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Exércitos
Exércitos
first one to make the armies stay relevant when heroes achieve high levels without abstractly “level up”
the enemies too. This is maybe the first edition in which the numbers matter at all: high quantities of low
level mooks can stand a chance to overpower a group of adventurers, and smart PCs will pay for
hirelings to improve their combat capabilities. Both the DM and the PCs will make a good use of NPC
troops from every race.
Here you will find several things: from simply applying racial traits to the Monster Manual NPC Stat
Blocks to tactic and strategic advice for every race troops to feel more distinctive and unique. There is
also a few new NPC stat blocks (I hoped to make at least 1 by race), and almost every equipment and
weapons for NPCs has been retouched and tweaked to reflect racial preferences and strengths. I’ve
tried to avoid cheese names like “duskbloodevilblade” and the likes and favor the more intuitive real
world names (like the dwarven ritter or the dragonborn legionary), although a bit of it is present,
especially in the orc and tiefling chapters.
This work has been very time consuming and difficult, so I hope you appreciate it and donate to the
cause. Future updates of this work will include some excluded races, as goblinoids and lizardfolk, and
an improved grammar.
Terminology
Created by Esteban Ruquet, AKA Esteban el Hobgoblin In this work we will use some acronyms.
Corrections: Mariana Casaliba, Nahuel Alejo Díaz, Vic Bosio MWA: Melee Weapon Attack
Art by Esteban Ruquet, Ivan Bilibin, N. C. Wyeth and other RWA: Ranged Weapon Attack
creative commons. AoE: Area of Effect
Special thanks to: Frente Rolero Argentino DST: Dexterity Saving Throw
CST: Constitution Saving Throw
SST: Strength Saving Throw
WST: Wisdom Saving Throw
ASLR: After a short or long rest
HSA To hit with spell attacks
Militia Light Infantry
Common tactics Scout
Mountain Militia Veteran Blademaster
Humans and Specialization
Hill Militia Drow
Militia Hill Crossbowmen
Common tactics Common Tactics
Peasant Infantry Regular troops Slave
Peasant Archers Common tactics Guard
Improved Peasant Infantry Hill Watch Noble
Heavy Peasant Infantry Hill Diggers Silverhair Knight
Peasant Sargent Hill Longbeards Slave Overseer/Thug
Hill Shooters Veteran Raider
Regular troops Mountain Guard Eladrin
Light Pikemen Mountain Sappers
Pikemen Bladedancer
Mountain Warrior
Heavy Pikemen Courtier
Quarrelers
Light Swordsmen Fey Folk
Swordsmen Frontline troops Fey Knight
Heavy Infantry Common tactics Fey Soldier
Archers Longbeard Warrior Mage
Crossbowmen Hill Defender Puck
Ironshield Twilight Enchanter
Mounted Combatants Stonebreaker Unseelie Furies
Cavalry
Light Cavalry Elite Troops
Mounted Archers Common tactics Common Tactics
Mounted Knights Ritter Bloodrage Orc
Chieftain (thane) Feral Warriors
Hardened Veterans Ironheads Headhunter
Elite Crossbowmen War Priest Longtooth
Experienced Swordsmen War Saint Orc Mercenary
Guerrilla Orc Veteran
Halberdiers Orog Captain
Hardened Warriors Orog Veteran
Marksmen High Elves
Slaver
Royal Guard Elven peasant Marauder
(Variant) Elder’s Bodyguard Wartooth
Sentinel Elven Archer
Shock Troops Guard
Veteran Warriors High Knight
Mage Relentless troops
Special Troops Noble (Elder) Bone Cavalry
Chaplain Physician (Combat) Bone Lancer
Commander Scout Fire Horde
Human Berserker Standard Bearer Poison Horde
(Variant) Veteran Archers Skeleton Archer
Inquisitor Veteran Swordsmaster Skeletal Watch
Medic Stinking Horde
Officer Wood Elves Undying Officer
Standard-Bearer Berserker
Warmage Commoner
Elder Physical Might
Guard Clansfolk
Knight
Berserker Scout (lightfoot) Punk (Rock)
Champion Scout (Stout) Scout (Rock)
Emissary Slinger (lightfoot) Thaumaturge
Legionary Slinger (stout) Tinker Veteran
Mercenary (Warrior) Thug (lightfoot) Tribal Warrior
Pyromancer Thug (stout) Veteran (forest)
Scout Veteran (lightfoot) Villager
Soldier Veteran (Stout) Special Ops
Thug Oddities Grenadier
Savage Clan’s Warrior Berserker (lightfoot) Siege Engineer
Berserker (Stout) Forest Skulker
Knight (lightfoot)
Fear and Witchcraft Knight (stout)
Blackguard Tribal Warrior (lightfoot)
Cannibal Tribal Warrior (stout)
Witch (stout) Cold Blooded Hunters
Commoner
Witch (stout) Blackscale Brute
Enforcer
Breeder
Fiend
Bruiser (greenscale)
Hellspawn Soldiers
Bruiser (blackscale)
Infernal Berserker (forest)
Cinderscales
Lurker Berserker (rock)
Greenscale Brute
Noble Citizen
Hunter
Occultist Forest Illusionist
Ironscales
Green Knight
Poison Breeder
Grey Knight
Primordial Hunters
Guardian (forest)
Peasant (lightfoot) Poison Dusk Shaman
Guardian (Rock)
Peasant (stout) Silvercrest
Hunter
Guard (lightfoot) Punk (forest)
Guard (stout)
Human beings range a lot on strategies and troops,
and usually the best use of combined common troops
beats the most elite armies. There is strength in Where other races (and subraces) have a common
numbers and tactics, and humans don’t rely on an only training and traits, that make them more or less
type of unit to achieve everything, as other races do. effective on certain unit types (dwarfs make great
The following NPC block stats list some of the most infantry, elves are archers, etc.) humans are dangerous
common units that human cultures will have, and and versatile because every trained unit will be highly
some of them are uncommon or specialized troops. effective in their turf. Commoners have the base stats
Most of the stat blocks are derived from the Nonplayer of a human (+1 to every stat), as they are not trained
Characters Appendix on the MM, with racial at all, but trained humans take the Variant Human
adjustments and changed equipment. Some others are trait, so they have one more skill, +1 to their most
specialized NPC stats. You can deploy them as part of a effective abilities, and a feat related to the unit type. If
city watch or a massive conquering army. You may you feel like a culture should have a common trait,
even want to use them to flesh out as PC’s hirelings or replace the feat for the common one (EG: Blablablers
trained troops. are Lucky; Etceterians are Mobile, etc.) but you will
lose the specialization traits.
Defend the Land: Peasant Infantry units have
Advantage on saving throws against fear if they are
defending their homeland.
Swarm Tactics: Up to 16 peasants may attack at
Irregular human troops are the standard defense in once surrounding a single creature if at least half of
medieval times. These troops lack the equipment or them have (the pike is the most usual weapon, but a
heavy training that comes with a standing army, and glaive will do the trick).
they are equipped with a little more than pitchforks and Weak Morale: peasants aren’t really a reliable troop,
daggers when they are on their own. and they will flee if enough damage is done to them.
Smart nobles give them a little more equipment,
specially pikes, shortbows, and padded armor. Some
traits here are optional and reflect to a lesser degree the Pike. MWA: +2 to hit, 10 feet, 6 (1d10) piercing
grade of preparation and functionality of their tactics. Dagger. MWA: +2 to hit, 5ft., 2 (1d4)
Irregular troops aren’t disciplined and they aren’t slashing/piercing.
really trained at all, besides basic maneuvers with their
weapons. It is easy to assume that commoners have Peasant Infantries aren’t really trained for battle, as
proficiency with simple weapons, but not with armors. they are weak and undisciplined, but knights often
Improved peasants and archers are given the Lightly deploy them as meat shields or to swarm another troops
Armored feat in order to use padded and leather armor, or units.
and this improves a little their specialization (+1 to
strength or dexterity, +1 to another stat, usually con or
wis). I devised the Weak Morale trait to reflect their lack Medium humanoid (Human), any alignment
of training (no save), and Defend the Land to reflect Armor Class 10
motivation to take arms. Hit Points 4 (1d8)
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
Intelligent leaders use peasant troops with more or 11 11 11 11 11 11
less effectivity. Most land armies will be composed of
little more than commoners with a few professional Senses Passive perception 10
soldiers, so tactics matter. Royal or grand lord armies Languages any one language (usually common)
will have more soldiers, but they’ll rely nevertheless on Challenge 0 (20 XP)
a fair dose of peasant infantry and archers, maybe a Weak Morale: peasants aren’t really a reliable troop,
little better equipped. and they will flee if enough damage is done to them.
The most common tactics with peasant armies will Defend the Land: Peasant archer units have
be ambushes and swarming. To reflect that, I give them Advantage on saving throws against fear if they are
the Swarm Tactics trait and the Archers Volley. This defending their homeland.
allows them to fight more or less effectively, and to
actually compose a threat to ill prepared enemies.
Other tactics are arson and hit-and-run tactics. Shortbow. RWA: +2 to hit, 80/320 feet, 4 (1d6)
Peasant infantry will have a more support role than piercing
anything else in better armies. Dagger. MWA: +2 to hit, 5ft., 2 (1d4)
piercing/slashing.
Volley: A group of archers fires en masse instead of
aiming. Volleys deal damage in an AoE to unshielded,
Medium humanoid (Human), any alignment
non-heavy armored creatures. Creatures in an area of
Armor Class 10 1 feet radius per archer suffer 4 (1d6) piercing
Hit Points 4 (1d8) damage for every 5 archers. A successful DST halves
Speed 30 feet. Ini +0 the damage.
STR DEX CON INT WIS CHA Peasant archers are an improvement over peasant
11 11 11 11 11 11 infantry, but they are far from an effective (or
disciplined) troop. The peasant archers will usually
Senses Passive perception 10 retreat and fire arrows in the same round. If the enemy
Languages any one language (usually common)
melee attacks them, they will flee and regroup when
Challenge 0 (10 XP)
they are at enough range or under cover.
Heavy Peasant Infantries are the troops
commanded and equipped by the wealthiest nobles or
Medium humanoid (Human), any alignment that come from the richest lands. They follow the same
tactics as the former peasant infantries, but they have
Armor Class 11 (padded)
better equipment and they are hardier and more
Hit Points 4 (1d8)
reliable troops. Their armor boosts a bit their morale, so
Speed 30 feet. Ini +0
they lack the weak morale trait.
STR DEX CON INT WIS CHA
12 (+1) 10 11 10 10 10
Skills Athletics +3 Medium humanoid (Human), any alignment
Senses Passive perception 10
Armor Class 15 (chain shirt and shield)
Languages any one language (usually common)
Hit Points 4 (1d8)
Challenge 0 (10 XP)
Speed 30 feet. Ini +0
Weak Morale: peasants aren’t really a reliable troop,
and they will flee if enough damage is done to them. STR DEX CON INT WIS CHA
Defend the Land: Improved peasant infantry units 12(+1) 10 10 10 10 12 (+1)
have Advantage on saving throws against fear if they Skills Persuasion or Intimidation +3
are defending their homeland. Senses Passive perception 10
Swarm Tactics: Up to 16 peasants may attack at Languages any one language (usually common)
once surrounding a single creature if at least half of Challenge 0 (10 XP)
them have (the pike is the most usual weapon, but a Defend the Land: the peasant sergeant has
glaive will do the trick). Advantage on saving throws against fear if they are
defending their homeland.
Peasant Leader: The sergeants can expend 10
Pike. MWA: +3 to hit, 10 feet, 7 (1d10+1) piercing
minutes inspiring their peasant companions, shoring
damage ( CA drops by 2).
their resolve to fight. When they do that, the troops
Dagger. MWA: +3 to hit, 5ft., 3 (1d4+1)
lose the Weak Morale trait, and gain 4 temporary hit
slashing/piercing attack.
points.
Improved Peasant Infantries are troops wielded
and equipped by wealthier nobles or they come from
richer lands, or maybe they begin as a simple peasant Pike. MWA: +3 to hit, 10 feet, 7 (1d10+1) piercing
troops. They follow the same tactics as the former, but damage (CA drops by 2).
they have better equipment and they are hardier. Shortsword. MWA: +3 to hit, 5 feet, 4 (1d6+1)
piercing damage.
Dagger. MWA: +3 to hit, 5ft., 2 (1d4+1)
Medium humanoid (Human), any alignment slashing/piercing attack.
Peasant Sergeants often lead peasant troops, and
Armor Class 14 (studded leather and shield)
they are more experienced or savvy than their troops,
Hit Points 4 (1d8)
but by no means strong. Their inspiring trait is born
Speed 30 feet. Ini +0
from their home’s reputation, and is lost if they don’t
STR DEX CON INT WIS CHA know or train their fellows in battle.
12 10 11 10 10 10
Senses Passive perception 10
Languages any one language (usually common)
Challenge 0 (10 XP) Regular troops are based on the Guard NPC stat
Defend the Land: Heavy peasant infantry units have block. As humans, I’ve applied the Variant Human traits,
Advantage on saving throws against fear if they are so they increase two stats in 1, gain a feat and
defending their homeland. proficiency on a skill. I assume that they are proficient
Swarm Tactics: Up to 16 peasants may attack at with at least medium armor, but it isn’t a long shot to
once surrounding a single creature if at least half of give them with heavy armor. I assume also that the feat
them have spears. is going to reflect their training at best.
Regular troops are trained, so their morale is better
than those of commoners. Nevertheless, they rarely
Spear. MWA: +3 to hit, 10 feet, 5 (1d6+1) p. fight to the death unless heavily motivated. If
Shortsword. MWA: +3 to hit, 5 feet, 4 (1d6+1) p/s. surrounded or defeated, they will choose to surrender
Dagger. MWA: +3 to hit, 5ft., 3 (1d4+1) p/s. or retreat.
STR DEX CON INT WIS CHA
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
The regular troops are trained to fight effectively and Skills Perception +3, Stealth +3
to adopt many combat tactics. Nevertheless, polearms Senses Passive Perception 13
will be mostly their weapons of choice most of the time Languages any one language (usually common)
because of the reach and damage ratio. Pike tactics will Challenge 1/4 (50 XP)
be common, and swarming enemies will be more Swarm Tactics: Up to 16 light pikemen may attack at
effective than with commoners. They will be capable of once surrounding a single creature if at least half of
perform several formations, and to take actions as them have their pikes.
Dodge. Though: they gain +2 HP by hit dice.
Archers will be devastating on skirmishes, as they
can focus more fire or make volleys against small
numbers of enemies (as PCs). Archers will be used as Pike. MWA: +3 to hit, 10 feet, 7 (1d10+1) piercing
second or third liners and will be protected by pikemen damage.
or swordsmen. Shortsword. MWA: +3 to hit, 5 feet, 4 (1d6+1)
In melee, pikemen of all sorts will be also very piercing damage.
dangerous, as they can make several attacks and swarm Dagger. MWA: +3 to hit, 5ft., 2 (1d4) slashing/piercing
enemies with ease. Swordsmen will be capable to attack.
defend the weaker troops, and even protect themselves Light Pikemen are professional or at least trained
from wizards’ AoE effects with dodge and improved ST, soldiers that belong to a city watch, or who are sentries
but they lack reach and they can only swarm in groups in a citadel or fortified town. Many of them are veteran
of eight on single units, but they’ll have a bit more peasant infantries who had lived enough to join a
maneuvers. professional army. They can outstand most peasant
troops, but if outnumbered by them they could be
indeed massacred, as they lack any real armor.
Medium humanoid (Human), any alignment
Guerrillas are skilled combatants and ambushers Armor Class 18 (chain mail and shield)
used to attack and wreak havoc into enemy troops and Hit Points 42 (5d8+20)
retire. Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Medium humanoid (Human), any alignment
Skills Intimidation +2, Athletics +5
Armor Class 16 (chain mail) Saving Throws Dexterity +3
Hit Points 32 (5d8+10) Senses Passive Perception 13
Speed 30 feet. Ini +1 Languages any one language (usually common)
Challenge 1 (200 XP)
STR DEX CON INT WIS CHA
Pack Tactics: Hardened warriors have advantage on
16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) attack rolls against a creature if at least one of their
Skills Intimidation +2, Athletics +5 allies is within 5 feet of the creature and the ally isn’t
Saving Throws Dexterity +3 incapacitated
Senses Passive Perception 13 Intimidating. They are fierce and have battled a lot.
Languages any one language (usually common) Weak morale troops will flee against them if engaged.
Challenge 1 (200 XP)
Multiattack: The marksman makes two attacks. Medium humanoid (Human), any alignment
Longbow. RWA: +5 to hit; 600 feet, 8 (1d8+3)
piercing; or +0 to hit, 600 feet, 18 (1d8+13) piercing. Armor Class 18 (Plate Mail)
Volley: A group of archers fires en masse instead of Hit Points 58 (9d8+18)
aiming. Volleys deal damage in an AoE to unshielded, Speed 30 feet. Ini +2
non-heavy armored creatures. Creatures in an area of STR DEX CON INT WIS CHA
1 feet radius per archer suffer 14 (2d8+4) piercing
16 (+3) 14 (+2) 14 (+2) 10 12 (+1) 10
damage for every 5 archers. A successful DST halves
the damage. Skills Perception +3, Athletics +5
Senses Passive Perception 13
Languages any one language (usually common)
Marksmen are expert archers used to destroy Challenge 4 (1,100 XP)
enemy casters and weak melee at distance. A note to the Polearm Masters. When wielding their halberds, they
GMs: although they have a CR of 1, their offensive value can use a bonus action to make a melee attack with
is actually worth 3 or even 4 if we count their capability the pole (below). Also, whenever a creature enters
of ignore cover and extremely long range (they outrange their polearms, they can make an opportunity attack.
almost every caster). Their defensive values are much
worse; hence the actual CR. But be aware that an
advantageous position and cover can make this archer a Multiattack: The Royal Guard makes two halberd
formidable foe, capable of one-hit most level 1 (and attacks and one pole attack if the enemy is at reach.
even 2) PCs. Use it with caution. Halberd. MWA: +6 to hit; 10 feet, 9 (1d10+4)
Halberd (pole). RWA: +6 to hit; 5 feet, 6 (1d4+4) B.
Dagger. RWA: +6 to hit; 5 feet, 6 (1d4+4) piercing.
Royal Guards (variant) are heavy melee fighters,
picked from the fiercest, most experienced halberdiers
in the army. They are trained to make the best use of
their halberds.
Mark. If a creature 5 feet. of the sentinel makes an Multiattack: Shock troops make two melee attacks.
attack and don’t pick the sentinel as its target, the Greataxe/Greatsword. MWA: +5 to hit; 5 feet, 10
sentinel can make a weapon attack. (2d6+3/1d12+3) slashing.
Sentinels are defenders usually packed with royal Sunder (greataxe only). MWA: +5 to hit; 5 feet
guards. They protect their lieges with all their strength. against a polearm or shield. The bearer must make a
Constitution saving throw DC 18 for his weapon or it
will be destroyed. Shields have Advantage on this roll.
Medium humanoid (Human), any alignment Dagger. RWA: +5 to hit; 5 feet, 6 (1d4+3) piercing.
Shock troops are heavy warriors used to engage
Armor Class 16 (chain mail) the enemy melee, especially pikemen formations.
Hit Points 32 (5d8+10) They are very though, and they can inflict heavy
Speed 30 feet. Ini +1 casualties and disrupt pike formations with their
STR DEX CON INT WIS CHA massive weapons.
16 (+3) 12 (+1) 14 (+2) 10 10 10
Skills Intimidation +2, Athletics +5
Senses Passive Perception 13 Medium humanoid (Human), any alignment
Languages any one language (usually common) Armor Class 17 (Splint Mail)
Challenge 1 (200 XP) Hit Points 76 (9d8+36)
Pack Tactics: the Shock Troops have advantage on Speed 30 feet. Ini +2
attack rolls against a creature if at least one of their
allies is within 5 feet of the creature and the ally isn’t STR DEX CON INT WIS CHA
incapacitated. 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Heavy Armor Masters: The shock troops reduce in 3 Skills Perception +3, Athletics +5, Animal Handling +3
the piercing, bludgeoning and slashing damage. Senses Passive Perception 12
Intimidating. The shock troops are fierce and have Languages any one language (usually common)
battled a lot. Weak morale troops will flee against Challenge 4 (1,100 XP)
them if engaged. Experienced: the veteran warrior has Advantage
when it makes an Intelligence check to analyze a
combat situation.
Tough: The veteran warrior adds 2 hp per hit dice. War Caster. The chaplain has advantage on
Concentration checks, and doesn’t need have a free
hand to cast spells.
Multiattack: The veteran makes two sword attacks
and if it has an offhand weapon, it makes another one
with a bonus action. Mace. MWA: +2 to hit, 5 feet, 3 (1d6) bludgeoning.
Longsword. MWA: +5 to hit; 10 feet, 7 (1d8+3) or 8
Chaplains are clerics attached to a secular
(1d10+3)
Shortsword. MWA: +5 to hit; 5 feet, 5 (1d4+4) institution such as a hospital, prison or military unit.
piercing. Although not really proficient fighters, they boost their
Heavy Crossbow: RWA: +4 to hit; 100/400 feet, 7 allies and aid them when they are in dire needs.
(1d10+2) piercing.
Veteran Warriors are fierce soldiers that take up Medium humanoid (Human), any alignment
arms for pay or to protect something they value. They
fight smart, using the environment and their weapon Armor Class 20 (plate mail and shield)
training to knock out, pin and smash enemies. They also Hit Points 52 (8d8+16) Warhorse: 19 (3d10+3)
can vary their equipment, and use caltrops, cover and Speed 60 feet.(mounted) Ini: +0
ranged weapons against superior enemies, or polearms STR DEX CON INT WIS CHA
to improve their reach. Their endurance is enough,
16(+2) 11 (+0) 14 (+1) 12(+1) 12(+1) 16 (+3)
though, to make them front line fighters.
Skills Animal Handling +3
Saving Throws Dexterity +3
Senses Passive Perception 13
Languages any one language (usually common)
Special troops are warriors with specific functions Challenge 3 (700 XP)
during combat. They may be the leaders, healers or any Brave. The commander has advantage on saving
other role devised by the groups. throws against being frightened.
Experienced: the commander has Advantage when it
makes an Intelligence check to analyze a combat
situation.
A single special unit is usually assigned to an
Inspirational Leader: A commander can give for ten
otherwise cohesive group. The most common of these minutes a speech to his troops to boost morale. The
types are healers and officers. creatures receive 11 temporary hit points.
A special kind of special troops are the berserkers, Trampling Charge. If the Commander moves at least
come together in war parties and seek conflict wherever 20 feet straight toward a creature and then hits it with
they can find it, striking fear in civilized lands. a hooves or lance attack on the same turn, that target
must succeed on a DC 14 SST or be knocked prone.
If the target is prone, the horse can make another
Medium humanoid (Human), any alignment attack with its hooves against it as a bonus action
Armor Class 15 (Chain shirt and shield)
Hit Points 27 (5d8+5)
Speed 30 feet. Ini +0 Multiattack: The commander makes two melee
attacks.
STR DEX CON INT WIS CHA Lance: MWA: +5 to hit, 10 feet, Hit 10 (1d12+3) or 16
10 (0) 10 (0) 12 (+1) 14(+2) 16(+3) 14(+2) (2d12+2) if charging.
Skills Medicine +7, Persuasion +4, Religion +4, Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8
Perception +5 (1d10+2) if two handed.
Senses Passive Perception 15 Hooves. MWA: +4 to hit, 5ft, Hit 11 (2d6+4) bl.
Languages any one language (usually common) Leadership (recharges ASLR). For 1 minute the
Challenge 2 (450 XP) commander can utter commands or warnings to their
Spellcasting. The Chaplain is a 5th level spellcaster. allies within 30 feet. The creature adds a d4 to their
Its spellcasting ability is Wisdom (ST DC 13, +5 HSA). ST and attack rolls if the commander isn’t
Chaplains usually prepare the following spells: incapacitated.
Utility Cantrips: Light; Guidance; Thaumaturgy
1st level (4 slots): Cure wounds, Bless, Shield of Faith
2nd level (3 slots): Aid; Enhance Ability. Guard. A knight can make an attack directed to his
3rd level (2 slots): Dispel magic; Beacon of Hope horse attack him instead.
Parry. The commander adds 2 to its AC against one strategy at all, but they can grapple out and choke
melee hit that would hit it. To do so, the commander enemies for the sake of it.
must see the attacker and be wielding a melee
weapon.
Commanders are leaders on the battlefield. They Medium humanoid (Human), any alignment
are generally surrounded by elite troops, as knights or Armor Class 18 (chain mail and shield)
heavy pikemen. Hit Points 42 (5d8+20)
Speed 30 feet. Ini +0
Medium humanoid (Human), any alignment STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 12(+1) 10 10
Armor Class 13 (hide armor) Skills Intimidation +2, Arcanism +3
Hit Points 94 (9d8+54) Senses Passive Perception 10
Speed 30 feet. Ini +1 Languages any one language (usually common)
STR DEX CON INT WIS CHA Challenge 1 (200 XP)
16 (+3) 12 (+1) 18 (+4) 9(-1) 12 (+1) 10 Mage Slayer: When the inquisitor damages a
Skills Athletics +5 creature concentrating on a spell, the target has
Senses Passive Perception 11 disadvantage on Concentration saving throws, and
Languages any one language (usually common) the inquisitor has advantage in ST against spells
Challenge 3 (1,100 XP) casted by creatures within 5 feet of it.
Pack Tactics: Hardened warriors have advantage on
Reckless. At the start of its turn, the berserker can
attack rolls against a creature if at least one of their
gain advantage on all melee weapon attacks during
allies is within 5 feet of the creature and the ally isn’t
that turn, but attack rolls against it have advantage.
incapacitated.
Tough: The human berserker adds 2 hp per hit dice.
Armor Class 14
Medium humanoid (Dwarf), any alignment
Hit Points 5 (1d8+1)
Speed 25 feet Ini +0 Armor Class 14
STR DEX CON INT WIS CHA Hit Points 6 (1d8+2)
Speed 25 feet Ini +0
12(+1) 10 (+0) 12(+1) 10 (+0) 10 (+0) 10 (+0)
Skills A tool between Smith, Brewer and Mason’s (+2)
Senses Passive perception 10, Darkvision 60 feet.
STR DEX CON INT WIS CHA Dwarven Resilience: Dwarves have Advantage on
10 (+0) 10 (+0) 12(+1) 10 (+0) 12(+1) 10 (+0) CST against poison.
Skills A tool between Smith, Brewer and Mason’s (+2) Stone Cunning: Dwarves are proficient and have
Senses Passive perception 11, Darkvision 60 feet. expertise on History checks related to stonework.
Damage Resistances Poison
Languages any one language (usually common)
Challenge 1/8 (25 XP) Warhammer. MWA: +3 to hit, 5 feet, 5 (1d8+1) or 6
(1d10+1) B if used with both hands.
Defend the Land: Peasant Infantry units have
Handaxe. RWA: +3 to hit, 20/60 feet, 4 (1d6+2)
Advantage on saving throws against fear if they are
slashing.
defending their homeland.
Shield Wall. A group of at least 4 mountain guards
Dwarven Resilience: Dwarves have Advantage on
can make a Shield wall formation, which adds Half
CST against poison.
Cover. Melee attacks while in this formation have
Stone Cunning: Dwarves are proficient and have
disadvantage
expertise on History checks related to stonework.
The Hill Watch is the most basic unit of the hill
dwarves. They are hardier and more durable melee
L. Crossbow. RWA: +2 to hit, 80/320 feet, 4 (1d8+1) combatants than their enemies’ basic troops.
piercing
Handaxe. MWA: +3 to hit, 5ft., 2 (1d6+1) slashing.
Hill Crossbowmen are a well-equipped support Medium humanoid (Dwarf), any alignment
troop for dwarven armies. This is the most common Armor Class 18 (chain mail and shield)
role of a militia dwarf. Hit Points 15 (2d8+6)
Speed 25 feet. Ini +1
STR DEX CON INT WIS CHA
13(+1) 12(+1) 14(+2) 10(+0) 12(+1) 10(+0)
Dwarven regular units are overall stronger and more
resilient than base human beings, but they lack a bit of Skills Mason’s tools (+2), Perception +3
specialization, and their roles are a little less varied. Senses Passive perception 13, Darkvision 60 feet.
This lack of specialization is compensated by overall Damage Resistances Poison
better equipment and a tad more resilience. Languages Dwarven and Common
Challenge 1/4 (50 XP)
Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Dwarves rely on superior ground and frontline Stone Cunning: Dwarves are proficient and have
attacks. The most common dwarven tactics are an expertise on History checks related to stonework.
overwhelming firepower aided by siege engines and
disciplined maneuvers with shield walls. Dwarves are
tougher and more disciplined than any other known War pick. MWA: +4 to hit, 5 feet, 5 (1d8+1) piercing.
race, but there is room for wild cards (as berserks) in Pike. MWA: +3 to hit, 10 feet, 6 (1d10+1) piercing.
their ranks. Caltrops. As an action, sappers can release caltrops
on the ground, covering an area of 5 feet. If a creature
enters on the area at full speed, it must succeed a DC
Medium humanoid (Dwarf), any alignment 15 DST or stop moving and take 1 piercing damage.
Taking this damage reduces the walking speed in 10
Armor Class 18 (chain mail and shield) feet until cured.
Hit Points 15 (2d8+6)
Speed 25 feet Ini +1 Hill Diggers are siege soldiers, armed with picks and
spears, which dig below fortresses and collapses
STR DEX CON INT WIS CHA buildings or open tunnels in the ground.
13(+1) 12(+1) 14(+2) 10 12(+1) 10
Skills A tool between Smith, Brewer and Mason’s
(+2), Perception +3 Medium humanoid (Dwarf), any alignment
Senses Passive perception 13, Darkvision 60 feet.
Armor Class 17 (splint mail)
Damage Resistances Poison
Hit Points 15 (2d8+6)
Languages Dwarven and Common
Speed 25 feet Ini +1
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA Medium humanoid (Dwarf), any alignment
15(+2) 12(+1) 14(+2) 10 12(+1) 10
Armor Class 19 (splint mail and shield)
Skills A tool between Smith, Brewer and Mason’s Hit Points 13 (2d8+4)
(+2), Perception +3 Speed 25 feet Ini +1
Senses Passive perception 13, Darkvision 60 feet.
Damage Resistances Poison STR DEX CON INT WIS CHA
Languages Dwarven and Common 15(+2) 12(+1) 14(+2) 10 11 10
Challenge 1/4 (50 XP) Skills A tool between Smith, Brewer and Mason’s
Dwarven Resilience: Dwarves have Advantage on (+2), Perception +2
CST against poison. Senses Passive perception 12, Darkvision 60 feet.
Stone Cunning: Dwarves are proficient and have Damage Resistances Poison
expertise on History checks related to stonework. Languages Dwarven and Common
Challenge 1/4 (50 XP)
Dwarven Resilience: Dwarves have Advantage on
Maul. MWA: +3 to hit, 5 feet, 8 (2d6+1). Greataxe can
CST against poison.
cut through shield walls. Stone Cunning: Dwarves are proficient and have
Handaxe. RWA: +3 to hit, 20/60 feet, 5 (1d6+1)
expertise on History checks related to stonework.
slashing.
The Hill Longbeards are the basic hill dwarves’
heavy-hitter units. They are sturdy and powerful melee Battleaxe. MWA: +4 to hit, 5 feet, 6 (1d8+2) or 7
combatants that break through the enemy formations (1d10+2) slashing if used with both hands.
with their mauls inflicting heavy losses. Handaxe. RWA: +4 to hit, 20/60 feet, 5 (1d6+2)
slashing.
Shield Wall. A group of at least 4 mountain guards
Medium humanoid (Dwarf), any alignment can make a Shield wall formation, which adds Half
Cover. Melee attacks while in this formation have
Armor Class 19 (Splint mail and shield) disadvantage
Hit Points 15 (2d8+6)
Mountain Guard is the basic mountain dwarves
Speed 25 feet. Ini +2
unit. They are sturdy and powerful melee combatants.
STR DEX CON INT WIS CHA
10(0) 14(+2) 14(+2) 10 12(+1) 10
Skills A tool between Smith, Brewer and Mason’s Medium humanoid (Dwarf), any alignment
(+2), Perception +3 Armor Class 16 (scale mail and shield)
Senses Passive perception 12, Darkvision 60 feet. Hit Points 13 (2d8+4)
Damage Resistances Poison Speed 25 feet Ini +1
Languages Dwarven and Common
Challenge 1/4 (50 XP) STR DEX CON INT WIS CHA
Dwarven Resilience: Dwarves have Advantage on 15(+2) 12(+1) 14(+2) 10 11 10
CST against poison. Skills Mason’s tools (+2), Perception +2
Stone Cunning: Dwarves are proficient and have Senses Passive perception 12, Darkvision 60 feet.
expertise on History checks related to stonework. Damage Resistances Poison
Languages Dwarven and Common
Challenge 1/4 (50 XP)
Hand Crossbow. RWA: +4 to hit, 5 feet, 5 (1d6+2). Dwarven Resilience: Dwarves have Advantage on
Heavy Crossbow. RWA: +4 to hit, 5 feet, 5 (1d6+2) CST against poison.
(drops shield). Stone Cunning: Dwarves are proficient and have
Handaxe. MWA: +3 to hit, 20/60 feet, 4 (1d6+1) expertise on History checks related to stonework.
slashing.
Shooters are the basic hill dwarves ranged units.
They have heavy crossbows and hand crossbows, and War pick. MWA: +4 to hit, 5 feet, 6 (1d8+2) piercing.
they usually fight from cover given by big shields Spear. MWA: +4 to hit, 5 feet, 5 (1d6+2) piercing.
attached to the ground or behind infantry units. They Spear. RWA: +4 to hit, 20/60 feet, 5 (1d6+2) piercing.
also move a lot and shoot by the flank, protected by Caltrops. As an action, sappers can release caltrops
their shields. on the ground, covering an area of 5 feet. If a creature
enters on the area at full speed, it must succeed a DC
15 DST or stop moving and take 1 piercing damage.
Taking this damage reduces the walking speed in 10
feet until cured.
H. Crossbow. RWA: +4 to hit, 5 feet, 7 (1d10+2).
Mountain Sappers are siege soldiers, armed with Handaxe. MWA: +3 to hit, 20/60 feet, 4 (1d6+1)
picks and spears, which dig below fortresses and slashing.
collapses buildings or open tunnels in the ground.
Quarrelers are the basic mountain dwarves units.
They have heavy crossbows and usually fight from cover
Medium humanoid (Dwarf), any alignment given by big shields attached to the ground or behind
infantry units.
Armor Class 17 (splint mail)
Hit Points 13 (2d8+4)
Speed 25 feet Ini +1
STR DEX CON INT WIS CHA Dwarven frontline troops are overall stronger and
15(+2) 12(+1) 14(+2) 10 11 10 more resilient than regular troops, but very much follow
Skills A tool between Smith, Brewer and Mason’s the same roles. They are very tough, and can withstand
(+2), Perception +2 against unsurpassable odds to give their comrades
Senses Passive perception 12, Darkvision 60 feet. enough time to maneuver and outflank enemies. They
Damage Resistances Poison have the stat blocks of Thugs.
Languages Dwarven and Common
Challenge 1/4 (50 XP)
Dwarven Resilience: Dwarves have Advantage on
Frontline rely on superior ground and defensive
CST against poison.
maneuvers. Their main role is to withstand and tire the
Stone Cunning: Dwarves are proficient and have
enemies, while the regular troops and crossbowmen
expertise on History checks related to stonework.
maneuver and strike the weak portions.
Medium humanoid (Elf), any alignment STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 12(+1) 10 10
Armor Class 10 Skills Perception +2, Intimidation +2
Hit Points 4 (1d8) Senses Passive Perception 12, Darkvision 60 feet.
Speed 30 feet. Ini +1 Languages Common, Elvish
STR DEX CON INT WIS CHA Challenge 1/2 (100 XP)
10 (+0) 12 (+1) 10 (+0) 11 10 10 Pack Tactics: Bodyguards have advantage on
Skills Perception +2 attack rolls against a creature if at least one of their
Senses Passive Perception 12, Darkvision 60 feet. allies is within 5 feet of the creature and the ally isn’t
Languages Common, Elvish incapacitated
Challenge 1/8 (25 XP) Fey Ancestry: the elves gain Advantage against
Charm; they cannot be put to sleep by magic means.
Fey Ancestry: the elves gain Advantage against Trance: Elves don’t sleep; they enter in a 4 hour
Charm; they cannot be put to sleep by magic means. trance. They still have to rest 8 hours to gain benefits
Trance: Elves don’t sleep; they enter in a 4 hour of long rests.
trance. They still have to rest 8 hours to gain benefits
of long rests.
Weak Morale: peasants aren’t really a reliable troop, Multiattack: The elder’s bodyguard makes two
and they will flee if enough damage is done to them. attacks or casts Lightning Lure.
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3)
slashing or 8(1d10+3) if used both hands.
Longsword. MWA: +2 to hit; 5 feet; 4 (1d8) or 5 Longbow: RWA: +3 to hit; 100/400 feet, 6 (1d8+1)
(1d10) slashing. piercing.
Longbow. MWA: +3 to hit; 150/600 feet; 5 (1d8+1) Lightning Lure. The thug creates a lash of lightning
piercing. energy strikes at one creature that the thug can see at
Volley: A group of archers fires en masse instead of 15 feet. The target must succeed on a SST or be
aiming. Volleys deal damage in an AoE to unshielded, pulled up to 10 feet in a straight line toward the thug
non-heavy armored creatures. Creatures in an area of and then take 2d8 lightning damage if it is within 5
1 feet radius per archer suffer 5 (1d8+1) piercing feet.
damage for every 5 archers. A successful DST halves
the damage. The volley usually spends 3 arrows per Elder’s Bodyguards are not part of a regular army.
archer in one turn. They mostly follow orders from an elder or mage and
Prestidigitation. The elves create a minor effect as a protect them from harm. A few of them are also bandits
puff of wind, lit or snuff a small fire (torch, small or thugs (although they usually wore leather instead of
bonfire) or other magical effects. chain shirt).
The elven peasants aren’t at all combatants, but
they have some combat training to defend themselves.
Medium humanoid (Elf), any alignment
They can use their innate magics to good use, the same
as their bows. In melee they aren’t at all resilient, but Armor Class 16 (chain shirt)
they can use swords to gain a little advantage. Hit Points 16 (3d8+3)
Speed 30 feet. Ini +3
Medium humanoid (Elf), any alignment STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 12(+1) 11(+0) 12(+1)
Armor Class 14 (chain shirt) Skills Perception +2, stealth +5, Athletics +2
Senses Passive Perception 12, Darkvision 60 feet. Fey Ancestry: the elves gain Advantage against
Languages Common, Elvish Charm; they cannot be put to sleep by magic means.
Challenge 1 (200 XP) Trance: Elves don’t sleep; they enter in a 4 hour
Fey Ancestry: the elves gain Advantage against trance. They still have to rest 8 hours to gain benefits
Charm; they cannot be put to sleep by magic means. of long rests.
Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests. Longsword. MWA: +3 to hit; 5 feet; 5 (1d8+1)
slashing or 6 (1d10+1) if used with both hands.
Longbow. MWA: +4 to hit; 150/600 feet; 6 (1d8+2)
Multiattack. Elven archers make two Ranged attacks, piercing.
and if they have a sword on each hand, they can Volley: A group of guards fires en masse instead of
make two melee attacks. aiming. Volleys deal damage in an AoE to unshielded,
Shortswords. MWA: +5 to hit; 5 feet; 6 (1d6+3). non-heavy armored creatures. Creatures in an area of
Longbow. MWA: +5 to hit; 150/600 feet; 7 (1d8+3) 1 feet radius per archer suffer 6 (1d8+2) piercing
piercing. damage for every 5 archers. A successful DST halves
Volley: A group of archers fires en masse instead of the damage. The volley usually spends 3 arrows per
aiming. Volleys deal damage in an AoE to unshielded, archer in one turn
non-heavy armored creatures. Creatures in an area of Sword Burst. The guard creates a momentary circle
1 feet radius per archer suffer 14 (2d8+6) piercing of spectral blades that sweep around it. Each other
damage for every 5 archers. A successful DST halves creature within range must succeed on a DST DC 11
the damage. The volley usually spends 3 arrows per or take 1d6 force damage.
archer in one turn Elven Guards are trained soldiers that rely on
Prestidigitation. The elves create a minor effect as a traditional high elf garment and weaponry.
puff of wind, lit or snuff a small fire (torch, small Nevertheless, as many other cultures do, they often
bonfire) or other magical effects. exchange their traditional weapons for pikes, halberds
Elven Archers are the main soldiers in any High Elf or glaives.
army. Elven archers are adept at quickly dealing with
the squishier single foes, as spellcasters. The archers
also excel at hit-and-run tactics; they are skilled at Medium humanoid (Elf), any alignment
briefly skirmishing with large groups, disappearing, and
later returning strategically to strike again. Their Armor Class 20 (plate and shield)
Hit Points 52 (8d8+16)
precise marksmanship skills also provide an excellent
Speed 30 feet. Ini +1
ranged support for melee fighters.
The elven archers can also make use of heavier STR DEX CON INT WIS CHA
armors, such as chain mails or even full plate when they 16 (+3) 13 (+1) 14 (+2) 12(+1) 11 15
need a bit more protection and less stealth. Saving Throws Con +5, Wis +2
Skills Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Medium humanoid (Elf), any alignment Languages Common, Elvish
Armor Class 17 (chain shirt and shield) Challenge 4 (1.100 XP)
Hit Points 11 (2d8+2) Brave: The knight has advantage on Saving Throws
Speed 30 feet. Ini +2 against fear.
Fey Ancestry: the High Knights gains Advantage
STR DEX CON INT WIS CHA against Charm; and cannot be put to sleep by magic
13 (+1) 14 (+2) 12 (+1) 12(+1) 10 10 means.
Skills Perception +2 Trance: Elves don’t sleep; they enter in a 4 hour
Senses Passive Perception 12, Darkvision 60 feet. trance. They still have to rest 8 hours to gain benefits
Languages Common, Elvish of long rests.
Challenge 1/4 (50 XP)
Multiattack: The High Knight makes two attacks, or
cast Green Flame Blade.
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3)
slashing or 8(1d10+3) if used both hands.
Longbow: RWA: +3 to hit; 100/400 feet, 6 (1d8+1)
piercing.
Green Flame Blade. MWA: +5 to hit. 5ft, 7 (1d8+3)
slashing damage plus 1d8 fire damage; the fire jumps
to another target at 5 feet, dealing 1d8+1 fire damage.
Leadership (recharges ASLR). For 1 minute the
knight can utter commands or warnings to one of their
allies within 30 feet. The creature adds a d4 to a ST or
attack roll if the knight isn’t incapacitated.
Multiattack: The blademaster makes two melee Medium humanoid (Elf), any alignment
attacks, and if an offhand weapon is drawn, it makes
another one with it. They make two longbow shots. Armor Class 10
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8 Hit Points 4 (1d8)
(1d10+3) slashing. Speed 30 feet. Ini +1
Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
STR DEX CON INT WIS CHA
slashing.
10 (+0) 12 (+1) 10 (+0) 10 10 11
Longbow: RWA: +4 to hit; 150/600 feet, 6 (1d8+2)
Piercing. Skills Perception +2
Senses Passive Perception 12, Darkvision 120 feet.
Veteran Blademasters are the best melee warriors Languages Common, Elvish
in the wood elves’ armies. They are usually in the front Challenge 1/8 (25 XP)
ranks, backed up by light infantry with pikes. As usual Coward. The drow slaves live a life of abuses, and
for the wood elves, they often soften up the enemies their mind is broken. They have disadvantage on WST
with their longbows first. against fear.
Fey Ancestry: the elves gain Advantage against
Charm; they cannot be put to sleep by magic means.
Innate Spellcasting: The drow’s spellcasting ability is
Drow society is far from have a unified army. Being a Charisma (spell save DC 10). It can innately cast the
violent and elitist society very prone to intrigue, they following spells, requiring no material components:
don’t really rely on a permanent army, as many other At will: dancing lights
races do. Their relatively dominant and safe position in Sunlight Sensitivity: While in sunlight, the drow has
the Underdark also keeps them away from large scale disadvantage on attack rolls as well as on wisdom
conflicts common to the surface inhabitants, even (perception) checks that rely on sight.
among wood elves. They almost never have to defend Trance: Elves don’t sleep; they enter in a 4 hour
themselves from invaders, and when they do, they rely trance. They still have to rest 8 hours to gain benefits
of long rests.
on more “commando” strike forces leaded by powerful
Weak Morale: peasants aren’t really a reliable troop,
priestess and spiders in small tunnels and chokepoints.
and they will flee if enough damage is done to them.
They also almost never conduct a larger army to the
surface. If they do, it will by tightly related to a powerful
leader. If the leader falls, the army would break apart by Dagger. MWA: +3 to hit; 5 feet or range 20/60 feet, 4
infighting and cutthroat politics among its officers. (1d4+1) piercing.
They rely more on patrols, raiding parties or private
(and small) armies controlled by a Matriarch or a noble Slaves are very common in the drow society. They
family, and hostilities almost never pass from carefully are barely armed, and they do not usually pick fights
planned assaults on other families fortresses by unless they are running away from slavery.
carefully trained warriors backed up by wizards. Most
average human nobles will have larger numbers at their
disposal than even several matrons. Medium humanoid (Elf), any alignment
Nevertheless, I will provide some characters and stat
blocks. I will not use any of the core drow stats, but Armor Class 17 (chain shirt and shield)
instead I’ll apply the drow features to NPC Stat Blocks. Hit Points 11 (2d8+2)
For a more canonical take on drow warriors, see Speed 35 feet. Ini +2
Monster Manual, p. 128. STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 10 11
Skills Perception +2
Senses Passive Perception 12, Darkvision 120 feet. Trance: drows don’t sleep; they enter in a 4 hour
Languages Common, Elvish trance. They still have to rest 8 hours to gain benefits
Challenge 1/4 (50 XP) of long rests.
Fey Ancestry: the elves gain Advantage against
Charm; they cannot be put to sleep by magic means.
Innate Spellcasting: The drow’s spellcasting ability is Rapier. MWA: +4 to hit; 5 feet, 5 (1d8+2) piercing,
Charisma (spell save DC 10). It can innately cast the and the target must succeed on a DC 13 CST or be
following spells, requiring no material components: poisoned for 1 hour. If the saving throw fails by 5 or
more, the target is also unconscious while poisoned in
At will: dancing lights this way. The target wakes up if it takes damage or of
Sunlight Sensitivity: While in sunlight, the drow has another creature takes an action to shake it awake.
disadvantage on attack rolls as well as on wisdom Hand Crossbow. RWA: +4 to hit; 30/120 feet, 5
(perception) checks that rely on sight. (1d6+2) piercing, and the target must succeed on a
DC 13 CST or be poisoned for 1 hour. If the saving
Trance: Elves don’t sleep; they enter in a 4 hour throw fails by 5 or more, the target is also
trance. They still have to rest 8 hours to gain benefits unconscious while poisoned in this way. The target
of long rests. wakes up if it takes damage or of another creature
takes an action to shake it awake.
Armor Class 10
Hit Points 4 (1d8)
Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 11 10 10
Skills Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
Challenge 1/8 (25 XP)
Fey Ancestry: the elves gain Advantage against
Charm; they cannot be put to sleep by magic means.
Fey Step: Briefly surrounded by silvery mist, the
eladrin can teleport up to 30 feet to an unoccupied
space they can see once using this trait. They regain Fey Ancestry: the elves gain Advantage against
the ability to do so when they finish a short or long Charm; they cannot be put to sleep by magic means.
rest. Fey Step: Briefly surrounded by silvery mist, the
Trance: Elves don’t sleep; they enter in a 4 hour eladrin can teleport up to 30 feet to an unoccupied
trance. They still have to rest 8 hours to gain benefits space they can see once using this trait. They regain
of long rests. the ability to do so when they finish a short or long
Weak Morale: peasants aren’t really a reliable troop, rest.
and they will flee if enough damage is done to them. Trance: Elves don’t sleep; they enter in a 4 hour
trance. They still have to rest 8 hours to gain benefits
of long rests.
Shortsword. MWA: +3 to hit; 5 feet, 4 (1d6+1)
piercing.
Longsword. MWA: +3 to hit; 5 feet, 4 (1d6+2)
Fey Folk are eladrin that live on the cities or country piercing.
and usually don’t engage on fights. They mostly use Longbow. RWA: +4 to hit; 150/600 feet, 6 (1d8+2)
their fey step to escape far away from danger. piercing (AC 15).
Pike (variant). MWA: +3 to hit; 10 feet, 6 (1d10+1)
piercing.
Medium fey (Elf), any alignment
Fey Soldiers are the eladrin’s main line of defense.
Armor Class 17 (chain shirt and shield) They prefer to use weapons such as swords and bows,
Hit Points 11 (2d8+2) but they can make use of pikes and other reach weapons
Speed 30 feet. Ini +2 too. In open battlefields, they use their fey step to
outmaneuver and flank pikemen and other polearm
STR DEX CON INT WIS CHA formations and enter in close quarters fights. They have
13 (+1) 14 (+2) 12 (+1) 12(+1) 10 10 also trained Blink Dogs to wreak havoc on battlefields.
Skills Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish Medium fey (Elf), any alignment
Challenge 1/4 (50 XP)
Armor Class 18 (plate)
Hit Points 52 (8d8+16)
Speed 30 feet. Ini +1 Fey Step: Briefly surrounded by silvery mist, the
eladrin can teleport up to 30 feet to an unoccupied
STR DEX CON INT WIS CHA space they can see once using this trait. They regain
16 (+3) 13 (+1) 14 (+2) 12(+1) 11 15 the ability to do so when they finish a short or long
Saving Throws Con +5, Wis +2 rest.
Skills Perception +2 Pack Tactics: Pucks have advantage on attack rolls
Senses Passive Perception 12, Darkvision 60 feet. against a creature if at least one of their allies is within
Languages Common, Elvish 5 feet of the creature and the ally isn’t incapacitated
Challenge 3 (700 XP) Trance: Elves don’t sleep; they enter in a 4 hour
Brave: The fey knight has advantage on Saving trance. They still have to rest 8 hours to gain benefits
Throws against fear. of long rests.
Fey Ancestry: the elves gain Advantage against
Charm; they cannot be put to sleep by magic means.
Fey Step: Briefly surrounded by silvery mist, the Multiattack: The puck makes two melee attacks.
eladrin can teleport up to 30 feet to an unoccupied Longsword. MWA: +4 to hit; 5 feet, 4 (1d6+1)
space they can see once using this trait. They regain piercing.
the ability to do so when they finish a short or long Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5
rest. (1d10) Piercing.
Trance: Elves don’t sleep; they enter in a 4 hour Pucks are fey thugs. They usually work for the
trance. They still have to rest 8 hours to gain benefits Gloaming court, but they may be independent too. They
of long rests. usually use scary masks or otherwise grim costumes to
intimidate their foes. They are very proficient fighters,
and their pack tactics have a great synergy with fey step,
Multiattack: The fey knight makes two melee attacks.
something that no puck forgets.
Greatsword. MWA: +5 to hit; 5 feet, 10 (2d6+3)
Slashing.
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10)
piercing. Medium humanoid (elf), any alignment
Leadership (recharges ASLR). For 1 minute the Armor Class 13 (16 with Mage Armor)
knight can utter commands or warnings to one of their Hit Points 40 (9d8)
allies within 30 feet. The creature adds a d4 to a ST or Speed 30 feet. Ini +3
attack roll if the knight isn’t incapacitated.
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 11 (+0) 18(+4) 12(+1) 11(+0)
Parry. The fey knight adds 2 to its AC against one Saving Throws Con +5, Wis +2
melee hit that would hit it. To do so, the eladrin must Skills Arcana +6; History +6
see the attacker and be wielding a melee weapon. Senses Passive Perception 11
Fey Knights are powerful eladrin warriors. They Languages Four languages
usually fight mounted, and pledge loyalty to a powerful Challenge 7 (2.900 XP)
noble from the Gloaming or Summer court, or else they Fey Ancestry: the elves gain Advantage against
can be unaligned and mysterious wandering knights. Charm; they cannot be put to sleep by magic means.
Fey Step: Briefly surrounded by silvery mist, the
eladrin can teleport up to 30 feet to an unoccupied
Medium fey (Elf), any alignment space they can see once using this trait. They regain
the ability to do so when they finish a short or long
Armor Class 12 (leather armor) rest.
Hit Points 32 (5d8+10) Trance: Elves don’t sleep; they enter in a 4 hour
Speed 30 feet. Ini +1 trance. They still have to rest 8 hours to gain benefits
of long rests.
STR DEX CON INT WIS CHA
Spellcasting. The mage is a 9th level spellcaster. Its
15 (+2) 13 (+1) 14 (+2) 11 10 10 spellcasting ability is Intelligence (ST DC 15, +7 to hit
Skills Perception +2, Intimidation +2 with spell attacks). The mage has the following spells
Senses Passive Perception 12, Darkvision 60 feet. prepared:
Languages Common, Elvish Cantrips (at will): fire bolt, light, mage hand,
Challenge 1 (200 XP) prestidigitation.
Fey Ancestry: the elves gain Advantage against 1st level (4 slots): Color spray, mage armor, chromatic
Charm; they cannot be put to sleep by magic means. orb, shield
2nd level (3 slots): Misty step, suggestion, invisibility.
3rd level (3 slots): Blink, counterspell, hypnotic pattern Hit Points 67 (9d8+27)
4th level (3 slots): dimension door, polymorph Speed 30 feet. Ini +2
5th level (1 slots): Bigby’s hand, geas.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 10(+0) 11(+0) 9(-1)
Fire bolt. RSA: +7 to hit; 120 feet, 5 (2d10) fire. Senses Passive Perception 10,
Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing. Languages Common
Sword Burst. The guard creates a momentary circle Challenge 3 (700 XP)
of spectral blades that sweep around it. Each other Fey Ancestry: the elves gain Advantage against
creature within range must succeed on a DST DC 15 Charm; they cannot be put to sleep by magic means.
or take 2d6 force damage. Fey Step: Briefly surrounded by silvery mist, the
eladrin can teleport up to 30 feet to an unoccupied
space they can see once using this trait. They regain
Shield (uses spell slots). Trigger: the mage is hit by the ability to do so when they finish a short or long
an attack or targeted by a Magic Missile, until the start rest.
of its next turn, it has a +5 bonus to AC, including Reckless. At the start of its turn, the berserker can
against the triggering attack, and it take no damage gain advantage on all melee weapon attacks during
from magic missile. that turn, but attack rolls against it have advantage.
Counterspell. The mage can spend a 3rd level or Trance: Elves don’t sleep; they enter in a 4 hour
higher spell slot to interrupt a spell casted within 60 trance. They still have to rest 8 hours to gain benefits
feet from it. If the spell is of higher level than the of long rests.
Counterspell, the mage must succeed on a
spellcasting skill check equal to 10 + the spell’s level.
Twilight Enchanters are the elite casters of the Greatsword. MWA: +5 to hit; 5 feet, 10 (2d6+3)
Feywild. Their innate intelligence allows them to have piercing.
one more spell prepared, and they use it to blink in and Unseelie furies are a rare sight in the Material
out of existence. They are master teleporters, and given Plane, but sometimes a raiding party appears through
enough time they can create circles of teleportation to several portals to the Feywild. The Unseelie Furies
move entire troops in a blink. appear suddenly and destroy almost anything at their
past, and then disappear without trace. Some people
think that their appearances are linked to ancient fey
Medium humanoid (elf), any alignment curses and sacred places.
Armor Class 14 (hide armor)
The orc hordes are a threat to every realm. Their fast Decades of wars have taught many leaders to develop a
reproduction usually pushes the numbers of the orcs far frightening efficiency with battle tactics.
from healthy, and their violent nature arises to no good. They do not obey the “rules of war” unless such is in
Most orcs must move away when their homes can’t their best interests; for example, they will shoot at those
sustain them anymore, and so it begins another horde who attempt to parlay with them under a white flag
invasion and war. unless the orc leader feels it is advantageous to hear
Orc hordes ravage the lands of the more civilized what the enemy has to say. They abuse human rules of
races, pillaging and hunting everything edible, including engagement and chivalry to their best advantage. They
sentient beings. Most orcs lack proper equipment, and have a historic enmity against elves and dwarves; many
their disregard of crafting and working keeps them tribes will kill these humanoids on sight. The sheer
pillaging to keep going. A few cunning leaders actually number of orcs compensate for their relative lack of
trade with unscrupulous peddlers and arm-dealers from expertise.
other races, too. They also trade or submit goblins, and Many believe that the axe is the weapon of choice of
force them to provide them with weapons. Nevertheless, the orc hordes, and that is actually not true. Gruumsh’s
most weapons are neglected and broken for fun, so weapon of choice is the spear, and most orcs are
smart leaders are always struggling to keep their armies actually quite fond of all kinds of it, especially the pike.
equipped. The pike is a great weapon for an orc: it has reach, and
Most orc hordes rely on poorly armed infantry the trusting movement puts the strength of the orcs at
troops, but some archers and mounted units spawn in a good use with little training, and it’s easy to craft. The
horde as well. bloody carnage and massive amount of casualties
involved in a push of pike are natural choices for an orc.
Smart leaders also use a healthy amount of arrows
and javelins to even the ground, and the great mobility
It is often believed that orcs are so bloodthirsty and of the orcs allows the leaders to maneuver a lot. When
cruel that they are ineffective tacticians and that they they can, they arm their front-liners with chainmail to
would rather be vicious than victorious. Like most add a hardier layer of protection and prevent some of
stereotypes, this is as dangerous as misleading; it is true the losses.
for some orc clans and tribes but not for all of them.
Medium humanoid (orc), Chaotic Evil
Medium undead (skeleton), any alignment Multiattack. The Cavalry makes two attacks, one with
a weapon and one with the warhorse hooves.
Armor Class 18 (scale mail and shield) Horse: 17 Hooves. MWA: +6 to hit; 5 feet, 10 (2d6+4)
Hit Points 13 (2d8+4) Warhorse 22 (3d10+6) bludgeoning.
Speed 60 feet. Ini +2 Lance. MWA: +2 to hit; 10 feet, 6 (1d12) piercing.
Scimitar. MWA: +4 to hit; 5 (1d6+2) slashing.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6(-2) 8(-1) 5(-3) The Bone Cavalry is the core undead cavalry. They
Senses darkvision 60ft., passive Perception 9 wear a lance to gain reach and power, and they usually
Languages understands all languages it knew in life wear a scale mail to gain some protection. Their skeletal
but can't speak warhorses are stronger than their riders, and they are
Damage Vulnerabilities bludgeoning usually barded too.
Damage Resistances piercing
Damage Immunities poison
Condition Immunities exhaustion, poisoned Medium undead (skeleton), any alignment
Challenge 1/4 (50 XP)
Armor Class 17 (splint mail)
Abomination. Common people and NPCs with weak Hit Points 11 (2d8+2)
morale will be frightened by the Undead. Speed 30 feet. Ini +2
Undead Nature. Skeletons don’t need to breath,
sleep, pee or eat, and are immune to all forms of STR DEX CON INT WIS CHA
exhaustion (magical or natural alike). They also can 13 (+1) 14 (+2) 12 (+1) 6(-2) 11(+0) 6 (-2)
be turned by a cleric or paladin. Senses darkvision 60ft., passive Perception 9
Languages understands all languages it knew in life Fire hordes are mindless soldiers that take the most
but can't speak direct route without tactics. This kind vomits tar into
Damage Vulnerabilities bludgeoning the targets, and usually a skeleton with a torch follows
Damage Resistances piercing them.
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Challenge 1/4 (50 XP) Medium undead (zombie), any alignment
Abomination. Common people and NPCs with weak
morale will be frightened by the Undead. Armor Class 17 (splint mail)
Undead Nature. Skeletons don’t need to breath, Hit Points 22 (3d8+9)
sleep, pee or eat, and are immune to all forms of Speed 20 feet. Ini -2
exhaustion (magical or natural alike). They also can STR DEX CON INT WIS CHA
be turned by a cleric or paladin. 13 (+1) 6 (-2) 16 (+3) 3(-4) 6(-2) 5 (-3)
Senses darkvision 60ft., passive Perception 8
Pike. MWA: +3 to hit; 10 feet, 6 (1d10+1) piercing. Languages understands all languages it knew in life
but can't speak
Bone Lancers are ancient, relentless warriors raised Damage Immunities poison
from the dead. They use swarm tactics to attack Condition Immunities exhaustion, poisoned
stronger foes, and they don’t rout or fear anything, but Challenge 1/2 (100 XP)
they can be turned by a powerful cleric Abomination. Common people and NPCs with weak
morale will be frightened by the Undead.
Undead Fortitude. If damage reduces the zombie to
Medium undead (zombie), any alignment 0 hit points, it must make a Constitution saving throw
with a DC of 5 +the damage taken, unless the
Armor Class 17 (splint mail)
damage is radiant or from a critical hit. On a success,
Hit Points 22 (3d8+9)
the zombie drops to 1 hit point instead.
Speed 20 feet.
Undead Nature. Skeletons don’t need to breath,
STR DEX CON INT WIS CHA sleep, pee or eat, and are immune to all forms of
13 (+1) 6 (-2) 16 (+3) 3(-4) 6(-2) 5 (-3) exhaustion (magical or natural alike). They also can
be turned by a cleric or paladin.
Senses darkvision 60ft., passive Perception 8
Languages understands all languages it knew in life
but can't speak
Poison Slam. MWA: +3 to hit; 5 feet, 6 (1d6+1) and
Damage Immunities poison
the target must succeed on a DC 11 CST, taking 10
Condition Immunities exhaustion, poisoned
(3d6) poison damage on a failed check, or half as
Challenge 1/2 (100 XP)
much on a successful one.
Abomination. Common people and NPCs with weak
morale will be frightened by the Undead. Zombie hordes are mindless soldiers that take the
Undead Fortitude. If damage reduces the zombie to most direct route without tactics. Powerful
0 hit points, it must make a Constitution saving throw necromancers usually use poison to improve their
with a DC of 5 +the damage taken, unless the attacks, but direct them to the most direct route.
damage is radiant or from a critical hit. On a success,
the zombie drops to 1 hit point instead.
Undead Nature. Skeletons don’t need to breath, Medium undead (skeleton), any alignment
sleep, pee or eat, and are immune to all forms of
exhaustion (magical or natural alike). They also can Armor Class 16 (scale mail)
be turned by a cleric or paladin. Hit Points 13 (2d8+4)
Speed 30 feet. Ini +2
STR DEX CON INT WIS CHA
Slam. MWA: +3 to hit; 5 feet, 6 (1d6+1). 10 (+0) 14 (+2) 15 (+2) 6(-2) 8(-1) 5(-3)
Tar Bite (1 use). MWA: +3 to hit; 5 feet; 4 (1d6+1)
and the target is covered with tar. The target has now Senses darkvision 60ft., passive Perception 9
vulnerability to fire damage (unless it has resistance, Languages understands all languages it knew in life
which the tar cancels, and immunity remains the but can't speak
same), has disadvantage to avoid Saving Throws Damage Vulnerabilities bludgeoning
against fire damage, and any fire damage ignites the Damage Resistances piercing
target. Damage Immunities poison
Condition Immunities exhaustion, poisoned
Challenge 1/4 (50 XP) Speed 20 feet. Ini -2
Abomination. Common people and NPCs with weak STR DEX CON INT WIS CHA
morale will be frightened by the Undead.
13 (+1) 6 (-2) 16 (+3) 3(-4) 6(-2) 5 (-3)
Undead Nature. Skeletons don’t need to breath,
sleep, pee or eat, and are immune to all forms of Senses darkvision 60ft., passive Perception 8
exhaustion (magical or natural alike). They also can Languages understands all languages it knew in life
be turned by a cleric or paladin. but can't speak
Damage Immunities poison
Condition Immunities exhaustion, poisoned, fear
Longbow. MWA: +4 to hit; 150/600 feet, 6 (1d8+2) Challenge 2 (450 XP)
piercing. Abomination. Common people and NPCs with weak
Shortsword. MWA: +4 to hit; 4 (1d8) slashing. morale will be frightened by the Undead.
Volley: A group of archers fires en masse instead of Undead Fortitude. If damage reduces the zombie to
aiming. Creatures in an area of 1 feet radius per 0 hit points, it must make a Constitution saving throw
archer suffer 6 (1d8+2) piercing damage for every 5 with a DC of 5 +the damage taken, unless the
archers. A successful DST halves the damage. damage is radiant or from a critical hit. On a success,
the zombie drops to 1 hit point instead.
Skeletal Archers are the most effective undead
Undead Nature. Skeletons don’t need to breath,
warriors. They can shoot at long distance with accuracy, sleep, pee or eat, and are immune to all forms of
and this way they compensate for their overall fragility. exhaustion (magical or natural alike). They also can
be turned by a cleric or paladin.
Foul Stench. Any living creature that starts its turn
Medium undead (skeleton), any alignment within 5 feet of the zombie must succeed on a DC 13
Armor Class 18 (scale mail and shield) CST or be poisoned until the start of the creature's
Hit Points 13 (2d8+4) next turn. On a successful saving throw, the creature
Speed 30 feet. Ini +2 is immune to the stench of all zombies for 1 hour.
Fire bolt. RSA: +7 to hit; 120 feet, 5 (2d10) fire. Multiattack. The ring leader makes two melee
Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing. attacks.
Dagger. MWA: +4 to hit; 5 feet, 5 (1d4+2) piercing
damage, plus 7 (2d6) poison damage.
Shield (uses spell slots). Trigger: the mage is hit by
an attack or targeted by a Magic Missile, until the start Ring leaders are local recruiters, using their
of its next turn, it has a +5 bonus to AC, including charisma and dogma to influence and prey on those of
against the triggering attack, and it take no damage weak will. They belong to the first waves of an invasion,
from magic missile. and their task is to generate traitors among enemy files
and weaken local defenses with promises of power and
Hellish Rebuke (1/day). Trigger: receiving damage gifts. They usually inform saboteurs or their superiors
from a visible creature within 60 feet. The creature on the advances on the infiltration.
must make a Dexterity saving throw. It takes 2d10 fire
damage on a failed save, or half as much damage on
a successful one. Medium humanoid (tiefling), neutral evil
Occultists are tieflings dedicated to the study of
Armor Class 12
arcane magic. Most of them belong to the high castes of
Hit Points 27(6d8)
the ancient Tiefling Empire, in which they were the
Speed 30 feet. Ini +2
ruling class.
Occultists are relatively common in a tiefling-ruled STR DEX CON INT WIS CHA
land, and their authority comes from their powers. In 10 (+0) 15 (+2) 10 (+0) 13(+1) 14 (+2) 18 (+4)
battle, they cast Magic Circle and then use their Skills Deception +5, Insight +4, Investigation +5m
summons to wreak havoc in the battlefield, usually (but Perception +6, Persuasion +5, Sleight of Hand +4,
not always) keeping their allies safe until the demons Stealth +4
have done their job. Damage Resistance fire
Senses Darkvision 60 feet, Passive Perception 10
Languages Common, Infernal
Medium humanoid (tiefling), neutral evil Challenge 2 (200 XP)
Armor Class 12 Cunning Action: On each of its turns, the saboteur
Hit Points 27(6d8) can use a bonus action to take the Dash, Disengage,
Speed 30 feet. Ini +2 or Hide action.
Infernal Legacy. The tiefling knows the Thaumaturgy Shortsword. MWA: +4 to hit; 5 feet, 5 (1d6+2)
cantrip, and the hellish rebuke and darkness spells. piercing damage, plus 7 (2d6) poison damage.
Charisma is its spellcasting ability for them.
Hand crossbow. RWA: +4 to hit, range 30/120 feet,
Sneak Attack (1/turn). The spy deals an extra 7 one target. Hit: 5(1d6+2) piercing damage, plus 7
(2d6) damage when it hits a target with a weapon (2d6) poison damage.
attack and has advantage on the attack roll, or when
Saboteurs are the first wave of a tiefling invasion.
the target is within 5 feet of an ally of the spy that isn’t
They come in packs of three or five, and are very
incapacitated and the spy doesn’t have disadvantage
on the attack roll. intelligent and recursive. Their mission is to sabotage
enemy defenses and to kill key figures and officials.
They are fanatically loyal to their masters, and are often
recruited from the locals by cult leaders.
Multiattack. The saboteur makes two melee attacks.
The halflings are peaceful people. They do not rely
on warfare as their solving problems, and their
communities usually do not have any sort of standing
army. Their lack of physical prowess besides of their
relatively low numbers does not encourage them to do
so, and is rare the occasion when they are prey from
other races, because they don’t amass much wealth or
strategic resources besides food and crops.
Nevertheless, sometimes there is a hobgoblin
warchief that believes that halflings are good food, or at
least takes their territories to supply their logistic
chains. In such cases, halflings at first try to negotiate,
but they quickly can gather peasants to build an army of
their own. And sometimes of them may be included on
another races’ armies and when the need arises some
halflings may take arms.
Small humanoid (halfling), any alignment Sling. RWA: +3 to hit, range 30/120, 3 (1d4+1)
bludgeoning.
Armor Class 11 Quarterstaff. MWA: +2 to hit, range 10, 3 (1d6) or 4
Hit Points 4 (1d8) (1d8) bludgeoning if used with both hands.
Speed 25 feet Ini +1
STR DEX CON INT WIS CHA
Small humanoid (halfling), any alignment
10 (+0) 12 (+1) 10 (+0) 10 10 11
Senses Passive Perception 10, Armor Class 11
Languages Common Hit Points 4 (1d8)
Challenge 0 (10 XP) Speed 25 feet Ini +1
Brave: halflings have advantage on Saving Throws
STR DEX CON INT WIS CHA
against fear.
10 (+0) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 10 (+0)
Lucky. When the halflings roll a 1 on a d20 check,
they can reroll the die and must use the new roll. Damage Resistance Poison
Halfling Nimbleness. Halflings can move through the Senses Passive Perception 10,
space of any creature larger than it. Languages Common
Naturally Stealthy. The halfling can attempt to hide Challenge 0 (10 XP)
even when it’s obscured only by a creature that is at Brave: halflings have advantage on Saving Throws
least one size larger than it. against fear.
Lucky. When the halflings roll a 1 on a d20 check, Brave: halflings have advantage on Saving Throws
they can reroll the die and must use the new roll. against fear.
Halfling Nimbleness. The halfling can move through Lucky. When the halflings roll a 1 on a d20 check,
the space of any creature larger than it. they can reroll the die and must use the new roll.
Stout Resilience. The halflings have advantage on Halfling Nimbleness. The halfling can move through
saving throws against poison. the space of any creature larger than it.
Stout Resilience. The halflings have advantage on
saving throws against poison.
Sling. RWA: +3 to hit, range 30/120, 3 (1d4+1)
bludgeoning.
Club. MWA: +2 to hit; 5 feet, 2 (1d4) bludgeoning. Shortsword. MWA: +4 to hit; 5 feet, 5 (1d6+2)
piercing.
Peasants are the main halfling population. They
Sling. RWA: +4 to hit; 30/120 feet, 4 (1d4+2)
aren’t skilled or proficient warriors, but they can hide
bludgeoning damage.
quite well and throw rocks.
Guards are trained warriors and soldiers that
usually form the backbone of any armed force. They are
Small humanoid (halfling), any alignment rare in most halfling villages, but not as much on other
races’ lands with halfling population. They can be
Armor Class 17 (chain shirt and shield) policemen, soldiers or fulfill other roles.
Hit Points 11 (2d8+2)
Speed 25 feet Ini +2
STR DEX CON INT WIS CHA Small humanoid (halfling), any alignment
13 (+1) 14 (+2) 12 (+1) 10(+0) 11(+0) 11(+0) Armor Class 14 (leather armor)
Skills Perception +2 Hit Points 16 (3d8+3)
Senses Passive Perception 12 Speed 25 feet Ini +3
Languages Common
Challenge 1/4 (50 XP) STR DEX CON INT WIS CHA
Brave: halflings have advantage on Saving Throws 11 (+0) 16 (+3) 12 (+1) 11(+0) 13(+1) 12(+1)
against fear. Skills Nature +4, Perception +5, Stealth +6, Survival
Halfling Nimbleness. Halflings can move through the +5
space of any creature larger than it. Senses Passive Perception 15
Lucky. When the halflings roll a 1 on a d20 check, Languages Common
they can reroll the die and must use the new roll. Challenge 1/2 (100 XP)
Naturally Stealthy. The halfling can attempt to hide Keen Hearing and Sight: The scout has advantage
even when it’s obscured only by a creature that is at on Wisdom (Perception) checks that rely on hearing
least one size larger than it. or sight
Brave: halflings have advantage on Saving Throws
against fear.
Spear. MWA: +3 to hit; 5 feet, or range 20/60 feet, 4 Halfling Nimbleness. Halflings can move through the
(1d6+1) piercing. space of any creature larger than it.
Shortbow. RWA: +4 to hit, range 80/320 feet, 5 Lucky. When the halflings roll a 1 on a d20 check,
(1d6+2) piercing damage. they can reroll the die and must use the new roll.
Naturally Stealthy. The halfling can attempt to hide
even when it’s obscured only by a creature that is at
Small humanoid (halfling), any alignment least one size larger than it.
Armor Class 14 (hide armor) STR DEX CON INT WIS CHA
Hit Points 67 (9d8+27) 16 (+3) 14 (+2) 18 (+4) 9(-1) 11(+0) 9(-1)
Damage Resistance Poison Leadership (recharges ASLR). For 1 minute the
Senses Passive Perception 10, knight can utter commands or warnings to one of their
Languages Common allies within 30 feet. The creature adds a d4 to a ST or
Challenge 2 (450 XP) attack roll if the knight isn’t incapacitated.
Brave: halflings have advantage on Saving Throws
against fear.
Lucky. When the halflings roll a 1 on a d20 check, Parry. The knight adds 2 to its AC against one melee
they can reroll the die and must use the new roll. hit that would hit it. To do so, the knight must see the
Halfling Nimbleness. The halfling can move through attacker and be wielding a melee weapon
the space of any creature larger than it.
Stout Resilience. The halflings have advantage on
saving throws against poison. Small humanoid (halfling), any alignment
Reckless. At the start of its turn, the berserker can
Armor Class 18 (plate)
gain advantage on all melee weapon attacks during
Hit Points 52 (8d8+16)
that turn, but attack rolls against it have advantage.
Speed 25 feet Ini +1
STR DEX CON INT WIS CHA
Multiattack. The Berserker makes an attack with the 16 (+3) 13 (+1) 15 (+2) 11 11 15
Handaxe and one with the shortsword.
Damage Resistance Poison
Handaxe. MWA: +5 to hit; 5 feet, 9 (1d6+3) slashing.
Saving Throws Con +5, Wis +2
Shortsword. MWA: +5 to hit; 5 feet, 3 (1d6) piercing.
Senses Passive Perception 12
Hailing from uncivilized lands, berserkers are really Languages Common
tough enemies that raid the lands. They usually enter on Challenge 3 (700 XP)
their battle frenzy and don’t really use strategy at all. Brave: halflings have advantage on Saving Throws
Halfling berserkers are a rarity at best, although in against fear.
worlds like Athas they can be a lot more common (and Lucky. When the halflings roll a 1 on a d20 check,
be transformed into cannibals). they can reroll the die and must use the new roll.
Halfling Nimbleness. The halfling can move through
the space of any creature larger than it.
Small humanoid (halfling), any alignment Stout Resilience. The halflings have advantage on
saving throws against poison.
Armor Class 20 (plate and shield)
Hit Points 52 (8d8+16)
Speed 25 feet Ini +1 Multiattack: The Knight makes two melee attacks.
STR DEX CON INT WIS CHA Greatsword. MWA: +5 to hit; 5 feet, 10 (2d6+3)
16 (+3) 13 (+1) 14 (+2) 11(+0) 11(+0) 16(+3) Slashing.
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10)
Saving Throws Con +5, Wis +2 piercing.
Senses Passive Perception 12 Leadership (recharges ASLR). For 1 minute the
Languages Common knight can utter commands or warnings to one of their
Challenge 3 (700 XP) allies within 30 feet. The creature adds a d4 to a ST or
Brave: halflings have advantage on Saving Throws attack roll if the knight isn’t incapacitated.
against fear.
Halfling Nimbleness. Halflings can move through the
space of any creature larger than it. Parry. The knight adds 2 to its AC against one melee
Lucky. When the halflings roll a 1 on a d20 check, hit that would hit it. To do so, the knight must see the
they can reroll the die and must use the new roll. attacker and be wielding a melee weapon
Naturally Stealthy. The halfling can attempt to hide
even when it’s obscured only by a creature that is at A rare flower if there is one. Halfling knights are
least one size larger than it. powerful and brave, and they usually mount mastiffs or
ponies instead of warhorses. Some stories actually
depict some of them, but they are far from common
Multiattack: The Knight makes two attacks. even in human lands.
Longsword. MWA: +5 to hit; 5 feet, 10 (1d8+3)
Slashing.
Shortbow: RWA: +3 to hit; 80/320 feet, 4 (1d6+1)
piercing.
Small humanoid (halfling), any alignment Spear. MWA: +3 to hit; 5 feet, or range 20/60 feet, 4
(1d6+1) piercing.
Armor Class 13 (hide armor)
Hit Points 11 (2d8+2) Tribal Warriors are halflings that live outside the
Speed 25 feet Ini +1 boundaries of civilization. They are a bit savage and
follow a chieftain or elder’s council. In worlds like Athas
STR DEX CON INT WIS CHA they are common and dangerous, but in most other they
13 (+1) 13 (+1) 12 (+1) 8(-1) 11(+0) 9(-1) are nonexistant.
Skills Intimidation +2
Senses Passive Perception 10
Languages Common Small humanoid (halfling), any alignment
Challenge 1/4 (50 XP)
Brave: halflings have advantage on Saving Throws Armor Class 13 (16 with Mage Armor)
against fear. Hit Points 40 (9d8)
Halfling Nimbleness. Halflings can move through the Speed 25 feet Ini +3
space of any creature larger than it. STR DEX CON INT WIS CHA
Lucky. When the halflings roll a 1 on a d20 check, 9 (-1) 16 (+3) 11 (+0) 17(+3) 12(+1) 12(+1)
they can reroll the die and must use the new roll.
Naturally Stealthy. The halfling can attempt to hide Saving Throws Con +5, Wis +2
even when it’s obscured only by a creature that is at Skills Arcana +6; History +6
least one size larger than it. Senses Passive Perception 11
Pack Tactics: the warrior have advantage on attack Languages Four languages
rolls against a creature if at least one of their allies is Challenge 6 (2.300 XP)
within 5 feet of the creature and the ally isn’t Brave: halflings have advantage on Saving Throws
incapacitated against fear.
Halfling Nimbleness. Halflings can move through the
space of any creature larger than it.
Spear. MWA: +3 to hit; 5 feet, or range 20/60 feet, 4 Lucky. When the halflings roll a 1 on a d20 check,
(1d6+1) piercing. they can reroll the die and must use the new roll.
Naturally Stealthy. The halfling can attempt to hide
even when it’s obscured only by a creature that is at
Small humanoid (halfling), any alignment least one size larger than it.
Spellcasting. The mage is a 9th level spellcaster. Its
Armor Class 13 (hide armor) spellcasting ability is Intelligence (ST DC 14, +6 to hit
Hit Points 11 (2d8+2) with spell attacks). The mage has the following spells
Speed 25 feet Ini +1 prepared:
Cantrips (at will): chill touch, light, shocking grasp,
STR DEX CON INT WIS CHA prestidigitation
13 (+1) 13 (+1) 13 (+1) 8(-1) 11 8(-1) 1st level (4 slots): burning hands, mage armor, ray of
Damage Resistance Poison sickness, witch bolt
Skills Intimidation +2 2nd level (3 slots): mirror image, spider climb.
Senses Passive Perception 10 3rd level (3 slots): Bestow curse, fear, haste
Languages Common 4th level (3 slots): Confusion, fire shield
Challenge 1/4 (50 XP) 5th level (1 slots): conjure elemental
Brave: halflings have advantage on Saving Throws
against fear.
Lucky. When the halflings roll a 1 on a d20 check, Chill touch. RSA: +6 to hit; 120 feet, 5 (2d8) necrotic,
they can reroll the die and must use the new roll. and the target can’t regain hit points.
Halfling Nimbleness. The halfling can move through Shocking grasp. MSA: +6 to hit; 120 feet, 5 (2d8) the
the space of any creature larger than it. witch has advantage on the attack roll if the target is
Stout Resilience. The halflings have advantage on wearing armor made of metal. On a hit, the target
saving throws against poison. can’t take reactions until the start of its next turn.
Pack Tactics: the warrior have advantage on attack Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing.
rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t
incapacitated
Small humanoid (halfling), any alignment Spellcasting. The mage is a 9th level spellcaster. Its
spellcasting ability is Intelligence (ST DC 14, +6 to hit
Armor Class 13 (16 with Mage Armor) with spell attacks). The mage has the following spells
Hit Points 49 (9d8+9) prepared:
Speed 25 feet Ini +3 Cantrips (at will): poison spray, light, chill touch,
STR DEX CON INT WIS CHA message.
1st level (4 slots): alarm, mage armor, color spray,
9 (-1) 16 (+3) 12 (+1) 17(+3) 12(+1) 11(+0)
sleep.
Damage Resistance Poison 2nd level (3 slots): invisibility, cloud of daggers.
Saving Throws Con +5, Wis +2 3rd level (3 slots): Bestow curse, vampiric touch, fear.
Skills Arcana +6; History +6 4th level (3 slots): Phantasmal killer, Polymorph
Tools Herbalist tools +5 5th level (1 slots): Immolation
Senses Passive Perception 11
Languages Four languages
Challenge 6 (2.300 XP) Poison spray. Cantrip, 10 feet, 2d12 poison damage;
Brave: halflings have advantage on Saving Throws DC 14 CST to receive half damage.
against fear. Chill touch. RSA: +6 to hit; 120 feet, 5 (2d8) necrotic,
Lucky. When the halflings roll a 1 on a d20 check, and the target can’t regain hit points.
they can reroll the die and must use the new roll. Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing.
Halfling Nimbleness. The halfling can move through
the space of any creature larger than it. Although not very common, halfling witches (the
Stout Resilience. The halflings have advantage on common folk term for mages) are more common than a
saving throws against poison. halfling knight. They can be found in big cities or
isolated on strange cottages, usually with a familiar
companion. They can join an army as heavy artillery or
as supporting casters.
Gnomes often don’t have any sort of standing army.
Nevertheless, some rock gnomes’ cities must be
defended from numerous enemies, and then they have
to use their tech in their advantage. When the gnomes
have armies, they are usually well trained and each unit
has a capable and intelligent officer in charge, that could
read the battlefield and has a wide margin of action.
Besides the odd gnome barbarians are not unheard
in many worlds, usually with better equipment than the
usual barbarian. These raiders are often mocked, a fact
that the barbarians use on their favor.
Mace. MWA: +3 to hit; 5 feet, 2 (1d6+1) bludgeoning. Multiattack. The skulker makes two attacks.
Ballista (Loading). RWA: +12 to hit, range 120/480 Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
feet, 16 (3d10) piercing damage, and the targets have bludgeoning.
to make a SST DC 14 or being knocked prone. Firing Shortbow. RWA: +5 to hit; 80/320 feet, 6 (1d6+3)
against fast moving targets (50 feet or faster) is at piercing.
disadvantage. It takes an action to recharge, a bonus
action to aim, and an action to fire. If only one
engineer remains by the ballista, it takes a turn to Fade Away (recharges 5-6). When the skulker takes
recharge and a turn to aim and fire. damage it may use a reaction turns invisible until it
attacks or until the end of its next turn.
Siege Engineers are master tinkerers that have
specialized in combat engines like the ballistae. They are Forest Skulkers are sneaky gnome warriors that
proficient at destroying enemy formations. use reconnaissance and stealth to deal with their foes.
Sometimes they act as guardians and sentinels of the
forests in which they inhabit, but sometimes they could
Small humanoid (gnome), any alignment be vicious enemies and tricksters. They usually move in
small and fast groups.
Armor Class 15 (studded leather armor)
Hit Points 11 (2d8+2)
Lizardfolk are usually undeveloped, cold-blooded,
sauroid brutes. But in some worlds, the lizardfolk crawl
away from the muddy realms and develop high societies Lizardfolk are usually neutral, methodical and
and fearsome empires. They can be terrifying foes, even pragmatic. They aren’t motivated by greed, ambition or
more than their dragonborn cousins. They are malice, nor they really enjoy harming others, but they
ferocious, and their natural weapons and thick aren’t nice people also: they are fiercely territorial
skin guarantee that no lizardfolk is ever truly and have a taste for humanoid flesh, and they are
defenseless. ruthless and amoral. They are a survival-oriented,
Lizardfolk is an ancient and incredibly true neutral race. Their strategies and tactics
diverse race. Many believe that they reflect these traits, as they are ruthless but not
predate mammals and even fey folk vicious, and pragmatic above all. They care little
by a long shot, and that they haven’t for money or luxury, but they keep a steady
true emotions beside the most logistic network for food and weaponry. They
basic ones. The lizardfolk are very aren’t refined but pragmatic, and they hit hard
alien to other humanoids, even to and negotiate when the need arises.
dragonborn, their distant relatives. Every tribe (or nation) fights
Their diversity is ginormous among different, depending on their
tribes: there is an incredibly wide range of context: a fierce human
secondary characteristics, like the scales’ kingdom may impose
pigmentation, shape and size; a variety of negotiation and sabotage on
crests and horns, spikes, claws and a broad the surrounding tribes, while
range of face shapes. Nevertheless, goblin or kobold tribes are
within a tribe it’s difficult to best confronted with brute
differentiate one from another, strength and intimidation.
unless someone is familiar The lizardfolk usually like
with them. halflings, as they are great to
There is actually at find food for them, and negotiation is
least three main subraces: usually the way to go with them. In some worlds, like
greenscales, blackscales Fralia, the lizardfolk have a standing alliance with
and poison dusk lizardfolk. Greenscales and blackscales avians like the stolasi (Fralia’s owl-like aarakocra).
share many traits, especially the high strength and Here we will use some of the NPC templates to depict
relatively low intelligence, but poison dusks are smaller some of the best traits of this race, instead of the main
and faster, and as intelligent as a human being, but less lizardfolk stat blocks.
individual,
Armor Class 22 (splint and shield) Poison breeders are the main poison dusk
Hit Points 58 (8d8+18) population: gatherers, laborers, fishermen or egg
Speed 30 ft., swim 30 ft. Ini +1 keepers. They hunt a little for survival and tend
livestock in more civilized areas. They are dangerous if
provoked, but not near as much as their warrior peers.
They defend themselves in violent situations, but Multiattack. The raw greenscale can make 1 attack
they aren’t expected to fight in other circumstances. with a weapon and 1 bite or shield attack.
Javelin. MWA: +4 to hit; 5 feet, or range 20/60 feet, 4
(1d6+1) piercing.
Large humanoid (lizardfolk), neutral Macahuitl. MWA: +4 to hit; 5 feet, 4 (1d8+2) slashing,
or 7 (1d10+2) slashing if wielded with both hands
Armor Class 15 (shield) Bite. MWA: +4 to hit; 5 feet, 4 (1d6+2) piercing.
Hit Points 18 (3d10+3) Spiked Shield. MWA: +4 to hit; 5 feet, 4 (1d6+2)
Speed 30 ft., swim 30 ft. Ini +0 piercing.
STR DEX CON INT WIS CHA Raw Greenscales are very young fighters in
15 (+2) 11 (+0) 12 (+1) 6(-2) 11(+0) 8(-1) lizardfolk societies, usually just two or three years old.
Skills Intimidation +2 They are uncommon in most worlds, as they
Senses Passive Perception 10 compensate their lack of expertise and resilience with
Languages draconic forged armors to improve their survival chances. They
Challenge 1/2 (100 XP) usually don’t depart from their nests and towns, and
keep an eye on the eggs.
Hold Breath. The lizardfolk can hold its breath for 15
minutes.
Inscrutable. The lizardfolk impose Disadvantage to
Wisdom (Insight) checks against them. Medium humanoid (Human), any alignment
Pack Tactics: the primordial hunters have advantage Armor Class 14 (natural armor)
on attack rolls against a creature if at least one of their Hit Points 27 (5d8+5)
allies is within 5 feet of the creature and the ally isn’t Speed 30 ft., swim 30 ft. Ini +1
incapacitated.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 13 (+1) 12(+1) 16(+3) 8(-1)
Multiattack: The primordial hunters makes one Skills Survival +7, Religion +4, Perception +5, Stealth
weapon attack and one bite attack. +4
Large Spear. MWA: +4 to hit; 5 feet, or range 20/60 Senses Passive Perception 15
feet, 9 (2d6+2) piercing. Languages any one language (usually common)
Bite. MWA: +4 to hit; 5 feet, 7 (1d8+2) piercing. Challenge 1/4 (50 XP)
Primordial hunters are a specially primitive kind of Dreamwalker. The shaman can enter in a trance and
blackscales, living in isolated marshes and swamps. communicate with the and through the dreams world.
They don’t even have heard of civilization of any kind, While sleeping, a shaman can dream of a specific
resembling dinosaurs, and they are alien even for other location, usually a great significance for them. From
lizardfolk. there, it can use a sending spell to contact another
shaman that he knows, and wait. If the other shaman
agrees and enter in a similar trance, they can talk
Medium humanoid (lizardfolk), neutral normally and share information as if they were in the
same physical place. The shaman, though, cannot
Armor Class 19 (chain shirt and shield) avoid other shamans or dreamwalkers to reach that
Hit Points 11 (2d8+2) location too, and a detect thoughts or dream spell
Speed 30 ft., swim 30 ft. Ini +1 reveals the exact dream spot in which the conference
is made.
STR DEX CON INT WIS CHA
Hold Breath. The lizardfolk can hold its breath for 15
15 (+2) 12 (+1) 12 (+1) 8(-1) 11 (+0) 10 (+0)
minutes.
Skills Perception +2, Stealth +5, Survival +4 Inscrutable. The lizardfolk impose Disadvantage to
Senses Passive Perception 12 Wisdom (Insight) checks against them.
Languages draconic Spellcasting. The Chaplain is a 5th level spellcaster.
Challenge 1/4 (25 XP) Its spellcasting ability is Wisdom (ST DC 13, +5 HSA).
Hold Breath. The lizardfolk can hold its breath for 15 Chaplains usually prepare the following spells:
minutes. Utility Cantrips: druidcraft; poison spray; shillelagh
Inscrutable. The lizardfolk impose Disadvantage to 1st level (4 slots): Cure wounds, ray of sickness, fog
Wisdom (Insight) checks against them. cloud.
2nd level (3 slots): pass whitout trace; enlarge/reduce
(reptiles only).
3rd level (2 slots): conjure animals (reptiles only); Tail sweep: RWA: +6 to hit; 30/120 feet, 6 (1d4+4)
counterspell bludgeoning damage, and the target must succeed on
a DC 14 SST or being knocked prone.
Leadership (recharges ASLR). For 1 minute the
Multiattack. The shaman can make two attacks: one silvercrest can utter commands or warnings to one of
with its bite and one with its weapons. their allies within 30 feet. The creature adds a d4 to a
Bite. MWA: +3 to hit, 5 feet, 4 (1d6+1) piercing plus 3 ST or attack roll if the silvercrest isn’t incapacitated.
(1d6) poison damage.
Shortbow. MWA: +3 to hit, 5 feet, 4 (1d6+1) piercing
damage plus 2d6 poison. Parry. The silvercrest adds 2 to its AC against one melee hit
Shillelagh. MWA: +5 to hit, 5 feet, 7 (1d8+3) that would hit it. To do so, the silvercrest must see the
bludgeoning damage. attacker and be wielding a melee weapon
Change Shape (recharges ASLR). The lizardfolk Silverscales are the lizardfolk analog to the human
magically polymophs into a giant constrictor snake, knights, but without any ethos code. They are primarily
remaining in that form for up to 1 hour. It can revert to talented warriors and leaders of their war parties, well
its true form as a bonus action. Any equipment it is equipped with full armor. Their tactics tend to be more
wearing or carrying isn’t transformed. It reverts to its straightforward than their brothers’ are, but their huge
true form if it dies. defensive values makes the nonetheless impressive foes.
Poison Dusk shamans are the community leaders
and main magic-users of their tribes. They aren’t very
powerful fighters, but they are great for supporting
roles. They usually use the enlarge spell to aid their
allies to grow, and fight with their bows.
The main power of the poison dusks, though, is their
dreamwalker feature. With this trait, they can
coordinate defensive and offensive strategies with other
tribes, increasing the number of their armies in a blink.