasting. The paladin is a 2nd level spellcaster. Its STR DEX CON INT WIS CHA
spellcasting ability is Charisma (spell save DC 12, +4 to hit 16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2)
with spell attacks). The paladin has the following spells
prepared: Saving Throws Str +5, Dex +2, Con +4, Int +1, Wis +5, Cha +6

1st level (2 slots): cure wounds, shield of faith, wrathful smite Senses passive Perception 11

Actions Languages Common

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Challenge 3 (700 XP)
target. Hit: 8 (1d8 + 4) slashing damage. On a hit, the paladin Aura. The paladin and all allies within 10 feet gain +2 to all
may expend a 1st level spell slot to inflict an extra 2d8 saving throws.
radiant damage. Expending a higher slot increases the
damage by 1d8 per level. Lay on Hands (1/day). The paladin can cure a total of 30 hit
points, split up as it chooses.
Spellcasting. The paladin is a 6th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The paladin has the following spells
Paladin, 4th level prepared:
SIZE humanoid (race), alignment
1st level (4 slots): cure wounds, ensnaring strike, shield of faith,
Armor Class 18 (chain mail, shield) speak with animals, wrathful smite
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) 2nd level (2 slots): branding smite, lesser restoration, misty step,
Speed 25 - 30 ft. moonbeam

STR DEX CON INT WIS CHA Actions


16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2) Multiattack. The paladin makes two melee attacks.

Saving Throws Str +5, Dex +2, Con +4, Int +1, Wis +5, Cha +6 Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage. On a hit, the paladin
Senses passive Perception 11 may expend a 1st level spell slot to inflict an extra 2d8
Languages Common radiant damage. Expending a higher slot increases the
damage by 1d8 per level.
Challenge 1 (200 XP)
Lay on Hands (1/day). The paladin can cure a total of 20 hit
points, split up as it chooses.
Spellcasting. The paladin is a 4th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The paladin has the following spells

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 81
Paladin, 8th level Paladin, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +6, Dex +3, Con +5, Int +2, Wis +6, Cha +8 Saving Throws Str +6, Dex +3, Con +5, Int +2, Wis +7, Cha +9

Damage Resistances damage from spells Damage Resistances damage from spells

Senses passive Perception 11 Condition Immunities frightened

Languages Common Senses passive Perception 11

Challenge 4 (1100 XP) Languages Common

Aura. The paladin and all allies within 10 feet gain +3 to all Challenge 5 (1800 XP)
saving throws and resistance to spell damage. Aura. The paladin and all allies within 10 feet gain +3 to all
Lay on Hands (1/day). The paladin can cure a total of 40 hit saving throws, resistance to spell damage, and are immune
points, split up as it chooses. to being frightened.

Spellcasting. The paladin is an 8th level spellcaster. Its Lay on Hands (1/day). The paladin can cure a total of 50 hit
spellcasting ability is Charisma (spell save DC 13, +5 to hit points, split up as it chooses.
with spell attacks). The paladin has the following spells Spellcasting. The paladin is a 10th level spellcaster. Its
prepared: spellcasting ability is Charisma (spell save DC 14, +6 to hit
1st level (4 slots): cure wounds, ensnaring strike, protection from with spell attacks). The paladin has the following spells
evil and good, shield of faith, speak with animals, wrathful smite prepared:

2nd level (3 slots): branding smite, lesser restoration, misty step, 1st level (4 slots): cure wounds, ensnaring strike, shield of faith,
moonbeam speak with animals, wrathful smite

Actions 2nd level (3 slots): branding smite, lesser restoration, misty step,
moonbeam
Multiattack. The paladin makes two melee attacks.
3rd level (2 slots): aura of vitality, elemental weapon, magic
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one circle, plant growth, protection from energy
target. Hit: 9 (1d8 + 5) slashing damage. On a hit, the paladin
may expend a 1st level spell slot to inflict an extra 2d8 Actions
radiant damage. Expending a higher slot increases the Multiattack. The paladin makes two melee attacks.
damage by 1d8 per level.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage. On a hit, the paladin
may expend a 1st level spell slot to inflict an extra 2d8
radiant damage. Expending a higher slot increases the
damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 82
Paladin, 12th level Paladin, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 91 (14d6 + 42); 105 (14d8 + 42) Hit Points 104 (16d6 + 48); 120 (16d8 + 48)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +6, Dex +3, Con +6, Int +2, Wis +7, Cha +9 Saving Throws Str +6, Dex +3, Con +6, Int +2, Wis +7, Cha +9

Damage Resistances damage from spells Damage Resistances damage from spells

Condition Immunities frightened Condition Immunities frightened

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Aura. The paladin and all allies within 10 feet gain +3 to all Aura. The paladin and all allies within 10 feet gain +3 to all
saving throws, resistance to spell damage, and are immune saving throws, resistance to spell damage, and are immune
to being frightened. to being frightened.

Lay on Hands (1/day). The paladin can cure a total of 60 hit Lay on Hands (1/day). The paladin can cure a total of 70 hit
points, split up as it chooses. points, split up as it chooses.

Spellcasting. The paladin is a 12th level spellcaster. Its Spellcasting. The paladin is a 14th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +6 to hit spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). The paladin has the following spells with spell attacks). The paladin has the following spells
prepared: prepared:

1st level (4 slots): cure wounds, ensnaring strike, shield of faith, 1st level (4 slots): cure wounds, ensnaring strike, shield of faith,
speak with animals, wrathful smite speak with animals, wrathful smite

2nd level (3 slots): branding smite, lesser restoration, misty step, 2nd level (3 slots): branding smite, lesser restoration, misty step,
moonbeam moonbeam

3rd level (3 slots): aura of vitality, dispel magic, elemental 3rd level (3 slots): aura of vitality, dispel magic, elemental
weapon, magic circle, plant growth, protection from energy weapon, magic circle, plant growth, protection from energy

Actions 4th level (1 slot): aura of purity, ice storm, stoneskin

Multiattack. The paladin makes two melee attacks. Actions


Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Multiattack. The paladin makes two melee attacks.
target. Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) radiant Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
damage. On a hit, the paladin may expend a 1st level spell target. Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) radiant
slot to inflict an extra 2d8 radiant damage. Expending a damage. On a hit, the paladin may expend a 1st level spell
higher slot increases the damage by 1d8 per level. slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 83
Paladin, 16th level Paladin, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 21 (plate armor, shield, defense style)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3) 18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +7, Dex +3, Con +6, Int +2, Wis +8, Cha Saving Throws Str +7, Dex +3, Con +6, Int +2, Wis +8, Cha
+10 +10

Damage Resistances damage from spells Damage Resistances damage from spells

Condition Immunities frightened Condition Immunities frightened

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 11 (7200 XP)

Aura. The paladin and all allies within 10 feet gain +3 to all Aura. The paladin and all allies within 30 feet gain +3 to all
saving throws, resistance to spell damage, and are immune saving throws, resistance to spell damage, and are immune
to being frightened. to being frightened.

Lay on Hands (1/day). The paladin can cure a total of 80 hit Lay on Hands (1/day). The paladin can cure a total of 90 hit
points, split up as it chooses. points, split up as it chooses.

Spellcasting. The paladin is a 16th level spellcaster. Its Spellcasting. The paladin is an 18th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The paladin has the following spells with spell attacks). The paladin has the following spells
prepared: prepared:

1st level (4 slots): cure wounds, ensnaring strike, shield of faith, 1st level (4 slots): cure wounds, ensnaring strike, shield of faith,
speak with animals, wrathful smite speak with animals, wrathful smite

2nd level (3 slots): branding smite, lesser restoration, misty step, 2nd level (3 slots): branding smite, lesser restoration, misty step,
moonbeam moonbeam

3rd level (3 slots): aura of vitality, dispel magic, elemental 3rd level (3 slots): aura of vitality, dispel magic, elemental
weapon, magic circle, plant growth, protection from energy weapon, magic circle, plant growth, protection from energy

4th level (2 slots): aura of purity, banishment, ice storm, 4th level (3 slots): aura of purity, banishment, ice storm,
stoneskin stoneskin

Actions 5th level (1 slot): circle of power, commune with nature, tree
stride
Multiattack. The paladin makes two melee attacks.
Actions
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant Multiattack. The paladin makes two melee attacks.
damage. On a hit, the paladin may expend a 1st level spell Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
slot to inflict an extra 2d8 radiant damage. Expending a target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant
higher slot increases the damage by 1d8 per level. damage. On a hit, the paladin may expend a 1st level spell
slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 84
Paladin, 20th level
SIZE humanoid (race), alignment
Armor Class 21 (plate armor, shield, defense style)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4)

Saving Throws Str +8, Dex +4, Con +7, Int +3, Wis +9, Cha
+12
Damage Resistances damage from spells
Condition Immunities frightened
Senses passive Perception 11
Languages Common
Challenge 12 (8400 XP)
Aura. The paladin and all allies within 30 feet gain +4 to all
saving throws, resistance to spell damage, and are immune
to being frightened.
Elder Champion (1/day). The paladin gains the following
abilities for 1 minute: At the start of its turn it regains 10 hit
points, spells with 1 action cast time can be cast as a bonus
action, and foes within 10 feet have disadvantage on saves
against the paladin's spells.
Lay on Hands (1/day). The paladin can cure a total of 100 hit
points, split up as it chooses.
Spellcasting. The paladin is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The paladin has the following spells
prepared:
1st level (4 slots): cure wounds, ensnaring strike, shield of faith,
speak with animals, wrathful smite
2nd level (3 slots): branding smite, lesser restoration, misty step,
moonbeam
3rd level (3 slots): aura of vitality, dispel magic, elemental
weapon, magic circle, plant growth, protection from energy
4th level (3 slots): aura of purity, banishment, ice storm,
stoneskin
5th level (2 slots): circle of power, commune with nature, dispel
good and evil, raise dead, tree stride
Actions
Multiattack. The paladin makes two melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant
damage. On a hit, the paladin may expend a 1st level spell
slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 85
Spellcasting. The paladin is a 4th level spellcaster. Its
Conquest Paladin spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The paladin has the following spells
Paladin, 2nd level prepared:
SIZE humanoid (race), alignment 1st level (3 slots): armor of Agathys, command, compelled duel,
Armor Class 18 (chain mail, shield) cure wounds, wrathful smite

Hit Points 18 (4d6 + 4); 22 (4d8 + 4) Actions


Speed 25 - 30 ft. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage. On a hit, the paladin
STR DEX CON INT WIS CHA may expend a 1st level spell slot to inflict an extra 2d8
15 (+2) 10 (+0) 13 (+1) 8 (-1) 12 (+1) 14 (+2) radiant damage. Expending a higher slot increases the
damage by 1d8 per level.
Saving Throws Wis +3, Cha +4
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP) Paladin, 6th level
SIZE humanoid (race), alignment
Lay on Hands (1/day). The paladin can cure a total of 10 hit
Armor Class 20 (plate armor, shield)
points, split up as it chooses.
Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Spellcasting. The paladin is a 2nd level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit Speed 25 - 30 ft.
with spell attacks). The paladin has the following spells
prepared: STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2)
1st level (2 slots): compelled duel, cure wounds, wrathful smite
Actions Saving Throws Str +5, Dex +2, Con +4, Int +1, Wis +5, Cha +6

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses passive Perception 11
target. Hit: 8 (1d8 + 4) slashing damage. On a hit, the paladin Languages Common
may expend a 1st level spell slot to inflict an extra 2d8
radiant damage. Expending a higher slot increases the Challenge 4 (1100 XP)
damage by 1d8 per level. Aura. The paladin and all allies within 10 feet gain +2 to all
saving throws.
Guided Strike (1/day). The paladin can add +10 to one attack
roll.
Lay on Hands (1/day). The paladin can cure a total of 30 hit
Paladin, 4th level points, split up as it chooses.
SIZE humanoid (race), alignment Spellcasting. The paladin is a 6th level spellcaster. Its
Armor Class 18 (chain mail, shield) spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The paladin has the following spells
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) prepared:
Speed 25 - 30 ft. 1st level (4 slots): armor of Agathys, command, compelled duel,
STR DEX CON INT WIS CHA cure wounds, wrathful smite
16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2) 2nd level (2 slots): aid, branding smite, hold person, spiritual
weapon
Saving Throws Str +5, Dex +2, Con +4, Int +1, Wis +5, Cha +6
Actions
Senses passive Perception 11
Multiattack. The paladin makes two melee attacks.
Languages Common
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Challenge 2 (450 XP) target. Hit: 9 (1d8 + 5) slashing damage. On a hit, the paladin
Guided Strike (1/day). The paladin can add +10 to one attack may expend a 1st level spell slot to inflict an extra 2d8
roll. radiant damage. Expending a higher slot increases the
damage by 1d8 per level.
Lay on Hands (1/day). The paladin can cure a total of 20 hit
points, split up as it chooses.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 86
Paladin, 8th level Paladin, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +6, Dex +3, Con +5, Int +2, Wis +6, Cha +8 Saving Throws Str +6, Dex +3, Con +5, Int +2, Wis +7, Cha +9

Condition Immunities charmed Condition Immunities charmed, frightened

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 4 (1100 XP) Challenge 5 (1800 XP)

Aura. The paladin and all allies within 10 feet gain +3 to all Aura. The paladin and all allies within 10 feet gain +3 to all
saving throws, and are immune to being charmed. saving throws, and are immune to being charmed and
frightened.
Guided Strike (1/day). The paladin can add +10 to one attack
roll. Guided Strike (1/day). The paladin can add +10 to one attack
roll.
Lay on Hands (1/day). The paladin can cure a total of 40 hit
points, split up as it chooses. Lay on Hands (1/day). The paladin can cure a total of 50 hit
points, split up as it chooses.
Spellcasting. The paladin is an 8th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit Spellcasting. The paladin is a 10th level spellcaster. Its
with spell attacks). The paladin has the following spells spellcasting ability is Charisma (spell save DC 14, +6 to hit
prepared: with spell attacks). The paladin has the following spells
prepared:
1st level (4 slots): armor of Agathys, command, compelled duel,
cure wounds, wrathful smite 1st level (4 slots): armor of Agathys, command, compelled duel,
cure wounds, shield of faith, wrathful smite
2nd level (3 slots): aid, branding smite, hold person, spiritual
weapon 2nd level (3 slots): aid, branding smite, hold person, spiritual
weapon
Actions
3rd level (2 slots): aura of vitality, bestow curse, crusader's
Multiattack. The paladin makes two melee attacks. mantle, fear
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 9 (1d8 + 5) slashing damage. On a hit, the paladin
may expend a 1st level spell slot to inflict an extra 2d8 Multiattack. The paladin makes two melee attacks.
radiant damage. Expending a higher slot increases the Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
damage by 1d8 per level. target. Hit: 9 (1d8 + 5) slashing damage. On a hit, the paladin
may expend a 1st level spell slot to inflict an extra 2d8
radiant damage. Expending a higher slot increases the
damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 87
Paladin, 12th level Paladin, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 91 (14d6 + 42); 105 (14d8 + 42) Hit Points 104 (16d6 + 48); 120 (16d8 + 48)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +6, Dex +3, Con +6, Int +2, Wis +7, Cha +9 Saving Throws Str +6, Dex +3, Con +6, Int +2, Wis +7, Cha +9

Condition Immunities charmed, frightened Condition Immunities charmed, frightened

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Aura. The paladin and all allies within 10 feet gain +3 to all Aura. The paladin and all allies within 10 feet gain +3 to all
saving throws, and are immune to being charmed and saving throws, and are immune to being charmed and
frightened. frightened.

Guided Strike (1/day). The paladin can add +10 to one attack Guided Strike (1/day). The paladin can add +10 to one attack
roll. roll.

Lay on Hands (1/day). The paladin can cure a total of 60 hit Lay on Hands (1/day). The paladin can cure a total of 70 hit
points, split up as it chooses. points, split up as it chooses.

Spellcasting. The paladin is a 12th level spellcaster. Its Spellcasting. The paladin is a 14th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +6 to hit spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). The paladin has the following spells with spell attacks). The paladin has the following spells
prepared: prepared:

1st level (4 slots): armor of Agathys, command, compelled duel, 1st level (4 slots): armor of Agathys, command, compelled duel,
cure wounds, shield of faith, wrathful smite cure wounds, shield of faith, wrathful smite

2nd level (3 slots): aid, branding smite, hold person, spiritual 2nd level (3 slots): aid, branding smite, hold person, spiritual
weapon weapon

3rd level (3 slots): aura of vitality, bestow curse, crusader's 3rd level (3 slots): aura of vitality, bestow curse, crusader's
mantle, fear, magic circle mantle, fear, magic circle

Actions 4th level (1 slot): aura of purity, dominate beast, stoneskin

Multiattack. The paladin makes two melee attacks. Actions


Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Multiattack. The paladin makes two melee attacks.
target. Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) radiant Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
damage. On a hit, the paladin may expend a 1st level spell target. Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) radiant
slot to inflict an extra 2d8 radiant damage. Expending a damage. On a hit, the paladin may expend a 1st level spell
higher slot increases the damage by 1d8 per level. slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 88
Paladin, 16th level Paladin, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3) 18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +7, Dex +3, Con +6, Int +2, Wis +7, Cha +9 Saving Throws Str +7, Dex +3, Con +6, Int +2, Wis +8, Cha
+10
Condition Immunities charmed, frightened
Condition Immunities charmed, frightened
Senses passive Perception 11
Senses passive Perception 11
Languages Common
Languages Common
Challenge 8 (3900 XP)
Challenge 10 (5900 XP)
Aura. The paladin and all allies within 10 feet gain +3 to all
saving throws, and are immune to being charmed and Aura. The paladin and all allies within 30 feet gain +3 to all
frightened. saving throws, and are immune to being charmed and
frightened.
Guided Strike (1/day). The paladin can add +10 to one attack
roll. Guided Strike (1/day). The paladin can add +10 to one attack
roll.
Lay on Hands (1/day). The paladin can cure a total of 80 hit
points, split up as it chooses. Lay on Hands (1/day). The paladin can cure a total of 90 hit
points, split up as it chooses.
Scornful Rebuke. When a creature hits the paladin, the
creature takes 3 psychic damage. Scornful Rebuke. When a creature hits the paladin, the
creature takes 3 psychic damage.
Spellcasting. The paladin is a 16th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit Spellcasting. The paladin is an 18th level spellcaster. Its
with spell attacks). The paladin has the following spells spellcasting ability is Charisma (spell save DC 15, +7 to hit
prepared: with spell attacks). The paladin has the following spells
prepared:
1st level (4 slots): armor of Agathys, command, compelled duel,
cure wounds, shield of faith, wrathful smite 1st level (4 slots): armor of Agathys, command, compelled duel,
cure wounds, shield of faith, wrathful smite
2nd level (3 slots): aid, branding smite, hold person, spiritual
weapon 2nd level (3 slots): aid, branding smite, hold person, spiritual
weapon
3rd level (3 slots): aura of vitality, bestow curse, crusader's
mantle, fear, magic circle 3rd level (3 slots): aura of vitality, bestow curse, crusader's
mantle, fear, magic circle
4th level (2 slots): aura of life, aura of purity, dominate beast,
stoneskin 4th level (3 slots): aura of life, aura of purity, dominate beast,
stoneskin
Actions
5th level (1 slot): circle of power, cloudkill, dominate person
Multiattack. The paladin makes two melee attacks.
Actions
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant Multiattack. The paladin makes two melee attacks.
damage. On a hit, the paladin may expend a 1st level spell Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
slot to inflict an extra 2d8 radiant damage. Expending a target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant
higher slot increases the damage by 1d8 per level. damage. On a hit, the paladin may expend a 1st level spell
slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 89
Paladin, 20th level
SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4)

Saving Throws Str +8, Dex +4, Con +7, Int +3, Wis +9, Cha
+12
Condition Immunities charmed, frightened
Senses passive Perception 11
Languages Common
Challenge 11 (7200 XP)
Aura. The paladin and all allies within 30 feet gain +4 to all
saving throws, and are immune to being charmed and
frightened.
Guided Strike (1/day). The paladin can add +10 to one attack
roll.
Invincible Conqueror (1/day). As an action the paladin gains
the following for 1 minute: resistance to all damage, gain 1
additional attack when taking the attack action, and score a
critical on a 19-20.
Lay on Hands (1/day). The paladin can cure a total of 100 hit
points, split up as it chooses.
Scornful Rebuke. When a creature hits the paladin, the
creature takes 4 psychic damage.
Spellcasting. The paladin is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The paladin has the following spells
prepared:
1st level (4 slots): armor of Agathys, command, compelled duel,
cure wounds, shield of faith, wrathful smite
2nd level (3 slots): aid, branding smite, hold person, spiritual
weapon
3rd level (3 slots): aura of vitality, bestow curse, crusader's
mantle, fear, magic circle
4th level (3 slots): aura of life, aura of purity, dominate beast,
stoneskin
5th level (2 slots): banishing smite, circle of power, cloudkill,
dominate person, flame strike
Actions
Multiattack. The paladin makes two melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant
damage. On a hit, the paladin may expend a 1st level spell
slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 90
prepared:
Devotion Paladin
1st level (3 slots): compelled duel, cure wounds, protection from
good and evil, sanctuary, wrathful smite
Paladin, 2nd level
SIZE humanoid (race), alignment Actions
Armor Class 19 (chain mail, shield, defense style) Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage. On a hit, the paladin
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) may expend a 1st level spell slot to inflict an extra 2d8
Speed 25 - 30 ft. radiant damage. Expending a higher slot increases the
damage by 1d8 per level.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 8 (-1) 12 (+1) 14 (+2)

Saving Throws Wis +3, Cha +4


Senses passive Perception 11 Paladin, 6th level
SIZE humanoid (race), alignment
Languages Common
Armor Class 21 (plate armor, shield, defense style)
Challenge 1/2 (100 XP)
Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Lay on Hands (1/day). The paladin can cure a total of 10 hit
points, split up as it chooses. Speed 25 - 30 ft.

Spellcasting. The paladin is a 2nd level spellcaster. Its STR DEX CON INT WIS CHA
spellcasting ability is Charisma (spell save DC 12, +4 to hit 16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2)
with spell attacks). The paladin has the following spells
prepared: Saving Throws Str +5, Dex +2, Con +4, Int +1, Wis +5, Cha +6

1st level (2 slots): compelled duel, cure wounds, wrathful smite Senses passive Perception 11

Actions Languages Common

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Challenge 4 (1100 XP)
target. Hit: 6 (1d8 + 2) slashing damage. On a hit, the paladin Aura. The paladin and all allies within 10 feet gain +2 to all
may expend a 1st level spell slot to inflict an extra 2d8 saving throws.
radiant damage. Expending a higher slot increases the
damage by 1d8 per level. Lay on Hands (1/day). The paladin can cure a total of 30 hit
points, split up as it chooses.
Spellcasting. The paladin is a 6th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The paladin has the following spells
Paladin, 4th level prepared:
SIZE humanoid (race), alignment
1st level (4 slots): compelled duel, cure wounds, protection from
Armor Class 19 (chain mail, shield, defense style) good and evil, sanctuary, wrathful smite
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) 2nd level (2 slots): aid, branding smite, lesser restoration, zone
Speed 25 - 30 ft. of truth

STR DEX CON INT WIS CHA Actions


16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2) Multiattack. The paladin makes two melee attacks.

Saving Throws Str +5, Dex +2, Con +4, Int +1, Wis +5, Cha +6 Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage. On a hit, the paladin
Senses passive Perception 11 may expend a 1st level spell slot to inflict an extra 2d8
Languages Common radiant damage. Expending a higher slot increases the
damage by 1d8 per level.
Challenge 2 (450 XP)
Lay on Hands (1/day). The paladin can cure a total of 20 hit
points, split up as it chooses.
Spellcasting. The paladin is a 4th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The paladin has the following spells

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 91
Paladin, 8th level Paladin, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 21 (plate armor, shield, defense style) Armor Class 21 (plate armor, shield, defense style)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +6, Dex +3, Con +5, Int +2, Wis +6, Cha +8 Saving Throws Str +6, Dex +3, Con +5, Int +2, Wis +7, Cha +9

Condition Immunities charmed Condition Immunities charmed, frightened

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 4 (1100 XP) Challenge 5 (1800 XP)

Aura. The paladin and all allies within 10 feet gain +3 to all Aura. The paladin and all allies within 10 feet gain +3 to all
saving throws, and are immune to being charmed. saving throws, and are immune to being charmed and
frightened.
Lay on Hands (1/day). The paladin can cure a total of 40 hit
points, split up as it chooses. Lay on Hands (1/day). The paladin can cure a total of 50 hit
points, split up as it chooses.
Spellcasting. The paladin is an 8th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit Spellcasting. The paladin is a 10th level spellcaster. Its
with spell attacks). The paladin has the following spells spellcasting ability is Charisma (spell save DC 14, +6 to hit
prepared: with spell attacks). The paladin has the following spells
prepared:
1st level (4 slots): compelled duel, cure wounds, protection from
good and evil, sanctuary, wrathful smite 1st level (4 slots): compelled duel, cure wounds, protection from
good and evil, sanctuary, shield of faith, wrathful smite
2nd level (3 slots): aid, branding smite, lesser restoration, zone
of truth 2nd level (3 slots): aid, branding smite, lesser restoration, zone
of truth
Actions
3rd level (2 slots): aura of vitality, beacon of hope, crusader's
Multiattack. The paladin makes two melee attacks. mantle, dispel magic
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 7 (1d8 + 3) slashing damage. On a hit, the paladin
may expend a 1st level spell slot to inflict an extra 2d8 Multiattack. The paladin makes two melee attacks.
radiant damage. Expending a higher slot increases the Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
damage by 1d8 per level. target. Hit: 7 (1d8 + 3) slashing damage. On a hit, the paladin
may expend a 1st level spell slot to inflict an extra 2d8
radiant damage. Expending a higher slot increases the
damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 92
Paladin, 12th level Paladin, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 21 (plate armor, shield, defense style) Armor Class 21 (plate armor, shield, defense style)

Hit Points 91 (14d6 + 42); 105 (14d8 + 42) Hit Points 104 (16d6 + 48); 120 (16d8 + 48)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +6, Dex +3, Con +6, Int +2, Wis +7, Cha +9 Saving Throws Str +6, Dex +3, Con +6, Int +2, Wis +7, Cha +9

Condition Immunities charmed, frightened Condition Immunities charmed, frightened

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Aura. The paladin and all allies within 10 feet gain +3 to all Aura. The paladin and all allies within 10 feet gain +3 to all
saving throws, and are immune to being charmed and saving throws, and are immune to being charmed and
frightened. frightened.

Lay on Hands (1/day). The paladin can cure a total of 60 hit Lay on Hands (1/day). The paladin can cure a total of 70 hit
points, split up as it chooses. points, split up as it chooses.

Spellcasting. The paladin is a 12th level spellcaster. Its Spellcasting. The paladin is a 14th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +6 to hit spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). The paladin has the following spells with spell attacks). The paladin has the following spells
prepared: prepared:

1st level (4 slots): compelled duel, cure wounds, protection from 1st level (4 slots): compelled duel, cure wounds, protection from
good and evil, sanctuary, shield of faith, wrathful smite good and evil, sanctuary, shield of faith, wrathful smite

2nd level (3 slots): aid, branding smite, lesser restoration, zone 2nd level (3 slots): aid, branding smite, lesser restoration, zone
of truth of truth

3rd level (3 slots): aura of vitality, beacon of hope, crusader's 3rd level (3 slots): aura of vitality, beacon of hope, crusader's
mantle, dispel magic, magic circle mantle, dispel magic, magic circle

Actions 4th level (1 slot): aura of purity, freedom of movement, guardian


of faith
Multiattack. The paladin makes two melee attacks.
Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) radiant Multiattack. The paladin makes two melee attacks.
damage. On a hit, the paladin may expend a 1st level spell Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
slot to inflict an extra 2d8 radiant damage. Expending a target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) radiant
higher slot increases the damage by 1d8 per level. damage. On a hit, the paladin may expend a 1st level spell
slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 93
Paladin, 16th level Paladin, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 21 (plate armor, shield, defense style) Armor Class 21 (plate armor, shield, defense style)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3) 18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +7, Dex +3, Con +6, Int +2, Wis +7, Cha +9 Saving Throws Str +7, Dex +3, Con +6, Int +2, Wis +8, Cha
+10
Condition Immunities charmed, frightened
Condition Immunities charmed, frightened
Senses passive Perception 11
Senses passive Perception 11
Languages Common
Languages Common
Challenge 8 (3900 XP)
Challenge 10 (5900 XP)
Aura. The paladin and all allies within 10 feet gain +3 to all
saving throws, and are immune to being charmed and Aura. The paladin and all allies within 30 feet gain +3 to all
frightened. saving throws, and are immune to being charmed and
frightened.
Lay on Hands (1/day). The paladin can cure a total of 80 hit
points, split up as it chooses. Lay on Hands (1/day). The paladin can cure a total of 90 hit
points, split up as it chooses.
Spellcasting. The paladin is a 16th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit Spellcasting. The paladin is an 18th level spellcaster. Its
with spell attacks). The paladin has the following spells spellcasting ability is Charisma (spell save DC 15, +7 to hit
prepared: with spell attacks). The paladin has the following spells
prepared:
1st level (4 slots): compelled duel, cure wounds, protection from
good and evil, sanctuary, shield of faith, wrathful smite 1st level (4 slots): compelled duel, cure wounds, protection from
good and evil, sanctuary, shield of faith, wrathful smite
2nd level (3 slots): aid, branding smite, lesser restoration, zone
of truth 2nd level (3 slots): aid, branding smite, lesser restoration, zone
of truth
3rd level (3 slots): aura of vitality, beacon of hope, crusader's
mantle, dispel magic, magic circle 3rd level (3 slots): aura of vitality, beacon of hope, crusader's
mantle, dispel magic, magic circle
4th level (2 slots): aura of life, aura of purity, freedom of
movement, guardian of faith 4th level (3 slots): aura of life, aura of purity, freedom of
movement, guardian of faith
Actions
5th level (1 slot): circle of power, commune, flame strike
Multiattack. The paladin makes two melee attacks.
Actions
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) radiant Multiattack. The paladin makes two melee attacks.
damage. On a hit, the paladin may expend a 1st level spell Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
slot to inflict an extra 2d8 radiant damage. Expending a target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) radiant
higher slot increases the damage by 1d8 per level. damage. On a hit, the paladin may expend a 1st level spell
slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 94
Paladin, 20th level
SIZE humanoid (race), alignment
Armor Class 21 (plate armor, shield, defense style)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4)

Saving Throws Str +8, Dex +4, Con +7, Int +3, Wis +9, Cha
+12
Condition Immunities charmed, frightened
Senses passive Perception 11
Languages Common
Challenge 11 (7200 XP)
Aura. The paladin and all allies within 30 feet gain +4 to all
saving throws, and are immune to being charmed and
frightened.
Holy Nimbus (1/day). The paladin shines with bright light in
a 30 foot radius for 1 minute. Any hostile creature starting its
turn in that area takes 10 radiant damage., and the paladin
has advantage on saves against spells from fiends and
undead.
Lay on Hands (1/day). The paladin can cure a total of 100 hit
points, split up as it chooses.
Spellcasting. The paladin is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The paladin has the following spells
prepared:
1st level (4 slots): compelled duel, cure wounds, protection from
good and evil, sanctuary, shield of faith, wrathful smite
2nd level (3 slots): aid, branding smite, lesser restoration, zone
of truth
3rd level (3 slots): aura of vitality, beacon of hope, crusader's
mantle, dispel magic, magic circle
4th level (3 slots): aura of life, aura of purity, freedom of
movement, guardian of faith
5th level (2 slots): banishing smite, circle of power, commune,
dispel evil and good, flame strike
Actions
Multiattack. The paladin makes two melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) radiant
damage. On a hit, the paladin may expend a 1st level spell
slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 95
1st level (3 slots): bane, command, divine favor, hunter's mark,
Vengeance Paladin searing smite, wrathful smite
Vow of Enmity (Recharges on short rest). The paladin gains
Paladin, 2nd level advantage on attacks rolls against one foe for 1 minute.
SIZE humanoid (race), alignment
Actions
Armor Class 18 (chain mail, shield)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) target. Hit: 9 (1d8 + 5) slashing damage. On a hit, the paladin
Speed 25 - 30 ft. may expend a 1st level spell slot to inflict an extra 2d8
radiant damage. Expending a higher slot increases the
STR DEX CON INT WIS CHA damage by 1d8 per level.
15 (+2) 10 (+0) 13 (+1) 8 (-1) 12 (+1) 14 (+2)
Paladin, 6th level
Saving Throws Wis +3, Cha +4 SIZE humanoid (race), alignment
Senses passive Perception 11 Armor Class 20 (plate armor, shield)
Languages Common Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Challenge 1/2 (100 XP) Speed 25 - 30 ft.
Lay on Hands (1/day). The paladin can cure a total of 10 hit STR DEX CON INT WIS CHA
points, split up as it chooses.
16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2)
Spellcasting. The paladin is a 2nd level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit Saving Throws Str +5, Dex +2, Con +4, Int +1, Wis +5, Cha +6
with spell attacks). The paladin has the following spells Senses passive Perception 11
prepared:
Languages Common
1st level (2 slots): command, divine favor, wrathful smite
Challenge 4 (1100 XP)
Actions
Aura. The paladin and all allies within 10 feet gain +2 to all
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one saving throws.
target. Hit: 8 (1d8 + 4) slashing damage. On a hit, the paladin
may expend a 1st level spell slot to inflict an extra 2d8 Lay on Hands (1/day). The paladin can cure a total of 30 hit
radiant damage. Expending higher slots increases the points, split up as it chooses.
damage by 1d8 per level. Spellcasting. The paladin is a 6th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The paladin has the following spells
Paladin, 4th level prepared:
SIZE humanoid (race), alignment 1st level (4 slots): bane, command, divine favor, hunter's mark,
Armor Class 18 (chain mail, shield) wrathful smite
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) 2nd level (2 slots): branding smite, hold person, misty step,
protection from poison
Speed 25 - 30 ft.
Vow of Enmity (Recharges on short rest). The paladin gains
STR DEX CON INT WIS CHA advantage on attacks rolls against one foe for 1 minute.
16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2)
Actions
Saving Throws Str +5, Dex +2, Con +4, Int +1, Wis +5, Cha +6 Multiattack. The paladin makes two melee attacks.
Senses passive Perception 11 Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages Common target. Hit: 9 (1d8 + 5) slashing damage. On a hit, the paladin
may expend a 1st level spell slot to inflict an extra 2d8
Challenge 1 (200 XP) radiant damage. Expending a higher slot increases the
Lay on Hands (1/day). The paladin can cure a total of 20 hit damage by 1d8 per level.
points, split up as it chooses.
Spellcasting. The paladin is a 4th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The paladin has the following spells
prepared:

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 96
Paladin, 8th level Paladin, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2)

Saving Throws Str +6, Dex +2, Con +4, Int +1, Wis +5, Cha +6 Saving Throws Str +6, Dex +2, Con +4, Int +1, Wis +6, Cha +7

Senses passive Perception 11 Condition Immunities frightened

Languages Common Senses passive Perception 11

Challenge 4 (1100 XP) Languages Common

Aura. The paladin and all allies within 10 feet gain +2 to all Challenge 5 (1800 XP)
saving throws. Aura. The paladin and all allies within 10 feet gain +2 to all
Lay on Hands (1/day). The paladin can cure a total of 40 hit saving throws and are immune to being frightened.
points, split up as it chooses. Lay on Hands (1/day). The paladin can cure a total of 50 hit
Spellcasting. The paladin is an 8th level spellcaster. Its points, split up as it chooses.
spellcasting ability is Charisma (spell save DC 12, +4 to hit Spellcasting. The paladin is a 10th level spellcaster. Its
with spell attacks). The paladin has the following spells spellcasting ability is Charisma (spell save DC 13, +5 to hit
prepared: with spell attacks). The paladin has the following spells
1st level (4 slots): bane, command, divine favor, hunter's mark, prepared:
searing smite, wrathful smite 1st level (4 slots): bane, command, divine favor, hunter's mark,
2nd level (3 slots): branding smite, hold person, misty step, searing smite, wrathful smite
protection from poison 2nd level (3 slots): branding smite, hold person, misty step,
Vow of Enmity (Recharges on short rest). The paladin gains protection from poison
advantage on attacks rolls against one foe for 1 minute. 3rd level (2 slots): crusader's mantle, haste, protection from
Actions energy

Multiattack. The paladin makes two melee attacks. Vow of Enmity (Recharges on short rest). The paladin gains
advantage on attacks rolls against one foe for 1 minute.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage. On a hit, the paladin Actions
may expend a 1st level spell slot to inflict an extra 2d8 Multiattack. The paladin makes two melee attacks.
radiant damage. Expending a higher slot increases the
damage by 1d8 per level. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage. On a hit, the paladin
may expend a 1st level spell slot to inflict an extra 2d8
radiant damage. Expending a higher slot increases the
damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 97
Paladin, 12th level Paladin, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 91 (14d6 + 42); 105 (14d8 + 42) Hit Points 104 (16d6 + 48); 120 (16d8 + 48)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 14 (+2) 18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 14 (+2)

Saving Throws Str +6, Dex +2, Con +5, Int +1, Wis +6, Cha +7 Saving Throws Str +6, Dex +2, Con +5, Int +1, Wis +6, Cha +7

Condition Immunities frightened Condition Immunities frightened

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Aura. The paladin and all allies within 10 feet gain +2 to all Aura. The paladin and all allies within 10 feet gain +2 to all
saving throws and are immune to being frightened. saving throws and are immune to being frightened.

Lay on Hands (1/day). The paladin can cure a total of 60 hit Lay on Hands (1/day). The paladin can cure a total of 70 hit
points, split up as it chooses. points, split up as it chooses.

Spellcasting. The paladin is a 12th level spellcaster. Its Spellcasting. The paladin is a 14th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The paladin has the following spells with spell attacks). The paladin has the following spells
prepared: prepared:

1st level (4 slots): bane, command, divine favor, hunter's mark, 1st level (4 slots): bane, command, divine favor, hunter's mark,
searing smite, wrathful smite wrathful smite

2nd level (3 slots): branding smite, hold person, misty step, 2nd level (3 slots): branding smite, hold person, misty step,
protection from poison protection from poison

3rd level (3 slots): crusader's mantle, elemental weapon, haste, 3rd level (3 slots): crusader's mantle, elemental weapon, haste,
protection from energy protection from energy

Vow of Enmity (Recharges on short rest). The paladin gains 4th level (1 slot): aura of purity, banishment, dimension door,
advantage on attacks rolls against one foe for 1 minute. locate creature

Actions Vow of Enmity (Recharges on short rest). The paladin gains


advantage on attacks rolls against one foe for 1 minute.
Multiattack. The paladin makes two melee attacks.
Actions
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant Multiattack. The paladin makes two melee attacks.
damage. On a hit, the paladin may expend a 1st level spell Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
slot to inflict an extra 2d8 radiant damage. Expending a target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant
higher slot increases the damage by 1d8 per level. damage. On a hit, the paladin may expend a 1st level spell
slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 98
Paladin, 16th level Paladin, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield) Armor Class 20 (plate armor, shield)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3) 18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +7, Dex +3, Con +6, Int +2, Wis +8, Cha Saving Throws Str +7, Dex +3, Con +6, Int +2, Wis +8, Cha
+10 +10

Condition Immunities frightened Condition Immunities frightened

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 8 (3900 XP) Challenge 10 (5900 XP)

Aura. The paladin and all allies within 10 feet gain +3 to all Aura. The paladin and all allies within 30 feet gain +3 to all
saving throws and are immune to being frightened. saving throws and are immune to being frightened.

Lay on Hands (1/day). The paladin can cure a total of 80 hit Lay on Hands (1/day). The paladin can cure a total of 90 hit
points, split up as it chooses. points, split up as it chooses.

Spellcasting. The paladin is a 16th level spellcaster. Its Spellcasting. The paladin is a 16th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The paladin has the following spells with spell attacks). The paladin has the following spells
prepared: prepared:

1st level (4 slots): bane, command, divine favor, hunter's mark, 1st level (4 slots): bane, command, divine favor, hunter's mark,
wrathful smite wrathful smite

2nd level (3 slots): branding smite, hold person, misty step, 2nd level (3 slots): branding smite, hold person, misty step,
protection from poison protection from poison

3rd level (3 slots): aura of vitality, crusader's mantle, elemental 3rd level (3 slots): aura of vitality, crusader's mantle, elemental
weapon, haste, protection from energy weapon, haste, protection from energy

4th level (2 slots): aura of life, aura of purity, banishment, 4th level (2 slots): aura of purity, banishment, dimension door,
dimension door, locate creature locate creature

Vow of Enmity (Recharges on short rest). The paladin gains 5th level (1 slot): banishing smite, destructive wave, hold
advantage on attacks rolls against one foe for 1 minute. monster, scrying

Actions Vow of Enmity (Recharges on short rest). The paladin gains


advantage on attacks rolls against one foe for 1 minute.
Multiattack. The paladin makes two melee attacks.
Actions
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant Multiattack. The paladin makes two melee attacks.
damage. On a hit, the paladin may expend a 1st level spell Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
slot to inflict an extra 2d8 radiant damage. Expending a target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant
higher slot increases the damage by 1d8 per level. damage. On a hit, the paladin may expend a 1st level spell
Reactions slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.
Soul of Vengeance. When the target of the paladin's Vow of
Enmity makes an attack, the paladin may make one melee Reactions
attack against the target as a reaction. Soul of Vengeance. When the target of the paladin's Vow of
Enmity makes an attack, the paladin may make one melee
attack against the target as a reaction.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 99
attack against the target as a reaction.
Paladin, 20th level
SIZE humanoid (race), alignment
Armor Class 20 (plate armor, shield)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 16 (+3)

Saving Throws Str +8, Dex +3, Con +6, Int +2, Wis +8, Cha
+10
Condition Immunities frightened
Senses passive Perception 11
Languages Common
Challenge 11 (7200 XP)
Aura. The paladin and all allies within 30 feet gain +3 to all
saving throws and are immune to being frightened.
Avenging Angel (1/day). The paladin gains a fly speed of 100
feet, and radiates a fear aura in a 30 foot radius for 1 hour.
Any foe that enters the area or begins its turn there must
succeed at a Wisdom save or be frightened for 1 minute.
Lay on Hands (1/day). The paladin can cure a total of 60 hit
points, split up as it chooses.
Spellcasting. The paladin is a 16th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The paladin has the following spells
prepared:
1st level (4 slots): bane, command, cure wounds, divine favor,
hunter's mark, wrathful smite
2nd level (3 slots): branding smite, hold person, misty step,
protection from poison
3rd level (3 slots): aura of vitality, crusader's mantle, elemental
weapon, haste, protection from energy
4th level (2 slots): aura of purity, banishment, dimension door,
locate creature
5th level (1 slot): banishing smite, destructive wave, hold
monster, scrying
Vow of Enmity (Recharges on short rest). The paladin gains
advantage on attacks rolls against one foe for 1 minute.
Actions
Multiattack. The paladin makes two melee attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant
damage. On a hit, the paladin may expend a 1st level spell
slot to inflict an extra 2d8 radiant damage. Expending a
higher slot increases the damage by 1d8 per level.
Reactions
Soul of Vengeance. When the target of the paladin's Vow of
Enmity makes an attack, the paladin may make one melee

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 100
with spell attacks). The ranger knows the following spells:
Gloom Stalker Ranger (two-weapon)
1st level (3 slots): disguise self, ensnaring strike, hunter's mark,
longstrider
Ranger, 2nd level
SIZE humanoid (race), alignment Umbral Vision. While in the dark, the ranger is invisible to
creatures that use darkvision to see in the dark.
Armor Class 15 (chain shirt)
Actions
Hit Points 18 (4d6 + 4); 22 (4d8 + 4)
Multiattack. The ranger makes one shortsword attack and
Speed 25 - 30 ft. another shortsword attack as a bonus action, or one
STR DEX CON INT WIS CHA longbow attack.
12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1) Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Saving Throws Str +3, Dex +4
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
Skills Perception +4, Stealth +4 one target. Hit: 7 (1d8 + 3) piercing damage.
Senses passive Perception 14
Ranger, 6th level
Languages Common SIZE humanoid (race), alignment
Challenge 1/2 (100 XP) Armor Class 15 (studded leather armor)
Spellcasting. The ranger is a 2nd level spellcaster. Its Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
spellcasting ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). The ranger knows the following spells: Speed 25 - 30 ft.

1st level (2 slots): hunter's mark, longstrider STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
Actions
Multiattack. The ranger makes one shortsword attack and Saving Throws Str +3, Dex +5
another shortsword attack as a bonus action, or one Skills Perception +4, Stealth +5
longbow attack.
Senses darkvision 60 ft., passive Perception 14
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Languages Common

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., Challenge 2 (450 XP)
one target. Hit: 6 (1d8 + 2) piercing damage. Dread Ambusher. The ranger gains an extra +2 to initiative
rolls. On the first turn, speed increases by 10 feet. If an attack
Ranger, 4th level action is taken, the ranger may make one additional attack.
SIZE humanoid (race), alignment If the attacks hits, the target takes an extra 1d8 damage.
Armor Class 15 (studded leather armor) Spellcasting. The ranger is a 6th level spellcaster. Its
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) spellcasting ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). The ranger knows the following spells:
Speed 25 - 30 ft.
1st level (4 slots): disguise self, ensnaring strike, hunter's mark,
STR DEX CON INT WIS CHA longstrider
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
2nd level (2 slots): pass without trace, rope trick
Saving Throws Str +3, Dex +5 Umbral Vision. While in the dark, the ranger is invisible to
Skills Perception +4, Stealth +5 creatures that use darkvision to see in the dark.

Senses darkvision 60 ft., passive Perception 14 Actions


Languages Common Multiattack. The ranger makes two shortsword attacks and
another shortsword attack as a bonus action, or two
Challenge 1 (200 XP) longbow attacks.
Dread Ambusher. The ranger gains an extra +2 to initiative Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
rolls. On the first turn, speed increases by 10 feet. If an attack target. Hit: 6 (1d6 + 3) piercing damage.
action is taken, the ranger may make one additional attack.
If the attacks hits, the target takes an extra 1d8 damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Spellcasting. The ranger is a 4th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit

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Ranger, 8th level Ranger, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +3, Dex +6 Wis +4 Saving Throws Str +3, Dex +6 Wis +4

Skills Perception +4, Stealth +6 Skills Perception +4, Stealth +6

Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 14

Languages Common Languages Common

Challenge 2 (450 XP) Challenge 4 (1100 XP)

Dread Ambusher. The ranger gains an extra +2 to initiative Dread Ambusher. The ranger gains an extra +2 to initiative
rolls. On the first turn, speed increases by 10 feet. If an attack rolls. On the first turn, speed increases by 10 feet. If an attack
action is taken, the ranger may make one additional attack. action is taken, the ranger may make one additional attack.
If the attacks hits, the target takes an extra 1d8 damage. If the attacks hits, the target takes an extra 1d8 damage.

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. AC against further attacks by the same foe that turn.

Land's Stride. The ranger ignores difficult terrain and Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. saves against plant-based magic.

Spellcasting. The ranger is an 8th level spellcaster. Its Spellcasting. The ranger is a 10th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit spellcasting ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). The ranger knows the following spells: with spell attacks). The ranger knows the following spells:

1st level (4 slots): disguise self, ensnaring strike, hunter's mark, 1st level (4 slots): disguise self, ensnaring strike, hunter's mark,
longstrider longstrider

2nd level (3 slots): pass without trace, rope trick, spike growth 2nd level (3 slots): pass without trace, rope trick, spike growth

Umbral Vision. While in the dark, the ranger is invisible to 3rd level (3 slots): conjure animals, fear
creatures that use darkvision to see in the dark. Umbral Vision. While in the dark, the ranger is invisible to
Actions creatures that use darkvision to see in the dark.

Multiattack. The ranger makes two shortsword attacks and Actions


another shortsword attack as a bonus action, or two Multiattack. The ranger makes two shortsword attacks and
longbow attacks. another shortsword attack as a bonus action, or two
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one longbow attacks.
target. Hit: 7 (1d6 + 4) piercing damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., target. Hit: 7 (1d6 + 4) piercing damage.
one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 102
Ranger, 12th level Ranger, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +4, Dex +7 Wis +6 Saving Throws Str +4, Dex +7 Wis +6

Skills Perception +6, Stealth +7 Skills Perception +6, Stealth +7 (as bonus action)

Senses darkvision 60 ft., passive Perception 16 Senses darkvision 60 ft., passive Perception 16

Languages Common Languages Common

Challenge 5 (1800 XP) Challenge 6 (2300 XP)

Dread Ambusher. The ranger gains an extra +3 to initiative Dread Ambusher. The ranger gains an extra +3 to initiative
rolls. On the first turn, speed increases by 10 feet. If an attack rolls. On the first turn, speed increases by 10 feet. If an attack
action is taken, the ranger may make one additional attack. action is taken, the ranger may make one additional attack.
If the attacks hits, the target takes an extra 1d8 damage. If the attacks hits, the target takes an extra 1d8 damage.

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. AC against further attacks by the same foe that turn.

Land's Stride. The ranger ignores difficult terrain and Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. saves against plant-based magic.

Spellcasting. The ranger is a 12th level spellcaster. Its Spellcasting. The ranger is a 14th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). The ranger knows the following spells: with spell attacks). The ranger knows the following spells:

1st level (4 slots): disguise self, ensnaring strike, hunter's mark, 1st level (4 slots): disguise self, ensnaring strike, hunter's mark,
longstrider longstrider

2nd level (3 slots): pass without trace, rope trick, spike growth 2nd level (3 slots): pass without trace, rope trick, spike growth

3rd level (3 slots): conjure animals, fear, lightning arrow 3rd level (3 slots): conjure animals, fear, lightning arrow

Umbral Vision. While in the dark, the ranger is invisible to 4th level (1 slot): conjure woodland beings, greater invisibility
creatures that use darkvision to see in the dark. Umbral Vision. While in the dark, the ranger is invisible to
Actions creatures that use darkvision to see in the dark.

Multiattack. The ranger makes two shortsword attacks and Actions


another shortsword attack as a bonus action, or two Multiattack. The ranger makes two shortsword attacks and
longbow attacks. Once per turn, if it misses, it can make one another shortsword attack as a bonus action, or two
extra attack. longbow attacks. Once per turn, if it misses, it can make one
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one extra attack.
target. Hit: 7 (1d6 + 4) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., target. Hit: 7 (1d6 + 4) piercing damage.
one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 103
Ranger, 16th level Ranger, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +4, Dex +8 Wis +6 Saving Throws Str +5, Dex +9 Wis +6

Skills Perception +6, Stealth +8 (as bonus action) Skills Perception +7, Stealth +9 (as bonus action)

Senses darkvision 60 ft., passive Perception 16 Senses blindsight 30 ft., darkvision 60 ft., passive Per 17

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Dread Ambusher. The ranger gains an extra +3 to initiative Dread Ambusher. The ranger gains an extra +3 to initiative
rolls. On the first turn, speed increases by 10 feet. If an attack rolls. On the first turn, speed increases by 10 feet. If an attack
action is taken, the ranger may make one additional attack. action is taken, the ranger may make one additional attack.
If the attacks hits, the target takes an extra 1d8 damage. If the attacks hits, the target takes an extra 1d8 damage.

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. When AC against further attacks by the same foe that turn. When
making a Dex save against an area effect for half damage, it making a Dex save against an area effect for half damage, it
takes half damage on a failure, and no damage on a success. takes half damage on a failure, and no damage on a success.
The ranger doesn't suffer disadvantage for attacking foes it
Land's Stride. The ranger ignores difficult terrain and can't see.
hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on
Spellcasting. The ranger is a 16th level spellcaster. Its saves against plant-based magic.
spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). The ranger knows the following spells: Spellcasting. The ranger is an 18th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
1st level (4 slots): disguise self, ensnaring strike, hunter's mark, spell attacks). The ranger knows the following spells:
longstrider
1st level (4 slots): disguise self, ensnaring strike, hunter's mark,
2nd level (3 slots): pass without trace, rope trick, spike growth longstrider
3rd level (3 slots): conjure animals, fear, lightning arrow 2nd level (3 slots): pass without trace, rope trick, spike growth
4th level (2 slots): conjure woodland beings, greater invisibility, 3rd level (3 slots): conjure animals, fear, lightning arrow
stoneskin
4th level (3 slots): conjure woodland beings, greater invisibility,
Umbral Vision. While in the dark, the ranger is invisible to stoneskin
creatures that use darkvision to see in the dark.
5th level (1 slot): seeming, tree stride
Actions
Umbral Vision. While in the dark, the ranger is invisible to
Multiattack. The ranger makes two shortsword attacks and creatures that use darkvision to see in the dark.
another shortsword attack as a bonus action, or two
longbow attacks. Once per turn, if it misses, it can make one Actions
extra attack. Multiattack. The ranger makes two shortsword attacks and
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one another shortsword attack as a bonus action, or two
target. Hit: 8 (1d6 + 5) piercing damage. longbow attacks. Once per turn, if it misses, it can make one
extra attack.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage.
Reactions
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
Shadowy Dodge. When attacked, the ranger can use its one target. Hit: 9 (1d8 + 5) piercing damage.
reaction to impose disadvantage on the attacker.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 104
Reactions Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage.
Shadowy Dodge. When attacked, the ranger can use its
reaction to impose disadvantage on the attacker. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage.
Reactions
Shadowy Dodge. When attacked, the ranger can use its
Ranger, 20th level reaction to impose disadvantage on the attacker.
SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor)
Hit Points 133 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 16 (+3) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +5, Dex +9 Wis +7


Skills Perception +7, Stealth +9 (as bonus action)
Senses blindsight 30 ft., darkvision 60 ft., passive Per 17
Languages Common
Challenge 10 (5900 XP)
Dread Ambusher. The ranger gains an extra +3 to initiative
rolls. On the first turn, speed increases by 10 feet. If an attack
action is taken, the ranger may make one additional attack.
If the attacks hits, the target takes an extra 1d8 damage.
Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. When
making a Dex save against an area effect for half damage, it
takes half damage on a failure, and no damage on a success.
The ranger doesn't suffer disadvantage for attacking foes it
can't see.
Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic.
Spellcasting. The ranger is a 20th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
spell attacks). The ranger knows the following spells:
1st level (4 slots): disguise self, ensnaring strike, hunter's mark,
longstrider
2nd level (3 slots): pass without trace, rope trick, spike growth
3rd level (3 slots): conjure animals, fear, lightning arrow
4th level (3 slots): conjure woodland beings, greater invisibility,
stoneskin
5th level (2 slots): conjure volley, seeming, tree stride
Umbral Vision. While in the dark, the ranger is invisible to
creatures that use darkvision to see in the dark.
Actions
Multiattack. The ranger makes two shortsword attacks and
another shortsword attack as a bonus action, or two
longbow attacks. Once per turn, if it misses, it can make one
extra attack.

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spellcasting ability is Wisdom (spell save DC 12, +4 to hit
Hunter Ranger (archer) with spell attacks). The ranger knows the following spells:
1st level (3 slots): ensnaring strike, hunter's mark, longstrider
Ranger, 2nd level
SIZE humanoid (race), alignment Actions
Armor Class 15 (chain shirt) Multiattack. The ranger makes one shortsword attack or one
longbow attack.
Hit Points 18 (4d6 + 4); 22 (4d8 + 4)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 25 - 30 ft. target. Hit: 6 (1d6 + 3) piercing damage.
STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1) one target. Hit: 7 (1d8 + 3) piercing damage.

Saving Throws Str +3, Dex +4


Skills Perception +4, Stealth +4
Senses passive Perception 14
Languages Common Ranger, 6th level
Challenge 1/2 (100 XP) SIZE humanoid (race), alignment
Spellcasting. The ranger is a 2nd level spellcaster. Its Armor Class 15 (studded leather armor)
spellcasting ability is Wisdom (spell save DC 12, +4 to hit Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
with spell attacks). The ranger knows the following spells:
Speed 25 - 30 ft.
1st level (2 slots): hunter's mark, longstrider
STR DEX CON INT WIS CHA
Actions
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
Multiattack. The ranger makes one shortsword attack or one
longbow attack. Saving Throws Str +3, Dex +5

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Skills Perception +4, Stealth +5
target. Hit: 5 (1d6 + 2) piercing damage. Senses passive Perception 14
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., Languages Common
one target. Hit: 6 (1d8 + 2) piercing damage.
Challenge 2 (450 XP)
Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit
points.
Ranger, 4th level
SIZE humanoid (race), alignment Spellcasting. The ranger is a 6th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit
Armor Class 15 (studded leather armor) with spell attacks). The ranger knows the following spells:
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) 1st level (4 slots): hunter's mark, longstrider
Speed 25 - 30 ft. 2nd level (2 slots): pass without trace, spike growth
STR DEX CON INT WIS CHA Actions
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
Multiattack. The ranger makes two shortsword attacks or
Saving Throws Str +3, Dex +5 two longbow attacks.

Skills Perception +4, Stealth +5 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Senses passive Perception 14
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
Languages Common one target. Hit: 7 (1d8 + 3) piercing damage.
Challenge 1 (200 XP)
Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit
points.
Spellcasting. The ranger is a 4th level spellcaster. Its

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Ranger, 8th level Ranger, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +3, Dex +6 Saving Throws Str +3, Dex +6

Skills Perception +4, Stealth +6 Skills Perception +4, Stealth +6

Senses passive Perception 14 Senses passive Perception 14

Languages Common Languages Common

Challenge 2 (450 XP) Challenge 4 (1100 XP)

Colossus Slayer. Once on its turn when the ranger hits a foe, Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit the foe takes an extra 1d8 damage if below maximum hit
points. points.

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. AC against further attacks by the same foe that turn.

Land's Stride. The ranger ignores difficult terrain and Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. saves against plant-based magic.

Spellcasting. The ranger is an 8th level spellcaster. Its Spellcasting. The ranger is a 10th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit spellcasting ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). The ranger knows the following spells: with spell attacks). The ranger knows the following spells:

1st level (4 slots): hunter's mark, longstrider 1st level (4 slots): hunter's mark, longstrider

2nd level (3 slots): cordon of arrows, pass without trace, spike 2nd level (3 slots): pass without trace, spike growth
growth 3rd level (3 slots): conjure barrage, lightning arrow
Actions Actions
Multiattack. The ranger makes two shortsword attacks or Multiattack. The ranger makes two shortsword attacks or
two longbow attacks. two longbow attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage. one target. Hit: 8 (1d8 + 4) piercing damage.

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Ranger, 12th level Ranger, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +4, Dex +7 Saving Throws Str +4, Dex +7

Skills Perception +6, Stealth +7 Skills Perception +6, Stealth +7 (as bonus action)

Senses passive Perception 16 Senses passive Perception 16

Languages Common Languages Common

Challenge 5 (1800 XP) Challenge 5 (1800 XP)

Colossus Slayer. Once on its turn when the ranger hits a foe, Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit the foe takes an extra 1d8 damage if below maximum hit
points. points.

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. AC against further attacks by the same foe that turn.

Land's Stride. The ranger ignores difficult terrain and Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. saves against plant-based magic.

Spellcasting. The ranger is a 12th level spellcaster. Its Spellcasting. The ranger is a 14th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). The ranger knows the following spells: with spell attacks). The ranger knows the following spells:

1st level (4 slots): ensnaring strike, hunter's mark, longstrider 1st level (4 slots): ensnaring strike, hunter's mark, longstrider

2nd level (3 slots): pass without trace, spike growth 2nd level (3 slots): pass without trace, spike growth

3rd level (3 slots): conjure barrage, lightning arrow 3rd level (3 slots): conjure barrage, lightning arrow

Actions 4th level (1 slot): conjure woodland beings

Multiattack. The ranger makes two shortsword attacks, two Actions


longbow attacks, or one volley. Multiattack. The ranger makes two shortsword attacks, two
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one longbow attacks, or one volley.
target. Hit: 7 (1d6 + 4) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., target. Hit: 7 (1d6 + 4) piercing damage.
one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
Volley. The ranger makes a ranged attack against every foe one target. Hit: 8 (1d8 + 4) piercing damage.
within a 10 foot radius of a target point it chooses within Volley. The ranger makes a ranged attack against every foe
range. within a 10 foot radius of a target point it chooses within
range.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 108
Ranger, 16th level Ranger, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +4, Dex +8 Saving Throws Str +5, Dex +9

Skills Perception +6, Stealth +8 (as bonus action) Skills Perception +7, Stealth +9 (as bonus action)

Senses passive Perception 16 Senses blindsight 30 ft., passive Perception 17

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Colossus Slayer. Once on its turn when the ranger hits a foe, Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit the foe takes an extra 1d8 damage if below maximum hit
points. points.

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. When AC against further attacks by the same foe that turn. When
making a Dex save against an area effect for half damage, it making a Dex save against an area effect for half damage, it
takes half damage on a failure, and no damage on a success. takes half damage on a failure, and no damage on a success.
The ranger doesn't suffer disadvantage for attacking foes it
Land's Stride. The ranger ignores difficult terrain and can't see.
hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on
Spellcasting. The ranger is a 16th level spellcaster. Its saves against plant-based magic.
spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). The ranger knows the following spells: Spellcasting. The ranger is an 18th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
1st level (4 slots): ensnaring strike, hunter's mark, longstrider spell attacks). The ranger knows the following spells:
2nd level (3 slots): pass without trace, spike growth 1st level (4 slots): ensnaring strike, hunter's mark, longstrider
3rd level (3 slots): conjure barrage, lightning arrow 2nd level (3 slots): pass without trace, spike growth
4th level (2 slots): conjure woodland beings, stoneskin 3rd level (3 slots): conjure barrage, lightning arrow
Actions 4th level (3 slots): conjure woodland beings, stoneskin
Multiattack. The ranger makes two shortsword attacks, two 5th level (1 slot): swift quiver
longbow attacks, or one volley.
Actions
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage. Multiattack. The ranger makes two shortsword attacks, two
longbow attacks, or one volley.
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage.
Volley. The ranger makes a ranged attack against every foe
within a 10 foot radius of a target point it chooses within Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
range. one target. Hit: 9 (1d8 + 5) piercing damage.
Volley. The ranger makes a ranged attack against every foe
within a 10 foot radius of a target point it chooses within
range.

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Ranger, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor)
Hit Points 121 (22d6 + 44); 143 (22d8 + 44)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +5, Dex +9


Skills Perception +8, Stealth +9 (as bonus action)
Senses blindsight 30 ft., passive Perception 18
Languages Common
Challenge 10 (5900 XP)
Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit
points. Once on its turn the ranger can add +4 to a hit roll or
damage roll made with a weapon.
Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. When
making a Dex save against an area effect for half damage, it
takes half damage on a failure, and no damage on a success.
The ranger doesn't suffer disadvantage for attacking foes it
can't see.
Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic.
Spellcasting. The ranger is a 20th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit
with spell attacks). The ranger knows the following spells:
1st level (4 slots): ensnaring strike, hunter's mark, longstrider
2nd level (3 slots): pass without trace, spike growth
3rd level (3 slots): conjure barrage, lightning arrow
4th level (3 slots): conjure woodland beings, stoneskin
5th level (2 slots): conjure volley, swift quiver
Actions
Multiattack. The ranger makes two shortsword attacks, two
longbow attacks, or one volley.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage.
Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage.
Volley. The ranger makes a ranged attack against every foe
within a 10 foot radius of a target point it chooses within
range.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 110
Spellcasting. The ranger is a 4th level spellcaster. Its
Hunter Ranger (two-weapon) spellcasting ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). The ranger knows the following spells:
Ranger, 2nd level 1st level (3 slots): ensnaring strike, hunter's mark, longstrider
SIZE humanoid (race), alignment
Actions
Armor Class 15 (chain shirt)
Multiattack. The ranger makes one shortsword attack and
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) another shortsword attack as a bonus action, or one
Speed 25 - 30 ft. longbow attack.

STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1)
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
Saving Throws Str +3, Dex +4 one target. Hit: 7 (1d8 + 3) piercing damage.
Skills Perception +4, Stealth +4
Senses passive Perception 14
Languages Common
Ranger, 6th level
Challenge 1/2 (100 XP) SIZE humanoid (race), alignment
Spellcasting. The ranger is a 2nd level spellcaster. Its Armor Class 15 (studded leather armor)
spellcasting ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). The ranger knows the following spells: Hit Points 44 (8d6 + 16); 52 (8d8 + 16)

1st level (2 slots): hunter's mark, longstrider Speed 25 - 30 ft.

Actions STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
Multiattack. The ranger makes one shortsword attack and
another shortsword attack as a bonus action, or one Saving Throws Str +3, Dex +5
longbow attack.
Skills Perception +4, Stealth +5
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Senses passive Perception 14

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., Languages Common
one target. Hit: 6 (1d8 + 2) piercing damage. Challenge 2 (450 XP)
Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit
points.
Ranger, 4th level Spellcasting. The ranger is a 6th level spellcaster. Its
SIZE humanoid (race), alignment spellcasting ability is Wisdom (spell save DC 12, +4 to hit
Armor Class 15 (studded leather armor) with spell attacks). The ranger knows the following spells:
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) 1st level (4 slots): ensnaring strike, hunter's mark, longstrider
Speed 25 - 30 ft. 2nd level (2 slots): pass without trace

STR DEX CON INT WIS CHA Actions


12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1) Multiattack. The ranger makes two shortsword attacks and
another shortsword attack as a bonus action, or two
Saving Throws Str +3, Dex +5 longbow attacks.
Skills Perception +4, Stealth +5 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses passive Perception 14 target. Hit: 6 (1d6 + 3) piercing damage.

Languages Common Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Challenge 1 (200 XP)
Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit
points.

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Ranger, 8th level Ranger, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +3, Dex +6 Saving Throws Str +3, Dex +6

Skills Perception +4, Stealth +6 Skills Perception +4, Stealth +6

Senses passive Perception 14 Senses passive Perception 14

Languages Common Languages Common

Challenge 2 (450 XP) Challenge 4 (1100 XP)

Colossus Slayer. Once on its turn when the ranger hits a foe, Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit the foe takes an extra 1d8 damage if below maximum hit
points. points.

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. AC against further attacks by the same foe that turn.

Land's Stride. The ranger ignores difficult terrain and Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. saves against plant-based magic.

Spellcasting. The ranger is an 8th level spellcaster. Its Spellcasting. The ranger is a 10th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit spellcasting ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). The ranger knows the following spells: with spell attacks). The ranger knows the following spells:

1st level (4 slots): ensnaring strike, hunter's mark, longstrider 1st level (4 slots): ensnaring strike, hunter's mark, longstrider

2nd level (3 slots): pass without trace, spike growth 2nd level (3 slots): pass without trace, spike growth

Actions 3rd level (3 slots): conjure animals

Multiattack. The ranger makes two shortsword attacks and Actions


another shortsword attack as a bonus action, or two Multiattack. The ranger makes two shortsword attacks and
longbow attacks. another shortsword attack as a bonus action, or two
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one longbow attacks.
target. Hit: 7 (1d6 + 4) piercing damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., target. Hit: 7 (1d6 + 4) piercing damage.
one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.

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Ranger, 12th level Ranger, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +4, Dex +7 Saving Throws Str +4, Dex +7

Skills Perception +6, Stealth +7 Skills Perception +6, Stealth +7 (as bonus action)

Senses passive Perception 16 Senses passive Perception 16

Languages Common Languages Common

Challenge 5 (1800 XP) Challenge 6 (2300 XP)

Colossus Slayer. Once on its turn when the ranger hits a foe, Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit the foe takes an extra 1d8 damage if below maximum hit
points. points.

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. AC against further attacks by the same foe that turn.

Land's Stride. The ranger ignores difficult terrain and Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. saves against plant-based magic.

Spellcasting. The ranger is a 12th level spellcaster. Its Spellcasting. The ranger is a 14th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). The ranger knows the following spells: with spell attacks). The ranger knows the following spells:

1st level (4 slots): ensnaring strike, hunter's mark, longstrider 1st level (4 slots): ensnaring strike, hunter's mark, longstrider

2nd level (3 slots): pass without trace, spike growth 2nd level (3 slots): pass without trace, spike growth

3rd level (3 slots): conjure animals, lightning arrow 3rd level (3 slots): conjure animals, lightning arrow

Actions 4th level (1 slot): conjure woodland beings

Multiattack. The ranger makes two shortsword attacks and Actions


another shortsword attack as a bonus action, one Whirlwind Multiattack. The ranger makes two shortsword attacks and
Attack, or two longbow attacks. another shortsword attack as a bonus action, one Whirlwind
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one Attack, or two longbow attacks.
target. Hit: 7 (1d6 + 4) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., target. Hit: 7 (1d6 + 4) piercing damage.
one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
Whirlwind Attack. The ranger makes a melee attack against one target. Hit: 8 (1d8 + 4) piercing damage.
every foe within 5 feet. Whirlwind Attack. The ranger makes a melee attack against
every foe within 5 feet.

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Ranger, 16th level Ranger, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +4, Dex +8 Saving Throws Str +5, Dex +9

Skills Perception +6, Stealth +8 (as bonus action) Skills Perception +7, Stealth +9 (as bonus action)

Senses passive Perception 16 Senses blindsight 30 ft., passive Perception 17

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Colossus Slayer. Once on its turn when the ranger hits a foe, Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit the foe takes an extra 1d8 damage if below maximum hit
points. points.

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. When AC against further attacks by the same foe that turn. When
making a Dex save against an area effect for half damage, it making a Dex save against an area effect for half damage, it
takes half damage on a failure, and no damage on a success. takes half damage on a failure, and no damage on a success.
The ranger doesn't suffer disadvantage for attacking foes it
Land's Stride. The ranger ignores difficult terrain and can't see.
hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on
Spellcasting. The ranger is a 16th level spellcaster. Its saves against plant-based magic.
spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). The ranger knows the following spells: Spellcasting. The ranger is an 18th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
1st level (4 slots): ensnaring strike, hunter's mark, longstrider spell attacks). The ranger knows the following spells:
2nd level (3 slots): pass without trace, spike growth 1st level (4 slots): ensnaring strike, hunter's mark, longstrider
3rd level (3 slots): conjure animals, lightning arrow 2nd level (3 slots): pass without trace, spike growth
4th level (2 slots): conjure woodland beings, stoneskin 3rd level (3 slots): conjure animals, lightning arrow
Actions 4th level (3 slots): conjure woodland beings, stoneskin
Multiattack. The ranger makes two shortsword attacks and 5th level (1 slot): tree stride
another shortsword attack as a bonus action, one Whirlwind
Attack, or two longbow attacks. Actions
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one Multiattack. The ranger makes two shortsword attacks and
target. Hit: 8 (1d6 + 5) piercing damage. another shortsword attack as a bonus action, one Whirlwind
Attack, or two longbow attacks.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage.
Whirlwind Attack. The ranger makes a melee attack against
every foe within 5 feet. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage.
Whirlwind Attack. The ranger makes a melee attack against
every foe within 5 feet.

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Ranger, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor)
Hit Points 133 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 16 (+3) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +5, Dex +9


Skills Perception +7, Stealth +9 (as bonus action)
Senses blindsight 30 ft., passive Perception 17
Languages Common
Challenge 10 (5900 XP)
Colossus Slayer. Once on its turn when the ranger hits a foe,
the foe takes an extra 1d8 damage if below maximum hit
points. Once on its turn the ranger can add +4 to a hit roll or
damage roll made with a weapon.
Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. When
making a Dex save against an area effect for half damage, it
takes half damage on a failure, and no damage on a success.
The ranger doesn't suffer disadvantage for attacking foes it
can't see.
Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic.
Spellcasting. The ranger is a 20th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
spell attacks). The ranger knows the following spells:
1st level (4 slots): ensnaring strike, hunter's mark, longstrider
2nd level (3 slots): pass without trace, spike growth
3rd level (3 slots): conjure animals, lightning arrow
4th level (3 slots): conjure woodland beings, stoneskin
5th level (2 slots): conjure volley, tree stride
Actions
Multiattack. The ranger makes two shortsword attacks and
another shortsword attack as a bonus action, one Whirlwind
Attack, or two longbow attacks.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage.
Whirlwind Attack. The ranger makes a melee attack against
every foe within 5 feet.

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with spell attacks). The ranger knows the following spells:
Monster Slayer Ranger (archer)
1st level (3 slots): ensnaring strike, hunter's mark, longstrider,
protection from evil and good
Ranger, 2nd level
SIZE humanoid (race), alignment Actions
Armor Class 15 (chain shirt) Multiattack. The ranger makes one shortsword attack or one
longbow attack.
Hit Points 18 (4d6 + 4); 22 (4d8 + 4)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 25 - 30 ft. target. Hit: 6 (1d6 + 3) piercing damage.
STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1) one target. Hit: 7 (1d8 + 3) piercing damage.

Saving Throws Str +3, Dex +4


Skills Perception +4, Stealth +4 Ranger, 6th level
Senses passive Perception 14 SIZE humanoid (race), alignment
Languages Common Armor Class 15 (studded leather armor)

Challenge 1/2 (100 XP) Hit Points 44 (8d6 + 16); 52 (8d8 + 16)

Spellcasting. The ranger is a 2nd level spellcaster. Its Speed 25 - 30 ft.


spellcasting ability is Wisdom (spell save DC 12, +4 to hit STR DEX CON INT WIS CHA
with spell attacks). The ranger knows the following spells:
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
1st level (2 slots): hunter's mark, longstrider
Saving Throws Str +3, Dex +5
Actions
Skills Perception +4, Stealth +5
Multiattack. The ranger makes one shortsword attack or one
longbow attack. Senses passive Perception 14

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Languages Common
target. Hit: 5 (1d6 + 2) piercing damage. Challenge 2 (450 XP)
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., Slayer's Prey. The ranger chooses a target within 60 feet. The
one target. Hit: 6 (1d8 + 2) piercing damage. first time each turn the ranger hits the target, it takes an
extra 1d6 damage.
Spellcasting. The ranger is a 6th level spellcaster. Its
Ranger, 4th level spellcasting ability is Wisdom (spell save DC 12, +4 to hit
SIZE humanoid (race), alignment with spell attacks). The ranger knows the following spells:
Armor Class 15 (studded leather armor) 1st level (4 slots): hunter's mark, longstrider, protection from
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) evil and good
Speed 25 - 30 ft. 2nd level (2 slots): pass without trace, spike growth, zone of
truth
STR DEX CON INT WIS CHA
Actions
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
Multiattack. The ranger makes two shortsword attacks or
Saving Throws Str +3, Dex +5 two longbow attacks.
Skills Perception +4, Stealth +5 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses passive Perception 14 target. Hit: 6 (1d6 + 3) piercing damage.

Languages Common Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Challenge 1 (200 XP)
Slayer's Prey. The ranger chooses a target within 60 feet. The
first time each turn the ranger hits the target, it takes an
extra 1d6 damage.
Spellcasting. The ranger is a 4th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit

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Ranger, 8th level Ranger, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +3, Dex +6 Saving Throws Str +3, Dex +6

Skills Perception +4, Stealth +6 Skills Perception +4, Stealth +6

Senses passive Perception 14 Senses passive Perception 14

Languages Common Languages Common

Challenge 2 (450 XP) Challenge 4 (1100 XP)

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. AC against further attacks by the same foe that turn.

Land's Stride. The ranger ignores difficult terrain and Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. saves against plant-based magic.

Slayer's Prey. The ranger chooses a target within 60 feet. The Slayer's Prey. The ranger chooses a target within 60 feet. The
first time each turn the ranger hits the target, it takes an first time each turn the ranger hits the target, it takes an
extra 1d6 damage. The ranger rolls an extra 1d6 when extra 1d6 damage. The ranger rolls an extra 1d6 when
making saves against any effect the prey uses on it. making saves against any effect the prey uses on it.

Spellcasting. The ranger is an 8th level spellcaster. Its Spellcasting. The ranger is a 10th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit spellcasting ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). The ranger knows the following spells: with spell attacks). The ranger knows the following spells:

1st level (4 slots): hunter's mark, longstrider, protection from 1st level (4 slots): hunter's mark, longstrider, protection from
evil and good evil and good

2nd level (3 slots): cordon of arrows, pass without trace, spike 2nd level (3 slots): pass without trace, spike growth, zone of
growth, zone of truth truth

Actions 3rd level (3 slots): conjure barrage, lightning arrow, magic circle

Multiattack. The ranger makes two shortsword attacks or Actions


two longbow attacks. Multiattack. The ranger makes two shortsword attacks or
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one two longbow attacks.
target. Hit: 7 (1d6 + 4) piercing damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., target. Hit: 7 (1d6 + 4) piercing damage.
one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.

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Ranger, 12th level Ranger, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +4, Dex +7 Saving Throws Str +4, Dex +7

Skills Perception +6, Stealth +7 Skills Perception +6, Stealth +7 (as bonus action)

Senses passive Perception 16 Senses passive Perception 16

Languages Common Languages Common

Challenge 5 (1800 XP) Challenge 5 (1800 XP)

Enhanced Senses. When hit by a foe, the ranger gains +4 to Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. AC against further attacks by the same foe that turn.

Land's Stride. The ranger ignores difficult terrain and Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic. saves against plant-based magic.

Slayer's Prey. The ranger chooses a target within 60 feet. The Slayer's Prey. The ranger chooses a target within 60 feet. The
first time each turn the ranger hits the target, it takes an first time each turn the ranger hits the target, it takes an
extra 1d6 damage. The ranger rolls an extra 1d6 when extra 1d6 damage. The ranger rolls an extra 1d6 when
making saves against any effect the prey uses on it. making saves against any effect the prey uses on it.

Spellcasting. The ranger is a 12th level spellcaster. Its Spellcasting. The ranger is a 14th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). The ranger knows the following spells: with spell attacks). The ranger knows the following spells:

1st level (4 slots): hunter's mark, longstrider, protection from 1st level (4 slots): hunter's mark, longstrider, protection from
evil and good evil and good

2nd level (3 slots): pass without trace, spike growth, zone of 2nd level (3 slots): pass without trace, spike growth, zone of
truth truth

3rd level (3 slots): conjure barrage, lightning arrow, magic circle 3rd level (3 slots): conjure barrage, lightning arrow, magic circle

Actions 4th level (1 slot): banishment, conjure woodland beings

Multiattack. The ranger makes two shortsword attacks or Actions


two longbow attacks. Multiattack. The ranger makes two shortsword attacks or
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one two longbow attacks.
target. Hit: 7 (1d6 + 4) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., target. Hit: 7 (1d6 + 4) piercing damage.
one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
Reactions one target. Hit: 8 (1d8 + 4) piercing damage.

Magic-User's Nemesis. When a foe casts or teleports, the Reactions


ranger uses its reaction to force it to save. On a failed save, Magic-User's Nemesis. When a foe casts or teleports, the
the spell or teleport fails. ranger uses its reaction to force it to save. On a failed save,
the spell or teleport fails.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 118
successful.
Ranger, 16th level
SIZE humanoid (race), alignment Ranger, 18th level
Armor Class 17 (studded leather armor) SIZE humanoid (race), alignment
Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Armor Class 17 (studded leather armor)

Speed 25 - 30 ft. Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

STR DEX CON INT WIS CHA Speed 25 - 30 ft.

12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (-1) STR DEX CON INT WIS CHA

Saving Throws Str +4, Dex +8 12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

Skills Perception +6, Stealth +8 (as bonus action) Saving Throws Str +5, Dex +9

Senses passive Perception 16 Skills Perception +7, Stealth +9 (as bonus action)

Languages Common Senses blindsight 30 ft., passive Perception 17

Challenge 7 (2900 XP) Languages Common

Enhanced Senses. When hit by a foe, the ranger gains +4 to Challenge 8 (3900 XP)
AC against further attacks by the same foe that turn. When Enhanced Senses. When hit by a foe, the ranger gains +4 to
making a Dex save against an area effect for half damage, it AC against further attacks by the same foe that turn. When
takes half damage on a failure, and no damage on a success. making a Dex save against an area effect for half damage, it
Land's Stride. The ranger ignores difficult terrain and takes half damage on a failure, and no damage on a success.
hazards caused by nonmagical plants, and has advantage on The ranger doesn't suffer disadvantage for attacking foes it
saves against plant-based magic. can't see.

Slayer's Prey. The ranger chooses a target within 60 feet. The Land's Stride. The ranger ignores difficult terrain and
first time each turn the ranger hits the target, it takes an hazards caused by nonmagical plants, and has advantage on
extra 1d6 damage. The ranger rolls an extra 1d6 when saves against plant-based magic.
making saves against any effect the prey uses on it. Slayer's Prey. The ranger chooses a target within 60 feet. The
Spellcasting. The ranger is a 16th level spellcaster. Its first time each turn the ranger hits the target, it takes an
spellcasting ability is Wisdom (spell save DC 14, +6 to hit extra 1d6 damage. The ranger rolls an extra 1d6 when
with spell attacks). The ranger knows the following spells: making saves against any effect the prey uses on it.

1st level (4 slots): hunter's mark, longstrider, protection from Spellcasting. The ranger is an 18th level spellcaster. Its
evil and good spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
spell attacks). The ranger knows the following spells:
2nd level (3 slots): pass without trace, spike growth, zone of
truth 1st level (4 slots): hunter's mark, longstrider, protection from
evil and good
3rd level (3 slots): conjure barrage, lightning arrow, magic circle
2nd level (3 slots): pass without trace, spike growth, zone of
4th level (2 slots): banishment, conjure woodland beings, truth
stoneskin
3rd level (3 slots): conjure barrage, lightning arrow, magic circle
Actions
4th level (3 slots): banishment, conjure woodland beings,
Multiattack. The ranger makes two shortsword attacks or stoneskin
two longbow attacks.
5th level (1 slot): hold monster, swift quiver
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage. Actions
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., Multiattack. The ranger makes two shortsword attacks or
one target. Hit: 9 (1d8 + 5) piercing damage. two longbow attacks.

Reactions Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 8 (1d6 + 5) piercing damage.
Magic-User's Nemesis. When a foe casts or teleports, the
ranger uses its reaction to force it to save. On a failed save, Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
the spell or teleport fails. one target. Hit: 9 (1d8 + 5) piercing damage.

Slayer's Counter. When target of Slayer's Prey forces ranger Reactions


to save, the ranger can use its reaction to make an attack. On Magic-User's Nemesis. When a foe casts or teleports, the
a hit it does normal damage, and the save is considered ranger uses its reaction to force it to save. On a failed save,

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the spell or teleport fails. Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage.
Slayer's Counter. When target of Slayer's Prey forces ranger
to save, the ranger can use its reaction to make an attack. On Reactions
a hit it does normal damage, and the save is considered
Magic-User's Nemesis. When a foe casts or teleports, the
successful.
ranger uses its reaction to force it to save. On a failed save,
the spell or teleport fails.

Ranger, 20th level Slayer's Counter. When target of Slayer's Prey forces ranger
to save, the ranger can use its reaction to make an attack. On
SIZE humanoid (race), alignment a hit it does normal damage, and the save is considered
Armor Class 17 (studded leather armor) successful.
Hit Points 121 (22d6 + 44); 143 (22d8 + 44)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +5, Dex +9


Skills Perception +8, Stealth +9 (as bonus action)
Senses blindsight 30 ft., passive Perception 18
Languages Common
Challenge 10 (5900 XP)
Enhanced Senses. When hit by a foe, the ranger gains +4 to
AC against further attacks by the same foe that turn. When
making a Dex save against an area effect for half damage, it
takes half damage on a failure, and no damage on a success.
The ranger doesn't suffer disadvantage for attacking foes it
can't see.
Land's Stride. The ranger ignores difficult terrain and
hazards caused by nonmagical plants, and has advantage on
saves against plant-based magic.
Slayer's Prey. The ranger chooses a target within 60 feet. The
first time each turn the ranger hits the target, it takes an
extra 1d6 damage. The ranger rolls an extra 1d6 when
making saves against any effect the prey uses on it.
Spellcasting. The ranger is a 20th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit
with spell attacks). The ranger knows the following spells:
1st level (4 slots): hunter's mark, longstrider, protection from
evil and good
2nd level (3 slots): pass without trace, spike growth, zone of
truth
3rd level (3 slots): conjure barrage, lightning arrow, magic circle
4th level (3 slots): banishment, conjure woodland beings,
stoneskin
5th level (2 slots): conjure volley, hold monster, swift quiver
Actions
Multiattack. The ranger makes two shortsword attacks or
two longbow attacks.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 120
with spell attacks). The rogue knows the following spells:
Arcane Trickster Rogue
Cantrips (at will): fire bolt, mage hand, minor illusion
Rogue, 2nd level 1st level (3 slots): charm person, color spray, disguise self,
SIZE humanoid (race), alignment longstrider
Armor Class 13 (leather armor) Actions
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Speed 25 - 30 ft.
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one
STR DEX CON INT WIS CHA target. Hit: 5 (1d10) fire damage.
8 (-1) 15 (+2) 13 (+1) 14 (+2) 12 (+1) 10 (+0)
Cunning Action. May Dash, Disengage, or Hide as a bonus
Saving Throws Dex +4, Int +4 action.

Skills Perception +5, Stealth +6


Senses passive Perception 15
Languages Common
Challenge 1/2 (100 XP) Rogue, 6th level
Sneak Attack. Once per turn, if the rogue makes a weapon SIZE humanoid (race), alignment
attack with advantage or flanking, it inflicts an extra 3 (1d6) Armor Class 15 (studded leather armor)
damage on a hit.
Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Actions
Speed 25 - 30 ft.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage. STR DEX CON INT WIS CHA
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 8 (-1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 10 (+0)
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Saving Throws Dex +5, Int +4
Cunning Action. May Dash, Disengage, or Hide as a bonus Skills Perception +5, Stealth +7
action.
Senses passive Perception 15
Languages Common
Challenge 2 (450 XP)
Rogue, 4th level Sneak Attack. Once per turn, if the rogue makes a weapon
SIZE humanoid (race), alignment attack with advantage or flanking, it inflicts an extra 10 (3d6)
Armor Class 15 (studded leather armor) damage on a hit.
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) Spellcasting. The rogue is a 6th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 12, +4 to hit
Speed 25 - 30 ft. with spell attacks). The rogue knows the following spells:
STR DEX CON INT WIS CHA Cantrips (at will): fire bolt, mage hand, minor illusion
8 (-1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 10 (+0)
1st level (3 slots): charm person, color spray, disguise self,
Saving Throws Dex +5, Int +4 longstrider
Skills Perception +5, Stealth +7 Actions
Senses passive Perception 15 Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Languages Common
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one
Challenge 1 (200 XP) target. Hit: 11 (2d10) fire damage.
Sneak Attack. Once per turn, if the rogue makes a weapon Cunning Action. May Dash, Disengage, or Hide as a bonus
attack with advantage or flanking, it inflicts an extra 7 (2d6) action.
damage on a hit.
Spellcasting. The rogue is a 4th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 12, +4 to hit

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Rogue, 8th level Rogue, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 10 (+0)

Saving Throws Dex +6, Int +4 Saving Throws Dex +6, Int +4

Skills Perception +5, Stealth +8 Skills Perception +5, Stealth +8

Senses passive Perception 15 Senses passive Perception 15

Languages Common Languages Common

Challenge 3 (700 XP) Challenge 4 (1100 XP)

Evasion. When the rogue is hit by an area effect that allows a Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success. failure, or no damage on a success.

Sneak Attack. Once per turn, if the rogue makes a weapon Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 14 (4d6) attack with advantage or flanking, it inflicts an extra 17 (5d6)
damage on a hit. damage on a hit.

Spellcasting. The rogue is an 8th level spellcaster. Its Spellcasting. The rogue is a 10th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 12, +4 to hit spellcasting ability is Intelligence (spell save DC 12, +4 to hit
with spell attacks). The rogue knows the following spells: with spell attacks). The rogue knows the following spells:

Cantrips (at will): fire bolt, mage hand, minor illusion Cantrips (at will): fire bolt, mage hand, minor illusion,
prestidigitation
1st level (4 slots): charm person, color spray, disguise self,
longstrider 1st level (4 slots): charm person, color spray, disguise self,
longstrider
2nd level (2 slots): invisibility, spider climb
2nd level (3 slots): invisibility, phantasmal force, spider climb
Actions
Actions
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one
target. Hit: 11 (2d10) fire damage. Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one
target. Hit: 11 (2d10) fire damage.
Cunning Action. May Dash, Disengage, or Hide as a bonus
action. Cunning Action. May Dash, Disengage, or Hide as a bonus
action.

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Rogue, 12th level Rogue, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Dex +7, Int +6 Saving Throws Dex +7, Int +6

Skills Perception +7, Stealth +10 Skills Perception +7, Stealth +10

Senses passive Perception 17 Senses blindsense 10 ft., passive Perception 17

Languages Common Languages Common

Challenge 5 (1800 XP) Challenge 7 (2900 XP)

Evasion. When the rogue is hit by an area effect that allows a Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success. failure, or no damage on a success.

Sneak Attack. Once per turn, if the rogue makes a weapon Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 21 (6d6) attack with advantage or flanking, it inflicts an extra 24
damage on a hit. (7d6) damage on a hit.

Spellcasting. The rogue is a 12th level spellcaster. Its Spellcasting. The rogue is a 14th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The rogue knows the following spells: with spell attacks). The rogue knows the following spells:

Cantrips (at will): fire bolt, mage hand, minor illusion, Cantrips (at will): fire bolt, mage hand, minor illusion,
prestidigitation prestidigitation

1st level (4 slots): charm person, color spray, disguise self, 1st level (4 slots): charm person, color spray, disguise self,
longstrider longstrider

2nd level (3 slots): invisibility, phantasmal force, spider climb, 2nd level (3 slots): invisibility, phantasmal force, spider climb,
suggestion suggestion

Actions 3rd level (2 slots): fireball

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Actions
Hit: 8 (1d8 + 4) piercing damage. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one Hit: 8 (1d8 + 4) piercing damage.
target. Hit: 16 (3d10) fire damage. Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one
Cunning Action. May Dash, Disengage, or Hide as a bonus target. Hit: 16 (3d10) fire damage.
action. Cunning Action. May Dash, Disengage, or Hide as a bonus
action.

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Rogue, 16th level Rogue, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 20 (+5) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Dex +8, Int +6, Wis +4 Saving Throws Dex +8, Int +6, Wis +4

Skills Perception +7, Stealth +11 Skills Perception +7, Stealth +11

Senses blindsense 10 ft., passive Perception 17 Senses blindsense 10 ft., passive Perception 17

Languages Common Languages Common

Challenge 8 (3900 XP) Challenge 8 (3900 XP)

Evasion. When the rogue is hit by an area effect that allows a Elusive. No attack roll has advantage on the rogue unless the
Dexterity save for half damage, it takes half damage on a rogue is incapacitated.
failure, or no damage on a success. Evasion. When the rogue is hit by an area effect that allows a
Sneak Attack. Once per turn, if the rogue makes a weapon Dexterity save for half damage, it takes half damage on a
attack with advantage or flanking, it inflicts an extra 28 failure, or no damage on a success.
(8d6) damage on a hit. Sneak Attack. Once per turn, if the rogue makes a weapon
Spellcasting. The rogue is a 16th level spellcaster. Its attack with advantage or flanking, it inflicts an extra 31 (9d6)
spellcasting ability is Intelligence (spell save DC 14, +6 to hit damage on a hit.
with spell attacks). The rogue knows the following spells: Spellcasting. The rogue is an 18th level spellcaster. Its
Cantrips (at will): fire bolt, mage hand, minor illusion, spellcasting ability is Intelligence (spell save DC 14, +6 to hit
prestidigitation with spell attacks). The rogue knows the following spells:

1st level (4 slots): charm person, color spray, disguise self, Cantrips (at will): fire bolt, mage hand, minor illusion,
longstrider prestidigitation

2nd level (3 slots): invisibility, phantasmal force, spider climb, 1st level (4 slots): charm person, color spray, disguise self,
suggestion longstrider

3rd level (3 slots): fear, fireball 2nd level (3 slots): invisibility, phantasmal force, spider climb,
suggestion
Actions
3rd level (3 slots): fear, fireball
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage. Actions
Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
target. Hit: 16 (3d10) fire damage. Hit: 9 (1d8 + 5) piercing damage.

Cunning Action. May Dash, Disengage, or Hide as a bonus Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one
action. target. Hit: 22 (4d10) fire damage.
Cunning Action. May Dash, Disengage, or Hide as a bonus
action.

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Rogue, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor)
Hit Points 121 (20d6 + 40); 143 (20d8 + 40)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 20 (+5) 14 (+2) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Dex +9, Int +8, Wis +5


Skills Perception +9, Stealth +13
Senses blindsense 10 ft., passive Perception 19
Languages Common
Challenge 9 (5000 XP)
Elusive. No attack roll has advantage on the rogue unless the
rogue is incapacitated.
Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success.
Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 35
(10d6) damage on a hit.
Spellcasting. The rogue is a 20th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 16, +8 to hit
with spell attacks). The rogue knows the following spells:
Cantrips (at will): fire bolt, mage hand, minor illusion,
prestidigitation
1st level (4 slots): charm person, color spray, longstrider
2nd level (3 slots): alter self, invisibility, phantasmal force,
spider climb, suggestion
3rd level (3 slots): fear, fireball
4th level (1 slot): dimension door, greater invisibility,
phantasmal killer
Actions
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage.
Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 22 (4d10) fire damage.
Cunning Action. May Dash, Disengage, or Hide as a bonus
action.

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damage on a hit.
Assassin Rogue
Actions
Rogue, 2nd level Multiattack. The rogue makes one shortsword attack, and
SIZE humanoid (race), alignment one shortsword attack as a bonus action, or one hand
crossbow attack.
Armor Class 13 (leather armor)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) target. Hit: 6 (1d6 + 3) piercing damage.
Speed 25 - 30 ft. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
STR DEX CON INT WIS CHA 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
10 (+0) 15 (+2) 14 (+2) 12 (+1) 13 (+1) 8 (-1) Cunning Action. May Dash, Disengage, or Hide as a bonus
action.
Saving Throws Dex +4, Int +3
Skills Perception +5, Stealth +6 Rogue, 6th level
SIZE humanoid (race), alignment
Senses passive Perception 15
Armor Class 15 (studded leather armor)
Languages Common
Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Challenge 1/2 (100 XP)
Speed 25 - 30 ft.
Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 3 (1d6) STR DEX CON INT WIS CHA
damage on a hit. 10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 8 (-1)
Actions Saving Throws Dex +5, Int +3
Multiattack. The rogue makes one shortsword attack, and Skills Perception +6, Stealth +7
one shortsword attack as a bonus action, or one hand
crossbow attack. Senses passive Perception 16

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Languages Common
target. Hit: 5 (1d6 + 2) piercing damage. Challenge 2 (450 XP)
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range Assassinate. On its first turn, the rogue has advantage on
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. attack rolls against any foe that hasn't taken a turn yet. Any
Cunning Action. May Dash, Disengage, or Hide as a bonus hit scored on a surprised foe is a critical hit.
action. Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 10 (3d6)
Rogue, 4th level damage on a hit.
SIZE humanoid (race), alignment
Actions
Armor Class 15 (studded leather armor)
Multiattack. The rogue makes one shortsword attack, and
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) one shortsword attack as a bonus action, or one hand
Speed 25 - 30 ft. crossbow attack.

STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 8 (-1)
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
Saving Throws Dex +5, Int +3 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Skills Perception +6, Stealth +7 Cunning Action. May Dash, Disengage, or Hide as a bonus
Senses passive Perception 16 action.

Languages Common
Challenge 1 (200 XP)
Assassinate. On its first turn, the rogue has advantage on
attack rolls against any foe that hasn't taken a turn yet. Any
hit scored on a surprised foe is a critical hit.
Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 7 (2d6)

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Rogue, 8th level Rogue, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 8 (-1)

Saving Throws Dex +6, Int +3 Saving Throws Dex +7, Int +4

Skills Perception +6, Stealth +8 Skills Perception +8, Stealth +10

Senses passive Perception 16 Senses passive Perception 18

Languages Common Languages Common

Challenge 3 (700 XP) Challenge 5 (1800 XP)

Assassinate. On its first turn, the rogue has advantage on Assassinate. On its first turn, the rogue has advantage on
attack rolls against any foe that hasn't taken a turn yet. Any attack rolls against any foe that hasn't taken a turn yet. Any
hit scored on a surprised foe is a critical hit. hit scored on a surprised foe is a critical hit.

Evasion. When the rogue is hit by an area effect that allows a Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success. failure, or no damage on a success.

Sneak Attack. Once per turn, if the rogue makes a weapon Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 14 (4d6) attack with advantage or flanking, it inflicts an extra 17 (5d6)
damage on a hit. damage on a hit.

Actions Actions
Multiattack. The rogue makes one shortsword attack, and Multiattack. The rogue makes one shortsword attack, and
one shortsword attack as a bonus action, or one hand one shortsword attack as a bonus action, or one hand
crossbow attack. crossbow attack.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage ,and the target must target. Hit: 7 (1d6 + 4) piercing damage ,and the target must
make a DC 13 Constitution saving throw, taking 7 (2d6) make a DC 14 Constitution saving throw, taking 10 (3d6)
poison damage on a failure, or half as much damage on a poison damage on a failure, or half as much damage on a
success. success.

Hand Crossbow. Ranged Weapon Attack: +6 to hit, range Hand Crossbow. Ranged Weapon Attack: +7 to hit, range
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage ,and 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage ,and
the target must make a DC 13 Constitution saving throw, the target must make a DC 14 Constitution saving throw,
taking 10 (3d6) poison damage on a failure, or half as much taking 10 (3d6) poison damage on a failure, or half as much
damage on a success. damage on a success.

Cunning Action. May Dash, Disengage, or Hide as a bonus Cunning Action. May Dash, Disengage, or Hide as a bonus
action. action.

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Rogue, 12th level Rogue, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5) 14 (+2) 12 (+1) 14 (+2) 8 (-1)

Saving Throws Dex +8, Int +4 Saving Throws Dex +8, Int +4

Skills Perception +8, Stealth +10 Skills Perception +8, Stealth +10

Senses passive Perception 18 Senses blindsense 10 ft., passive Perception 18

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Assassinate. On its first turn, the rogue has advantage on Assassinate. On its first turn, the rogue has advantage on
attack rolls against any foe that hasn't taken a turn yet. Any attack rolls against any foe that hasn't taken a turn yet. Any
hit scored on a surprised foe is a critical hit. hit scored on a surprised foe is a critical hit.

Evasion. When the rogue is hit by an area effect that allows a Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success. failure, or no damage on a success.

Sneak Attack. Once per turn, if the rogue makes a weapon Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 21 (6d6) attack with advantage or flanking, it inflicts an extra 24
damage on a hit. (7d6) damage on a hit.

Actions Actions
Multiattack. The rogue makes one shortsword attack, and Multiattack. The rogue makes one shortsword attack, and
one shortsword attack as a bonus action, or one hand one shortsword attack as a bonus action, or one hand
crossbow attack. crossbow attack.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage ,and the target must target. Hit: 8 (1d6 + 5) piercing damage ,and the target must
make a DC 14 Constitution saving throw, taking 10 (3d6) make a DC 14 Constitution saving throw, taking 14 (4d6)
poison damage on a failure, or half as much damage on a poison damage on a failure, or half as much damage on a
success. success.

Hand Crossbow. Ranged Weapon Attack: +8 to hit, range Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage ,and the 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage ,and the
target must make a DC 14 Constitution saving throw, taking target must make a DC 14 Constitution saving throw, taking
10 (3d6) poison damage on a failure, or half as much damage 14 (4d6) poison damage on a failure, or half as much damage
on a success. on a success.

Cunning Action. May Dash, Disengage, or Hide as a bonus Cunning Action. May Dash, Disengage, or Hide as a bonus
action. action.

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Rogue, 16th level Rogue, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 8 (-1)

Saving Throws Dex +9, Int +5, Wis +6 Saving Throws Dex +9, Int +5, Wis +6

Skills Perception +10, Stealth +13 Skills Perception +10, Stealth +13

Senses blindsense 10 ft., passive Perception 20 Senses blindsense 10 ft., passive Perception 20

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 10 (5900 XP)

Assassinate. On its first turn, the rogue has advantage on Assassinate. On its first turn, the rogue has advantage on
attack rolls against any foe that hasn't taken a turn yet. Any attack rolls against any foe that hasn't taken a turn yet. Any
hit scored on a surprised foe is a critical hit. hit scored on a surprised foe is a critical hit.

Evasion. When the rogue is hit by an area effect that allows a Elusive. No attack roll has advantage on the rogue unless the
Dexterity save for half damage, it takes half damage on a rogue is incapacitated.
failure, or no damage on a success. Evasion. When the rogue is hit by an area effect that allows a
Sneak Attack. Once per turn, if the rogue makes a weapon Dexterity save for half damage, it takes half damage on a
attack with advantage or flanking, it inflicts an extra 28 failure, or no damage on a success.
(8d6) damage on a hit. Sneak Attack. Once per turn, if the rogue makes a weapon
Actions attack with advantage or flanking, it inflicts an extra 31 (9d6)
damage on a hit.
Multiattack. The rogue makes one shortsword attack, and
one shortsword attack as a bonus action, or one hand Actions
crossbow attack. Multiattack. The rogue makes one shortsword attack, and
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one one shortsword attack as a bonus action, or one hand
target. Hit: 8 (1d6 + 5) piercing damage ,and the target must crossbow attack.
make a DC 15 Constitution saving throw, taking 17 (5d6) Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
poison damage on a failure, or half as much damage on a target. Hit: 8 (1d6 + 5) piercing damage ,and the target must
success. make a DC 15 Constitution saving throw, taking 21 (6d6)
Hand Crossbow. Ranged Weapon Attack: +9 to hit, range poison damage on a failure, or half as much damage on a
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage ,and the success.
target must make a DC 15 Constitution saving throw, taking Hand Crossbow. Ranged Weapon Attack: +9 to hit, range
17 (5d6) poison damage on a failure, or half as much damage 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage ,and the
on a success. target must make a DC 15 Constitution saving throw, taking
Cunning Action. May Dash, Disengage, or Hide as a bonus 21 (6d6) poison damage on a failure, or half as much damage
action. on a success.
Cunning Action. May Dash, Disengage, or Hide as a bonus
action.

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Rogue, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 20 (+5) 16 (+3) 12 (+1) 16 (+3) 8 (-1)

Saving Throws Dex +9, Int +5, Wis +7


Skills Perception +11, Stealth +13
Senses blindsense 10 ft., passive Perception 21
Languages Common
Challenge 12 (8400 XP)
Assassinate. On its first turn, the rogue has advantage on
attack rolls against any foe that hasn't taken a turn yet. Any
hit scored on a surprised foe is a critical hit.
Elusive. No attack roll has advantage on the rogue unless the
rogue is incapacitated.
Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success.
Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 35
(10d6) damage on a hit.
Actions
Multiattack. The rogue makes one shortsword attack, and
one shortsword attack as a bonus action, or one hand
crossbow attack.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage ,and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failure, or half as much damage on a
success.
Hand Crossbow. Ranged Weapon Attack: +9 to hit, range
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage ,and the
target must make a DC 15 Constitution saving throw, taking
24 (7d6) poison damage on a failure, or half as much damage
on a success.
Cunning Action. May Dash, Disengage, or Hide as a bonus
action.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 130
Actions
Scout Rogue
Multiattack. The rogue makes one shortsword attack, and
one shortsword attack as a bonus action, or one shortbow
Rogue, 2nd level attack.
SIZE humanoid (race), alignment
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Armor Class 13 (leather armor)
target. Hit: 6 (1d6 + 3) piercing damage.
Hit Points 22 (4d6 + 8); 26 (4d8 + 8)
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/120 ft.,
Speed 25 - 30 ft. one target. Hit: 6 (1d6 + 3) piercing damage.

STR DEX CON INT WIS CHA Cunning Action. May Dash, Disengage, or Hide as a bonus
action.
10 (+0) 15 (+2) 14 (+2) 12 (+1) 13 (+1) 8 (-1)
Reactions
Saving Throws Dex +4, Int +3
Skirmisher. When a foe ends its turn within 5 feet of the
Skills Perception +5, Stealth +6 rogue, the rogue may move up to half its speed as if
Senses passive Perception 15 Disengaging.

Languages Common Rogue, 6th level


Challenge 1/2 (100 XP) SIZE humanoid (race), alignment
Sneak Attack. Once per turn, if the rogue makes a weapon Armor Class 15 (studded leather armor)
attack with advantage or flanking, it inflicts an extra 3 (1d6) Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
damage on a hit.
Speed 25 - 30 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The rogue makes one shortsword attack, and
one shortsword attack as a bonus action, or one shortbow 10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 8 (-1)
attack. Saving Throws Dex +5, Int +3
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Skills Perception +6, Stealth +7
target. Hit: 5 (1d6 + 2) piercing damage.
Senses passive Perception 16
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/120 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage. Languages Common

Cunning Action. May Dash, Disengage, or Hide as a bonus Challenge 2 (450 XP)
action. Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 10 (3d6)
Rogue, 4th level damage on a hit.
SIZE humanoid (race), alignment
Armor Class 15 (studded leather armor)
Actions
Multiattack. The rogue makes one shortsword attack, and
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
one shortsword attack as a bonus action, or one shortbow
Speed 25 - 30 ft. attack.

STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 8 (-1)
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/120 ft.,
Saving Throws Dex +5, Int +3 one target. Hit: 6 (1d6 + 3) piercing damage.
Skills Perception +6, Stealth +7 Cunning Action. May Dash, Disengage, or Hide as a bonus
Senses passive Perception 16 action.

Languages Common Reactions


Challenge 1 (200 XP) Skirmisher. When a foe ends its turn within 5 feet of the
rogue, the rogue may move up to half its speed as if
Sneak Attack. Once per turn, if the rogue makes a weapon Disengaging.
attack with advantage or flanking, it inflicts an extra 7 (2d6)
damage on a hit.

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Rogue, 8th level Rogue, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 35 - 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 8 (-1)

Saving Throws Dex +6, Int +3 Saving Throws Dex +7, Int +4

Skills Perception +6, Stealth +8 Skills Perception +8, Stealth +10

Senses passive Perception 16 Senses passive Perception 18

Languages Common Languages Common

Challenge 3 (700 XP) Challenge 5 (1800 XP)

Evasion. When the rogue is hit by an area effect that allows a Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success. failure, or no damage on a success.

Sneak Attack. Once per turn, if the rogue makes a weapon Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 14 (4d6) attack with advantage or flanking, it inflicts an extra 17 (5d6)
damage on a hit. damage on a hit.

Actions Actions
Multiattack. The rogue makes one shortsword attack, and Multiattack. The rogue makes one shortsword attack, and
one shortsword attack as a bonus action, or one shortbow one shortsword attack as a bonus action, or one shortbow
attack. attack.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage ,and the target must target. Hit: 7 (1d6 + 4) piercing damage ,and the target must
make a DC 13 Constitution saving throw, taking 7 (2d6) make a DC 14 Constitution saving throw, taking 10 (3d6)
poison damage on a failure, or half as much damage on a poison damage on a failure, or half as much damage on a
success. success.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/120 ft., Shortbow. Ranged Weapon Attack: +7 to hit, range 80/120 ft.,
one target. Hit: 7 (1d6 + 4) piercing damage ,and the target one target. Hit: 7 (1d6 + 4) piercing damage ,and the target
must make a DC 13 Constitution saving throw, taking 10 (3d6) must make a DC 14 Constitution saving throw, taking 10
poison damage on a failure, or half as much damage on a (3d6) poison damage on a failure, or half as much damage on
success. a success.

Cunning Action. May Dash, Disengage, or Hide as a bonus Cunning Action. May Dash, Disengage, or Hide as a bonus
action. action.

Reactions Reactions
Skirmisher. When a foe ends its turn within 5 feet of the Skirmisher. When a foe ends its turn within 5 feet of the
rogue, the rogue may move up to half its speed as if rogue, the rogue may move up to half its speed as if
Disengaging. Disengaging.

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Rogue, 12th level Rogue, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 35 - 40 ft. Speed 35 - 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5) 14 (+2) 12 (+1) 14 (+2) 8 (-1)

Saving Throws Dex +8, Int +4 Saving Throws Dex +8, Int +4

Skills Perception +8, Stealth +10 Skills Perception +8, Stealth +10

Senses passive Perception 18 Senses blindsense 10 ft., passive Perception 18

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Evasion. When the rogue is hit by an area effect that allows a Ambush Master. The rogue has advantage on initiative rolls.
Dexterity save for half damage, it takes half damage on a The first target hit by the rogue that turn grants advantage
failure, or no damage on a success. to everyone attacking that target until the start of next turn.

Sneak Attack. Once per turn, if the rogue makes a weapon Evasion. When the rogue is hit by an area effect that allows a
attack with advantage or flanking, it inflicts an extra 21 (6d6) Dexterity save for half damage, it takes half damage on a
damage on a hit. failure, or no damage on a success.

Actions Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 24
Multiattack. The rogue makes one shortsword attack, and (7d6) damage on a hit.
one shortsword attack as a bonus action, or one shortbow
attack. Actions
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one Multiattack. The rogue makes one shortsword attack, and
target. Hit: 8 (1d6 + 5) piercing damage ,and the target must one shortsword attack as a bonus action, or one shortbow
make a DC 14 Constitution saving throw, taking 10 (3d6) attack.
poison damage on a failure, or half as much damage on a Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
success. target. Hit: 8 (1d6 + 5) piercing damage ,and the target must
Shortbow. Ranged Weapon Attack: +8 to hit, range 80/120 ft., make a DC 14 Constitution saving throw, taking 14 (4d6)
one target. Hit: 8 (1d6 + 5) piercing damage ,and the target poison damage on a failure, or half as much damage on a
must make a DC 14 Constitution saving throw, taking 10 success.
(3d6) poison damage on a failure, or half as much damage on Shortbow. Ranged Weapon Attack: +8 to hit, range 80/120 ft.,
a success. one target. Hit: 8 (1d6 + 5) piercing damage ,and the target
Cunning Action. May Dash, Disengage, or Hide as a bonus must make a DC 14 Constitution saving throw, taking 14
action. (4d6) poison damage on a failure, or half as much damage on
a success.
Reactions
Cunning Action. May Dash, Disengage, or Hide as a bonus
Skirmisher. When a foe ends its turn within 5 feet of the action.
rogue, the rogue may move up to half its speed as if
Disengaging. Reactions
Skirmisher. When a foe ends its turn within 5 feet of the
rogue, the rogue may move up to half its speed as if
Disengaging.

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Rogue, 16th level Rogue, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 35 - 40 ft. Speed 35 - 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 8 (-1)

Saving Throws Dex +9, Int +5, Wis +6 Saving Throws Dex +9, Int +5, Wis +6

Skills Perception +10, Stealth +13 Skills Perception +10, Stealth +13

Senses blindsense 10 ft., passive Perception 20 Senses blindsense 10 ft., passive Perception 20

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 10 (5900 XP)

Ambush Master. The rogue has advantage on initiative rolls. Ambush Master. The rogue has advantage on initiative rolls.
The first target hit by the rogue that turn grants advantage The first target hit by the rogue that turn grants advantage
to everyone attacking that target until the start of next turn. to everyone attacking that target until the start of the rogue's
next turn.
Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a Elusive. No attack roll has advantage on the rogue unless the
failure, or no damage on a success. rogue is incapacitated.

Sneak Attack. Once per turn, if the rogue makes a weapon Evasion. When the rogue is hit by an area effect that allows a
attack with advantage or flanking, it inflicts an extra 28 Dexterity save for half damage, it takes half damage on a
(8d6) damage on a hit. failure, or no damage on a success.

Actions Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 31 (9d6)
Multiattack. The rogue makes one shortsword attack, and damage on a hit.
one shortsword attack as a bonus action, or one shortbow
attack. Actions
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one Multiattack. The rogue makes one shortsword attack or one
target. Hit: 8 (1d6 + 5) piercing damage ,and the target must shortbow attack. When it takes the attack action, it gains
make a DC 15 Constitution saving throw, taking 17 (5d6) one extra attack as a bonus action and can use Sneak Attack
poison damage on a failure, or half as much damage on a again, so long as it's used against a different target.
success. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Shortbow. Ranged Weapon Attack: +9 to hit, range 80/120 ft., target. Hit: 8 (1d6 + 5) piercing damage ,and the target must
one target. Hit: 8 (1d6 + 5) piercing damage ,and the target make a DC 15 Constitution saving throw, taking 21 (6d6)
must make a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failure, or half as much damage on a
poison damage on a failure, or half as much damage on a success.
success. Shortbow. Ranged Weapon Attack: +9 to hit, range 80/120 ft.,
Cunning Action. May Dash, Disengage, or Hide as a bonus one target. Hit: 8 (1d6 + 5) piercing damage ,and the target
action. must make a DC 15 Constitution saving throw, taking 21 (6d6)
poison damage on a failure, or half as much damage on a
Reactions success.
Skirmisher. When a foe ends its turn within 5 feet of the Cunning Action. May Dash, Disengage, or Hide as a bonus
rogue, the rogue may move up to half its speed as if action.
Disengaging.
Reactions
Skirmisher. When a foe ends its turn within 5 feet of the
rogue, the rogue may move up to half its speed as if
Disengaging.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 134
Rogue, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 35 - 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 20 (+5) 16 (+3) 12 (+1) 16 (+3) 8 (-1)

Saving Throws Dex +9, Int +5, Wis +7


Skills Perception +11, Stealth +13
Senses blindsense 10 ft., passive Perception 21
Languages Common
Challenge 12 (8400 XP)
Ambush Master. The rogue has advantage on initiative rolls.
The first target hit by the rogue that turn grants advantage
to everyone attacking that target until the start of the rogue's
next turn.
Elusive. No attack roll has advantage on the rogue unless the
rogue is incapacitated.
Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success.
Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 35
(10d6) damage on a hit.
Actions
Multiattack. The rogue makes one shortsword attack or one
shortbow attack. When it takes the attack action, it gains
one extra attack as a bonus action and can use Sneak Attack
again, so long as it's used against a different target.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage ,and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failure, or half as much damage on a
success.
Shortbow. Ranged Weapon Attack: +9 to hit, range 80/120 ft.,
one target. Hit: 8 (1d6 + 5) piercing damage ,and the target
must make a DC 15 Constitution saving throw, taking 24
(7d6) poison damage on a failure, or half as much damage on
a success.
Cunning Action. May Dash, Disengage, or Hide as a bonus
action.
Reactions
Skirmisher. When a foe ends its turn within 5 feet of the
rogue, the rogue may move up to half its speed as if
Disengaging.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 135
attack with advantage or flanking, it inflicts an extra 7 (2d6)
Swashbuckler Rogue damage on a hit.
Actions
Rogue, 2nd level
SIZE humanoid (race), alignment Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Armor Class 13 (leather armor)
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Speed 25 - 30 ft. Cunning Action. May use bonus action to Dash, Disengage, or
STR DEX CON INT WIS CHA Hide.
8 (-1) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Dex +4, Int +3 Rogue, 6th level


Skills Perception +5, Stealth +6 SIZE humanoid (race), alignment
Senses passive Perception 15 Armor Class 15 (studded leather armor)

Languages Common Hit Points 44 (8d6 + 16); 52 (8d8 + 16)

Challenge 1/4 (50 XP) Speed 25 - 30 ft., climb 25 - 30 ft.

Sneak Attack. Once per turn, if the rogue makes a weapon STR DEX CON INT WIS CHA
attack with advantage or flanking, it inflicts an extra 3 (1d6) 8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
damage on a hit.
Saving Throws Dex +5, Int +2
Actions
Skills Perception +5, Stealth +7
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Senses passive Perception 15

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range Languages Common


30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Challenge 2 (450 XP)
Cunning Action. May use bonus action to Dash, Disengage, or Fancy Footwork. If the rogue melee attacks a creature, the
Hide. creature can't opportunity attack the rogue.
Rakish Audacity. The rogue gains an extra +2 to initiative
rolls. It can use Sneak Attack when fighting a creature one
Rogue, 4th level on one, with no allies or enemies within 5 feet.
SIZE humanoid (race), alignment
Sneak Attack. Once per turn, if the rogue makes a weapon
Armor Class 15 (studded leather armor) attack with advantage or flanking, it inflicts an extra 10 (3d6)
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) damage on a hit.
Speed 25 - 30 ft., climb 25 - 30 ft. Actions
STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
Saving Throws Dex +5, Int +2 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Skills Perception +5, Stealth +7 Cunning Action. May use bonus action to Dash, Disengage, or
Senses passive Perception 15 Hide.

Languages Common Reactions


Challenge 1/2 (100 XP) Uncanny Dodge. When the rogue is hit by an attacker it can
see, it can use its reaction to halve the attack's damage.
Fancy Footwork. If the rogue melee attacks a creature, the
creature can't opportunity attack the rogue.
Rakish Audacity. The rogue gains an extra +2 to initiative
rolls. It can use Sneak Attack when fighting a creature one
on one, with no allies or enemies within 5 feet.
Sneak Attack. Once per turn, if the rogue makes a weapon

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 136
Rogue, 8th level Rogue, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 15 (studded leather armor) Armor Class 15 (studded leather armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft., climb 25 - 30 ft. Speed 25 - 30 ft., climb 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 10 (+1) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 14 (+2) 10 (+1) 12 (+1) 16 (+3)

Saving Throws Dex +5, Int +2 Saving Throws Dex +5, Int +2

Skills Perception +5, Stealth +7 Skills Perception +5, Stealth +7

Senses passive Perception 15 Senses passive Perception 15

Languages Common Languages Common

Challenge 3 (450 XP) Challenge 3 (700 XP)

Evasion. When the rogue is hit by an area effect that allows a Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success. failure, or no damage on a success.

Fancy Footwork. If the rogue melee attacks a creature, the Fancy Footwork. If the rogue melee attacks a creature, the
creature can't opportunity attack the rogue. creature can't opportunity attack the rogue.

Rakish Audacity. The rogue gains an extra +3 to initiative Panache. As an action, a hostile target has disadvantage on
rolls. It can use Sneak Attack when fighting a creature one attacks against everyone except rogue, and can't opportunity
on one, with no allies or enemies within 5 feet. attack anyone except rogue, for 1 minute.

Sneak Attack. Once per turn, if the rogue makes a weapon Rakish Audacity. The rogue gains an extra +3 to initiative
attack with advantage or flanking, it inflicts an extra 14 (4d6) rolls. It can use Sneak Attack when fighting a creature one
damage on a hit. on one, with no allies or enemies within 5 feet.

Actions Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 17 (5d6)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one damage on a hit.
target. Hit: 6 (1d6 + 3) piercing damage.
Actions
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Cunning Action. May use bonus action to Dash, Disengage, or
Hide. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Reactions
Cunning Action. May use bonus action to Dash, Disengage, or
Uncanny Dodge. When the rogue is hit by an attacker it can Hide.
see, it can use its reaction to halve the attack's damage.
Reactions
Uncanny Dodge. When the rogue is hit by an attacker it can
see, it can use its reaction to halve the attack's damage.

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Rogue, 12th level Rogue, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 16 (studded leather armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft., climb 25 - 30 ft. Speed 25 - 30 ft., climb 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 10 (+1) 12 (+1) 16 (+3) 8 (-1) 18 (+4) 14 (+2) 10 (+1) 12 (+1) 16 (+3)

Saving Throws Dex +6, Int +2 Saving Throws Dex +7, Int +3

Skills Perception +5, Stealth +8 Skills Perception +7, Stealth +10

Senses passive Perception 15 Senses blindsense 10 ft., passive Perception 17

Languages Common Languages Common

Challenge 4 (1100 XP) Challenge 5 (1100 XP)

Evasion. When the rogue is hit by an area effect that allows a Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success. failure, or no damage on a success.

Fancy Footwork. If the rogue melee attacks a creature, the Fancy Footwork. If the rogue melee attacks a creature, the
creature can't opportunity attack the rogue. creature can't opportunity attack the rogue.

Panache. As an action, a hostile target has disadvantage on Panache. As an action, a hostile target has disadvantage on
attacks against everyone except rogue, and can't opportunity attacks against everyone except rogue, and can't opportunity
attack anyone except rogue, for 1 minute. attack anyone except rogue, for 1 minute.

Rakish Audacity. The rogue gains an extra +3 to initiative Rakish Audacity. The rogue gains an extra +3 to initiative
rolls. It can use Sneak Attack when fighting a creature one rolls. It can use Sneak Attack when fighting a creature one
on one, with no allies or enemies within 5 feet. on one, with no allies or enemies within 5 feet.

Sneak Attack. Once per turn, if the rogue makes a weapon Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 21 (6d6) attack with advantage or flanking, it inflicts an extra 24
damage on a hit. (7d6) damage on a hit.

Actions Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. target. Hit: 7 (1d6 + 4) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +6 to hit, range Hand Crossbow. Ranged Weapon Attack: +7 to hit, range
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Cunning Action. May use bonus action to Dash, Disengage, or Cunning Action. May use bonus action to Dash, Disengage, or
Hide. Hide.

Reactions Reactions
Uncanny Dodge. When the rogue is hit by an attacker it can Uncanny Dodge. When the rogue is hit by an attacker it can
see, it can use its reaction to halve the attack's damage. see, it can use its reaction to halve the attack's damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 138
Rogue, 16th level Rogue, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 25 - 30 ft., climb 25 - 30 ft. Speed 25 - 30 ft., climb 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 14 (+2) 10 (+1) 12 (+1) 16 (+3) 8 (-1) 20 (+5) 14 (+2) 10 (+1) 12 (+1) 16 (+3)

Saving Throws Dex +8, Int +3, Wis +4 Saving Throws Dex +8, Int +3, Wis +4

Skills Perception +7, Stealth +11 Skills Perception +7, Stealth +11

Senses blindsense 10 ft., passive Perception 17 Senses blindsense 10 ft., passive Perception 17

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Evasion. When the rogue is hit by an area effect that allows a Elusive. No attack roll has advantage on the rogue unless the
Dexterity save for half damage, it takes half damage on a rogue is incapacitated.
failure, or no damage on a success. Evasion. When the rogue is hit by an area effect that allows a
Fancy Footwork. If the rogue melee attacks a creature, the Dexterity save for half damage, it takes half damage on a
creature can't opportunity attack the rogue. failure, or no damage on a success.

Panache. As an action, a hostile target has disadvantage on Fancy Footwork. If the rogue melee attacks a creature, the
attacks against everyone except rogue, and can't opportunity creature can't opportunity attack the rogue.
attack anyone except rogue, for 1 minute. Panache. As an action, a hostile target has disadvantage on
Rakish Audacity. The rogue gains an extra +3 to initiative attacks against everyone except rogue, and can't opportunity
rolls. It can use Sneak Attack when fighting a creature one attack anyone except rogue, for 1 minute.
on one, with no allies or enemies within 5 feet. Rakish Audacity. The rogue gains an extra +3 to initiative
Sneak Attack. Once per turn, if the rogue makes a weapon rolls. It can use Sneak Attack when fighting a creature one
attack with advantage or flanking, it inflicts an extra 28 on one, with no allies or enemies within 5 feet.
(8d6) damage on a hit. Sneak Attack. Once per turn, if the rogue makes a weapon
Actions attack with advantage or flanking, it inflicts an extra 31 (9d6)
damage on a hit.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage. Actions
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. target. Hit: 8 (1d6 + 5) piercing damage. Once per short rest, if
an attack misses, the rogue can reroll with advantage.
Cunning Action. May use bonus action to Dash, Disengage, or
Hide. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Reactions
Cunning Action. May use bonus action to Dash, Disengage, or
Uncanny Dodge. When the rogue is hit by an attacker it can Hide.
see, it can use its reaction to halve the attack's damage.
Reactions
Uncanny Dodge. When the rogue is hit by an attacker it can
see, it can use its reaction to halve the attack's damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 139
Rogue, 20th level
SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor)
Hit Points 121 (22d6 + 44); 143 (22d8 + 44)
Speed 25 - 30 ft., climb 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 20 (+5) 14 (+2) 10 (+1) 14 (+2) 16 (+3)

Saving Throws Dex +8, Int +3, Wis +5


Skills Perception +8, Stealth +11
Senses blindsense 10 ft., passive Perception 18
Languages Common
Challenge 7 (2900 XP)
Elusive. No attack roll has advantage on the rogue unless the
rogue is incapacitated.
Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success.
Fancy Footwork. If the rogue melee attacks a creature, the
creature can't opportunity attack the rogue.
Panache. As an action, a hostile target has disadvantage on
attacks against everyone except rogue, and can't opportunity
attack anyone except rogue, for 1 minute.
Rakish Audacity. The rogue gains an extra +3 to initiative
rolls. It can use Sneak Attack when fighting a creature one
on one, with no allies or enemies within 5 feet.
Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 35
(10d6) damage on a hit.
Actions
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage. Once per short rest, if
an attack misses, the rogue can reroll with advantage.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Cunning Action. May use bonus action to Dash, Disengage, or
Hide.
Reactions
Uncanny Dodge. When the rogue is hit by an attacker it can
see, it can use its reaction to halve the attack's damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 140
Actions
Thief Rogue
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Rogue, 2nd level
SIZE humanoid (race), alignment Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Armor Class 13 (leather armor)
Cunning Action. May use bonus action to Dash, Disengage,
Hit Points 18 (4d6 + 4); 22 (4d8 + 4)
Hide, Use an Object, make a Dexterity (Sleight of Hand
Speed 25 - 30 ft. check), or make a Dexterity (thieves' tools) check..

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 13 (+1) 12 (+1) 14 (+2) 10 (+1)

Saving Throws Dex +4, Int +3


Skills Perception +6, Stealth +6 Rogue, 6th level
Senses passive Perception 15 SIZE humanoid (race), alignment
Languages Common Armor Class 15 (studded leather armor)

Challenge 1/4 (50 XP) Hit Points 44 (8d6 + 16); 52 (8d8 + 16)

Sneak Attack. Once per turn, if the rogue makes a weapon Speed 25 - 30 ft., climb 25 - 30 ft.
attack with advantage or flanking, it inflicts an extra 3 (1d6)
STR DEX CON INT WIS CHA
damage on a hit.
8 (-1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+1)
Actions
Saving Throws Dex +5, Int +3
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Skills Perception +6, Stealth +7
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range Senses passive Perception 16
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Languages Common
Cunning Action. May use bonus action to Dash, Disengage, or Challenge 2 (450 XP)
Hide.
Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 10 (3d6)
damage on a hit.
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Rogue, 4th level target. Hit: 6 (1d6 + 3) piercing damage.
SIZE humanoid (race), alignment
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
Armor Class 15 (studded leather armor)
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Hit Points 33 (6d6 + 12); 39 (6d8 + 12)
Cunning Action. May use bonus action to Dash, Disengage,
Speed 25 - 30 ft., climb 25 - 30 ft. Hide, Use an Object, make a Dexterity (Sleight of Hand
check), or make a Dexterity (thieves' tools) check..
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+1) Reactions
Uncanny Dodge. When the rogue is hit by an attacker it can
Saving Throws Dex +5, Int +3 see, it can use its reaction to halve the attack's damage.
Skills Perception +6, Stealth +7
Senses passive Perception 16
Languages Common
Challenge 1/2 (100 XP)
Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 7 (2d6)
damage on a hit.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 141
Sneak Attack. Once per turn, if the rogue makes a weapon
Rogue, 8th level attack with advantage or flanking, it inflicts an extra 17 (5d6)
SIZE humanoid (race), alignment damage on a hit.
Armor Class 15 (studded leather armor)
Actions
Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 25 - 30 ft., climb 25 - 30 ft. target. Hit: 6 (1d6 + 3) piercing damage.

STR DEX CON INT WIS CHA Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
8 (-1) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 10 (+1)
Cunning Action. May use bonus action to Dash, Disengage,
Saving Throws Dex +5, Int +4 Hide, Use an Object, make a Dexterity (Sleight of Hand
Skills Perception +6, Stealth +7 check), or make a Dexterity (thieves' tools) check..

Senses passive Perception 16 Reactions


Languages Common Uncanny Dodge. When the rogue is hit by an attacker it can
see, it can use its reaction to halve the attack's damage.
Challenge 3 (450 XP)
Evasion. When the rogue is hit by an area effect that allows a
Rogue, 12th level
Dexterity save for half damage, it takes half damage on a SIZE humanoid (race), alignment
failure, or no damage on a success. Armor Class 16 (studded leather armor)
Sneak Attack. Once per turn, if the rogue makes a weapon Hit Points 77 (14d6 + 28); 91 (14d8 + 28)
attack with advantage or flanking, it inflicts an extra 14 (4d6)
damage on a hit. Speed 25 - 30 ft., climb 25 - 30 ft.

Actions STR DEX CON INT WIS CHA


8 (-1) 18 (+4) 14 (+2) 14 (+2) 14 (+2) 10 (+1)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. Saving Throws Dex +6, Int +4
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range Skills Perception +6, Stealth +7 (advantage)
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Senses passive Perception 16
Cunning Action. May use bonus action to Dash, Disengage,
Hide, Use an Object, make a Dexterity (Sleight of Hand Languages Common
check), or make a Dexterity (thieves' tools) check.. Challenge 4 (1100 XP)
Reactions Evasion. When the rogue is hit by an area effect that allows a
Uncanny Dodge. When the rogue is hit by an attacker it can Dexterity save for half damage, it takes half damage on a
see, it can use its reaction to halve the attack's damage. failure, or no damage on a success.
Sneak Attack. Once per turn, if the rogue makes a weapon
Rogue, 10th level attack with advantage or flanking, it inflicts an extra 21 (6d6)
SIZE humanoid (race), alignment damage on a hit.
Armor Class 15 (studded leather armor)
Actions
Hit Points 66 (12d6 + 24); 78 (12d8 + 24) Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 25 - 30 ft., climb 25 - 30 ft. target. Hit: 7 (1d6 + 4) piercing damage.

STR DEX CON INT WIS CHA Hand Crossbow. Ranged Weapon Attack: +6 to hit, range
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
8 (-1) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 10 (+1)
Cunning Action. May use bonus action to Dash, Disengage,
Saving Throws Dex +5, Int +4 Hide, Use an Object, make a Dexterity (Sleight of Hand
Skills Perception +6, Stealth +7 (advantage) check), or make a Dexterity (thieves' tools) check..

Senses passive Perception 16 Reactions


Languages Common Uncanny Dodge. When the rogue is hit by an attacker it can
see, it can use its reaction to halve the attack's damage.
Challenge 3 (700 XP)
Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 142
Rogue, 14th level Rogue, 16th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 16 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 88 (16d6 + 32); 104 (16d8 + 32) Hit Points 99 (18d6 + 36); 117 (18d8 + 36)

Speed 25 - 30 ft., climb 25 - 30 ft. Speed 25 - 30 ft., climb 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 14 (+2) 14 (+2) 10 (+1) 8 (-1) 20 (+5) 14 (+2) 14 (+2) 14 (+2) 10 (+1)

Saving Throws Dex +5, Int +4 Saving Throws Dex +8, Int +5, Wis +5

Skills Perception +6, Stealth +7 (advantage) Skills Perception +8, Stealth +11 (advantage)

Senses blindsense 10 ft., passive Perception 16 Senses blindsense 10 ft., passive Perception 18

Languages Common Languages Common

Challenge 4 (1100 XP) Challenge 6 (2300 XP)

Evasion. When the rogue is hit by an area effect that allows a Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success. failure, or no damage on a success.

Sneak Attack. Once per turn, if the rogue makes a weapon Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 24 attack with advantage or flanking, it inflicts an extra 28
(7d6) damage on a hit. (8d6) damage on a hit.

Actions Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. target. Hit: 8 (1d6 + 5) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +6 to hit, range Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Cunning Action. May use bonus action to Dash, Disengage, Cunning Action. May use bonus action to Dash, Disengage,
Hide, Use an Object, make a Dexterity (Sleight of Hand Hide, Use an Object, make a Dexterity (Sleight of Hand
check), or make a Dexterity (thieves' tools) check.. check), or make a Dexterity (thieves' tools) check..

Reactions Reactions
Uncanny Dodge. When the rogue is hit by an attacker it can Uncanny Dodge. When the rogue is hit by an attacker it can
see, it can use its reaction to halve the attack's damage. see, it can use its reaction to halve the attack's damage.

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Rogue, 18th level Rogue, 20th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 17 (studded leather armor) Armor Class 17 (studded leather armor)

Hit Points 110 (20d6 + 40); 130 (20d8 + 40) Hit Points 121 (22d6 + 44); 143 (22d8 + 44)

Speed 25 - 30 ft., climb 25 - 30 ft. Speed 25 - 30 ft., climb 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 14 (+2) 14 (+2) 14 (+2) 10 (+1) 8 (-1) 20 (+5) 14 (+2) 16 (+3) 14 (+2) 10 (+1)

Saving Throws Dex +8, Int +5, Wis +5 Saving Throws Dex +8, Int +6, Wis +5

Skills Perception +8, Stealth +11 (advantage) Skills Perception +8, Stealth +11 (advantage)

Senses blindsense 10 ft., passive Perception 18 Senses blindsense 10 ft., passive Perception 18

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 7 (2900 XP)

Elusive. No attack roll has advantage on the rogue unless the Elusive. No attack roll has advantage on the rogue unless the
rogue is incapacitated. rogue is incapacitated.

Evasion. When the rogue is hit by an area effect that allows a Evasion. When the rogue is hit by an area effect that allows a
Dexterity save for half damage, it takes half damage on a Dexterity save for half damage, it takes half damage on a
failure, or no damage on a success. failure, or no damage on a success.

Sneak Attack. Once per turn, if the rogue makes a weapon Sneak Attack. Once per turn, if the rogue makes a weapon
attack with advantage or flanking, it inflicts an extra 31 (9d6) attack with advantage or flanking, it inflicts an extra 35
damage on a hit. (10d6) damage on a hit.

Thief's Reflexes. The rogue takes 2 turns on the first round of Thief's Reflexes. The rogue takes 2 turns on the first round of
combat, one at its initiative, and another at its initiative combat, one at its initiative, and another at its initiative
minus 10. minus 10.

Actions Actions
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage. target. Hit: 8 (1d6 + 5) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +8 to hit, range Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Cunning Action. May use bonus action to Dash, Disengage, Cunning Action. May use bonus action to Dash, Disengage,
Hide, Use an Object, make a Dexterity (Sleight of Hand Hide, Use an Object, make a Dexterity (Sleight of Hand
check), or make a Dexterity (thieves' tools) check.. check), or make a Dexterity (thieves' tools) check..

Reactions Reactions
Uncanny Dodge. When the rogue is hit by an attacker it can Uncanny Dodge. When the rogue is hit by an attacker it can
see, it can use its reaction to halve the attack's damage. see, it can use its reaction to halve the attack's damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 144
1st level (4 slots): burning hands, chromatic orb, shield
Draconic Sorcerer (red)
2nd level (3 slots): alter self, web
Sorcerer, 2nd level Actions
SIZE humanoid (race), alignment Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
Armor Class 14 (natural armor) attack if target is metal armored), reach 5 ft., one target. Hit:
4 (1d8) lightning damage.
Hit Points 24 (4d6 + 8 + 2); 28 (4d8 + 8 + 2)
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Speed 25 - 30 ft. target. Hit: 5 (1d10) fire damage.
STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 15 (+2)

Saving Throws Con +4, Cha +4


Sorcerer, 6th level
Senses passive Perception 11
SIZE humanoid (race), alignment
Languages Common Armor Class 15 (natural armor)
Challenge 1/2 (100 XP) Hit Points 50 (8d6 + 16 + 6); 58 (8d8 + 16 + 6)
Spellcasting. The sorcerer is a 2nd level spellcaster. Its Speed 25 - 30 ft.
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The sorcerer knows the following spells: STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (3 slots): burning hands, chromatic orb, shield Saving Throws Con +4, Cha +5

Actions Senses passive Perception 11

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Languages Common
Hit: 3 (1d4 + 1) piercing damage. Challenge 3 (700 XP)
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one Fire Affinity. The sorcerer may add its Charisma bonus to
target. Hit: 5 (1d10) fire damage. one damage roll of a fire spell.
Sorcery Points. The sorcerer has 6 sorcery points. It may
spend 1 point to double the distance or duration of a spell, or
gain fire resistance for 1 hour.
Sorcerer, 4th level Spellcasting. The sorcerer is a 6th level spellcaster. Its
SIZE humanoid (race), alignment spellcasting ability is Charisma (spell save DC 13, +5 to hit
Armor Class 15 (natural armor) with spell attacks). The sorcerer knows the following spells:
Hit Points 37 (6d6 + 12 + 4); 43 (6d8 + 12 + 4) Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp
Speed 25 - 30 ft.
1st level (4 slots): burning hands, chromatic orb, shield
STR DEX CON INT WIS CHA
2nd level (3 slots): alter self, web
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
3rd level (3 slots): fireball, haste
Saving Throws Con +4, Cha +5
Actions
Senses passive Perception 11
Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
Languages Common attack if target is metal armored), reach 5 ft., one target. Hit:
Challenge 1 (200 XP) 9 (2d8) lightning damage.

Sorcery Points. The sorcerer has 4 sorcery points. It may Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
spend 1 point to double the distance or duration of a spell. target. Hit: 14 (2d10 + 3) fire damage.

Spellcasting. The sorcerer is a 4th level spellcaster. Its


spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The sorcerer knows the following spells:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp

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Sorcerer, 8th level Sorcerer, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 15 (natural armor) Armor Class 15 (natural armor)

Hit Points 63 (10d6 + 20 + 8); 73 (10d8 + 20 + 8) Hit Points 76 (12d6 + 24 + 10); 88 (12d8 + 24 + 10)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4) 8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Con +5, Cha +7 Saving Throws Con +5, Cha +7

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 5 (1800 XP) Challenge 7 (2900 XP)

Fire Affinity. The sorcerer may add its Charisma bonus to Fire Affinity. The sorcerer may add its Charisma bonus to
one damage roll of a fire spell. one damage roll of a fire spell.

Sorcery Points. The sorcerer has 8 sorcery points. It may Sorcery Points. The sorcerer has 10 sorcery points. It may
spend 1 point to double the distance or duration of a spell, or spend 1 point to double the distance or duration of a spell,
gain fire resistance for 1 hour. gain fire resistance for 1 hour, or give one target of a spell
disadvantage on its first saving throw.
Spellcasting. The sorcerer is an 8th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit Spellcasting. The sorcerer is a 10th level spellcaster. Its
with spell attacks). The sorcerer knows the following spells: spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The sorcerer knows the following spells:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp Cantrips (at will): blade ward, fire bolt, light, mage hand,
prestidigitation, shocking grasp
1st level (4 slots): burning hands, chromatic orb, shield
1st level (4 slots): burning hands, chromatic orb, shield
2nd level (3 slots): alter self, web
2nd level (3 slots): alter self, web
3rd level (3 slots): fireball, haste
3rd level (3 slots): fireball, haste
4th level (2 slots): stoneskin, wall of fire
4th level (3 slots): stoneskin, wall of fire
Actions
5th level (2 slots): cloudkill, wall of stone
Shocking Grasp. Melee Spell Attack: +7 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit: Actions
9 (2d8) lightning damage. Shocking Grasp. Melee Spell Attack: +7 to hit (advantage on
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one attack if target is metal armored), reach 5 ft., one target. Hit:
target. Hit: 15 (2d10 + 4) fire damage. 9 (2d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 15 (2d10 + 4) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 146
Sorcerer, 12th level Sorcerer, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 15 (natural armor) Armor Class 15 (natural armor)

Hit Points 89 (14d6 + 28 + 12); 103 (14d8 + 28 + 12) Hit Points 102 (16d6 + 32 + 14); 118 (16d8 + 32 + 14)

Speed 25 - 30 ft. Speed 25 - 30 ft., fly 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 20 (+5)

Saving Throws Con +5, Cha +8 Saving Throws Con +5, Cha +8

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Fire Affinity. The sorcerer may add its Charisma bonus to Fire Affinity. The sorcerer may add its Charisma bonus to
one damage roll of a fire spell. one damage roll of a fire spell.

Sorcery Points. The sorcerer has 12 sorcery points. It may Sorcery Points. The sorcerer has 14 sorcery points. It may
spend 1 point to double the distance or duration of a spell, spend 1 point to double the distance or duration of a spell,
gain fire resistance for 1 hour, or give one target of a spell gain fire resistance for 1 hour, or give one target of a spell
disadvantage on its first saving throw. disadvantage on its first saving throw.

Spellcasting. The sorcerer is a 12th level spellcaster. Its Spellcasting. The sorcerer is a 14th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The sorcerer knows the following spells: with spell attacks). The sorcerer knows the following spells:

Cantrips (at will): blade ward, fire bolt, light, mage hand, Cantrips (at will): blade ward, fire bolt, light, mage hand,
prestidigitation, shocking grasp prestidigitation, shocking grasp

1st level (4 slots): burning hands, chromatic orb, shield 1st level (4 slots): burning hands, chromatic orb, shield

2nd level (3 slots): alter self, web 2nd level (3 slots): alter self, web

3rd level (3 slots): fireball, haste 3rd level (3 slots): fireball, haste

4th level (3 slots): stoneskin, wall of fire 4th level (3 slots): stoneskin, wall of fire

5th level (2 slots): cloudkill, wall of stone 5th level (2 slots): cloudkill, wall of stone

6th level (1 slot): globe of invulnerability 6th level (1 slot): globe of invulnerability

Actions 7th level (1 slot): fire storm

Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on
13 (3d8) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one 13 (3d8) lightning damage.
target. Hit: 21 (3d10 + 5) fire damage. Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 21 (3d10 + 5) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 147
Sorcerer, 16th level Sorcerer, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 15 (natural armor) Armor Class 15 (natural armor)

Hit Points 133 (18d6 + 54 + 16); 151 (18d8 + 54 + 16) Hit Points 148 (20d6 + 60 + 18); 168 (20d8 + 60 + 18)

Speed 25 - 30 ft., fly 25 - 30 ft. Speed 25 - 30 ft., fly 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 20 (+5)

Saving Throws Con +7, Cha +9 Saving Throws Con +7, Cha +9

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 12 (8400 XP)

Fire Affinity. The sorcerer may add its Charisma bonus to Fire Affinity. The sorcerer may add its Charisma bonus to
one damage roll of a fire spell. one damage roll of a fire spell.

Sorcery Points. The sorcerer has 16 sorcery points. It may Sorcery Points. The sorcerer has 18 sorcery points. It may
spend 1 point to double the distance or duration of a spell, spend 1 point to double the distance or duration of a spell,
gain fire resistance for 1 hour, or give one target of a spell gain fire resistance for 1 hour, give one target of a spell
disadvantage on its first saving throw. disadvantage on its first saving throw, or 2 points to cast a 1
action spell as a bonus action.
Spellcasting. The sorcerer is a 16th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 17, +9 to hit Spellcasting. The sorcerer is an 18th level spellcaster. Its
with spell attacks). The sorcerer knows the following spells: spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). The sorcerer knows the following spells:
Cantrips (at will): blade ward, fire bolt, light, mage hand,
prestidigitation, shocking grasp Cantrips (at will): blade ward, fire bolt, light, mage hand,
prestidigitation, shocking grasp
1st level (4 slots): burning hands, chromatic orb, shield
1st level (4 slots): burning hands, chromatic orb, shield
2nd level (3 slots): alter self, web
2nd level (3 slots): alter self, web
3rd level (3 slots): fireball, haste
3rd level (3 slots): fireball, haste
4th level (3 slots): stoneskin, wall of fire
4th level (3 slots): stoneskin, wall of fire
5th level (2 slots): cloudkill, wall of stone
5th level (3 slots): cloudkill, wall of stone
6th level (1 slot): globe of invulnerability
6th level (1 slot): globe of invulnerability
7th level (1 slot): fire storm
7th level (1 slot): fire storm
8th level (1 slot): incendiary cloud
8th level (1 slot): incendiary cloud
Actions
9th level (1 slot): meteor swarm
Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit: Actions
13 (3d8) lightning damage. Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one attack if target is metal armored), reach 5 ft., one target. Hit:
target. Hit: 21 (3d10 + 5) fire damage. 18 (4d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 27 (4d10 + 5) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 148
Sorcerer, 20th level
SIZE humanoid (race), alignment
Armor Class 15 (natural armor)
Hit Points 163 (22d6 + 66 + 20); 185 (22d8 + 66 + 20)
Speed 25 - 30 ft., fly 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Con +8, Cha +10


Senses passive Perception 12
Languages Common
Challenge 13 (10000 XP)
Fire Affinity. The sorcerer may add its Charisma bonus to
one damage roll of a fire spell.
Sorcery Points. The sorcerer has 20 sorcery points. It may
spend 1 point to double the distance or duration of a spell,
gain fire resistance for 1 hour, give one target of a spell
disadvantage on its first saving throw, or 2 points to cast a 1
action spell as a bonus action.
Spellcasting. The sorcerer is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 18, +10 to hit
with spell attacks). The sorcerer knows the following spells:
Cantrips (at will): blade ward, fire bolt, light, mage hand,
prestidigitation, shocking grasp
1st level (4 slots): burning hands, chromatic orb, shield
2nd level (3 slots): alter self, web
3rd level (3 slots): fireball, haste
4th level (3 slots): stoneskin, wall of fire
5th level (3 slots): cloudkill, wall of stone
6th level (2 slots): globe of invulnerability
7th level (2 slots): fire storm
8th level (1 slot): incendiary cloud
9th level (1 slot): meteor swarm
Actions
Shocking Grasp. Melee Spell Attack: +10 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
18 (4d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one
target. Hit: 27 (4d10 + 5) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 149
with spell attacks). The sorcerer knows the following spells:
Storm Sorcerer
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp
Sorcerer, 2nd level
SIZE humanoid (race), alignment 1st level (4 slots): chromatic orb, mage armor, shield
Armor Class 11 (14 with mage armor) 2nd level (3 slots): invisibility, web
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) Tempestuous Magic. When the sorcerer casts a non-cantrip
spell, it may fly up to 10 feet as if Disengaging.
Speed 25 - 30 ft.
Actions
STR DEX CON INT WIS CHA
Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
8 (-1) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 15 (+2)
attack if target is metal armored), reach 5 ft., one target. Hit:
Saving Throws Con +4, Cha +4 4 (1d8) lightning damage.

Senses passive Perception 11 Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 5 (1d10) fire damage.
Languages Common
Challenge 1/2 (100 XP) Sorcerer, 6th level
SIZE humanoid (race), alignment
Sorcery Points. The sorcerer has 2 sorcery points. It may
spend 2 points to regain a 1st level slot. Armor Class 12 (15 with mage armor)

Spellcasting. The sorcerer is a 2nd level spellcaster. Its Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
spellcasting ability is Charisma (spell save DC 12, +4 to hit Speed 25 - 30 ft.
with spell attacks). The sorcerer knows the following spells:
STR DEX CON INT WIS CHA
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
1st level (3 slots): burning hands, chromatic orb, shield
Saving Throws Con +4, Cha +5
Tempestuous Magic. When the sorcerer casts a non-cantrip
spell, it may fly up to 10 feet as if Disengaging. Damage Resistances lightning, thunder

Actions Senses passive Perception 11

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Languages Common
Hit: 3 (1d4 + 1) piercing damage. Challenge 3 (700 XP)
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one Sorcery Points. The sorcerer has 6 sorcery points. It may
target. Hit: 5 (1d10) fire damage. spend 1 point to double the distance or duration of a spell.
Spellcasting. The sorcerer is a 4th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit
Sorcerer, 4th level with spell attacks). The sorcerer knows the following spells:
SIZE humanoid (race), alignment
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
Armor Class 12 (15 with mage armor) shocking grasp
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) 1st level (4 slots): chromatic orb, mage armor, shield
Speed 25 - 30 ft. 2nd level (3 slots): invisibility, web
STR DEX CON INT WIS CHA 3rd level (2 slots): fireball, slow
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Tempestuous Magic. When the sorcerer casts a non-cantrip
Saving Throws Con +4, Cha +5 spell, it may fly up to 10 feet as if Disengaging, and deal 3
lightning or thunder damage to creatures within 10 feet.
Senses passive Perception 11
Actions
Languages Common
Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
Challenge 1 (200 XP) attack if target is metal armored), reach 5 ft., one target. Hit:
Sorcery Points. The sorcerer has 4 sorcery points. It may 9 (2d8) lightning damage.
spend 1 point to double the distance or duration of a spell. Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Spellcasting. The sorcerer is a 4th level spellcaster. Its target. Hit: 11 (2d10) fire damage.
spellcasting ability is Charisma (spell save DC 13, +5 to hit

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 150
Sorcerer, 8th level Sorcerer, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)
Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)
Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4) 8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Con +5, Cha +7 Saving Throws Con +5, Cha +7
Damage Resistances lightning, thunder Damage Resistances lightning, thunder
Senses passive Perception 11 Senses passive Perception 11
Languages Common Languages Common
Challenge 5 (1800 XP) Challenge 7 (2900 XP)
Sorcery Points. The sorcerer has 8 sorcery points. It may Sorcery Points. The sorcerer has 10 sorcery points. It may
spend 1 point to double the distance or duration of a spell. spend 1 point to double the distance or duration of a spell, or
give one target of a spell disadvantage on its first saving
Spellcasting. The sorcerer is an 8th level spellcaster. Its
throw.
spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The sorcerer knows the following spells: Spellcasting. The sorcerer is a 10th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
with spell attacks). The sorcerer knows the following spells:
shocking grasp
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
1st level (4 slots): chromatic orb, mage armor, shield
shocking grasp
2nd level (3 slots): invisibility, web
1st level (4 slots): chromatic orb, mage armor, shield
3rd level (3 slots): fireball, slow
2nd level (3 slots): invisibility, web
4th level (2 slots): ice storm, stoneskin
3rd level (3 slots): fireball, slow
Tempestuous Magic. When the sorcerer casts a non-cantrip
4th level (3 slots): ice storm, stoneskin
spell, it may fly up to 10 feet as if Disengaging, and deal 4
lightning or thunder damage to creatures within 10 feet. 5th level (2 slots): cloudkill, wall of stone
Actions Tempestuous Magic. When the sorcerer casts a non-cantrip
spell, it may fly up to 10 feet as if Disengaging, and deal 5
Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
lightning or thunder damage to creatures within 10 feet.
attack if target is metal armored), reach 5 ft., one target. Hit:
9 (2d8) lightning damage. Actions
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
target. Hit: 11 (2d10) fire damage. attack if target is metal armored), reach 5 ft., one target. Hit:
9 (2d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 11 (2d10) fire damage.

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Sorcerer, 12th level Sorcerer, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 20 (+5)

Saving Throws Con +5, Cha +8 Saving Throws Con +5, Cha +8

Damage Resistances lightning, thunder Damage Resistances lightning, thunder

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Sorcery Points. The sorcerer has 12 sorcery points. It may Sorcery Points. The sorcerer has 14 sorcery points. It may
spend 1 point to double the distance or duration of a spell, or spend 1 point to double the distance or duration of a spell, or
give one target of a spell disadvantage on its first saving give one target of a spell disadvantage on its first saving
throw. throw.

Spellcasting. The sorcerer is a 12th level spellcaster. Its Spellcasting. The sorcerer is a 14th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The sorcerer knows the following spells: with spell attacks). The sorcerer knows the following spells:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp shocking grasp

1st level (4 slots): chromatic orb, mage armor, shield 1st level (4 slots): chromatic orb, mage armor, shield

2nd level (3 slots): invisibility, web 2nd level (3 slots): invisibility, web

3rd level (3 slots): fireball, slow 3rd level (3 slots): fireball, slow

4th level (3 slots): ice storm, stoneskin 4th level (3 slots): ice storm, stoneskin

5th level (2 slots): cloudkill, wall of stone 5th level (2 slots): cloudkill, wall of stone

6th level (1 slot): globe of invulnerability 6th level (1 slot): globe of invulnerability

Tempestuous Magic. When the sorcerer casts a non-cantrip 7th level (1 slot): fire storm
spell, it may fly up to 10 feet as if Disengaging, and deal 6 Tempestuous Magic. When the sorcerer casts a non-cantrip
lightning or thunder damage to creatures within 10 feet. spell, it may fly up to 10 feet as if Disengaging, and deal 7
Actions lightning or thunder damage to creatures within 10 feet.

Shocking Grasp. Melee Spell Attack: +8to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on
13 (3d8) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one 13 (3d8) lightning damage.
target. Hit: 16 (3d10) fire damage. Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 16 (3d10) fire damage.
Reactions
Storm's Fury. When the sorcerer is hit by a melee attack, it
can use its reaction to deal 14 lightning damage to the
attacker, which must make a DC 16 Str save or be pushed 20
feet away.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 152
Sorcerer, 16th level Sorcerer, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 20 (+5)

Saving Throws Con +7, Cha +9 Saving Throws Con +7, Cha +9

Damage Resistances lightning, thunder Damage Immunities lightning, thunder

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 12 (8400 XP)

Sorcery Points. The sorcerer has 16 sorcery points. It may Sorcery Points. The sorcerer has 18 sorcery points. It may
spend 1 point to double the distance or duration of a spell, or spend 1 point to double the distance or duration of a spell,
give one target of a spell disadvantage on its first saving give one target of a spell disadvantage on its first saving
throw. throw, or 2 points to cast a 1 action spell as a bonus action.

Spellcasting. The sorcerer is a 16th level spellcaster. Its Spellcasting. The sorcerer is an 18th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 17, +9 to hit spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). The sorcerer knows the following spells: with spell attacks). The sorcerer knows the following spells:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp shocking grasp

1st level (4 slots): chromatic orb, mage armor, shield 1st level (4 slots): chromatic orb, mage armor, shield

2nd level (3 slots): invisibility, web 2nd level (3 slots): invisibility, web

3rd level (3 slots): fireball, slow 3rd level (3 slots): fireball, slow

4th level (3 slots): ice storm, stoneskin 4th level (3 slots): ice storm, stoneskin

5th level (2 slots): cloudkill, wall of stone 5th level (3 slots): cloudkill, wall of stone

6th level (1 slot): globe of invulnerability 6th level (1 slot): globe of invulnerability

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

8th level (1 slot): sunburst 8th level (1 slot): sunburst

Tempestuous Magic. When the sorcerer casts a non-cantrip 9th level (1 slot): meteor swarm
spell, it may fly up to 10 feet as if Disengaging, and deal 8 Tempestuous Magic. When the sorcerer casts a non-cantrip
lightning or thunder damage to creatures within 10 feet. spell, it may fly up to 10 feet as if Disengaging, and deal 9
Actions lightning or thunder damage to creatures within 10 feet.

Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
13 (3d8) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one 18 (4d8) lightning damage.
target. Hit: 16 (3d10) fire damage. Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
Reactions target. Hit: 22 (4d10) fire damage.

Storm's Fury. When the sorcerer is hit by a melee attack, it Reactions


can use its reaction to deal 16 lightning damage to the Storm's Fury. When the sorcerer is hit by a melee attack, it
attacker, which must make a DC 17 Str save or be pushed 20 can use its reaction to deal 18 lightning damage to the
feet away. attacker, which must make a DC 17 Str save or be pushed 20
feet away.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 153
Sorcerer, 20th level
SIZE humanoid (race), alignment
Armor Class 12 (15 with mage armor)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Con +8, Cha +10


Damage Immunities lightning, thunder
Senses passive Perception 12
Languages Common
Challenge 13 (10000 XP)
Sorcery Points. The sorcerer has 20 sorcery points. It may
spend 1 point to double the distance or duration of a spell,
give one target of a spell disadvantage on its first saving
throw, or 2 points to cast a 1 action spell as a bonus action.
Spellcasting. The sorcerer is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 18, +10 to hit
with spell attacks). The sorcerer knows the following spells:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp
1st level (4 slots): chromatic orb, mage armor, shield
2nd level (3 slots): invisibility, web
3rd level (3 slots): fireball, slow
4th level (3 slots): ice storm, stoneskin
5th level (3 slots): cloudkill, wall of stone
6th level (2 slots): globe of invulnerability
7th level (2 slots): fire storm
8th level (1 slot): sunburst
9th level (1 slot): meteor swarm
Tempestuous Magic. When the sorcerer casts a non-cantrip
spell, it may fly up to 10 feet as if Disengaging, and deal 10
lightning or thunder damage to creatures within 10 feet.
Actions
Shocking Grasp. Melee Spell Attack: +10 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
18 (4d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one
target. Hit: 22 (4d10) fire damage.
Reactions
Storm's Fury. When the sorcerer is hit by a melee attack, it
can use its reaction to deal 20 lightning damage to the
attacker, which must make a DC 18 Str save or be pushed 20
feet away.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 154
shocking grasp
Wild Magic Sorcerer
1st level (4 slots): chromatic orb, mage armor, shield
Sorcerer, 2nd level 2nd level (3 slots): invisibility, web
SIZE humanoid (race), alignment Tides of Chaos (1/day). The sorcerer gains advantage on one
Armor Class 11 (14 with mage armor) attack roll, ability check, or saving throw.
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) Actions
Speed 25 - 30 ft. Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA 4 (1d8) lightning damage.
8 (-1) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 15 (+2)
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Saving Throws Con +4, Cha +4 target. Hit: 5 (1d10) fire damage.

Senses passive Perception 11 Sorcerer, 6th level


Languages Common SIZE humanoid (race), alignment
Challenge 1/2 (100 XP) Armor Class 12 (15 with mage armor)

Spellcasting. The sorcerer is a 2nd level spellcaster. Its Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
spellcasting ability is Charisma (spell save DC 12, +4 to hit Speed 25 - 30 ft.
with spell attacks). The sorcerer knows the following spells:
STR DEX CON INT WIS CHA
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
1st level (3 slots): burning hands, chromatic orb, shield
Saving Throws Con +4, Cha +5
Tides of Chaos (1/day). The sorcerer gains advantage on one
attack roll, ability check, or saving throw. Senses passive Perception 11

Actions Languages Common

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Challenge 3 (700 XP)
Hit: 3 (1d4 + 1) piercing damage. Sorcery Points. The sorcerer has 6 sorcery points. It may
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one spend 1 point to double the distance or duration of a spell.
target. Hit: 5 (1d10) fire damage. Spellcasting. The sorcerer is a 4th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The sorcerer knows the following spells:
Sorcerer, 4th level Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
SIZE humanoid (race), alignment shocking grasp
Armor Class 12 (15 with mage armor) 1st level (4 slots): chromatic orb, mage armor, shield
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) 2nd level (3 slots): invisibility, web
Speed 25 - 30 ft. 3rd level (2 slots): fireball, slow
STR DEX CON INT WIS CHA Tides of Chaos (1/day). The sorcerer gains advantage on one
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3) attack roll, ability check, or saving throw.
Saving Throws Con +4, Cha +5 Actions
Senses passive Perception 11 Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
Languages Common 9 (2d8) lightning damage.
Challenge 1 (200 XP) Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Sorcery Points. The sorcerer has 4 sorcery points. It may target. Hit: 11 (2d10) fire damage.
spend 1 point to double the distance or duration of a spell. Reactions
Spellcasting. The sorcerer is a 4th level spellcaster. Its Bend Luck. When another creature the sorcerer can see
spellcasting ability is Charisma (spell save DC 13, +5 to hit makes an attack roll, ability check, or saving throw, the
with spell attacks). The sorcerer knows the following spells: sorcerer can spend 2 sorcery points to roll 1d4 and add it to
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, the creature's roll as a bonus or penalty.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 155
Sorcerer, 8th level Sorcerer, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)
Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)
Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4) 8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Con +5, Cha +7 Saving Throws Con +5, Cha +7
Senses passive Perception 11 Senses passive Perception 11
Languages Common Languages Common
Challenge 5 (1800 XP) Challenge 7 (2900 XP)
Sorcery Points. The sorcerer has 8 sorcery points. It may Sorcery Points. The sorcerer has 10 sorcery points. It may
spend 1 point to double the distance or duration of a spell. spend 1 point to double the distance or duration of a spell, or
give one target of a spell disadvantage on its first saving
Spellcasting. The sorcerer is an 8th level spellcaster. Its
throw.
spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The sorcerer knows the following spells: Spellcasting. The sorcerer is a 10th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
with spell attacks). The sorcerer knows the following spells:
shocking grasp
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
1st level (4 slots): chromatic orb, mage armor, shield
shocking grasp
2nd level (3 slots): invisibility, web
1st level (4 slots): chromatic orb, mage armor, shield
3rd level (3 slots): fireball, slow
2nd level (3 slots): invisibility, web
4th level (2 slots): ice storm, stoneskin
3rd level (3 slots): fireball, slow
Tides of Chaos (1/day). The sorcerer gains advantage on one
4th level (3 slots): ice storm, stoneskin
attack roll, ability check, or saving throw.
5th level (2 slots): cloudkill, wall of stone
Actions
Tides of Chaos (1/day). The sorcerer gains advantage on one
Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
attack roll, ability check, or saving throw.
attack if target is metal armored), reach 5 ft., one target. Hit:
9 (2d8) lightning damage. Actions
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
target. Hit: 11 (2d10) fire damage. attack if target is metal armored), reach 5 ft., one target. Hit:
9 (2d8) lightning damage.
Reactions
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Bend Luck. When another creature the sorcerer can see
target. Hit: 11 (2d10) fire damage.
makes an attack roll, ability check, or saving throw, the
sorcerer can spend 2 sorcery points to roll 1d4 and add it to Reactions
the creature's roll as a bonus or penalty.
Bend Luck. When another creature the sorcerer can see
makes an attack roll, ability check, or saving throw, the
sorcerer can spend 2 sorcery points to roll 1d4 and add it to
the creature's roll as a bonus or penalty.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 156
Sorcerer, 12th level Sorcerer, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 20 (+5)

Saving Throws Con +5, Cha +8 Saving Throws Con +5, Cha +8

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Sorcery Points. The sorcerer has 12 sorcery points. It may Sorcery Points. The sorcerer has 14 sorcery points. It may
spend 1 point to double the distance or duration of a spell, or spend 1 point to double the distance or duration of a spell, or
give one target of a spell disadvantage on its first saving give one target of a spell disadvantage on its first saving
throw. throw.

Spellcasting. The sorcerer is a 12th level spellcaster. Its Spellcasting. The sorcerer is a 14th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The sorcerer knows the following spells: with spell attacks). The sorcerer knows the following spells:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp shocking grasp

1st level (4 slots): chromatic orb, mage armor, shield 1st level (4 slots): chromatic orb, mage armor, shield

2nd level (3 slots): invisibility, web 2nd level (3 slots): invisibility, web

3rd level (3 slots): fireball, slow 3rd level (3 slots): fireball, slow

4th level (3 slots): ice storm, stoneskin 4th level (3 slots): ice storm, stoneskin

5th level (2 slots): cloudkill, wall of stone 5th level (2 slots): cloudkill, wall of stone

6th level (1 slot): globe of invulnerability 6th level (1 slot): globe of invulnerability

Tides of Chaos (1/day). The sorcerer gains advantage on one 7th level (1 slot): fire storm
attack roll, ability check, or saving throw. Tides of Chaos (1/day). The sorcerer gains advantage on one
Actions attack roll, ability check, or saving throw.

Shocking Grasp. Melee Spell Attack: +8to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on
13 (3d8) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one 13 (3d8) lightning damage.
target. Hit: 16 (3d10) fire damage. Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
Reactions target. Hit: 16 (3d10) fire damage.

Bend Luck. When another creature the sorcerer can see Reactions
makes an attack roll, ability check, or saving throw, the Bend Luck. When another creature the sorcerer can see
sorcerer can spend 2 sorcery points to roll 1d4 and add it to makes an attack roll, ability check, or saving throw, the
the creature's roll as a bonus or penalty. sorcerer can spend 2 sorcery points to roll 1d4 and add it to
the creature's roll as a bonus or penalty.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 157
Sorcerer, 16th level Sorcerer, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 20 (+5) 8 (-1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 20 (+5)

Saving Throws Con +7, Cha +9 Saving Throws Con +7, Cha +9

Senses passive Perception 11 Senses passive Perception 11

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 12 (8400 XP)

Sorcery Points. The sorcerer has 16 sorcery points. It may Sorcery Points. The sorcerer has 18 sorcery points. It may
spend 1 point to double the distance or duration of a spell, or spend 1 point to double the distance or duration of a spell,
give one target of a spell disadvantage on its first saving give one target of a spell disadvantage on its first saving
throw. throw, or 2 points to cast a 1 action spell as a bonus action.

Spellcasting. The sorcerer is a 16th level spellcaster. Its Spellcasting. The sorcerer is an 18th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 17, +9 to hit spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). The sorcerer knows the following spells: with spell attacks). The sorcerer knows the following spells:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp shocking grasp

1st level (4 slots): chromatic orb, mage armor, shield 1st level (4 slots): chromatic orb, mage armor, shield

2nd level (3 slots): invisibility, web 2nd level (3 slots): invisibility, web

3rd level (3 slots): fireball, slow 3rd level (3 slots): fireball, slow

4th level (3 slots): ice storm, stoneskin 4th level (3 slots): ice storm, stoneskin

5th level (2 slots): cloudkill, wall of stone 5th level (3 slots): cloudkill, wall of stone

6th level (1 slot): globe of invulnerability 6th level (1 slot): globe of invulnerability

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

8th level (1 slot): sunburst 8th level (1 slot): sunburst

Tides of Chaos (1/day). The sorcerer gains advantage on one 9th level (1 slot): meteor swarm
attack roll, ability check, or saving throw. Tides of Chaos (1/day). The sorcerer gains advantage on one
Actions attack roll, ability check, or saving throw.

Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
13 (3d8) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one 18 (4d8) lightning damage.
target. Hit: 16 (3d10) fire damage. Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
Reactions target. Hit: 22 (4d10) fire damage.

Bend Luck. When another creature the sorcerer can see Reactions
makes an attack roll, ability check, or saving throw, the Bend Luck. When another creature the sorcerer can see
sorcerer can spend 2 sorcery points to roll 1d4 and add it to makes an attack roll, ability check, or saving throw, the
the creature's roll as a bonus or penalty. sorcerer can spend 2 sorcery points to roll 1d4 and add it to
the creature's roll as a bonus or penalty.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 158
Sorcerer, 20th level
SIZE humanoid (race), alignment
Armor Class 12 (15 with mage armor)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Con +8, Cha +10


Senses passive Perception 12
Languages Common
Challenge 13 (10000 XP)
Sorcery Points. The sorcerer has 20 sorcery points. It may
spend 1 point to double the distance or duration of a spell,
give one target of a spell disadvantage on its first saving
throw, or 2 points to cast a 1 action spell as a bonus action.
Spellcasting. The sorcerer is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 18, +10 to hit
with spell attacks). The sorcerer knows the following spells:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp
1st level (4 slots): chromatic orb, mage armor, shield
2nd level (3 slots): invisibility, web
3rd level (3 slots): fireball, slow
4th level (3 slots): ice storm, stoneskin
5th level (3 slots): cloudkill, wall of stone
6th level (2 slots): globe of invulnerability
7th level (2 slots): fire storm
8th level (1 slot): sunburst
9th level (1 slot): meteor swarm
Tides of Chaos (1/day). The sorcerer gains advantage on one
attack roll, ability check, or saving throw.
Actions
Shocking Grasp. Melee Spell Attack: +10 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
18 (4d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one
target. Hit: 22 (4d10) fire damage.
Reactions
Bend Luck. When another creature the sorcerer can see
makes an attack roll, ability check, or saving throw, the
sorcerer can spend 2 sorcery points to roll 1d4 and add it to
the creature's roll as a bonus or penalty.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 159
2nd level (2 slots): armor of Agathys, hellish rebuke, scorching
Blade Pact Warlock ray, spider climb, witch bolt
Actions
Warlock, 2nd level
SIZE humanoid (race), alignment Pact Longsword (magical). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Armor Class 11 (14 with mage armor)
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) target. Hit: 8 (1d10 + 3) force damage.
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 15 (+2)
Warlock, 6th level
Saving Throws Wis +2, Cha +4
SIZE humanoid (race), alignment
Senses passive Perception 10 Armor 11 (14 with mage armor)
Languages Common Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Challenge 1/2 (100 XP) Speed 25 - 30 ft.
Invocations. Agonizing Blast, Armor of Shadows STR DEX CON INT WIS CHA
Spellcasting. The warlock is a 2nd level spellcaster. Its 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 16 (+3)
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The warlock knows the following spells: Saving Throws Wis +2, Cha +5

Cantrips (at will): blade ward, eldritch blast Senses passive Perception 10

1st level (2 slots): armor of Agathys, hellish rebuke, witch bolt Languages Common

Actions Challenge 4 (1100 XP)

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Invocations. Agonizing Blast, Armor of Shadows, Thirsting
Hit: 5 (1d6 + 2) bludgeoning damage. Blade

Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 ft., one Spellcasting. The warlock is a 6th level spellcaster. Its
target. Hit: 7 (1d10 + 2) force damage. spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The warlock knows the following spells:
Cantrips (at will): blade ward, eldritch blast, mage hand
3rd level (2 slots): armor of Agathys, dispel magic, fireball,
Warlock, 4th level hellish rebuke, scorching ray, spider climb, witch bolt
SIZE humanoid (race), alignment Actions
Armor Class 11 (14 with mage armor) Multiattack. The warlock can make 2 longsword attacks or
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) two eldritch blast attacks.

Speed 25 - 30 ft. Pact Longsword (magical). Melee Weapon Attack: +4 to hit,


reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
STR DEX CON INT WIS CHA
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one
14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 16 (+3)
target. Hit: 8 (1d10 + 3) force damage.
Saving Throws Wis +2, Cha +5
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
Invocations. Agonizing Blast, Armor of Shadows
Spellcasting. The warlock is a 4th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The warlock knows the following spells:
Cantrips (at will): blade ward, eldritch blast, mage hand

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 160
Warlock, 8th level Warlock, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor 11 (14 with mage armor) Armor 11 (14 with mage armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 18 (+4)

Saving Throws Wis +3, Cha +7 Saving Throws Wis +3, Cha +7

Senses darkvision 120 ft., passive Perception 10 Damage Resistances fire

Languages Common Senses darkvision 120 ft., passive Perception 10

Challenge 5 (1800 XP) Languages Common

Invocations. Agonizing Blast, Armor of Shadows, Devil's Challenge 6 (2300 XP)


Sight, Thirsting Blade Invocations. Agonizing Blast, Armor of Shadows, Devil's
Spellcasting. The warlock is an 8th level spellcaster. Its Sight, One With Shadows, Thirsting Blade
spellcasting ability is Charisma (spell save DC 15, +7 to hit Spellcasting. The warlock is a 10th level spellcaster. Its
with spell attacks). The warlock knows the following spells: spellcasting ability is Charisma (spell save DC 15, +7 to hit
Cantrips (at will): blade ward, eldritch blast, mage hand with spell attacks). The warlock knows the following spells:

4th level (2 slots): armor of Agathys, dimension door, dispel Cantrips (at will): blade ward, eldritch blast, mage hand, minor
magic, fireball, fire shield, hellish rebuke, magic circle, spider illusion
climb, witch bolt 5th level (2 slots): armor of Agathys, dimension door, dispel
Actions magic, fireball, fire shield, fly, hellish rebuke, hold monster,
magic circle, witch bolt
Multiattack. The warlock can make 2 longsword attacks or
two eldritch blast attacks. Actions
Pact Longsword (magical). Melee Weapon Attack: +5 to hit, Multiattack. The warlock can make 2 longsword attacks or
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. two eldritch blast attacks.

Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one Pact Longsword (magical). Melee Weapon Attack: +5 to hit,
target. Hit: 9 (1d10 + 4) force damage. reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120 ft.,
one target. Hit: 9 (1d10 + 4) force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 161
Warlock, 12th level Warlock, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor 11 (14 with mage armor) Armor 11 (14 with mage armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 18 (+4)

Saving Throws Wis +3, Cha +7 Saving Throws Wis +3, Cha +7

Damage Resistances fire Damage Resistances fire

Senses darkvision 120 ft., passive Perception 10 Senses darkvision 120 ft., passive Perception 10

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Invocations. Agonizing Blast, Armor of Shadows, Devil's Hurl Through Hell (1/day). When the warlock hits a creature
Sight, Lifedrinker, One With Shadows, Thirsting Blade with an attack, it can hurl the creature through the hells
until the end of the warlock's next turn. The creature then
Spellcasting. The warlock is a 12th level spellcaster. Its reappears where it disappeared, taking 55 (10d10) psychic
spellcasting ability is Charisma (spell save DC 15, +7 to hit damage, unless it's a fiend.
with spell attacks). The warlock knows the following spells:
Invocations. Agonizing Blast, Armor of Shadows, Devil's
Cantrips (at will): blade ward, eldritch blast, mage hand, minor Sight, Lifedrinker, One With Shadows, Otherworldly Leap,
illusion Thirsting Blade
5th level (3 slots): armor of Agathys, dimension door, dispel Spellcasting. The warlock is a 14th level spellcaster. Its
magic, fireball, fire shield, fly, hallow, hellish rebuke, hold spellcasting ability is Charisma (spell save DC 15, +7 to hit
monster, magic circle, witch bolt with spell attacks). The warlock knows the following spells:
6th level (1 slot): arcane gate Cantrips (at will): blade ward, eldritch blast, mage hand, minor
Actions illusion

Multiattack. The warlock can make 2 longsword attacks or 5th level (3 slots): armor of Agathys, dimension door, dispel
three eldritch blast attacks. magic, fireball, fire shield, fly, hallow, hellish rebuke, hex, hold
monster, magic circle, wall of fire, witch bolt
Pact Longsword (magical). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 4 6th level (1 slot): arcane gate
necrotic damage. 7th level (1 slot): finger of death
Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one Actions
target. Hit: 9 (1d10 + 4) force damage.
Multiattack. The warlock can make 2 longsword attacks or
three eldritch blast attacks.
Pact Longsword (magical). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 4
necrotic damage.
Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 9 (1d10 + 4) force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 162
Warlock, 16th level Warlock, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor 11 (14 with mage armor) Armor 11 (14 with mage armor)

Hit Points 99 (18d6 + 36); 117 (18d8 + 36) Hit Points 110 (20d6 + 40); 130 (20d8 + 40)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Wis +3, Cha +8 Saving Throws Wis +3, Cha +8

Damage Resistances fire Damage Resistances fire

Senses darkvision 120 ft., passive Perception 10 Senses darkvision 120 ft., passive Perception 10

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Hurl Through Hell (1/day). When the warlock hits a creature Hurl Through Hell (1/day). When the warlock hits a creature
with an attack, it can hurl the creature through the hells with an attack, it can hurl the creature through the hells
until the end of the warlock's next turn. The creature then until the end of the warlock's next turn. The creature then
reappears where it disappeared, taking 55 (10d10) psychic reappears where it disappeared, taking 55 (10d10) psychic
damage, unless it's a fiend. damage, unless it's a fiend.

Invocations. Agonizing Blast, Armor of Shadows, Devil's Invocations. Agonizing Blast, Armor of Shadows, Devil's
Sight, Lifedrinker, One With Shadows, Otherworldly Leap, Sight, Lifedrinker, One With Shadows, Otherworldly Leap,
Thirsting Blade, Visions of Distant Realms Thirsting Blade, Visions of Distant Realms, Witch Sight

Spellcasting. The warlock is a 16th level spellcaster. Its Spellcasting. The warlock is an 18th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The warlock knows the following spells: with spell attacks). The warlock knows the following spells:

Cantrips (at will): blade ward, eldritch blast, mage hand, minor Cantrips (at will): blade ward, eldritch blast, mage hand, minor
illusion illusion

5th level (3 slots): armor of Agathys, dimension door, dispel 5th level (4 slots): armor of Agathys, dimension door, dispel
magic, fireball, fire shield, fly, hallow, hellish rebuke, hex, hold magic, fireball, fire shield, fly, hallow, hellish rebuke, hex, hold
monster, magic circle, wall of fire, witch bolt monster, magic circle, vampiric touch, wall of fire, witch bolt

6th level (1 slot): arcane gate 6th level (1 slot): arcane gate

7th level (1 slot): finger of death 7th level (1 slot): finger of death

8th level (1 slot): feeblemind 8th level (1 slot): feeblemind

Actions 9th level (1 slot): power word kill

Multiattack. The warlock can make 2 longsword attacks or Actions


three eldritch blast attacks. Multiattack. The warlock can make 2 longsword attacks or
Pact Longsword (magical). Melee Weapon Attack: +6 to hit, four eldritch blast attacks.
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 5 Pact Longsword (magical). Melee Weapon Attack: +6 to hit,
necrotic damage. reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 5
Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one necrotic damage.
target. Hit: 10 (1d10 + 5) force damage. Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 10 (1d10 + 5) force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 163
Warlock, 20th level
SIZE humanoid (race), alignment
Armor 11 (14 with mage armor)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Wis +4, Cha +9


Damage Resistances fire
Senses darkvision 120 ft., passive Perception 10
Languages Common
Challenge 9 (5000 XP)
Hurl Through Hell (1/day). When the warlock hits a creature
with an attack, it can hurl the creature through the hells
until the end of the warlock's next turn. The creature then
reappears where it disappeared, taking 55 (10d10) psychic
damage, unless it's a fiend.
Invocations. Agonizing Blast, Armor of Shadows, Devil's
Sight, Lifedrinker, One With Shadows, Otherworldly Leap,
Thirsting Blade, Visions of Distant Realms, Witch Sight
Spellcasting. The warlock is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). The warlock knows the following spells:
Cantrips (at will): blade ward, eldritch blast, mage hand, minor
illusion
5th level (4 slots): armor of Agathys, dimension door, dispel
magic, fireball, fire shield, flame strike, fly, hallow, hellish rebuke,
hex, hold monster, magic circle, vampiric touch, wall of fire,
witch bolt
6th level (1 slot): arcane gate
7th level (1 slot): finger of death
8th level (1 slot): feeblemind
9th level (1 slot): power word kill
Actions
Multiattack. The warlock can make 2 longsword attacks or
four eldritch blast attacks.
Pact Longsword (magical). Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 5
necrotic damage.
Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 10 (1d10 + 5) force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 164
Invocations. Agonizing Blast, Improved Pact Weapon
Hexblade Warlock
Spellcasting. The warlock is a 4th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit
Warlock, 2nd level with spell attacks). The warlock knows the following spells:
SIZE humanoid (race), alignment
Cantrips (at will): blade ward, eldritch blast, mage hand
Armor Class 17 (scale mail, shield)
2nd level (2 slots): hellish rebuke, scorching ray, spider climb,
Hit Points 18 (4d6 + 4); 22 (4d8 + 4) witch bolt, wrathful smite
Speed 25 - 30 ft.
Actions
STR DEX CON INT WIS CHA Pact Longsword (magical). Melee Weapon Attack: +6 to hit,
14 (+2) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 15 (+2) reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Saving Throws Wis +2, Cha +4 Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 8 (1d10 + 3) force damage.
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP) Warlock, 6th level
SIZE humanoid (race), alignment
Hexblade's Curse (1/short rest). As a bonus action, the
warlock can curse a foe for 1 minute. Against it, the warlock Armor 17 (breastplate, shield)
gains a +2 damage bonus, , critical hit on 19-20, and if curse Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
target dies gain 3 temporary hit points.
Speed 25 - 30 ft.
Invocations. Agonizing Blast, Improved Pact Weapon
STR DEX CON INT WIS CHA
Spellcasting. The warlock is a 2nd level spellcaster. Its
14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 16 (+3)
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The warlock knows the following spells: Saving Throws Wis +2, Cha +5
Cantrips (at will): blade ward, eldritch blast Senses passive Perception 10
1st level (2 slots): hellish rebuke, witch bolt, wrathful smite Languages Common
Actions Challenge 4 (1100 XP)
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hexblade's Curse (1/short rest). As a bonus action, the
target. Hit: 6 (1d8 + 2) slashing damage. warlock can curse a foe for 1 minute. Against it, the warlock
Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 ft., one gains a +2 damage bonus, , critical hit on 19-20, and if curse
target. Hit: 7 (1d10 + 2) force damage. target dies gain 9 temporary hit points.
Invocations. Agonizing Blast, Improved Pact Weapon,
Thirsting Blade
Warlock, 4th level Spellcasting. The warlock is a 6th level spellcaster. Its
SIZE humanoid (race), alignment spellcasting ability is Charisma (spell save DC 13, +5 to hit
Armor Class 17 (scale mail, shield) with spell attacks). The warlock knows the following spells:
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) Cantrips (at will): blade ward, eldritch blast, mage hand
Speed 25 - 30 ft. 3rd level (2 slots): branding smite, dispel magic, fireball, hellish
rebuke, scorching ray, spider climb, witch bolt
STR DEX CON INT WIS CHA
Actions
14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 16 (+3)
Multiattack. The warlock makes 2 longsword attacks or two
Saving Throws Wis +2, Cha +5 eldritch blast attacks.
Senses passive Perception 10 Pact Longsword (magical). Melee Weapon Attack: +5 to hit,
Languages Common reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Challenge 1 (200 XP) Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 8 (1d10 + 3) force damage.
Hexblade's Curse (1/short rest). As a bonus action, the
warlock can curse a foe for 1 minute. Against it, the warlock
gains a +2 damage bonus, , critical hit on 19-20, and if curse
target dies gain 7 temporary hit points.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 165
Warlock, 8th level Warlock, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor 17 (breastplate, shield) Armor 17 (breastplate, shield)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 18 (+4)

Saving Throws Wis +3, Cha +7 Saving Throws Wis +3, Cha +7

Senses darkvision 120 ft., passive Perception 10 Damage Resistances fire

Languages Common Senses darkvision 120 ft., passive Perception 10

Challenge 5 (1800 XP) Languages Common

Hexblade's Curse (1/short rest). As a bonus action, the Challenge 6 (2300 XP)
warlock can curse a foe for 1 minute. Against it, the warlock Hexblade's Curse (1/short rest). As a bonus action, the
gains a +3 damage bonus, , critical hit on 19-20, and if curse warlock can curse a foe for 1 minute. Against it, the warlock
target dies gain 12 temporary hit points. gains a +3 damage bonus, , critical hit on 19-20, and if curse
Invocations. Agonizing Blast, Devil's Sight, Improved Pact target dies gain 14 temporary hit points.
Weapon, Thirsting Blade Invocations. Agonizing Blast, Armor of Shadows, Devil's
Spellcasting. The warlock is an 8th level spellcaster. Its Sight, Eldritch Smite, Thirsting Blade
spellcasting ability is Charisma (spell save DC 15, +7 to hit Spellcasting. The warlock is a 10th level spellcaster. Its
with spell attacks). The warlock knows the following spells: spellcasting ability is Charisma (spell save DC 15, +7 to hit
Cantrips (at will): blade ward, eldritch blast, mage hand with spell attacks). The warlock knows the following spells:

4th level (2 slots): dimension door, dispel magic, fireball, fire Cantrips (at will): blade ward, eldritch blast, mage hand, minor
shield, hellish rebuke, magic circle, spider climb, staggering illusion
smite, witch bolt 5th level (2 slots): dimension door, dispel magic, fireball, fire
Actions shield, fly, hellish rebuke, hold monster, magic circle, staggering
smite, witch bolt
Multiattack. The warlock can make 2 longsword attacks or
two eldritch blast attacks. Actions
Pact Longsword (magical). Melee Weapon Attack: +8 to hit, Multiattack. The warlock can make 2 longsword attacks or
reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. two eldritch blast attacks.

Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one Pact Longsword (magical). Melee Weapon Attack: +8 to hit,
target. Hit: 9 (1d10 + 4) force damage. reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and
the warlock can expend a spell slot to inflict 1d8 force
damage plus an extra 1d8 force damage per level of the slot,
and knocks the target prone.
Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120 ft.,
one target. Hit: 9 (1d10 + 4) force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 166
Warlock, 12th level Warlock, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor 17 (breastplate, shield) Armor 17 (breastplate, shield)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5) 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Wis +3, Cha +8 Saving Throws Wis +3, Cha +8

Damage Resistances fire Damage Resistances fire

Senses darkvision 120 ft., passive Perception 10 Senses darkvision 120 ft., passive Perception 10

Languages Common Languages Common

Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Hexblade's Curse (1/short rest). As a bonus action, the Hexblade's Curse (1/short rest). As a bonus action, the
warlock can curse a foe for 1 minute. Against it, the warlock warlock can curse a foe for 1 minute. Against it, the warlock
gains a +3 damage bonus, , critical hit on 19-20, and if curse gains a +3 damage bonus, , critical hit on 19-20, and if curse
target dies gain 17 temporary hit points. target dies gain 19 temporary hit points.

Invocations. Agonizing Blast, Devil's Sight, Improved Pact Hurl Through Hell (1/day). When the warlock hits a creature
Weapon, Lifedrinker, Eldritch Smite, Thirsting Blade with an attack, it can hurl the creature through the hells
until the end of the warlock's next turn. The creature then
Spellcasting. The warlock is a 12th level spellcaster. Its reappears where it disappeared, taking 55 (10d10) psychic
spellcasting ability is Charisma (spell save DC 16, +8 to hit damage, unless it's a fiend.
with spell attacks). The warlock knows the following spells:
Invocations. Agonizing Blast, Devil's Sight, Improved Pact
Cantrips (at will): blade ward, eldritch blast, mage hand, minor Weapon, Lifedrinker, Eldritch Smite, Otherworldly Leap,
illusion Thirsting Blade
5th level (3 slots): dimension door, dispel magic, fireball, fire Spellcasting. The warlock is a 14th level spellcaster. Its
shield, fly, hallow, hellish rebuke, hold monster, magic circle, spellcasting ability is Charisma (spell save DC 16, +8 to hit
staggering smite, witch bolt with spell attacks). The warlock knows the following spells:
6th level (1 slot): arcane gate Cantrips (at will): blade ward, eldritch blast, mage hand, minor
Actions illusion

Multiattack. The warlock can make 2 longsword attacks or 5th level (3 slots): dimension door, dispel magic, fireball, fire
three eldritch blast attacks. shield, fly, hallow, hellish rebuke, hex, hold monster, magic circle,
staggering smite, wall of fire, witch bolt
Pact Longsword (magical). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 5 6th level (1 slot): arcane gate
necrotic damage, and the warlock can expend a spell slot to 7th level (1 slot): finger of death
inflict 1d8 force damage plus an extra 1d8 force damage per
level of the slot, and knocks the target prone. Actions
Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one Multiattack. The warlock can make 2 longsword attacks or
target. Hit: 10 (1d10 + 5) force damage. three eldritch blast attacks.
Pact Longsword (magical). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 5
necrotic damage, and the warlock can expend a spell slot to
inflict 1d8 force damage plus an extra 1d8 force damage per
level of the slot, and knocks the target prone.
Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 10 (1d10 + 5) force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 167
Warlock, 16th level Warlock, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor 17 (breastplate, shield) Armor 17 (breastplate, shield)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Wis +3, Cha +8 Saving Throws Wis +3, Cha +8

Damage Resistances fire Damage Resistances fire

Senses darkvision 120 ft., passive Perception 10 Senses darkvision 120 ft., passive Perception 10

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Hexblade's Curse (1/short rest). As a bonus action, the Hexblade's Curse (1/short rest). As a bonus action, the
warlock can curse a foe for 1 minute. Against it, the warlock warlock can curse a foe for 1 minute. Against it, the warlock
gains a +3 damage bonus, , critical hit on 19-20, and if curse gains a +3 damage bonus, , critical hit on 19-20, and if curse
target dies gain 21 temporary hit points. target dies gain 23 temporary hit points.

Hurl Through Hell (1/day). When the warlock hits a creature Hurl Through Hell (1/day). When the warlock hits a creature
with an attack, it can hurl the creature through the hells with an attack, it can hurl the creature through the hells
until the end of the warlock's next turn. The creature then until the end of the warlock's next turn. The creature then
reappears where it disappeared, taking 55 (10d10) psychic reappears where it disappeared, taking 55 (10d10) psychic
damage, unless it's a fiend. damage, unless it's a fiend.

Invocations. Agonizing Blast, Devil's Sight, Improved Pact Invocations. Agonizing Blast, Devil's Sight, Improved Pact
Weapon, Lifedrinker, Eldritch Smite, Otherworldly Leap, Weapon, Lifedrinker, Eldritch Smite, Otherworldly Leap,
Thirsting Blade, Visions of Distant Realms Thirsting Blade, Visions of Distant Realms, Witch Sight

Spellcasting. The warlock is a 16th level spellcaster. Its Spellcasting. The warlock is an 18th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The warlock knows the following spells: with spell attacks). The warlock knows the following spells:

Cantrips (at will): blade ward, eldritch blast, mage hand, minor Cantrips (at will): blade ward, eldritch blast, mage hand, minor
illusion illusion

5th level (3 slots): dimension door, dispel magic, fireball, fire 5th level (4 slots): armor of Agathys, dimension door, dispel
shield, fly, hallow, hellish rebuke, hex, hold monster, magic circle, magic, fireball, fire shield, fly, hallow, hellish rebuke, hex, hold
staggering smite, wall of fire, witch bolt monster, magic circle, staggering smite, vampiric touch, wall of
fire, witch bolt
6th level (1 slot): arcane gate
6th level (1 slot): arcane gate
7th level (1 slot): finger of death
7th level (1 slot): finger of death
8th level (1 slot): feeblemind
8th level (1 slot): feeblemind
Actions
9th level (1 slot): power word kill
Multiattack. The warlock can make 2 longsword attacks or
three eldritch blast attacks. Actions
Pact Longsword (magical). Melee Weapon Attack: +9 to hit, Multiattack. The warlock can make 2 longsword attacks or
reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 5 four eldritch blast attacks.
necrotic damage, and the warlock can expend a spell slot to Pact Longsword (magical). Melee Weapon Attack: +9 to hit,
inflict 1d8 force damage plus an extra 1d8 force damage per reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 5
level of the slot, and knocks the target prone. necrotic damage, and the warlock can expend a spell slot to
Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one inflict 1d8 force damage plus an extra 1d8 force damage per
target. Hit: 10 (1d10 + 5) force damage. level of the slot, and knocks the target prone.
Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 10 (1d10 + 5) force damage.

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Warlock, 20th level
SIZE humanoid (race), alignment
Armor 18 (breastplate, shield)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Wis +4, Cha +9


Damage Resistances fire
Senses darkvision 120 ft., passive Perception 10
Languages Common
Challenge 9 (5000 XP)
Hexblade's Curse (1/short rest). As a bonus action, the
warlock can curse a foe for 1 minute. Against it, the warlock
gains a +4 damage bonus, , critical hit on 19-20, and if curse
target dies gain 25 temporary hit points.
Hurl Through Hell (1/day). When the warlock hits a creature
with an attack, it can hurl the creature through the hells
until the end of the warlock's next turn. The creature then
reappears where it disappeared, taking 55 (10d10) psychic
damage, unless it's a fiend.
Invocations. Agonizing Blast, Devil's Sight, Improved Pact
Weapon, Lifedrinker, Eldritch Smite, Otherworldly Leap,
Thirsting Blade, Visions of Distant Realms, Witch Sight
Spellcasting. The warlock is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). The warlock knows the following spells:
Cantrips (at will): blade ward, eldritch blast, mage hand, minor
illusion
5th level (4 slots): armor of Agathys, dimension door, dispel
magic, fireball, fire shield, flame strike, fly, hallow, hellish rebuke,
hex, hold monster, magic circle, vampiric touch, wall of fire,
witch bolt
6th level (1 slot): arcane gate
7th level (1 slot): finger of death
8th level (1 slot): feeblemind
9th level (1 slot): power word kill
Actions
Multiattack. The warlock can make 2 longsword attacks or
four eldritch blast attacks.
Pact Longsword (magical). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 5
necrotic damage, and the warlock can expend a spell slot to
inflict 1d8 force damage plus an extra 1d8 force damage per
level of the slot, and knocks the target prone.
Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 10 (1d10 + 5) force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 169
phantasmal force, witch bolt
Tome Pact Warlock
Actions
Warlock, 2nd level Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
SIZE humanoid (race), alignment attack if target is metal armored), reach 5 ft., one target. Hit:
4 (1d8) lightning damage.
Armor Class 11 (14 with mage armor)
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) target. Hit: 8 (1d10 + 3) force damage.
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 15 (+2)
Warlock, 6th level
Saving Throws Wis +3, Cha +4
SIZE humanoid (race), alignment
Senses passive Perception 11 Armor Class 11 (14 with mage armor)
Languages Common Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Challenge 1/2 (100 XP) Speed 25 - 30 ft.
Invocations. Agonizing Blast, Armor of Shadows STR DEX CON INT WIS CHA
Spellcasting. The warlock is a 2nd level spellcaster. Its 8 (-1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 16 (+3)
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The warlock knows the following spells: Saving Throws Wis +4, Cha +5

Cantrips (at will): chill touch, eldritch blast Senses passive Perception 12

1st level (2 slots): charm person, hex, sleep Languages Common

Actions Challenge 2 (450 XP)

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Invocations. Agonizing Blast, Armor of Shadows, Mask of
Hit: 3 (1d4 + 1) piercing damage. Many Faces

Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 ft., one Spellcasting. The warlock is a 6th level spellcaster. Its
target. Hit: 7 (1d10 + 2) force damage. spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The warlock knows the following spells:
Cantrips (at will): chill touch, eldritch blast, light, mage hand,
Warlock, 4th level minor illusion, shocking grasp
SIZE humanoid (race), alignment 3rd level (2 slots): charm person, fear, hypnotic pattern,
Armor Class 11 (14 with mage armor) invisibility, mirror image, phantasmal force, witch bolt
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) Actions
Speed 25 - 30 ft. Multiattack. The warlock makes two eldritch blast attacks.

STR DEX CON INT WIS CHA Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
8 (-1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 16 (+3)
9 (2d8) lightning damage.
Saving Throws Wis +4, Cha +5 Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one
Senses passive Perception 12 target. Hit: 8 (1d10 + 3) force damage.

Languages Common Reactions


Challenge 1 (200 XP) Misty Escape (Recharges on short rest). When the warlock
takes damage, it may teleport up to 60 feet away and
Invocations. Agonizing Blast, Armor of Shadows becomes invisible until the start of its next turn.
Spellcasting. The warlock is a 4th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The warlock knows the following spells:
Cantrips (at will): chill touch, eldritch blast, light, mage hand,
minor illusion, shocking grasp
2nd level (2 slots): charm person, enthrall, invisibility,

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 170
Warlock, 8th level Warlock, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 18 (+4)

Saving Throws Wis +4, Cha +6 Saving Throws Wis +4, Cha +6

Skills Deception +6, Persuasion +6 Skills Deception +6, Persuasion +6

Senses passive Perception 12 Condition Immunities charmed

Languages Common Senses passive Perception 12

Challenge 3 (700 XP) Languages Common

Invocations. Agonizing Blast, Armor of Shadows, Beguiling Challenge 4 (1100 XP)


Influence, Mask of Many Faces Invocations. Agonizing Blast, Armor of Shadows, Beguiling
Spellcasting. The warlock is an 8th level spellcaster. Its Influence, Mask of Many Faces, One With Shadows
spellcasting ability is Charisma (spell save DC 14, +6 to hit Spellcasting. The warlock is a 10th level spellcaster. Its
with spell attacks). The warlock knows the following spells: spellcasting ability is Charisma (spell save DC 14, +6 to hit
Cantrips (at will): chill touch, eldritch blast, light, mage hand, with spell attacks). The warlock knows the following spells:
minor illusion, shocking grasp Cantrips (at will): chill touch, eldritch blast, light, mage hand,
4th level (2 slots): charm person, dimension door, fear, greater minor illusion, shocking grasp
invisibility, hallucinatory terrain, hypnotic pattern, mirror 5th level (2 slots): charm person, dimension door, dream, fear,
image, phantasmal force, witch bolt greater invisibility, hallucinatory terrain, hypnotic pattern,
Actions mirror image, phantasmal force, scrying, witch bolt

Multiattack. The warlock makes two eldritch blast attacks. Actions


Shocking Grasp. Melee Spell Attack: +6 to hit (advantage on Multiattack. The warlock makes two eldritch blast attacks.
attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +6 to hit (advantage on
9 (2d8) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Eldritch Blast. Ranged Spell Attack: +6 to hit, range 120 ft., one 9 (2d8) lightning damage.
target. Hit: 9 (1d10 + 4) force damage. Eldritch Blast. Ranged Spell Attack: +6 to hit, range 120 ft., one
Reactions target. Hit: 9 (1d10 + 4) force damage.

Misty Escape (Recharges on short rest). When the warlock Reactions


takes damage, it may teleport up to 60 feet away and Misty Escape (Recharges on short rest). When the warlock
becomes invisible until the start of its next turn. takes damage, it may teleport up to 60 feet away and
becomes invisible until the start of its next turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 171
Warlock, 12th level Warlock, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 20 (+5) 8 (-1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Wis +5, Cha +8 Saving Throws Wis +5, Cha +8

Skills Deception +8, Persuasion +8 Skills Deception +8, Persuasion +8

Condition Immunities charmed Condition Immunities charmed

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 7 (2300 XP) Challenge 7 (2300 XP)

Invocations. Agonizing Blast, Armor of Shadows, Beast Dark Delirium (Recharges on short rest). One creature within
Speech, Beguiling Influence, Mask of Many Faces, One With 60 feet must succeed at a Wisdom spell save or be charmed
Shadows or frightened for 1 minute.

Spellcasting. The warlock is a 12th level spellcaster. Its Invocations. Agonizing Blast, Armor of Shadows, Beast
spellcasting ability is Charisma (spell save DC 16, +8 to hit Speech, Beguiling Influence, Mask of Many Faces, One With
with spell attacks). The warlock knows the following spells: Shadows

Cantrips (at will): chill touch, eldritch blast, light, mage hand, Spellcasting. The warlock is a 14th level spellcaster. Its
minor illusion, shocking grasp spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The warlock knows the following spells:
5th level (3 slots): charm person, dimension door, dream, fear,
fly, greater invisibility, hallucinatory terrain, hypnotic pattern, Cantrips (at will): chill touch, eldritch blast, light, mage hand,
mirror image, phantasmal force, scrying, witch bolt minor illusion, shocking grasp

6th level (1 slot): circle of death 5th level (3 slots): banishment, charm person, dimension door,
dream, fear, fly, greater invisibility, hallucinatory terrain,
Actions hypnotic pattern, mirror image, phantasmal force, scrying,
Multiattack. The warlock makes three eldritch blast attacks. witch bolt

Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on 6th level (1 slot): circle of death
attack if target is metal armored), reach 5 ft., one target. Hit: 7th level (1 slot): finger of death
13 (3d8) lightning damage.
Actions
Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 10 (1d10 + 5) force damage. Multiattack. The warlock makes three eldritch blast attacks.

Reactions Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on


attack if target is metal armored), reach 5 ft., one target. Hit:
Misty Escape (Recharges on short rest).When the warlock 13 (3d8) lightning damage.
takes damage, it may teleport up to 60 feet away and
becomes invisible until the start of its next turn. Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 10 (1d10 + 5) force damage.
Reactions
Misty Escape (Recharges on short rest).When the warlock
takes damage, it may teleport up to 60 feet away and
becomes invisible until the start of its next turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 172
Warlock, 16th level Warlock, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 20 (+5) 8 (-1) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Wis +5, Cha +8 Saving Throws Wis +6, Cha +9

Skills Deception +8, Persuasion +8 Skills Deception +8, Persuasion +8

Condition Immunities charmed Condition Immunities charmed

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 8 (3900 XP) Challenge 9 (5000 XP)

Dark Delirium (Recharges on short rest). One creature within Dark Delirium (Recharges on short rest). One creature within
60 feet must succeed at a Wisdom spell save or be charmed 60 feet must succeed at a Wisdom spell save or be charmed
or frightened for 1 minute. or frightened for 1 minute.

Invocations. Agonizing Blast, Armor of Shadows, Beast Invocations. Agonizing Blast, Armor of Shadows, Beast
Speech, Beguiling Influence, Mask of Many Faces, Master of Speech, Beguiling Influence, Mask of Many Faces, Master of
Myriad Forms, One With Shadows Myriad Forms, One With Shadows

Spellcasting. The warlock is a 16th level spellcaster. Its Spellcasting. The warlock is an 18th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). The warlock knows the following spells: with spell attacks). The warlock knows the following spells:

Cantrips (at will): chill touch, eldritch blast, light, mage hand, Cantrips (at will): chill touch, eldritch blast, light, mage hand,
minor illusion, shocking grasp minor illusion, shocking grasp

5th level (3 slots): banishment, charm person, dimension door, 5th level (4 slots): banishment, charm person, dimension door,
dream, fear, fly, greater invisibility, hallucinatory terrain, dream, fear, fly, greater invisibility, hallucinatory terrain,
hypnotic pattern, mirror image, phantasmal force, scrying, hypnotic pattern, magic circle, mirror image, phantasmal force,
witch bolt scrying, witch bolt

6th level (1 slot): circle of death 6th level (1 slot): circle of death

7th level (1 slot): finger of death 7th level (1 slot): finger of death

8th level (1 slot): dominate monster 8th level (1 slot): dominate monster

Actions 9th level (1 slot): imprisonment

Multiattack. The warlock makes three eldritch blast attacks. Actions


Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on Multiattack. The warlock makes four eldritch blast attacks.
attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
13 (3d8) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one 18 (4d8) lightning damage.
target. Hit: 10 (1d10 + 5) force damage. Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one
Reactions target. Hit: 10 (1d10 + 5) force damage.

Misty Escape (Recharges on short rest).When the warlock Reactions


takes damage, it may teleport up to 60 feet away and Misty Escape (Recharges on short rest).When the warlock
becomes invisible until the start of its next turn. takes damage, it may teleport up to 60 feet away and
becomes invisible until the start of its next turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 173
Warlock, 20th level
SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 20 (+5)

Saving Throws Wis +7, Cha +9


Skills Deception +8, Persuasion +8
Condition Immunities charmed
Senses passive Perception 13
Languages Common
Challenge 10 (5900 XP)
Dark Delirium (Recharges on short rest). One creature within
60 feet must succeed at a Wisdom spell save or be charmed
or frightened for 1 minute.
Invocations. Agonizing Blast, Armor of Shadows, Beast
Speech, Beguiling Influence, Mask of Many Faces, Master of
Myriad Forms, One With Shadows
Spellcasting. The warlock is a 20th level spellcaster. Its
spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). The warlock knows the following spells:
Cantrips (at will): chill touch, eldritch blast, light, mage hand,
minor illusion, shocking grasp
5th level (4 slots): banishment, charm person, dimension door,
dispel magic, dream, fear, fly, greater invisibility, hallucinatory
terrain, hypnotic pattern, magic circle, mirror image,
phantasmal force, scrying, witch bolt
6th level (1 slot): circle of death
7th level (1 slot): finger of death
8th level (1 slot): dominate monster
9th level (1 slot): imprisonment
Actions
Multiattack. The warlock makes four eldritch blast attacks.
Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
18 (4d8) lightning damage.
Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 10 (1d10 + 5) force damage.
Reactions
Misty Escape (Recharges on short rest).When the warlock
takes damage, it may teleport up to 60 feet away and
becomes invisible until the start of its next turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 174
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Diviner Wizard with spell attacks). The wizard has the following spells
prepared:
Wizard, 2nd level Cantrips (at will): fire bolt, light, shocking grasp, true strike
SIZE humanoid (race), alignment
1st level (4 slots): comprehend languages, detect magic, mage
Armor Class 11 (14 with mage armor) armor, magic missile
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) 2nd level (3 slots): blur, mind spike, web
Speed 25 - 30 ft.
Actions
STR DEX CON INT WIS CHA Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
8 (-1) 12 (+1) 14 (+2) 15 (+2) 13 (+1) 10 (+0) attack if target is metal armored), reach 5 ft., one target. Hit:
4 (1d8) lightning damage.
Saving Throws Int +4, Wis +3
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Senses passive Perception 11 target. Hit: 5 (1d10) fire damage.
Languages Common
Challenge 1/2 (100 XP)
Wizard, 6th level
Portent (1/day). Roll 2 d20s and record the results. The SIZE humanoid (race), alignment
wizard may substitute one of these numbers for one of its
rolls or the roll of a foe - attack, save, or check. Armor Class 11 (14 with mage armor)

Spellcasting. The wizard is a 2nd level spellcaster. Its Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
spellcasting ability is Intelligence (spell save DC 12, +4 to hit Speed 25 - 30 ft.
with spell attacks). The wizard has the following spells
prepared: STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (+0)
Cantrips (at will): fire bolt, light, true strike
1st level (3 slots): comprehend languages, detect magic, mage Saving Throws Int +5, Wis +4
armor, magic missile Senses passive Perception 12
Actions Languages Common
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Challenge 4 (1100 XP)
Hit: 3 (1d4 + 1) piercing damage.
Portent (1/day). Roll 2 d20s and record the results. The
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one wizard may substitute one of these numbers for one of its
target. Hit: 5 (1d10) fire damage. rolls or the roll of a foe - attack, save, or check.
Spellcasting. The wizard is a 6th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Wizard, 4th level with spell attacks). The wizard has the following spells
SIZE humanoid (race), alignment prepared:
Armor Class 11 (14 with mage armor) Cantrips (at will): fire bolt, light, shocking grasp, true strike
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) 1st level (4 slots): detect magic, mage armor, magic missile
Speed 25 - 30 ft. 2nd level (3 slots): blur, mind spike, web
STR DEX CON INT WIS CHA 3rd level (3 slots): clairvoyance, fireball, fly
8 (-1) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (+0)
Actions
Saving Throws Int +5, Wis +4 Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
Senses passive Perception 12 attack if target is metal armored), reach 5 ft., one target. Hit:
9 (2d8) lightning damage.
Languages Common
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Challenge 1 (200 XP) target. Hit: 11 (2d10) fire damage.
Portent (1/day). Roll 2 d20s and record the results. The
wizard may substitute one of these numbers for one of its
rolls or the roll of a foe - attack, save, or check.
Spellcasting. The wizard is a 4th level spellcaster. Its

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 175
Wizard, 8th level Wizard, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0)

Saving Throws Int +7, Wis +5 Saving Throws Int +7, Wis +5

Senses passive Perception 12 Senses darkvision 60 ft., passive Perception 12

Languages Common Languages Common

Challenge 5 (1800 XP) Challenge 6 (2300 XP)

Portent (1/day). Roll 2 d20s and record the results. The Portent (1/day). Roll 2 d20s and record the results. The
wizard may substitute one of these numbers for one of its wizard may substitute one of these numbers for one of its
rolls or the roll of a foe - attack, save, or check. rolls or the roll of a foe - attack, save, or check.

Spellcasting. The wizard is an 8th level spellcaster. Its Spellcasting. The wizard is a 10th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 to hit spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). The wizard has the following spells with spell attacks). The wizard has the following spells
prepared: prepared:

Cantrips (at will): fire bolt, light, shocking grasp, true strike Cantrips (at will): fire bolt, light, mage hand, shocking grasp,
true strike
1st level (4 slots): detect magic, mage armor, magic missile
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): blur, mind spike, web
2nd level (3 slots): blur, mind spike, web
3rd level (3 slots): clairvoyance, fireball, fly
3rd level (3 slots): clairvoyance, fireball, fly
4th level (2 slots): arcane eye, stoneskin, wall of fire
4th level (3 slots): arcane eye, stoneskin, wall of fire
Actions
5th level (2 slots): cone of cold, legend lore
Shocking Grasp. Melee Spell Attack: +7 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit: Actions
9 (2d8) lightning damage. Shocking Grasp. Melee Spell Attack: +7 to hit (advantage on
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one attack if target is metal armored), reach 5 ft., one target. Hit:
target. Hit: 11 (2d10) fire damage. 9 (2d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 11 (2d10) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 176
Wizard, 12th level Wizard, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Int +8, Wis +5 Saving Throws Int +8, Wis +5

Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Portent (1/day). Roll 2 d20s and record the results. The Portent (1/day). Roll 3 d20s and record the results. The
wizard may substitute one of these numbers for one of its wizard may substitute one of these numbers for one of its
rolls or the roll of a foe - attack, save, or check. rolls or the roll of a foe - attack, save, or check.

Spellcasting. The wizard is a 12th level spellcaster. Its Spellcasting. The wizard is a 14th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 16, +8 to hit spellcasting ability is Intelligence (spell save DC 16, +8 to hit
with spell attacks). The wizard has the following spells with spell attacks). The wizard has the following spells
prepared: prepared:

Cantrips (at will): fire bolt, light, mage hand, shocking grasp, Cantrips (at will): fire bolt, light, mage hand, shocking grasp,
true strike true strike

1st level (4 slots): detect magic, mage armor, magic missile 1st level (4 slots): detect magic, mage armor, magic missile

2nd level (3 slots): blur, mind spike, web 2nd level (3 slots): blur, mind spike, web

3rd level (3 slots): clairvoyance, fireball, fly 3rd level (3 slots): clairvoyance, fireball, fly

4th level (3 slots): arcane eye, greater invisibility, stoneskin, wall 4th level (3 slots): arcane eye, greater invisibility, stoneskin, wall
of fire of fire

5th level (2 slots): cone of cold, legend lore 5th level (2 slots): cone of cold, legend lore

6th level (1 slot): globe of invulnerability, true seeing 6th level (1 slot): globe of invulnerability, true seeing

Actions 7th level (1 slot): delayed blast fireball, teleport

Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on
13 (3d8) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one 13 (3d8) lightning damage.
target. Hit: 16 (3d10) fire damage. Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 16 (3d10) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 177
Wizard, 16th level Wizard, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 117 (18d6 + 54); 130 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Int +9, Wis +6 Saving Throws Int +9, Wis +6

Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 12 (8400 XP)

Portent (1/day). Roll 3 d20s and record the results. The Portent (1/day). Roll 3 d20s and record the results. The
wizard may substitute one of these numbers for one of its wizard may substitute one of these numbers for one of its
rolls or the roll of a foe - attack, save, or check. rolls or the roll of a foe - attack, save, or check.

Spellcasting. The wizard is a 16th level spellcaster. Its Spellcasting. The wizard is an 18th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +9 to hit spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The wizard has the following spells with spell attacks). The wizard can cast mage armor and alter
prepared: self at will, and has the following spells prepared:

Cantrips (at will): blade ward, fire bolt, light, mage hand, Cantrips (at will): blade ward, fire bolt, light, mage hand,
shocking grasp shocking grasp

1st level (4 slots): detect magic, mage armor, magic missile 1st level (4 slots): detect magic, mage armor, magic missile

2nd level (3 slots): blur, mind spike, web 2nd level (3 slots): blur, mind spike, web

3rd level (3 slots): clairvoyance, fireball, fly 3rd level (3 slots): clairvoyance, fireball, fly

4th level (3 slots): arcane eye, greater invisibility, stoneskin, wall 4th level (3 slots): arcane eye, greater invisibility, stoneskin, wall
of fire of fire

5th level (2 slots): cone of cold, legend lore 5th level (3 slots): cone of cold, legend lore

6th level (1 slot): globe of invulnerability, true seeing 6th level (1 slot): globe of invulnerability, true seeing

7th level (1 slot): delayed blast fireball, teleport 7th level (1 slot): delayed blast fireball, teleport

8th level (1 slot): mind blank, power word stun 8th level (1 slot): mind blank, power word stun

Actions 9th level (1 slot): foresight, time stop

Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
13 (3d8) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one 18 (4d8) lightning damage.
target. Hit: 16 (3d10) fire damage. Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 22 (4d10) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 178
Wizard, 20th level
SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Int +10, Wis +7


Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 13 (10000 XP)
Portent (1/day). Roll 3 d20s and record the results. The
wizard may substitute one of these numbers for one of its
rolls or the roll of a foe - attack, save, or check.
Spellcasting. The wizard is a 20th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 18, +10 to hit
with spell attacks). The wizard can cast mage armor and alter
self at will, and has the following spells prepared:
Cantrips (at will): blade ward, fire bolt, light, mage hand,
shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): blur, mind spike, web
3rd level (3 slots): clairvoyance, fireball, fly
4th level (3 slots): arcane eye, greater invisibility, stoneskin, wall
of fire
5th level (3 slots): cone of cold, legend lore
6th level (2 slots): globe of invulnerability, true seeing
7th level (2 slots): delayed blast fireball, teleport
8th level (1 slot): mind blank, power word stun
9th level (1 slot): foresight, time stop
Actions
Shocking Grasp. Melee Spell Attack: +10 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
18 (4d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one
target. Hit: 22 (4d10) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 179
normally result in half damage.
Evoker Wizard
Spellcasting. The wizard is a 4th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Wizard, 2nd level with spell attacks). The wizard has the following spells
SIZE humanoid (race), alignment prepared:
Armor Class 11 (14 with mage armor) Cantrips (at will): blade ward, fire bolt, light, shocking grasp
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) 1st level (4 slots): chromatic orb, mage armor, magic missile,
Speed 25 - 30 ft. shield

STR DEX CON INT WIS CHA 2nd level (3 slots): blur, misty step, web
8 (-1) 12 (+1) 14 (+2) 15 (+2) 13 (+1) 10 (+0) Actions
Saving Throws Int +4, Wis +3 Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
Senses passive Perception 11 4 (1d8) lightning damage.
Languages Common Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Challenge 1/2 (100 XP) target. Hit: 5 (1d10) fire damage.

Sculpt Spells. When the wizard casts an area effect spell, it Wizard, 6th level
may designate 1 + spell level creatures it can see. Those SIZE humanoid (race), alignment
creatures automatically succeed at saving throws against the
spell, and take no damage if a successful save would Armor Class 11 (14 with mage armor)
normally result in half damage. Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Spellcasting. The wizard is a 2nd level spellcaster. Its Speed 25 - 30 ft.
spellcasting ability is Intelligence (spell save DC 12, +4 to hit
with spell attacks). The wizard has the following spells STR DEX CON INT WIS CHA
prepared: 8 (-1) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (+0)
Cantrips (at will): blade ward, fire bolt, light Saving Throws Int +5, Wis +4
1st level (3 slots): chromatic orb, mage armor, magic missile, Senses passive Perception 12
shield
Languages Common
Actions
Challenge 4 (1100 XP)
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage. Sculpt Spells. When the wizard casts an area effect spell, it
may designate 1 + spell level creatures it can see. Those
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one creatures automatically succeed at saving throws against the
target. Hit: 5 (1d10) fire damage. spell, and take no damage if a successful save would
normally result in half damage.
Wizard, 4th level
SIZE humanoid (race), alignment Spellcasting. The wizard is a 6th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Armor Class 11 (14 with mage armor) with spell attacks). The wizard has the following spells
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) prepared:
Speed 25 - 30 ft. Cantrips (at will): blade ward, fire bolt, light, shocking grasp

STR DEX CON INT WIS CHA 1st level (4 slots): mage armor, magic missile, shield
8 (-1) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 2nd level (3 slots): blur, misty step, web
Saving Throws Int +5, Wis +4 3rd level (3 slots): fireball, haste, lightning bolt
Senses passive Perception 12 Actions
Languages Common Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
Challenge 1 (200 XP) 9 (2d8) lightning damage.
Sculpt Spells. When the wizard casts an area effect spell, it Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
may designate 1 + spell level creatures it can see. Those target. Hit: 11 (2d10) fire damage.
creatures automatically succeed at saving throws against the
spell, and take no damage if a successful save would

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 180
Wizard, 8th level Wizard, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0)

Saving Throws Int +7, Wis +5 Saving Throws Int +7, Wis +5

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 5 (1800 XP) Challenge 6 (2300 XP)

Sculpt Spells. When the wizard casts an area effect spell, it Sculpt Spells. When the wizard casts an area effect spell, it
may designate 1 + spell level creatures it can see. Those may designate 1 + spell level creatures it can see. Those
creatures automatically succeed at saving throws against the creatures automatically succeed at saving throws against the
spell, and take no damage if a successful save would spell, and take no damage if a successful save would
normally result in half damage. normally result in half damage.

Spellcasting. The wizard is an 8th level spellcaster. Its Spellcasting. The wizard is a 10th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 to hit spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). The wizard has the following spells with spell attacks). The wizard has the following spells
prepared: prepared:

Cantrips (at will): blade ward, fire bolt, light, shocking grasp Cantrips (at will): blade ward, fire bolt, light, mage hand,
shocking grasp
1st level (4 slots): mage armor, magic missile, shield
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): blur, misty step, web
2nd level (3 slots): blur, misty step, web
3rd level (3 slots): fireball, haste, lightning bolt
3rd level (3 slots): fireball, haste, lightning bolt
4th level (2 slots): blight, Evard's black tentacles, stoneskin
4th level (3 slots): dimension door, Evard's black tentacles,
Actions stoneskin
Shocking Grasp. Melee Spell Attack: +7 to hit (advantage on 5th level (2 slots): Bigby's hand, cone of cold
attack if target is metal armored), reach 5 ft., one target. Hit:
9 (2d8) lightning damage. Actions
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one Shocking Grasp. Melee Spell Attack: +7 to hit (advantage on
target. Hit: 11 (2d10) fire damage. attack if target is metal armored), reach 5 ft., one target. Hit:
13 (2d8 + 4) lightning damage.
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 15 (2d10 + 4) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 181
Wizard, 12th level Wizard, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Int +8, Wis +5 Saving Throws Int +9, Wis +6

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 9 (5000 XP)

Sculpt Spells. When the wizard casts an area effect spell, it Overchannel. When the wizard casts a damaging spell, it can
may designate 1 + spell level creatures it can see. Those choose to inflict maximum damage with that spell. If it uses
creatures automatically succeed at saving throws against the this ability again before taking a long rest, it takes 2d12
spell, and take no damage if a successful save would necrotic damage per spell level that is not affected by
normally result in half damage. resistance or immunity, and each successive use increases it
by 1d12 per spell level.
Spellcasting. The wizard is a 12th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 16, +8 to hit Sculpt Spells. When the wizard casts an area effect spell, it
with spell attacks). The wizard has the following spells may designate 1 + spell level creatures it can see. Those
prepared: creatures automatically succeed at saving throws against the
spell, and take no damage if a successful save would
Cantrips (at will): blade ward, fire bolt, light, mage hand, normally result in half damage.
shocking grasp
Spellcasting. The wizard is a 14th level spellcaster. Its
1st level (4 slots): mage armor, magic missile, shield spellcasting ability is Intelligence (spell save DC 17, +9 to hit
2nd level (3 slots): blur, misty step, web with spell attacks). The wizard has the following spells
prepared:
3rd level (3 slots): fireball, haste, lightning bolt
Cantrips (at will): blade ward, fire bolt, light, mage hand,
4th level (3 slots): dimension door, Evard's black tentacles, shocking grasp
stoneskin
1st level (4 slots): mage armor, magic missile, shield
5th level (2 slots): Bigby's hand, cone of cold, teleportation circle
2nd level (3 slots): blur, misty step, web
6th level (1 slot): chain lightning, globe of invulnerability
3rd level (3 slots): fireball, haste, lightning bolt
Actions
4th level (3 slots): dimension door, Evard's black tentacles,
Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on stoneskin
attack if target is metal armored), reach 5 ft., one target. Hit:
18 (3d8 + 5) lightning damage. 5th level (2 slots): Bigby's hand, cone of cold, teleportation circle

Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one 6th level (1 slot): chain lightning, globe of invulnerability
target. Hit: 21 (3d10 + 5) fire damage. 7th level (1 slot): prismatic spray, project image
Actions
Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
18 (3d8 + 5) lightning damage.
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 21 (3d10 + 5) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 182
Wizard, 16th level Wizard, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Int +9, Wis +6 Saving Throws Int +9, Wis +6

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 11 (7200 XP) Challenge 12 (8400 XP)

Overchannel. When the wizard casts a damaging spell, it can Overchannel. When the wizard casts a damaging spell, it can
choose to inflict maximum damage with that spell. If it uses choose to inflict maximum damage with that spell. If it uses
this ability again before taking a long rest, it takes 2d12 this ability again before taking a long rest, it takes 2d12
necrotic damage per spell level that is not affected by necrotic damage per spell level that is not affected by
resistance or immunity, and each successive use increases it resistance or immunity, and each successive use increases it
by 1d12 per spell level. by 1d12 per spell level.

Sculpt Spells. When the wizard casts an area effect spell, it Sculpt Spells. When the wizard casts an area effect spell, it
may designate 1 + spell level creatures it can see. Those may designate 1 + spell level creatures it can see. Those
creatures automatically succeed at saving throws against the creatures automatically succeed at saving throws against the
spell, and take no damage if a successful save would spell, and take no damage if a successful save would
normally result in half damage. normally result in half damage.

Spellcasting. The wizard is a 16th level spellcaster. Its Spellcasting. The wizard is an 18th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +9 to hit spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The wizard has the following spells with spell attacks). The wizard can cast mage armor and
prepared: misty step at will, and has the following spells prepared:

Cantrips (at will): blade ward, fire bolt, light, mage hand, Cantrips (at will): blade ward, fire bolt, light, mage hand,
shocking grasp shocking grasp

1st level (4 slots): mage armor, magic missile, shield 1st level (4 slots): chromatic orb, magic missile, shield

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

3rd level (3 slots): fireball, haste, lightning bolt 3rd level (3 slots): fireball, haste, lightning bolt

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

5th level (2 slots): Bigby's hand, cone of cold, teleportation circle 5th level (3 slots): Bigby's hand, cone of cold, teleportation circle

6th level (1 slot): chain lightning, globe of invulnerability 6th level (1 slot): chain lightning, globe of invulnerability

7th level (1 slot): prismatic spray, project image 7th level (1 slot): prismatic spray, project image

8th level (1 slot): demiplane, power word stun 8th level (1 slot): demiplane, power word stun

Actions 9th level (1 slot): foresight, meteor swarm

Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
18 (3d8 + 5) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one 23 (4d8 + 5) lightning damage.
target. Hit: 21 (3d10 + 5) fire damage. Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 27 (4d10 + 5) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 183
Wizard, 20th level
SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 16 (+3) 20 (+5) 16 (+3) 10 (+0)

Saving Throws Int +10, Wis +8


Senses passive Perception 13
Languages Common
Challenge 13 (10000 XP)
Overchannel. When the wizard casts a damaging spell, it can
choose to inflict maximum damage with that spell. If it uses
this ability again before taking a long rest, it takes 2d12
necrotic damage per spell level that is not affected by
resistance or immunity, and each successive use increases it
by 1d12 per spell level.
Sculpt Spells. When the wizard casts an area effect spell, it
may designate 1 + spell level creatures it can see. Those
creatures automatically succeed at saving throws against the
spell, and take no damage if a successful save would
normally result in half damage.
Spellcasting. The wizard is a 20th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 18, +10 to hit
with spell attacks). The wizard can cast mage armor and
misty step at will, and has the following spells prepared:
Cantrips (at will): blade ward, fire bolt, light, mage hand,
shocking grasp
1st level (4 slots): chromatic orb, magic missile, shield
2nd level (3 slots): blur, scorching ray, web
3rd level (3 slots): fireball, haste, lightning bolt
4th level (3 slots): dimension door, Evard's black tentacles,
greater invisibility, stoneskin
5th level (2 slots): Bigby's hand, cone of cold, teleportation circle
6th level (2 slots): chain lightning, globe of invulnerability
7th level (2 slots): prismatic spray, project image, teleport
8th level (1 slot): demiplane, power word stun
9th level (1 slot): foresight, meteor swarm
Actions
Shocking Grasp. Melee Spell Attack: +10 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
23 (4d8 + 5) lightning damage.
Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one
target. Hit: 27 (4d10 + 5) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 184
2nd level (3 slots): alter self, blur, web
Transmuter Wizard
Actions
Wizard, 2nd level Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
SIZE humanoid (race), alignment attack if target is metal armored), reach 5 ft., one target. Hit:
4 (1d8) lightning damage.
Armor Class 11 (14 with mage armor)
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) target. Hit: 5 (1d10) fire damage.
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 14 (+2) 15 (+2) 13 (+1) 10 (+0)
Wizard, 6th level
Saving Throws Int +4, Wis +3
SIZE humanoid (race), alignment
Senses passive Perception 11 Armor Class 11 (14 with mage armor)
Languages Common Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Challenge 1/2 (100 XP) Speed 25 - 30 ft.
Spellcasting. The wizard is a 2nd level spellcaster. Its STR DEX CON INT WIS CHA
spellcasting ability is Intelligence (spell save DC 12, +4 to hit
8 (-1) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (+0)
with spell attacks). The wizard has the following spells
prepared: Saving Throws Int +5, Wis +4
Cantrips (at will): blade ward, fire bolt, light Damage Resistances fire (transmuter's stone)
1st level (3 slots): feather fall, jump, mage armor, magic missile Senses passive Perception 12
Actions Languages Common
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Challenge 4 (1100 XP)
Hit: 3 (1d4 + 1) piercing damage.
Spellcasting. The wizard is a 6th level spellcaster. Its
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one spellcasting ability is Intelligence (spell save DC 13, +5 to hit
target. Hit: 5 (1d10) fire damage. with spell attacks). The wizard has the following spells
prepared:
Cantrips (at will): blade ward, fire bolt, light, shocking grasp
1st level (4 slots): feather fall, mage armor, magic missile
Wizard, 4th level
SIZE humanoid (race), alignment 2nd level (3 slots): alter self, blur, web
Armor Class 11 (14 with mage armor) 3rd level (3 slots): fireball, fly, haste
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) Actions
Speed 25 - 30 ft. Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA 9 (2d8) lightning damage.
8 (-1) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (+0)
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Saving Throws Int +5, Wis +4 target. Hit: 11 (2d10) fire damage.

Senses passive Perception 12


Languages Common
Challenge 1 (200 XP)
Spellcasting. The wizard is a 4th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
with spell attacks). The wizard has the following spells
prepared:
Cantrips (at will): blade ward, fire bolt, light, shocking grasp
1st level (4 slots): feather fall, jump, mage armor, magic missile

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 185
Wizard, 8th level Wizard, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0)

Saving Throws Int +7, Wis +5 Saving Throws Int +7, Wis +5

Damage Resistances fire (transmuter's stone) Damage Resistances fire (transmuter's stone)

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 5 (1800 XP) Challenge 6 (2300 XP)

Spellcasting. The wizard is an 8th level spellcaster. Its Shapechanger (Recharges on short rest). The wizard can cast
spellcasting ability is Intelligence (spell save DC 15, +7 to hit polymorph without using a spell slot, to turn into a beast of
with spell attacks). The wizard has the following spells CR 1 or less.
prepared: Spellcasting. The wizard is a 10th level spellcaster. Its
Cantrips (at will): blade ward, fire bolt, light, shocking grasp spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). The wizard has the following spells
1st level (4 slots): feather fall, mage armor, magic missile prepared:
2nd level (3 slots): alter self, blur, web Cantrips (at will): blade ward, fire bolt, light, mage hand,
3rd level (3 slots): fireball, fly, haste shocking grasp

4th level (2 slots): polymorph, stoneskin, wall of fire 1st level (4 slots): feather fall, mage armor, magic missile

Actions 2nd level (3 slots): alter self, blur, web

Shocking Grasp. Melee Spell Attack: +7 to hit (advantage on 3rd level (3 slots): fireball, fly, haste
attack if target is metal armored), reach 5 ft., one target. Hit: 4th level (3 slots): polymorph, stoneskin, wall of fire
9 (2d8) lightning damage.
5th level (2 slots): animate objects, cone of cold
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 11 (2d10) fire damage. Actions
Shocking Grasp. Melee Spell Attack: +7 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
9 (2d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 11 (2d10) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 186
Wizard, 12th level Wizard, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Int +8, Wis +5 Saving Throws Int +8, Wis +5

Damage Resistances fire (transmuter's stone) Damage Resistances fire (transmuter's stone)

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 8 (3900 XP)

Shapechanger (Recharges on short rest). The wizard can cast Panacea (1/day). The wizard destroys the transmuter's stone
polymorph without using a spell slot, to turn into a beast of to remove all curses, diseases, and poison, and restore hit
CR 1 or less. points to maximum. It loses the fire resistance trait.

Spellcasting. The wizard is a 12th level spellcaster. Its Shapechanger (Recharges on short rest). The wizard can cast
spellcasting ability is Intelligence (spell save DC 16, +8 to hit polymorph without using a spell slot, to turn into a beast of
with spell attacks). The wizard has the following spells CR 1 or less.
prepared: Spellcasting. The wizard is a 14th level spellcaster. Its
Cantrips (at will): blade ward, fire bolt, light, mage hand, spellcasting ability is Intelligence (spell save DC 16, +8 to hit
shocking grasp with spell attacks). The wizard has the following spells
prepared:
1st level (4 slots): feather fall, mage armor, magic missile
Cantrips (at will): blade ward, fire bolt, light, mage hand,
2nd level (3 slots): alter self, blur, web shocking grasp
3rd level (3 slots): fireball, fly, haste 1st level (4 slots): feather fall, mage armor, magic missile
4th level (3 slots): greater invisibility, polymorph, stoneskin, 2nd level (3 slots): alter self, blur, web
wall of fire
3rd level (3 slots): fireball, fly, haste
5th level (2 slots): animate objects, cone of cold
4th level (3 slots): greater invisibility, polymorph, stoneskin,
6th level (1 slot): disintegrate, globe of invulnerability wall of fire
Actions 5th level (2 slots): animate objects, cone of cold
Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on 6th level (1 slot): disintegrate, globe of invulnerability
attack if target is metal armored), reach 5 ft., one target. Hit:
13 (3d8) lightning damage. 7th level (1 slot): delayed blast fireball, reverse gravity

Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one Actions
target. Hit: 16 (3d10) fire damage. Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
13 (3d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 16 (3d10) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 187
Wizard, 16th level Wizard, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 117 (18d6 + 54); 130 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Int +9, Wis +6 Saving Throws Int +9, Wis +6

Damage Resistances fire (transmuter's stone) Damage Resistances fire (transmuter's stone)

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 9 (5000 XP) Challenge 12 (8400 XP)

Panacea (1/day). The wizard destroys the transmuter's stone Panacea (1/day). The wizard destroys the transmuter's stone
to remove all curses, diseases, and poison, and restore hit to remove all curses, diseases, and poison, and restore hit
points to maximum. It loses the fire resistance trait. points to maximum. It loses the fire resistance trait.

Shapechanger (Recharges on short rest). The wizard can cast Shapechanger (Recharges on short rest). The wizard can cast
polymorph without using a spell slot, to turn into a beast of polymorph without using a spell slot, to turn into a beast of
CR 1 or less. CR 1 or less.

Spellcasting. The wizard is a 16th level spellcaster. Its Spellcasting. The wizard is an 18th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +9 to hit spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The wizard has the following spells with spell attacks). The wizard can cast mage armor and alter
prepared: self at will, and has the following spells prepared:

Cantrips (at will): blade ward, fire bolt, light, mage hand, Cantrips (at will): blade ward, fire bolt, light, mage hand,
shocking grasp shocking grasp

1st level (4 slots): feather fall, mage armor, magic missile 1st level (4 slots): feather fall, magic missile, shield

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

3rd level (3 slots): fireball, fly, haste 3rd level (3 slots): fireball, fly, haste

4th level (3 slots): greater invisibility, polymorph, stoneskin, 4th level (3 slots): greater invisibility, polymorph, stoneskin,
wall of fire wall of fire

5th level (2 slots): animate objects, cone of cold 5th level (3 slots): animate objects, cone of cold

6th level (1 slot): disintegrate, globe of invulnerability 6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): delayed blast fireball, reverse gravity 7th level (1 slot): delayed blast fireball, reverse gravity

8th level (1 slot): mind blank, power word stun 8th level (1 slot): mind blank, power word stun

Actions 9th level (1 slot): time stop, true polymorph

Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
13 (3d8) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one 18 (4d8) lightning damage.
target. Hit: 16 (3d10) fire damage. Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 22 (4d10) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 188
Wizard, 20th level
SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Int +10, Wis +7


Damage Resistances fire (transmuter's stone)
Senses passive Perception 12
Languages Common
Challenge 13 (10000 XP)
Panacea (1/day). The wizard destroys the transmuter's stone
to remove all curses, diseases, and poison, and restore hit
points to maximum. It loses the fire resistance trait.
Shapechanger (Recharges on short rest). The wizard can cast
polymorph without using a spell slot, to turn into a beast of
CR 1 or less.
Spellcasting. The wizard is a 20th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 18, +10 to hit
with spell attacks). The wizard can cast mage armor and alter
self at will, and has the following spells prepared:
Cantrips (at will): blade ward, fire bolt, light, mage hand,
shocking grasp
1st level (4 slots): feather fall, magic missile, shield
2nd level (3 slots): blur, mirror image, web
3rd level (3 slots): fireball, fly, haste
4th level (3 slots): greater invisibility, polymorph, stoneskin,
wall of fire
5th level (3 slots): animate objects, cone of cold
6th level (2 slots): disintegrate, globe of invulnerability
7th level (2 slots): delayed blast fireball, reverse gravity
8th level (1 slot): mind blank, power word stun
9th level (1 slot): time stop, true polymorph
Actions
Shocking Grasp. Melee Spell Attack: +10 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
18 (4d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one
target. Hit: 22 (4d10) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 189
Cantrips (at will): blade ward, fire bolt, light, shocking grasp
War Wizard
1st level (4 slots): chromatic orb, mage armor, magic missile,
shield
Wizard, 2nd level
SIZE humanoid (race), alignment 2nd level (3 slots): blur, misty step, web
Armor Class 11 (14 with mage armor) Tactical Wit. The wizard gets an extra +3 to initiative rolls.
Hit Points 22 (4d6 + 8); 26 (4d8 + 8) Actions
Speed 25 - 30 ft. Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA 4 (1d8) lightning damage.
8 (-1) 12 (+1) 14 (+2) 15 (+2) 13 (+1) 10 (+0)
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Saving Throws Int +4, Wis +3 target. Hit: 5 (1d10) fire damage.

Senses passive Perception 11 Reactions


Languages Common Arcane Deflection. When the wizard is hit or fails a save, it
can use its reaction to gain +2 AC or +4 bonus to save.
Challenge 1/2 (100 XP)
Spellcasting. The wizard is a 2nd level spellcaster. Its Wizard, 6th level
spellcasting ability is Intelligence (spell save DC 12, +4 to hit SIZE humanoid (race), alignment
with spell attacks). The wizard has the following spells Armor Class 11 (14 with mage armor)
prepared:
Hit Points 44 (8d6 + 16); 52 (8d8 + 16)
Cantrips (at will): blade ward, fire bolt, light
Speed 25 - 30 ft.
1st level (3 slots): chromatic orb, mage armor, magic missile,
shield STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (+0)
Tactical Wit. The wizard gets an extra +2 to initiative rolls.
Actions Saving Throws Int +5, Wis +4

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Senses passive Perception 12
Hit: 3 (1d4 + 1) piercing damage. Languages Common
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one Challenge 4 (1100 XP)
target. Hit: 5 (1d10) fire damage.
Spellcasting. The wizard is a 6th level spellcaster. Its
Reactions spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Arcane Deflection. When the wizard is hit or fails a save, it with spell attacks). The wizard has the following spells
can use its reaction to gain +2 AC or +4 bonus to save. prepared:
Cantrips (at will): blade ward, fire bolt, light, shocking grasp
Wizard, 4th level
SIZE humanoid (race), alignment 1st level (4 slots): mage armor, magic missile, shield
Armor Class 11 (14 with mage armor) 2nd level (3 slots): blur, misty step, web
Hit Points 33 (6d6 + 12); 39 (6d8 + 12) 3rd level (3 slots): fireball, haste, lightning bolt
Speed 25 - 30 ft. Tactical Wit. The wizard gets an extra +3 to initiative rolls.

STR DEX CON INT WIS CHA Actions


8 (-1) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (+0) Shocking Grasp. Melee Spell Attack: +5 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
Saving Throws Int +5, Wis +4 9 (2d8) lightning damage.
Senses passive Perception 12 Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
Languages Common target. Hit: 11 (2d10) fire damage.

Challenge 1 (200 XP) Reactions


Spellcasting. The wizard is a 4th level spellcaster. Its Arcane Deflection. When the wizard is hit or fails a save, it
spellcasting ability is Intelligence (spell save DC 13, +5 to hit can use its reaction to gain +2 AC or +4 bonus to save.
with spell attacks). The wizard has the following spells
prepared:

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 190
Wizard, 8th level Wizard, 10th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 55 (10d6 + 20); 65 (10d8 + 20) Hit Points 66 (12d6 + 24); 78 (12d8 + 24)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0)

Saving Throws Int +7, Wis +5 Saving Throws Int +7, Wis +5

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 5 (1800 XP) Challenge 6 (2300 XP)

Spellcasting. The wizard is an 8th level spellcaster. Its Durable Magic. While concentrating, the wizard gains +2 AC
spellcasting ability is Intelligence (spell save DC 15, +7 to hit and +2 bonus to all saves.
with spell attacks). The wizard has the following spells Spellcasting. The wizard is a 10th level spellcaster. Its
prepared: spellcasting ability is Intelligence (spell save DC 15, +7 to hit
Cantrips (at will): blade ward, fire bolt, light, shocking grasp with spell attacks). The wizard has the following spells
prepared:
1st level (4 slots): mage armor, magic missile, shield
Cantrips (at will): blade ward, fire bolt, light, mage hand,
2nd level (3 slots): blur, misty step, web shocking grasp
3rd level (3 slots): fireball, haste, lightning bolt 1st level (4 slots): mage armor, magic missile, shield
4th level (2 slots): blight, Evard's black tentacles, stoneskin 2nd level (3 slots): blur, misty step, web
Tactical Wit. The wizard gets an extra +4 to initiative rolls. 3rd level (3 slots): fireball, haste, lightning bolt
Actions 4th level (3 slots): dimension door, Evard's black tentacles,
Shocking Grasp. Melee Spell Attack: +7 to hit (advantage on stoneskin
attack if target is metal armored), reach 5 ft., one target. Hit: 5th level (2 slots): Bigby's hand, cone of cold
9 (2d8) lightning damage.
Tactical Wit. The wizard gets an extra +4 to initiative rolls.
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 11 (2d10) fire damage. Actions
Reactions Shocking Grasp. Melee Spell Attack: +7 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
Arcane Deflection. When the wizard is hit or fails a save, it 13 (2d8 + 4) lightning damage.
can use its reaction to gain +2 AC or +4 bonus to save.
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 11 (2d10) fire damage.
Reactions
Arcane Deflection. When the wizard is hit or fails a save, it
can use its reaction to gain +2 AC or +4 bonus to save.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 191
Wizard, 12th level Wizard, 14th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 77 (14d6 + 28); 91 (14d8 + 28) Hit Points 88 (16d6 + 32); 104 (16d8 + 32)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Int +8, Wis +5 Saving Throws Int +9, Wis +6

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 7 (2900 XP) Challenge 9 (5000 XP)

Durable Magic. While concentrating, the wizard gains +2 AC Durable Magic. While concentrating, the wizard gains +2 AC
and +2 bonus to all saves. and +2 bonus to all saves.

Spellcasting. The wizard is a 12th level spellcaster. Its Spellcasting. The wizard is a 14th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 16, +8 to hit spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The wizard has the following spells with spell attacks). The wizard has the following spells
prepared: prepared:

Cantrips (at will): blade ward, fire bolt, light, mage hand, Cantrips (at will): blade ward, fire bolt, light, mage hand,
shocking grasp shocking grasp

1st level (4 slots): mage armor, magic missile, shield 1st level (4 slots): mage armor, magic missile, shield

2nd level (3 slots): blur, misty step, web 2nd level (3 slots): blur, misty step, web

3rd level (3 slots): fireball, haste, lightning bolt 3rd level (3 slots): fireball, haste, lightning bolt

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

5th level (2 slots): Bigby's hand, cone of cold, teleportation circle 5th level (2 slots): Bigby's hand, cone of cold, teleportation circle

6th level (1 slot): chain lightning, globe of invulnerability 6th level (1 slot): chain lightning, globe of invulnerability

Tactical Wit. The wizard gets an extra +5 to initiative rolls. 7th level (1 slot): prismatic spray, project image

Actions Tactical Wit. The wizard gets an extra +5 to initiative rolls.

Shocking Grasp. Melee Spell Attack: +8 to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
18 (3d8 + 5) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one 18 (3d8 + 5) lightning damage.
target. Hit: 16 (3d10) fire damage. Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
Reactions target. Hit: 16 (3d10) fire damage.

Arcane Deflection. When the wizard is hit or fails a save, it Reactions


can use its reaction to gain +2 AC or +4 bonus to save. Arcane Deflection. When the wizard is hit or fails a save, it
can use its reaction to gain +2 AC or +4 bonus to save, and
up to 3 creatures within 60 feet take 7 force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 192
Wizard, 16th level Wizard, 18th level
SIZE humanoid (race), alignment SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor) Armor Class 11 (14 with mage armor)

Hit Points 117 (18d6 + 54); 135 (18d8 + 54) Hit Points 130 (20d6 + 60); 150 (20d8 + 60)

Speed 25 - 30 ft. Speed 25 - 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Int +9, Wis +6 Saving Throws Int +9, Wis +6

Senses passive Perception 12 Senses passive Perception 12

Languages Common Languages Common

Challenge 11 (7200 XP) Challenge 12 (8400 XP)

Durable Magic. While concentrating, the wizard gains +2 AC Durable Magic. While concentrating, the wizard gains +2 AC
and +2 bonus to all saves. and +2 bonus to all saves.

Spellcasting. The wizard is a 16th level spellcaster. Its Spellcasting. The wizard is an 18th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +9 to hit spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The wizard has the following spells with spell attacks). The wizard can cast mage armor and
prepared: misty step at will, and has the following spells prepared:

Cantrips (at will): blade ward, fire bolt, light, mage hand, Cantrips (at will): blade ward, fire bolt, light, mage hand,
shocking grasp shocking grasp

1st level (4 slots): mage armor, magic missile, shield 1st level (4 slots): chromatic orb, magic missile, shield

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

3rd level (3 slots): fireball, haste, lightning bolt 3rd level (3 slots): fireball, haste, lightning bolt

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

5th level (2 slots): Bigby's hand, cone of cold, teleportation circle 5th level (3 slots): Bigby's hand, cone of cold, teleportation circle

6th level (1 slot): chain lightning, globe of invulnerability 6th level (1 slot): chain lightning, globe of invulnerability

7th level (1 slot): prismatic spray, project image 7th level (1 slot): prismatic spray, project image

8th level (1 slot): demiplane, power word stun 8th level (1 slot): demiplane, power word stun

Tactical Wit. The wizard gets an extra +5 to initiative rolls. 9th level (1 slot): foresight, meteor swarm

Actions Tactical Wit. The wizard gets an extra +5 to initiative rolls.

Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on Actions


attack if target is metal armored), reach 5 ft., one target. Hit: Shocking Grasp. Melee Spell Attack: +9 to hit (advantage on
18 (3d8 + 5) lightning damage. attack if target is metal armored), reach 5 ft., one target. Hit:
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one 23 (4d8 + 5) lightning damage.
target. Hit: 16 (3d10) fire damage. Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
Reactions target. Hit: 22 (4d10) fire damage.

Arcane Deflection. When the wizard is hit or fails a save, it Reactions


can use its reaction to gain +2 AC or +4 bonus to save, and Arcane Deflection. When the wizard is hit or fails a save, it
up to 3 creatures within 60 feet take 8 force damage. can use its reaction to gain +2 AC or +4 bonus to save, and
up to 3 creatures within 60 feet take 9 force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 193
Wizard, 20th level
SIZE humanoid (race), alignment
Armor Class 11 (14 with mage armor)
Hit Points 143 (22d6 + 66); 165 (22d8 + 66)
Speed 25 - 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 16 (+3) 20 (+5) 16 (+3) 10 (+0)

Saving Throws Int +10, Wis +8


Senses passive Perception 13
Languages Common
Challenge 13 (10000 XP)
Durable Magic. While concentrating, the wizard gains +2 AC
and +2 bonus to all saves.
Spellcasting. The wizard is a 20th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 18, +10 to hit
with spell attacks). The wizard can cast mage armor and
misty step at will, and has the following spells prepared:
Cantrips (at will): blade ward, fire bolt, light, mage hand,
shocking grasp
1st level (4 slots): chromatic orb, magic missile, shield
2nd level (3 slots): blur, scorching ray, web
3rd level (3 slots): fireball, haste, lightning bolt
4th level (3 slots): dimension door, Evard's black tentacles,
greater invisibility, stoneskin
5th level (2 slots): Bigby's hand, cone of cold, teleportation circle
6th level (2 slots): chain lightning, globe of invulnerability
7th level (2 slots): prismatic spray, project image, teleport
8th level (1 slot): demiplane, power word stun
9th level (1 slot): foresight, meteor swarm
Tactical Wit. The wizard gets an extra +5 to initiative rolls.
Actions
Shocking Grasp. Melee Spell Attack: +10 to hit (advantage on
attack if target is metal armored), reach 5 ft., one target. Hit:
23 (4d8 + 5) lightning damage.
Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one
target. Hit: 22 (4d10) fire damage.
Reactions
Arcane Deflection. When the wizard is hit or fails a save, it
can use its reaction to gain +2 AC or +4 bonus to save, and
up to 3 creatures within 60 feet take 10 force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 194
NPC Personality Traits 1d100 Ideal 1d100 Ideal
1-2 Aspiration 41-42 Integrity
The following tables provide you with brief descriptors
of possible NPC personality traits, ideals, flaws, and 3-4 Beauty 43-44 Justice
motivations. Select or randomly roll them to give your NPC a 5-6 Change 45-46 Knowledge
set of core traits that you can flesh out as much as you wish.
7-8 Charity 47-48 Live and let live
1d100 Personality 1d100 Personality 9-10 Community 49-50 Logic
1-2 Absent-minded 51-52 Loner 11-12 Creativity 51-52 Magic
3-4 Benevolent 53 Miserly 13-14 Destiny 53-54 Might
5-6 Blunt 54 Neurotic 15-16 Fairness 55-56 Nation
7-8 Calm 55-56 Objective 17-18 Faith 57-58 Nature
9 Capricious 57-58 Observant 19-20 Family 59-60 Noblesse oblige
10-11 Center of attention 59-60 Optimistic 21-22 Freedom 61-62 Power
12 Cloistered 61 Paranoid 23-24 Free thinking 63-64 Redemption
13-14 Coarse 62 Peacemaker 25-26 Friendship 65-66 Respect
15 Crass 63 Perfectionist 27-28 Generosity 67-68 Responsibility
16-17 Curious 64-65 Philosophical 29-30 Glory 69-70 Retribution
18 Daydreamer 66 Planner 31-32 Greater good 71-72 Self improvement
19-20 Dedicated 67-68 Polite 33-34 Greed 73-74 Tradition
21 Distrustful 69-70 Practical 35-36 Honesty 75-76 Truth
22 Easily bored 71-72 Protective 37-38 Honor 77-78 Wealth
23-24 Easygoing 73 Questioning 39-40 Independence 79-100 Roll twice
25-26 Empathetic 74 Quoter
27 Erudite 75-76 Regal
28 Flatterer 77 Religious
29 Foul-mouthed 78-79 Resolute
30-31 Friendly 80-81 Respectful
32 Gambler 82 Risk taker
33-34 Generous 83 Sarcastic
35-36 Gossip 84-85 Sincere
37 Haunted 86 Snobbish
38-39 Helpful 87 Storyteller
40 Hoarder 88-89 Talkative
41 Hopeless romantic 90-91 Tolerant
42 Idolater 92 Unflappable
43 Ignorant 93-94 Unforgiving
44-45 Impulsive 95 Vengeful
46 Insulting 96-97 Wanderer
47-48 Intimidating 98 Wet blanket
49-50 Introverted 99-100 Witty

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 195
1d100 Flaw 1d100 Flaw 1d100 Motivation 1d100 Motivation
1-2 Addict 51-52 Mean 1-4 Follows a destiny 51-54 Power hungry
3-4 Bad liar 53-54 Moody 5-7 Someone was kind 55-57 Set on their path by
to them a blunder
5-6 Bad temper 55-56 Murderous
8-10 Their land or home 58-60 They are protecting
7-8 Bigot 57-58 Nosy
is threatened someone
9-10 Bloodthirsty 59-60 Obsessive
11-14 Driven by envy 61-64 Creating a dystopia
11-12 Compulsive liar 61-62 Overbearing
15-17 Seeking perfection 65-67 Seeking justice
13-14 Condescending 63-64 Overconfident
18-20 Failed once, will 68-71 Standing up for
15-16 Coward 65-66 Over thinking never fail again family honor
17-18 Distrustful 67-68 Overly trusting 21-23 Just wants to be 72-75 Is simply evil for
happy evil's sake
19-20 Dogmatic 69-70 Paranoid
24-27 Terrible past 76-78 Trying to collect all
21-22 Easily distracted 71-72 Petty
pushes them of something
23-24 Egotistical 73-74 Possessive
28-31 Driven by greed 79-81 Loyalty to someone
25-26 Foul-mouthed 75-76 Rude
32-34 Doesn't want to be 82-84 Trying to get
27-28 Glutton 77-78 Ruthless evil, but something something they can
makes them never have
29-30 Greedy 79-80 Secretive
35-37 Noble goal, but 85-87 Trying to prove they
31-32 Imperious 81-82 Self-centered
extreme methods are right/aren't mad
33-34 Impulsive 83-84 Socially awkward
38-40 Going against a 88-90 Seeks to resurrect
35-36 Inflexible 85-86 Spendthrift prophecy someone
37-38 Jealous 87-88 Suspicious 41-43 Wants the gods to 91-94 Wants to destroy
pay for something everything and
39-40 Judgmental 89-90 Tyrannical they did rebuild the world
41-42 Kleptomaniac 91-92 Uncaring 44-47 Wants revenge 95-97 Afraid of something
43-44 Lazy 93-94 Unreliable against someone(s) worse
45-46 Lecherous 95-96 Unrepentant 48-50 Wants to live 98-100 Just trying to
forever survive
47-48 Long winded 97-98 Willful
49-50 Loose lipped 99-100 Roll twice

Not for resale. Permission granted to print or photocopy this document for personal use only. NPC QUICK BUILD GUIDE 196

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