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D&D has a long history on troops and massive combat and warfare adventures, but 5th edition is the

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

Armor Class 13 (Studded leather)


Hit Points 15 (2d8+6) Medium humanoid (Human), any alignment
Speed 30 feet. Ini +1
Armor Class 15 (Scale Mail)
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +1 Languages any one language (usually common)
Challenge 1/2 (100 XP)
STR DEX CON INT WIS CHA
Swarm Tactics: Up to 16 heavy pikemen may attack
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
at once surrounding a single creature if at least half of
Skills Perception +3, Athletics +4 them have their pikes.
Senses Passive Perception 13 Polearm Masters. When wielding their pikes, they
Languages any one language (usually common) can use a bonus action to make a melee attack with
Challenge 1/4 (50 XP) the pole (below). Also, whenever a creature enters
Swarm Tactics: Up to 16 pikemen may attack at their pike’s reach, they can make an opportunity
once surrounding a single creature if at least half of attack.
them have their pikes. Polearm Defense. When the heavy pikemen are
Polearm Masters: When wielding their pikes, they under arrow volleys, they have resistance to piercing
can use a bonus action to make a melee attack with damage, because the pikes interpose on the way of
the pole (below). Also, whenever a creature enters the missiles. Also, they have +1 to CA whenever
their pike’s reach, they can make an opportunity targeted directly by an arrow.
attack.

Pike. MWA: +4 to hit, 10 feet, 8 (1d10+2) piercing


Pike. MWA: +4 to hit, 10 feet, 8 (1d10+2) piercing damage.
damage. Pike (pole). MWA: +4 to hit, 5 feet, Hit 4 (1d4+2) or
Pike (pole). MWA: +4 to hit, 5 feet, Hit 4 (1d4+2) or shove the target 5 feet.
shove the target 5 feet. Dagger. MWA: +4 to hit, 5ft., 2 (1d4) slashing/piercing
Dagger. MWA: +4 to hit, 5ft., 2 (1d4) slashing/piercing attack.
attack.

Reach. The pikemen can make a Pike attack when


Reach. The pikemen can make a Pike attack when an enemy enters their reach. This attack can be both
an enemy enters their reach. This attack can be both used to deal damage or to shove/trip an enemy.
used to deal damage or to shove/trip an enemy.
Heavy Pikemen are used as shock troops for
Pikemen are highly trained warriors that belong to wealthy nobles, whom may have them as elite
a city watch, citadel or fortified town, or work as bodyguards. They are specially effective in push of pike
caravan’s guards or nobleman’s bodyguards. Many of engagements, because they have heavy armor to
them are veteran peasant infantries who had lived support these tactics, and they are less prone to be
enough to join a professional army. disbanded by arrow volleys. Heavy Pikemen are used
Pikemen are frontline fighters, and they are also as countermeasure against heavy cavalry. They are
devastating against other infantry because of their and very weak, though, when other troops flank them or
the “Push of Pike” feature, which is done when opposite when subjected to AoE spells like Fireball.
columns of pikemen engage in melee. This technique is
deadly even for veteran knights or adventurers, as long
lines of pikemen can engage simultaneously with single Medium humanoid (Human), any alignment
units, dealing steady damage while keeping their foes at
distance. Armor Class 15 (studded leather and shield)
Pikemen are the backbone of any stablished army, Hit Points 11 (2d8+2)
but only wealthy nobles or knights can afford to Speed 30 feet. Ini +1
maintain large groups of them, and most of the nobles
STR DEX CON INT WIS CHA
rely instead on peasant levies with similar tactics.
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Skills Perception +3, Athletics +4
Medium humanoid (Human), any alignment Saving Throws Dexterity +3
Senses Passive Perception 13
Armor Class 17 (Splint Mail) Languages any one language (usually common)
Hit Points 11 (2d8+2) Challenge 1/4 (50 XP)
Speed 30 feet. Ini +1 Shield Master: Whenever a swordsman is subjected
to an effect that allows them to make a dexterity
STR DEX CON INT WIS CHA
saving throw to take only half damage, he can use
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
their reaction to take no damage if he succeed on the
Skills Perception +3, Athletics +4 roll, interposing their shields between him and the
Senses Passive Perception 13 source of effect.
STR DEX CON INT WIS CHA
15(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Multiattack: A swordsman can make a sword attack Skills Perception +3, Athletics +4
and a shield bash. Saving Throws Dexterity +3
Shortsword: MWA: +4 to hit, 5 feet, Hit 5 (1d6+2). Senses Passive Perception 13
Shield Bash. Athletics (+4) vs. target’s Languages any one language (usually common)
Athletics/Acrobatics or the target is knocked Challenge 1/2 (100 XP)
prone/pushed 5 feet
Heavy Armor Masters: The heavy infantry reduces in
Light swordsmen are support infantry troops, 3 the piercing, bludgeoning and slashing damage.
specially used to flank the enemy pikes, protect the
archers or chase the fleeing enemies. They are trained in
castles or barracks everywhere. Spear: MWA: +4 to hit, 5 feet, Hit 5 (1d6+2) or 8
(1d18+2) if two handed.
Spear (thrown): RWA: +4 to hit, range 20/60 feet, Hit
Medium humanoid (Human), any alignment 5 (1d6+2)
Longsword/Battleaxe/Warhammer: MWA: +4 to hit,
Armor Class 16 (chain shirt and shield) 5 feet, Hit 7 (1d8+2) or 8 (1d10+2) –versatile-.
Hit Points 11 (2d8+2) Shield Bash. Athletics (+4) vs. target’s
Speed 30 feet. Ini +1 Athletics/Acrobatics or the target is knocked
prone/pushed 5 feet
STR DEX CON INT WIS CHA
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10 Heavy Infantry are shock troops, specially used to
Skills Perception +3, Athletics +4 override the enemy pikes, assault fortresses, protect the
Saving Throws Dexterity +3 generals or engage the strongest enemies. Only a few
Senses Passive Perception 13 people can afford the equipment, so only the kings or
Languages any one language (usually common) wealthiest nobles train them, usually as oath swords.
Challenge 1/4 (50 XP) Very few equip them with better armors (splint mails or
Shield Master: Whenever a swordsman is subjected plate), and in that case their armor increases in 1 or 2.
to an effect that allows them to make a dexterity Most of them can endure an arrow volley, but sorcerers
saving throw to take only half damage, he can use and wizards wipe them out of existence on a blink.
their reaction to take no damage if he succeed on the
roll, interposing their shields between him and the
source of effect. Medium humanoid (Human), any alignment
Armor Class 15 (chain shirt)/14 (studded leather)
Hit Points 11 (2d8+2)
Multiattack: A swordsman can make a sword attack
Speed 30 feet. Ini +2
and a shield bash.
Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8 STR DEX CON INT WIS CHA
(1d10+2) if two handed. 12(+1) 14 (+2) 12 (+1) 10 12(+1) 10
Shield Bash. Athletics (+4) vs. target’s Skills Perception +3, Athletics +3
Athletics/Acrobatics or the target is knocked Saving Throws Dexterity +3
prone/pushed 5 feet Senses Passive Perception 13
Swordsmen are support infantry troops, specially Languages any one language (usually common)
used to flank the enemy pikes, protect the archers or Challenge 1/4 (50 XP)
chase the fleeing enemies. They are trained in castles or Sharpshooters: The archers can ignore half or ¾
barracks everywhere. They are often not the main cover, and attacking at long range doesn’t impose
troops of any army, but rather a heavily specialized one. disadvantage on their attack rolls. Also, they can
Nevertheless, they are usually the main symbol of its impose themselves a -5 to hit and deal +10 damage.
power. They are usually charged with the protection of
leading figures and officials.
Longbow. RWA: +4 to hit; 600 feet, 7 (1d8+2)
piercing.
Medium humanoid (Human), any alignment Dagger. MWA: +4 to hit; 600 feet, 5 (1d4+2) piercing.
Volley: A group of archers fires en masse instead of
Armor Class 18 (chain mail and shield) aiming. Volleys deal damage in an AoE to unshielded,
Hit Points 11 (2d8+2) non-heavy armored creatures. Creatures in an area of
Speed 30 feet. Ini +1 1 feet radius per archer suffer 6 (1d8+2) piercing
damage for every 5 archers. A successful DST halves flanking, support, pursuing enemies and much, much
the damage. more.
Archers are basic infantry troops used to weaken
heavy troops or destroy light formations. They are
Medium humanoid (Human), any alignment
especially vulnerable to cavalry and phalanxes.
Armor Class 18 (chain mail and shield)
Hit Points 11 (2d8+2) Warhorse: 19 (3d10+3)
Medium humanoid (Human), any alignment Speed 60 feet (mounted) Ini: +1
Armor Class 16 (scale mail)/14 (studded leather) STR DEX CON INT WIS CHA
Hit Points 11 (2d8+2) 14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Speed 30 feet. Ini +2 Skills Perception +3, Animal Handling +4
STR DEX CON INT WIS CHA Saving Throws Dexterity +3
12(+1) 14 (+2) 12 (+1) 10 12(+1) 10 Senses Passive Perception 13
Languages any one language (usually common)
Skills Perception +3, Athletics +3
Challenge 1/4 (50 XP)
Saving Throws Dexterity +3
Senses Passive Perception 13 Mounted Combatants. The cavalry has advantage
Languages any one language (usually common) against unmounted creatures smaller than their
Challenge 1/4 (50 XP) horses. Also, if the mounted creature is subjected to
an effect that allows it to make a DST to halve harm, it
Sharpshooters: The archers can ignore half or ¾
instead doesn’t take damage if succeed, and only half
cover, and attacking at long range doesn’t impose
damage if fails.
disadvantage on their attack rolls. Also, they can
Intimidating. Creatures with low morale or poorly
impose themselves a -5 to hit and deal +10 damage.
trained (EG: peasants) will disband against a cavalry
charge.
Trampling Charge. If the cavalry moves at least 20
H. Crossbow: RWA: +4 to hit; 400 feet, 8 (1d10+2)
feet straight toward a creature and then hits it with a
piercing.
hooves or lance attack on the same turn, that target
Dagger. MWA: +4 to hit; 600 feet, 5 (1d4+2) piercing.
must succeed on a DC 14 SST or be knocked prone.
Crossbowmen are basic infantry troops used to If the target is prone, the horse can make another
weaken heavy troops or destroy light formations. They attack with its hooves against it as a bonus action
have lesser range than archers and can’t make volleys,
but their damage is superior. They are especially
vulnerable to cavalry and phalanxes. Charge. If a cavalry moves at full speed in straight
line, the lance attack doubles the damage dice.
Lance: MWA: +4 to hit, 10 feet, Hit 9 (1d12+2) or 16
(2d12+2) if charging.
Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8
Humans are renown for being superb riders and (1d10+2) if two handed.
mounted combatants. Many combat strategies rely on
these tactics, and this is the strongest point in human
armies. They combine reach, mobility and superiority, Guard. A cavalry can make an attack directed to his
but most armies will only have a small number of horse attack him instead.
cavalry, as horses are expensive to care and maintain.
These troops are based on Knights and Guards Cavalry are the ultimate shock troop. Their charges
specialized as well. are legendary and feared by commoners and foot
Other mounts are available on fantasy worlds, but soldiers of all ranks. Only heavily-trained pikemen can
they are expensive and rare, or more akin to other races hope to survive them, and at a great cost. Wealthier
(as giant goats or warthogs and dwarfs, mastiffs and lands or kings will have cavaliers with better armor. An
halflings, or hippogriffs and elves). army’s cavalry is often leaded by one or more knights.

Medium humanoid (Human), any alignment


Cavalry can be used in many ways. Most knights and
nobles will prefer to use them as frontline chargers, Armor Class 15 (studded leather and shield)
especially against unarmored troops, but smart ones Hit Points 11 (2d8+2) Warhorse: 19 (3d10+3)
Speed 70 feet.(mounted) Ini: +1
will use them to perform several tasks, including
STR DEX CON INT WIS CHA Light Crossbow: RWA: +4 to hit, 80/320 feet, Hit 7
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10 (1d8+2). When loading they cannot dash as BA.
Skills Perception +3, Animal Handling +4 Composite Shortbow (special): RWA: +4 to hit,
Saving Throws Dexterity +3 150/500 feet, Hit 8 (1d8+3).
Senses Passive Perception 13 Mounted archers are primarily skirmishers and
Languages any one language (usually common) their function is to weaken and lure the enemy to traps.
Challenge 1/4 (50 XP) Some of them will disperse and chase enemy sorcerers
Mounted Combatants. The cavalry has advantage at distance. Their horses can maintain them at safe
against unmounted creatures smaller than their distance from harm, and they are trained to shoot and
horses. Also, if the mounted creature is subjected to run at the same time. A few cultures have entire armies
an effect that allows it to make a DST to halve harm, it of them, and replace the shortbow (or crossbow) for a
instead doesn’t take damage if succeed, and only half Composite Shortbow, which applies both Dexterity and
if fails. Strength modifiers to damage. These bows are
Trampling Charge. If the cavalry moves at least 20 legendary, and only these cultures expert weapon
feet straight toward a creature and then hits it with a smiths can make them.
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 20 (plate mail and shield)
Hit Points 52 (8d8+16) Warhorse: 19 (3d10+3)
Cavalry Spear: MWA: +4 to hit, 10 feet, Hit 9 Speed 60 feet.(mounted) Ini: +1
(1d10+2).
Javelin (12): RWA: +4 to hit, 30/120 feet, Hit 9 STR DEX CON INT WIS CHA
(1d10+2). 16(+2) 12 (+1) 14 (+1) 11 12(+1) 16 (+3)
Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8 Skills Animal Handling +3
(1d10+2) if two handed. Saving Throws Dexterity +3
Senses Passive Perception 13
Languages any one language (usually common)
Guard. A cavalry can make an attack directed to his Challenge 4 (1.100 XP)
horse attack him instead. Brave. The knight has advantage on saving throws
Light Cavalry is a scouting troop and skirmisher, against being frightened.
which attack weak points of an army and chase the Mounted Combatants. The knight has advantage on
fleeing troops. They are not as heavily armed as the attacks against unmounted creatures smaller than
cavalry is, but they are more mobile. their horses. Also, if the mounted creature is
subjected to an effect that allows it to make a DST to
halve harm, it instead doesn’t take damage if
Medium humanoid (Human), any alignment succeed, and only half damage if fails.
Intimidating. Creatures with low morale or poorly
Armor Class 15 (studded leather) trained (EG: peasants) will disband against a knight’s
Hit Points 11 (2d8+2) Warhorse: 19 (3d10+3) charge.
Speed 70 feet.(mounted) Ini: +2 Trampling Charge. If the knight moves at least 20
feet straight toward a creature and then hits it with a
STR DEX CON INT WIS CHA hooves or lance attack on the same turn, that target
12(+2) 14 (+2) 12 (+1) 10 12(+1) 10 must succeed on a DC 14 SST or be knocked prone.
Skills Perception +3, Animal Handling +4
Saving Throws Dexterity +3
Senses Passive Perception 13
Languages any one language (usually common)
Challenge 1/4 (50 XP)

Mounted Archery. Mounted archers can dash as a


bonus action. Also, as a reaction, if the horses have
any movement left, they can use them to retreat
from incoming enemies.

Shortbow: RWA: +4 to hit, 80/320 feet, Hit 5 (1d6+2).


If the target is prone, the horse can make another Crossbow Master: They have point-blank range, thus
attack with its hooves against it as a bonus action not gaining disadvantage on attack rolls with
crossbows if creatures are 5 feet from them, and they
ignore the loading property of crossbows.
Multiattack: The knight makes two melee attacks. Pack Tactics: Crossbowmen have advantage on
Charge. If a cavalry moves at full speed in straight attack rolls against a creature if at least one of their
line, the lance attack doubles the damage dice. allies is within 5 feet of the creature and the ally isn’t
Lance: MWA: +5 to hit, 10 feet, Hit 10 (1d12+3) or 16 incapacitated
(2d12+2) if charging.
Longsword: MWA: +4 to hit, 5 feet, Hit 7 (1d8+2) or 8
(1d10+2) if two handed. Multiattack: The Elite Crossbowmen makes two
Hooves. MWA: +4 to hit, 5ft, Hit:11 (2d6+4) bl. attacks.
Leadership (recharges ASLR). For 1 minute the H. Crossbow: RWA: +5 to hit; 400 feet, 9 (1d10+3)
knight can utter commands or warnings to their allies piercing.
within 30 feet. The creature adds a d4 to their ST and Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6+3)
attack rolls if the knight isn’t incapacitated. piercing.
Elite Crossbowmen are specialized infantry troops
Guard. A knight can make an attack directed to his used to weaken heavy troops or destroy light
horse attack him instead. formations. They have lesser range than archers and
Parry. The knight adds 2 to its AC against one melee can’t make volleys, but their damage and armor is
hit that would hit it. To do so, the knight must see the superior.
attacker and be wielding a melee weapon.
Mounted Knights are the finest warriors that an Medium humanoid (Human), any alignment
army can use. Heavy armored and trained for a life, their
charges are legendary and feared by commoners and Armor Class 18 (chain mail and shield)
foot soldiers of all ranks. They pledge loyalty only to Hit Points 32 (5d8+10)
high nobles and kings. Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 10 10
Skills Intimidation +2, Athletics +5
Hardened troops are experienced in battle and are Saving Throws Dexterity +3 (shield)
better equipped, even when they aren’t nobles. These Senses Passive Perception 13
troops range from mercenary armies to well-prepared Languages any one language (usually common)
units. They are based on three stat blocks: Scouts, Challenge 1/4 (50 XP)
Thugs, and Veterans. Nobles aren’t really used as they Shield Master: Whenever the swordsmen are
should be sort of important as NPCs to look for their subjected to an effect that allows them to make a
own customization. As usual, humans start with feats dexterity saving throw to take only half damage and
that reflect their role on battle. has a shield, it can use their reaction to take no
There is no common tactics with these troops. Each damage if he succeed on the roll.
one of them uses its own. Pack Tactics: swordsmen have advantage on attack
rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t
Medium humanoid (Human), any alignment incapacitated
Intimidating. They are fierce and have battled a lot.
Armor Class 17 (half plate) Weak morale troops will flee against them if engaged.
Hit Points 32 (5d8+10)
Speed 30 feet. Ini +3
STR DEX CON INT WIS CHA Multiattack: The Swordsmen makes two melee
12 (+1) 16 (+3) 14 (+2) 10 10 10 attacks.
Longsword. MWA: +5 to hit; 5 feet, 8 (1d8+3)
Skills Intimidation +2, Athletics +3 piercing.
Senses Passive Perception 13 H. Crossbow: RWA: +3 to hit; 400 feet, 6 (1d10+1)
Languages any one language (usually common) piercing.
Challenge 1 (200 XP)
Elite Swordsmen are heavy infantry troops used to
engage the enemy melee. They are used as
countermeasure against pike formations and they are Pack Tactics: Halberdiers have advantage on attack
hardy and resistant to the enemy’s AoE. rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Medium humanoid (Human), any alignment Polearm Masters. When wielding their halberds, they
can use a bonus action to make a melee attack with
Armor Class 14 (studded leather) the pole (below). Also, whenever a creature enters
Hit Points 16 (3d8+3) their polearm’s reach, they can make an opportunity
Speed 40 feet. Ini +2 attack.
Polearm Defense. When the halberdiers are under
STR DEX CON INT WIS CHA
arrow volleys, they have resistance to piercing
12 (+1) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 11 (+0)
damage, because the pikes interpose on the way of
Skills Stealth +6, Perception +6, Survival +6 Athletics the missiles. Also, they have +1 to CA whenever
+3, Nature +4 targeted directly by an arrow.
Senses Passive Perception 15 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 (100 XP)
Keen hearing and sight: Guerrillas have advantage
on wisdom (Perception) checks that rely on hearing or Multiattack: The halberdier makes two melee attacks.
sight. Halberd. MWA: +5 to hit; 10 feet, 8 (1d10+3) piercing.
Mobile. Difficult terrain doesn’t cost them extra Dismount. MWA: +5 to hit; 10 feet. Against mounted
movement when dashing. armored units; the target must make an Strength
saving throw DC 13 or be dismounted, knocked prone
and suffer 2d8 bludgeoning damage.
Multiattack: The guerrilla makes two attacks.
Longbow. RWA: +4 to hit; 600 feet.7 (1d8+2)
piercing. Reach. The pikemen can make a Pike attack when
Shortsword. MWA: +4 to hit, 5ft., 5 (1d6+2) an enemy enters their reach. This attack can be both
piercing/slashing. The target can’t make an used to deal damage or to shove/trip an enemy.
opportunity attack against the guerrilla, whether it hit
Halberdiers are first line combatants used to
or not.
engage the enemy melee. They are used as
Volley. A group of archers fires en masse instead of
countermeasure against cavalry and they are effective in
aiming. Volleys deal damage in an AoE to unshielded,
push of pike bloodbaths.
non-heavy armored creatures. Creatures in an area of
1 feet radius per archer suffer 14 (1d8+2) piercing
damage for every 5 archers. A successful DST halves
the damage. 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 warrior makes two melee attacks.


Warhammer. MWA: +5 to hit; 5 feet, 7 (1d8+3) Medium humanoid (Human), any alignment
piercing or 8 (1d10+3) if wielded with two hands.
H. Crossbow: RWA: +3 to hit; 400 feet, 6 (1d10+1) Armor Class 20 (Plate Mail and Shield)
piercing. Hit Points 58 (9d8+18)
Speed 30 feet. Ini +7
Hardened warriors are heavy infantry troops used
to engage the enemy melee. They are used as STR DEX CON INT WIS CHA
countermeasure against pike formations and they are 16 (+3) 14 (+2) 14 (+2) 10 12(+1) 10
hardy and resistant to the enemy’s AoE. Skills Perception +3, Athletics +5
Senses Passive Perception 12
Languages any one language (usually common)
Medium humanoid (Human), any alignment Challenge 4 (1,100 XP)
Alert. The royal guard can’t be surprised, and hidden
Armor Class 15 (studded leather)
creatures don’t gain advantage in attacks against
Hit Points 16 (3d8+3)
them.
Speed 30 feet. Ini +2
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 11 (+0) 14 (+2) 11 Multiattack: The Royal Guard makes two melee
attacks, and if it has a second weapon is drawn, it can
Skills Stealth +6, Perception +6, Intimidation +2
also make an extra attack with it.
Acrobatics +5, gaming set +3
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3)
Senses Passive Perception 15
slashing or 8 (1d10+3) if used with both hands.
Languages any one language (usually common)
Shortsword. MWA: +5 to hit; 5 feet. 6 (1d6+3)
Challenge 1 (200 XP)
piercing/slashing.
Keen hearing and sight: Marksmen have advantage Dagger. RWA: +5 to hit; 5 feet, 5 (1d4+3) piercing.
on wisdom (Perception) checks that rely on hearing or
sight. Royal Guards are heavy melee fighters, picked from
Sharpshooters: The marksmen can ignore half or ¾ the fiercest, most experienced soldiers in the army. They
cover, and attacking at long range doesn’t impose mostly protect powerful nobles or kings, and they fight
disadvantage on their attack rolls. Also, they can smart. They usually pin down an enemy with a shove
impose themselves a -5 to hit and deal +10 damage and grapple, and then smash them heavily with their
(included in the attack options). weapons.

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.

Medium humanoid (Human), any alignment


Armor Class 18 (Plate Mail)
Hit Points 58 (9d8+18)
Speed 30 feet. Ini +2
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 12 (+1) 10
Skills Perception +2, Athletics +5
Senses Passive Perception 12
Languages any one language (usually common)
Challenge 4 (1,100 XP)
Sentinel. If a sentinel hits with an OA, the target’s
speed becomes 0 for the turn. Creatures provoke OA
even if they take the Disengage action.

Multiattack: The sentinel makes two halberd attacks


and one pole attack if the enemy is at reach.
Halberd. MWA: +5 to hit; 10 feet, 8 (1d10+3)
Halberd (pole). RWA: +5 to hit; 5 feet, 6 (1d4+4) B.
Dagger. RWA: +5 to hit; 5 feet, 5 (1d4+3) piercing.

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.

Multiattack: The inquisitor makes two melee attacks.


Greataxe. MWA: +5 to hit; 10 feet, 7 (1d12+3) or 8
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3)
(1d10+3)
slashing or 8 (1d10+3) if wielded with two hands.
H. Crossbow: RWA: +3 to hit; 400 feet, 6 (1d10+1)
piercing.
Medium humanoid (Human), any alignment
Armor Class 13 (hide armor)
Hit Points 76 (9d8+36) Slayer: when a creature within 5 feet of the inquisitor
Speed 30 feet. Ini +1 cast a spell, the Inquisitor can make an attack against
it.
STR DEX CON INT WIS CHA
Inquisitors are warriors trained to fight against
16 (+3) 12 (+1) 18 (+4) 9(-1) 12 (+1) 10
wizards, warlocks and casters in general. They patrol
Skills Athletics +5 relentlessly against any evil (or any) spellcaster. They
Senses Passive Perception 11 are generally disreputable to the general population, as
Languages any one language (usually common) their investigations may include torture or other harsh
Challenge 3 (700 XP) procedures, but when a plague or supernatural threat
Reckless. At the start of its turn, the berserker can strikes the land, they are the first line of defense.
gain advantage on all melee weapon attacks during
that turn, but attack rolls against it have advantage.
Savage Attacker. The berserk can reroll a melee Medium humanoid (Human), any alignment
weapon attack and use either total.
Armor Class 18 (chain mail and shield)
Hit Points 11 (2d8+2)
Greataxe. MWA: +5 to hit; 10 feet, 7 (1d12+3) or 8 Speed 30 feet. Ini +1
(1d10+3)
Javelin. MWA: +5 to hit; 30/120 feet, 6 (1d6+3) p. STR DEX CON INT WIS CHA
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Hailing from uncivilized lands, human berserkers Skills Medicine +5
are really tough enemies that raid the lands. They Senses Passive Perception 13
usually enter on their battle frenzy and don’t really use Languages any one language (usually common)
Challenge 3 (1,100 XP)
Leader. The officer can spend 10 inspiring up to six
companions (including himself), boasting their
resolution to fight. They gain +5 temporary hit points.
Rally. The officer can make an Intimidation check in
order to stop a fleeing troop and make them fight.

Longsword. MWA: +3 to hit; 10 feet, 5 (1d8+1) or 6


(1d10+1) if two handed.

Parry. The officer adds 2 to its AC against one melee


attack that would hit it. To do so, it must see its
attacker and wielding a weapon or shield.
Officers are career troops that wield authority on
battlefield. They carry out orders from commanders or
officers, or use their own tactics.

Medium humanoid (Human), any alignment


Armor Class 16 (chain mail)
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
14(+2) 12 (+1) 12 (+1) 10 12(+1) 10
Challenge 1/4 (50 XP) Skills Medicine +5
Healer. The medic can use a healer’s kit to stabilize a Senses Passive Perception 13
dying creature, and that creature regains 1 hp. Also, Languages any one language (usually common)
as an action, it can spend one use of a healer’s kit to Challenge 1/4 (50 XP)
tend to a creature and restore 1d6+4+ maximum HD Lucky. The standard-bearer has 3 Luck Points, which
hit points to it. A creature can’t regain hit points more can be used to reroll an attack or saving throw, or to
than once with this fit until it finishes a long or short reroll an enemy attack.
rest. Rally. The officer can make a Persuasion check in
order to stop a fleeing troop and make them fight.
Morale. The banner bearer bolsters the morale of the
Spear: MWA: +4 to hit, 5 feet, Hit 5 (1d6+2) or 6 troops. If the banner is up, the allies have Advantage
(1d8+2) if two handed. on WST.
Medics are support infantry troops, assigned to a
unit in order to keep them fighting. They usually have
Banner: MWA: +4 to hit, 5 feet, Hit 5 (1d10+2).
better armor than their peers, and doesn’t engage in
direct combat unless directly threaten. Standard-Bearer are support infantry troops,
assigned to a unit in order to keep them fighting. They
usually have better armor than their peers, and doesn’t
Medium humanoid (Human), any alignment engage in direct combat unless directly threaten
Armor Class 18 (Half plate and shield)
Hit Points 11 (2d8+2) Medium humanoid (Human), any alignment
Speed 30 feet. Ini +1
Armor Class 12 (15 with Mage Armor)
STR DEX CON INT WIS CHA
Hit Points 27 (5d8+5)
12 (+1) 12 (+1) 12 (+1) 12(+1) 14 (+2) 16 (+3) Speed 30 feet. Ini +2
Skills Intimidation +5, Insight +4; Persuasion +5
Senses Passive Perception 12 STR DEX CON INT WIS CHA
Languages any one language (usually common) 10 (0) 14 (+2) 12 (+1) 16(+3) 12(+1) 10(+0)
Skills Medicine +5
Senses Passive Perception 13
Languages any one language (usually common)
Challenge 1/4 (50 XP) Magic Missile (expend a slot). Three darts plus 1
Spellcasting. The Warmage is a 5th level spellcaster. extra per spell level, 120 feet. 1d4+1 force each.
Its spellcasting ability is Intelligence (ST DC 13, +5 Fire Bolt. RSA: +5 to hit, 120 feet, 2d10.
HSA).Warmages usually prepare the following spells: Shocking Grasp. MSA: +5 to hit, 5 feet. 2d8,
Utility Cantrips: Light; Mage Hand advantage against metal armors, and the target can’t
1st level (4 slots): Magic Missile, Mage Armor, Burning take reactions.
Hands (15 feet. cone 3d6 Fi), Shield.
2nd level (3 slots): Blur (attacks against it have
disadvantage; 1 minute Conc.), Hold Person. Shield. +5 to CA and immune to Magic Missiles until
3rd level (2 slots): Fireball (20 radius AoE; 8d6 F) next turn.
Lightning Bolt (100 feet. line; 8d6 L) Warmages are spellcasters that join the militia or
War Caster. The warmage has advantage on mercenary armies. They are usually rare, but some
Concentration checks, doesn’t need have a free hand cultures train and use them as much as they can. They
to cast spells, and can cast a 1 target spell as an are usually called “Glass Catapults” by their peers and
opportunity attack. they are protected from harm as much as they can.
Dwarves don’t usually fight to death, but they keep
Dwarves are powerful and durable melee fighters, going a little longer than humans, and retreat orderly to
although they lack de versatility that human beings be replaced by fresh units.
have. Their armies, though, tend to be better equipped
and trained than most races. Their main strategies rely
on straight melee fights and powerful siege engines.
They mostly lack archers, but they tend to have The physical, psychological and technological might
crossbowmen to accomplish these roles. Dwarf of the dwarves make them one of the best military
strategies and tactics tend to be also more predictable forces in all the Multiverse, but the mountain dwarves
and straightforward, but the sheer force of their units is maybe excel a little bit their brothers. Mountain
enough to engage most armies. Militia troops are almost dwarves tend to be even more powerful and better
never deployed, and dwarven armies tend to be mostly trained overall, but hill dwarfs don’t lack weaponry and
composed by professional warriors. they are hardy and resilient, and they are generally
better at reconnaissance and vigilance than their
cousins.
Damage Resistances Poison
Languages any one language (usually common)
Challenge 1/8 (25 XP)
Militias are uncommon between dwarfs, as they rely Defend the Land: Peasant Infantry units have
Advantage on saving throws against fear if they are
mostly on trained soldiers, but far away villages and
defending their homeland.
colonies may lack a proper army. Unlike humans,
Dwarven Resilience: Dwarves have Advantage on
though, dwarves protect these irregular units as much
CST against poison.
as they can
Stone Cunning: Dwarves are proficient and have
expertise on History checks related to stonework.

Dwarves mostly use militias to more supporting


roles, but several dwarfs may engage on fight. They are L. Crossbow. RWA: +2 to hit, 80/320 feet, 4 (1d8+1)
generally better equipped than a human peasant. piercing
Handaxe. MWA: +3 to hit, 5ft., 2 (1d6+1) slashing.
Mountain Crossbowmen are a well-equipped
Medium humanoid (Dwarf), any alignment support troop for dwarven armies. This is the most
common role of a militia dwarf.
Armor Class 16 (scale mail and shield)
Hit Points 5 (1d8+1)
Speed 25 feet Ini +0
Medium humanoid (Dwarf), any alignment
STR DEX CON INT WIS CHA
12(+1) 10 (+0) 12(+1) 10 (+0) 10 (+0) 10 (+0) Armor Class 12 (shield)
Hit Points 6 (1d8+2)
Skills A tool between Smith, Brewer and Mason’s (+2) Speed 25 feet. Ini +0
Senses Passive perception 10, Darkvision 60 feet.
Damage Resistances Poison STR DEX CON INT WIS CHA
Languages any one language (usually common) 10 (+0) 10 (+0) 12(+1) 10 12(+1) 10
Challenge 1/8 (25 XP) Skills A tool between Smith, Brewer and Mason’s (+2)
Defend the Land: Peasant Infantry units have Senses Passive perception 11, Darkvision 60 feet.
Advantage on saving throws against fear if they are Damage Resistances Poison
defending their homeland. Languages any one language (usually common)
Dwarven Resilience: Dwarves have Advantage on Challenge 1/8 (25 XP)
CST against poison. Defend the Land: Peasant Infantry units have
Stone Cunning: Dwarves are proficient and have Advantage on saving throws against fear if they are
expertise on History checks related to stonework. defending their homeland.
Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Battleaxe. MWA: +3 to hit, 5 feet, 5 (1d8+1) or 6 Stone Cunning: Dwarves are proficient and have
(1d10+1) if used with both hands. expertise on History checks related to stonework.
Handaxe. RWA: +3 to hit, 20/60 feet, 4 (1d6+1)
slashing.
Mountain Militia are trained in basic tactics and Warhammer. MWA: +2 to hit, 5 feet, 4 (1d8) or 5
weapon use. They aren’t as hardy as their fellow (1d10) if wielded with two hands.
warriors, but they can defend themselves better than Hand Axe. RWA: +2 to hit, 30/60 feet, 3 (1d6).
most races. Hill Militia isn’t a very powerful unit, but they have
a few more hit points than most humans and some
training in weapons.
Medium humanoid (Dwarf), any alignment

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.

Greataxe. MWA: +4 to hit, 5 feet, 8 (1d12+2).


Greataxe can cut through shield walls. Medium humanoid (Dwarf), any alignment
Handaxe. RWA: +4 to hit, 20/60 feet, 5 (1d6+2) Armor Class 17 (dwarven chainmail)
slashing. Hit Points 42 (5d8+20)
Mountain warriors are the basic mountain heavy- Speed 25 feet Ini +0
hitter units. They are sturdy and powerful melee
STR DEX CON INT WIS CHA
combatants that cleave through enemy formations
15 (+2) 11 (+0) 16 (+3) 10 (+0) 12(+1) 10 (+0)
inflicting heavy losses.
Skills A tool between Smith, Brewer and Mason’s
(+2), Intimidation +2
Medium humanoid (Dwarf), any alignment Senses Passive Perception 11; Darkvision 60 feet.
Damage Resistances Poison
Armor Class 16 (chain mail) Languages any one language (usually common)
Hit Points 13 (2d8+4) Challenge 1 (200 XP)
Speed 25 feet. Ini +2 Pack Tactics: Longbeard warriors have advantage on
attack rolls against a creature if at least one of their
STR DEX CON INT WIS CHA
allies is within 5 feet of the creature and the ally isn’t
12(+1) 14(+2) 14(+2) 10 11 10 incapacitated
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 Intimidating. They are fierce and have battled a lot.
Challenge 1/4 (50 XP) Weak morale troops will flee against them if engaged.
Dwarven Resilience: Dwarves have Advantage on
CST against poison.
Stone Cunning: Dwarves are proficient and have Multiattack: The longbeard makes two melee attacks.
expertise on History checks related to stonework. Maul. MWA: +4 to hit; 5 feet, 9 (2d6+2) B.
Longbeard warriors are heavy infantry troops used Dwarven Resilience: Dwarves have Advantage on
as powerful front-line units to break the enemy CST against poison.
formations. They are very resilient, capable even to Stone Cunning: Dwarves are proficient and have
resist fireballs from enemy casters. expertise on History checks related to stonework.
Intimidating. They are fierce and have battled a lot.
Weak morale troops will flee against them if engaged.
Medium humanoid (Dwarf), any alignment
Armor Class 19 (dwarven mail and shield) Multiattack: The ironshield makes two melee attacks.
Hit Points 42 (5d8+20) Battleaxe. MWA: +5 to hit; 5 feet, 7 (1d8+3) B or 8
Speed 25 feet Ini +0 (1d10+3) if wielded with two hands.
Handaxe: RWA: +5 to hit; 30/60 feet, 6 (1d6+3)
STR DEX CON INT WIS CHA piercing.
15 (+2) 11 (+0) 16 (+3) 10 (+0) 12(+1) 10 (+0)
Skills A tool between Smith, Brewer and Mason’s Ironshields are mountain dwarf’s heavy infantry
(+2), Intimidation +2 troops used to engage the enemy melee and lock them
Senses Passive Perception 11; Darkvision 60 feet. in.
Damage Resistances Poison
Languages any one language (usually common)
Challenge 1 (20 XP) Medium humanoid (Dwarf), any alignment
Pack Tactics: Hill defenders have advantage on Armor Class 17 (splint mail)
attack rolls against a creature if at least one of their Hit Points 37 (5d8+15)
allies is within 5 feet of the creature and the ally isn’t Speed 25 feet Ini +0
incapacitated
Dwarven Resilience: Dwarves have Advantage on STR DEX CON INT WIS CHA
CST against poison. 17 (+3) 11 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
Stone Cunning: Dwarves are proficient and have Skills Intimidation +2
expertise on History checks related to stonework. Senses Passive Perception 10, Darkvision 60 feet.
Damage Resistances Poison
Languages any one language (usually common)
Multiattack: The defender makes two melee attacks. Challenge 1 (200 XP)
Warhammer. MWA: +4 to hit; 5 feet, 6 (1d8+2) B or 7
Pack Tactics: Stonebreakers have advantage on
(1d10+2) if wielded with two hands.
attack rolls against a creature if at least one of their
Hand Crossbow: RWA: +2 to hit; 400 feet, 3 (1d6)
allies is within 5 feet of the creature and the ally isn’t
piercing.
incapacitated
Hill Defenders are heavy infantry troops used to Dwarven Resilience: Dwarves have Advantage on
withstand the enemy attacks. They are used as CST against poison.
bodyguards and lock troops to delay advances in the Stone Cunning: Dwarves are proficient and have
battlefield. expertise on History checks related to stonework.
Intimidating. They are fierce and have battled a lot.
Weak morale troops will flee against them if engaged.
Medium humanoid (Dwarf), any alignment
Armor Class 20 (plate mail and shield) Multiattack: The warrior makes two melee attacks.
Hit Points 37 (5d8+15) Greataxe. MWA: +5 to hit, 5 feet, 8 (1d12+3).
Speed 25 feet Ini +0 Greataxe can cut through shield walls.
H. Crossbow: RWA: +2 to hit; 400 feet, 6 (1d10)
STR DEX CON INT WIS CHA piercing.
17 (+3) 11 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
Skills Intimidation +2 Stonebreakers are heavy infantry troops used to
Senses Passive Perception 10, Darkvision 60 feet. engage the enemy melee. They are used as
Damage Resistances Poison countermeasure against pike formations and they are
Languages any one language (usually common) hardy and resistant to the enemy’s AoE.
Challenge 1 (200 XP)
Pack Tactics: Ironshields have advantage on attack
rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t Dwarven elites are old warriors that have withstood
incapacitated countless battles. The Greybeards are among the best
fighters that the dwarves have, and Ironheads aren’t battles, but there is also small groups of them riding
precisely fragile either. They are not always available at giant goats or, less likely, warhorses. A mounted ritter
any land: most small villages don’t have one, and those increases its CR in 1
who do are usually ruled by it.

Medium humanoid (Dwarf), any alignment


The elite troops are heavily armored and resilient to Armor Class 19 (dwarven plate mail)
almost any damage. They usually confront directly the Hit Points 68 (8d8+32)
strongest enemies and undertake the most dangerous Speed 25 feet Ini +0
missions on the battlefield. While chieftains usually
remain away from the main battle, they don’t hesitate to STR DEX CON INT WIS CHA
engage on choke points and direct orders to others. 16 (+3) 11 (+0) 16 (+3) 11 13(+1) 15(+2)
Greybeards and Ironheads are more straightforward, Saving Throws Con +5, Wis +2
but they don’t rely on sheer damage and focus also on Skills One set of dwarven tools
control, knocking and grappling their enemies too to Senses Passive Perception 12, Darkvision 60 feet.
outmaneuver the strongest enemies or squish the Damage Resistances Poison
squishies. Languages Dwarven, Common
Challenge 3 (700 XP)
Brave: Dwarven chieftains have advantage on Saving
Medium humanoid (Dwarf), any alignment Throws against fear.
Dwarven Resilience: Dwarves have Advantage on
Armor Class 19 (dwarven plate mail) CST against poison.
Hit Points 60 (8d8+24) Stone Cunning: Dwarves are proficient and have
Speed 25 feet Ini +0 expertise on History checks related to stonework.
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 11 11 15 Multiattack: The chieftain makes two melee attacks.
Saving Throws Con +5, Wis +2 Maul. MWA: +5 to hit; 5 feet, 10 (2d6+3) bludgeoning.
Skills One set of dwarven tools H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10)
Senses Passive Perception 12, Darkvision 60 feet. piercing.
Damage Resistances Poison Leadership (recharges ASLR). For 1 minute the
Languages Dwarven, Common chieftain can utter commands or warnings to one of
Challenge 3 (700 XP) their allies within 30 feet. The creature adds a d4 to a
Brave: The ritter have advantage on Saving Throws ST or attack roll if the chieftain isn’t incapacitated.
against fear.
Dwarven Resilience: Dwarves have Advantage on
CST against poison. Parry. The thane adds 2 to its AC against one melee
Stone Cunning: Dwarves are proficient and have hit that would hit it. To do so, the dwarf must see the
expertise on History checks related to stonework. attacker and be wielding a melee weapon.
Chieftains or Thanes are the hill dwarves’ lords and
their offspring. They are very hardy and tough, although
Multiattack: The ritter makes two melee attacks.
not as heavy hitters as the ritters. They usually mount
Greataxe. MWA: +6 to hit; 5 feet, 10 (1d12+4)
on small warhorses, or even trained warthogs or giant
Slashing.
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10)
piercing.
Leadership (recharges ASLR). For 1 minute the
ritter 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 ritter isn’t incapacitated.

Parry. The ritter adds 2 to its AC against one melee


hit that would hit it. To do so, the dwarf must see the
attacker and be wielding a melee weapon.
Ritters are the mountain dwarves’ knights, with the
purpose of cutting through enemy lines. They lead the
goats. A horse mounted thane increases its CR in 1, and
a boar mounted, in 2.
Multiattack: The ironhead makes two melee attacks,
and if an offhand weapon is drawn, it makes another
Medium humanoid (Dwarf), any alignment one with it.
Warhammer. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
Armor Class 18 (plate) (1d10+3) bludgeoning.
Hit Points 58 (8d8+18) Handaxe. MWA: +5 to hit; 5 feet or range 20/60 feet,
Speed 25 feet. Ini +1 6 (1d6+3) slashing.
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6
STR DEX CON INT WIS CHA
(1d10+1) Piercing.
18 (+4) 13 (+1) 16 (+3) 10 11 10
Skills Athletics +5, Perception +2 Ironheads are hill dwarf’s veterans that engage in
Senses Passive Perception 12 the most dangerous fronts. They fight smart, and usually
Damage Resistance Poison trip and knock enemies and then smash them on the
Languages Common ground
Challenge 3 (700 XP)
Dwarven Resilience: Dwarves have Advantage on
CST against poison. Medium humanoid (Human), any alignment
Stone Cunning: Dwarves are proficient and have Armor Class 17 (Half plate and shield)
expertise on History checks related to stonework. Hit Points 32 (5d8+10)
Speed 30 feet. Ini +0
Multiattack: The greybeards makes two melee STR DEX CON INT WIS CHA
attacks, and if an offhand weapon is drawn, it makes 12 (+1) 10 (0) 14 (+2) 13(+1) 16(+3) 14(+2)
another one with it. Skills Medicine +7, Persuasion +4, Religion +4,
Battleaxe. MWA: +6 to hit; 5 feet, 8 (1d8+4) or 9 Perception +5
(1d10+4) slashing. Senses Passive Perception 15
Hand axe. MWA: +6 to hit; 5 feet, 7 (1d6+4) slashing. Languages any one language (usually common)
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6 Challenge 2 (450 XP)
(1d10+1) Piercing.
Spellcasting. The Chaplain is a 5th level spellcaster.
Greybeards are mountain dwarf’s veterans that Its spellcasting ability is Wisdom (ST DC 13, +5 HSA).
engage in the most dangerous fronts. They fight smart, Chaplains usually prepare the following spells:
and usually trip and knock enemies and then smash Cantrips: Light, Guidance, Thaumaturgy
them on the ground 1st level (4 slots): Cure wounds, Bless, Shield of Faith
2nd level (3 slots): Aid; Enhance Ability.
3rd level (2 slots): Dispel magic; Beacon of Hope
Medium humanoid (Dwarf), any alignment

Armor Class 18 (plate) Battleaxe. MWA: +3 to hit, 5 feet, 5 (1d8+1) slashing.


Hit Points 66 (8d8+26)
Speed 25 feet. Ini +1 War priests are the mountain dwarf’s battle clerics.
They are proficient fighters and healers that accomplish
STR DEX CON INT WIS CHA a supporting role on the battlefield.
16 (+3) 13 (+1) 16 (+3) 10 13(+1) 10
Skills Athletics +5, Perception +2
Senses Passive Perception 12 Medium humanoid (Human), any alignment
Damage Resistance Poison
Armor Class 16 (Scale mail and shield)
Languages Dwarven, Common
Hit Points 37 (5d8+15)
Challenge 3 (700 XP)
Speed 30 feet. Ini +0
Dwarven Resilience: the ironhead has Advantage on
CST against poison. STR DEX CON INT WIS CHA
Stone Cunning: the ironhead is proficient and have 10 (+0) 10 (0) 14 (+2) 13(+1) 18(+4) 14(+2)
expertise on History checks related to stonework. Skills Medicine +7, Persuasion +4, Religion +4,
Perception +5
Senses Passive Perception 15
Languages any one language (usually common)
Challenge 2 (450 XP) its next attack against the same target have
Spellcasting. The War Saint is a 5th level spellcaster. advantage.
Its spellcasting ability is Wisdom (ST DC 14, +6 HSA). Sacred flame. RSA: +6 to hit, 60 feet, 8 (2d8) radiant.
Chaplains usually prepare the following spells: Warhammer. MWA: +2 to hit, 5 feet, 4 (1d8)
Cantrips: Sacred flame, guidance, spare the dying bludgeoning.
1st level (4 slots): Cure wounds, Bless, Shield of Faith, War Saints are the hill dwarf’s battle clerics. They
Guiding bolt. aren’t as proficient melee fighters as their mountain
2nd level (3 slots): spiritual weapon; hold person. counterparts, but they are capable healers that
3rd level (2 slots): Mass healing word; dispel magic. accomplish a supporting role on the battlefield, and very
powerful warcasters.
Guiding bolt (spend a slot). RSA: +6 to hit, 120 feet,
14 (4d6) radiant plus 1d6 by slot level above 1st, and
before even reach melee. Every unit in an elven army is
Elves have a long tradition on warfare, and they
given some kind of ranged weapon (even the drows),
certainly don’t lack weapon training, but their troops
and they mostly use longbows, although the closer
are usually smaller and scarcer than human or dwarven
range of Underdark battles create conditions in which
armies. They mostly rely on speed, surprise and long
the drows prefer to use crossbows instead. Drow favor
distance.
also rapiers and shortswords over longswords.
Elves usually have very trained troops, with
improved initiative. Their main weapon is the longbow,
although they use swords with ease. They also rely on
polearms as humans do, and they are much-disciplined The elven legions have the experience of the eons.
warriors, although sometimes the heroic vein of the Where the human fighters wither and die, and their
elven blood makes them overestimate their own experience is never fully shared with their successors,
capacities. the elven heroes and soldiers can be summoned from
the distant past. Elves then have the more experienced
troops around, and the most numerous amount of elite
fighters. Every elven warrior has a lot of background ,
The main danger of the elven armies is their massive
and they seldom rely on commoner levies.
archery firepower, which can decimate the enemies
Variant Weapon: Elven Sabre
This new weapon is a elven variant from the rapier.
High elves are intelligent and disciplined. They The elven sabre is a delicate curved blade without
make great wizards and every one of them knows at guard on the long hilt. Rapier proficient elves can use
least one magic trick. Commoners’ cantrips vary wildly, this weapon instead (fighters, rogues and drow)
but here we will use the Prestidigitation spell as a Elven Sabre. Cost 150 gp; damage: 1d8 slashing;
signature spell, reflecting the non-violent use of their finesse, versatile (1d10 slashing, negates finesse).
skills. Nevertheless, each common elf must have their
own cantrips or specializations. Hit Points 32 (5d8+10)
Speed 30 feet. Ini +1

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.

Parry. The high knight adds 2 to its AC against one


melee hit that would hit it. To do so, the elf must see
the attacker and be wielding a melee weapon
High Knights mix their impressive melee offense
and defense with a tad of magical prowess. They are
also quite competent with their longbows. They are a bit
faster than other knights are, but their speed is not
guaranteed.

Medium humanoid (elf), any alignment


Armor Class 13 (16 with Mage Armor)
Hit Points 40 (9d8)
Speed 30 feet. Ini +3
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 11 (+0) 18(+4) 12(+1) 11(+0)
Fire bolt. RSA: +7 to hit; 120 feet, 5 (2d10) fire.
Saving Throws Con +5, Wis +2 Dagger. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing.
Skills Arcana +6; History +6 Sword Burst. The guard creates a momentary circle
Senses Passive Perception 11 of spectral blades that sweep around it. Each other
Languages Four languages creature within range must succeed on a DST DC 15
Challenge 7 (2.900 XP) or take 2d6 force damage.
Fey Ancestry: the elves gain Advantage against
Charm; they cannot be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour Shield (uses spell slots). Trigger: the mage is hit by
trance. They still have to rest 8 hours to gain benefits an attack or targeted by a Magic Missile, until the start
of long rests. of its next turn, it has a +5 bonus to AC, including
Spellcasting. The mage is a 9th level spellcaster. Its against the triggering attack, and it take no damage
spellcasting ability is Intelligence (ST DC 15, +7 to hit from magic missile.
with spell attacks). The mage has the following spells Counterspell. The mage can spend a 3rd level or
prepared: higher spell slot to interrupt a spell casted within 60
Cantrips (at will): fire bolt, light, mage hand, feet from it. If the spell is of higher level than the
prestidigitation, sword burst Counterspell, the mage must succeed on a
1st level (4 slots): Detect magic, mage armor, magic spellcasting skill check equal to 10 + the spell’s level.
missile, shield
2nd level (3 slots): Misty step, suggestion, hold person. High Elf Mages are among the best arcane magic
3rd level (3 slots): Counterspell, fireball, fly casters. Their innate intelligence allows them to have
4th level (3 slots): Greater invisibility, ice storm one more spell prepared, and they also learned to use an
5th level (1 slots): Conjure elemental, scrying. additional cantrip
Mage hand. A small form of telekinesis, the mage
hand is very useful to stabilize dying companions
Medium humanoid (elf), any alignment without directly enter in the line of fire.
Armor Class 16 (breastplate)
Hit Points 9 (2d8) Parry. The physician adds 2 to its AC against one
Speed 30 feet. Ini +2 melee hit that would hit it. To do so, the physician
STR DEX CON INT WIS CHA must see the attacker and be wielding a melee
11 (+0) 14 (+2) 11 (+0) 13(+1) 14(+2) 16(+3) weapon.
Skills Deception +5; Insight +4, Persuasion +5 Physicians are the healers of their communities.
Senses Passive Perception 12 They know how to cure without spells, diagnose illness,
Languages Common and they are invaluable to stabilize dying companions in
Challenge 1/4 (50 XP) the battlefield.
Fey Ancestry: The noble gains Advantage against
Charm; they cannot be put to sleep by magic means.
Trance: Elves do not sleep; they enter in a 4-hour Medium humanoid (Elf), any alignment
trance. They still have to rest 8 hours to gain benefits
of long rests. Armor Class 14 (leather armor)
Hit Points 16 (3d8+3)
Speed 30 feet. Ini +3
Elven Sabre (rapier). MWA: +4 to hit; 5 feet, 6 STR DEX CON INT WIS CHA
(1d8+2) piercing. 11 (+0) 16 (+3) 12 (+1) 12(+1) 13(+1) 11
Fire bolt. RSA: +3 to hit; 120 feet. 5 (1d10) fire.
Skills Nature +4, Perception +5, Stealth +6, Survival
+5
Parry. The elder adds 2 to its AC against one melee Senses Passive Perception 15, Darkvision 60 feet.
hit that would hit it. To do so, the elder must see the Languages Common, elf
attacker and be wielding a melee weapon. Challenge 1 (200 XP)
Fey Ancestry: the elves gain Advantage against
Elf Elders are the leaders of their communities. They Charm; they cannot be put to sleep by magic means.
came from ancient families, and most of them are quite Keen Hearing and Sight: The scout has advantage
old themselves. They usually don’t engage in fights, but on Wisdom (Perception) checks that rely on hearing
when they do, they use their magic and speed to evade or sight
most of the attacks. 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.
Medium humanoid (elf), any alignment
Armor Class 16 (breastplate) Multiattack. The scout makes two melee attacks or
Hit Points 9 (2d8) two ranged attacks or cast Mold Earth.
Speed 30 feet. Ini +1 Shortsword. MWA: +5 t hit, 5 feet, 6 (1d6+3)
STR DEX CON INT WIS CHA piercing.
10 (+0) 14 (+2) 10 (+0) 16(+3) 16(+3) 14(+2) Longbow. RWA: +5 t hit, 150/600 feet, 7 (1d8+3)
piercing.
Skills Medicine +5; Nature +4, herbalist tools +3
Mold Earth. 60ft. The scout chooses a portion of dirt
Senses Passive Perception 12
or stone that it can see within range and that fits within
Languages Common
a 5-foot cube, and manipulates it as follows:
Challenge 1/4 (50 XP)
• The scout can excavate, move along, and deposit
Fey Ancestry: the elves gain Advantage against loose terrain up to 5 feet away.
Charm; they cannot be put to sleep by magic means. • Shapes, colors, or both appear on dirt or stone,
Trance: Elves don’t sleep; they enter in a 4 hour spelling out words, creating images, or shaping
trance. They still have to rest 8 hours to gain benefits patterns. The changes last for 1 hour.
of long rests. • The ground becomes difficult terrain. Alternatively,
the ground becomes normal terrain if it is already
difficult terrain. This change lasts for 1 hour.
Elven Sabre (rapier). MWA: +4 to hit; 5 feet, 6
(1d8+2) piercing.
If the scout cast this spell multiple times, the scout can Languages Common, Elvish
have no more than two of its non-instantaneous Challenge 5 (700 XP)
effects active at a time, and the scout can dismiss Fey Ancestry: the elves gain Advantage against
such an effect as an action. Charm; they cannot be put to sleep by magic means.
The scouts are numerous and prominent in the Trance: Elves don’t sleep; they enter in a 4 hour
elven ranks. The elven strategy relies primarily on trance. They still have to rest 8 hours to gain benefits
reconnaissance and stealthy arrow volleys at lightning of long rests.
speed. Even when they deal with a frontal attack, the
guerrilla-style warfare of the elves disrupts logistics and
Multiattack. Elven archers make two attacks.
weakens the enemies before direct engagement.
Elven Sabre (rapier). MWA: +7 to hit; 5 feet; 8
(1d8+4).
Longbow (20 arrows). MWA: +9 to hit; 150/600 feet;
Medium humanoid (Human), any alignment
8 (1d8+4) piercing.
Armor Class 16 (chain mail) Volley: A group of archers fires en masse instead of
Hit Points 11 (2d8+2) aiming at full range. Volleys deal AoE damage to
Speed 30 feet. Ini +2 unshielded, non-heavy armored creatures. Creatures
in an area of 1 feet radius per archer suffer 16 (2d8+8)
STR DEX CON INT WIS CHA piercing damage for every 5 archers. A successful
14(+2) 14 (+2) 12 (+1) 11(+0) 12(+1) 10 DST halves the damage. The volley usually spends 3
Skills Medicine +5, Perception +3 arrows per archer in one turn
Senses Passive Perception 13 Minor Illusion. The high archers create a minor
Languages any one language (usually common) illusory effect, which could be a sound or image not
Challenge 1/4 (50 XP) larger than a 5-feet cube.
Fey Ancestry: the elves gain Advantage against Veteran Archers’ uncanny expertise on
Charm; they cannot be put to sleep by magic means. marksmanship is renown in every realm, their accuracy
Trance: Elves don’t sleep; they enter in a 4 hour is as remarkable as their discipline and endurance. A
trance. They still have to rest 8 hours to gain benefits volley of bow masters strikes fear on almost every army
of long rests. in the Multiverse. They provide a massive and sustained
Rally. The officer can make a Persuasion check in firepower prior to any major battle before the melee.
order to stop a fleeing troop and make them fight.
Morale. The banner bearer bolsters the morale of the
troops. If the banner is up, the allies have Advantage Medium humanoid (Elf), any alignment
on WST.
Armor Class 17 (splint)
Hit Points 58 (8d8+18)
Banner. MWA: +4 to hit, 5 feet, Hit 5 (1d10+2). Speed 30 feet. Ini +2
Blade Ward (cantrip). The standard bearer can cast
this to have resistance to weapon damage until its STR DEX CON INT WIS CHA
next turn. 16 (+3) 15 (+2) 14 (+2) 12(+1) 10 10
Skills Athletics +5, Perception +2, Stealth +4
A Standard-Bearer is a support to infantry troops,
Senses Passive Perception 12, Darkvision 60 feet.
assigned to a unit in order to keep them fighting. The Languages Common, Elvish
standard-bearers usually have better armor than their Challenge 3 (700 XP)
peers, and doesn’t engage in direct combat unless
directly threaten, and they use the Blade Ward spell to Fey Ancestry: the elves gain Advantage against
endure most blows. Charm; they cannot be put to sleep by magic means.
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.
Medium humanoid (Elf), any alignment
Armor Class 17 (splint)
Hit Points 65 (10d8+20) Multiattack: The veteran swordsmaster makes two
Speed 30 feet. Ini +3 melee attacks, and if an offhand weapon is drawn, it
makes another one with it, or uses a cantrip.
STR DEX CON INT WIS CHA Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
13 (+1) 18 (+4) 14 (+2) 12(+1) 10 10 (1d10+3) slashing.
Skills Perception +4, stealth +6, Athletics +4 Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
Senses Passive Perception 14, Darkvision 60 feet. slashing.
Longbow: RWA: +4 to hit; 150/600 feet, 6 (1d8+2) STR DEX CON INT WIS CHA
Piercing. 10 (+0) 12 (+1) 10 (+0) 10 11 10
Green Flame Blade. MWA: +5 to hit. 5ft, 7 (1d8+3) Skills Perception +2
slashing damage plus 1d8 fire damage; the fire jumps Senses Passive Perception 12, Darkvision 60 feet.
to another target at 5 feet, dealing 1d8+1 fire damage. Languages Common, Elvish
Veteran Swordsmasters are ancient elves Challenge 1/8 (25 XP)
dedicated to a life of training in the arts of warfare. They Fey Ancestry: the elves gain Advantage against
are versatile. Charm; they cannot be put to sleep by magic means.
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.
Mask of the Wild. The wood elves can attempt to
Wood elves are faster and stealthier than most of hide even when they are only lightly obscured for
their enemies. They put this at good use, and usually natural causes, as rain, fog or snow.
rely on arrow volleys and guerrilla tactics. Weak Morale: commoners aren’t really a reliable
troop, and they will flee if enough damage is done to
them.
Medium humanoid (elf), any alignment
Armor Class 14 (hide armor) Shortsword. MWA: +3 to hit; 5 feet, 4 (1d6+1)
Hit Points 67 (9d8+27) piercing.
Speed 35 feet. Ini +2 Longbow. RWA: +3 to hit; 5 feet, 5 (1d8+1) piercing.
STR DEX CON INT WIS CHA Commoners are peasants and citizens in the wood
16 (+3) 14 (+2) 17 (+3) 9(-1) 12(+1) 9(-1) elves’ cities. They aren’t expected to fight at all, but they
Skills Perception +3 have learned how to defend themselves in case they
Senses Passive Perception 13, Darkvision 60 feet. have to, and received the common weapon’s training.
Languages Common
Challenge 3 (700 XP)
Fey Ancestry: the elves gain Advantage against Medium humanoid (elf), any alignment
Charm; they cannot be put to sleep by magic means.
Trance: Elves don’t sleep; they enter in a 4 hour Armor Class 16 (breastplate)
trance. They still have to rest 8 hours to gain benefits Hit Points 9 (2d8)
of long rests. Speed 35 feet. Ini +2
Mask of the Wild. The wood elves can attempt to STR DEX CON INT WIS CHA
hide even when they are only lightly obscured for 11 (+0) 14 (+2) 11 (+0) 13(+1) 14(+2) 16(+3)
natural causes, as rain, fog or snow.
Reckless. At the start of its turn, the berserker can Skills Deception +5; Insight +4, Persuasion +5
gain advantage on all melee weapon attacks during Senses Passive Perception 12
Languages Common
that turn, but attack rolls against it have advantage.
Challenge 1/4 (50 XP)
Fey Ancestry: the elves gain Advantage against
Greataxe. MWA: +5 to hit; 5 feet, 9 (1d12+3) piercing. Charm; they cannot be put to sleep by magic means.
Shortbow. RWA: +4 to hit; 80/320 feet, 5 (1d6+2) Mask of the Wild. The wood elves can attempt to
piercing. hide even when they are only lightly obscured for
natural causes, as rain, fog or snow.
Few elves are true berserkers, and almost all of Trance: Elves don’t sleep; they enter in a 4 hour
them are far away wood elves. Nevertheless, they do trance. They still have to rest 8 hours to gain benefits
exist and they are surprisingly strong. They usually of long rests.
enter on their battle frenzy and don’t really use strategy
at all, but they can grapple out and choke enemies for
the sake of it. Elven Sabre. MWA: +4 to hit; 5 feet, 6 (1d8+2)
slashing.

Medium humanoid (Elf), any alignment


Parry. The elder adds 2 to its AC against one melee
Armor Class 10 hit that would hit it. To do so, the elder must see the
Hit Points 4 (1d8) attacker and be wielding a melee weapon.
Speed 35 feet. Ini +1
Elf Elders are the leaders of their communities. They
came from ancient families, and most of them are quite
old themselves. They usually don’t engage in fights, but
when they do, they use their sabers and speed to evade
most of the attacks.

Medium humanoid (Elf), any alignment


Armor Class 17 (chain shirt and shield)
Hit Points 11 (2d8+2)
Speed 35 feet. Ini +1
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 11 10
Skills Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
Challenge 1/4 (50 XP)
Fey Ancestry: the elves gain Advantage against
Charm; they cannot be put to sleep by magic means.
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.
Mask of the Wild. The wood elves can attempt to
hide even when they are only lightly obscured for
natural causes, as rain, fog or snow.
Swarm Tactics: Up to 16 guards may attack at once
surrounding a single creature if at least half of them Brave: The knight has advantage on Saving Throws
have pikes. against fear.
Fey Ancestry: the elves gain Advantage against
Charm; they cannot be put to sleep by magic means.
Shortsword. MWA: +4 to hit; 5 feet, 4 (1d6+2) Trance: Elves don’t sleep; they enter in a 4 hour
piercing. trance. They still have to rest 8 hours to gain benefits
Longbow. RWA: +4 to hit; 150/600 feet, 6 (1d8+2) of long rests.
piercing (AC 15). Mask of the Wild. The wood elves can attempt to
Pike (variant). MWA: +3 to hit; 10 feet, 6 (1d10+1) hide even when they are only lightly obscured for
piercing. natural causes, as rain, fog or snow.
Guards are tasked to protect the villages, and they
form the lesser ranks in an elven army. They aren’t as
Multiattack: The Gren Knight makes two melee
trained as wood elves’ scouts or archers, but they can
attacks.
pull a fight in numbers nevertheless.
Greatsword. MWA: +5 to hit; 5 feet, 10 (2d6+3)
Slashing.
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10)
Medium humanoid (Elf), any alignment piercing.
Armor Class 18 (plate) Leadership (recharges ASLR). For 1 minute the
Hit Points 52 (8d8+16) knight can utter commands or warnings to one of their
Speed 35 feet. Ini +1 allies within 30 feet. The creature adds a d4 to a ST or
attack roll if the knight isn’t incapacitated.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 11 11 15
Saving Throws Con +5, Wis +2 Parry. The knight adds 2 to its AC against one melee
Skills Perception +2 hit that would hit it. To do so, the knight must see the
Senses Passive Perception 12, Darkvision 60 feet. attacker and be wielding a melee weapon.
Languages Common, Elvish The Green Knights are powerful and noble
Challenge 3 (700 XP) wood elves’ warriors trained from birth, and they
are often the leaders of their own troops. They are Medium humanoid (Elf), any alignment
very scarce
Armor Class 14 (leather armor)
Hit Points 16 (3d8+3)
Speed 35 feet. Ini +3
Medium humanoid (Elf), any alignment
STR DEX CON INT WIS CHA
Armor Class 12 (leather armor) 11 (+0) 16 (+3) 12 (+1) 12(+1) 14(+2) 11
Hit Points 32 (5d8+10)
Speed 35 feet. Ini +1 Skills Nature +4, Perception +6, Stealth +7, Survival
+6
STR DEX CON INT WIS CHA Senses Passive Perception 15, Darkvision 60 feet.
15 (+2) 13 (+1) 14 (+2) 10 11 10 Languages Common, elf
Skills Perception +2, Intimidation +2 Challenge 1 (200 XP)
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 1/2 (100 XP) Keen Hearing and Sight: The scout has advantage
Pack Tactics: Infantries have advantage on attack on Wisdom (Perception) checks that rely on hearing
rolls against a creature if at least one of their allies is or sight
within 5 feet of the creature and the ally isn’t Trance: Elves don’t sleep; they enter in a 4 hour
incapacitated trance. They still have to rest 8 hours to gain benefits
Fey Ancestry: the elves gain Advantage against of long rests.
Charm; they cannot be put to sleep by magic means. Mask of the Wild. The wood elves can attempt to
Trance: Elves don’t sleep; they enter in a 4 hour hide even when they are only lightly obscured for
trance. They still have to rest 8 hours to gain benefits natural causes, as rain, fog or snow.
of long rests.
Mask of the Wild. The wood elves can attempt to
hide even when they are only lightly obscured for
natural causes, as rain, fog or snow. Multiattack. The scout makes two melee attacks or
Swarm Tactics: Up to 16 guards may attack at once two ranged attacks or cast Mold Earth.
surrounding a single creature if at least half of them Shortsword. MWA: +5 t hit, 5 feet, 6 (1d6+3)
have pikes. piercing.
Longbow. RWA: +5 t hit, 150/600 feet, 7 (1d8+3)
piercing.
Multiattack: The infantry makes two attacks. Volley: A group of archers fires en masse instead of
Pike. MWA: +4 to hit; 10 feet, 7 (1d10+2) piercing. aiming at full range. Volleys deal AoE damage to
Longbow (20 arrows). RWA: +3 t hit, 150/600 feet, 7 unshielded, non-heavy armored creatures. Creatures
(1d8+1) piercing. in an area of 1 feet radius per archer suffer 16 (2d8+8)
Volley: A group of archers fires en masse instead of piercing damage for every 5 archers. A successful
aiming at full range. Volleys deal AoE damage to DST halves the damage. The volley usually spends 3
unshielded, non-heavy armored creatures. Creatures arrows per archer in one turn.
in an area of 1 feet radius per archer suffer 16 (2d8+8) Wood elf scouts are the best scouts available at any
piercing damage for every 5 archers. A successful realm. They form the very backbone of wood elves’
DST halves the damage. The volley usually spends 3 armies, and their uncanny talent to hide in plain sight
arrows per archer in one turn. helps them to move fast and unnoticed even among
Wood elf’s Light Infantry are trained warriors with hostile ground.
a lot of mobility. They aren’t as proficient in hiding as
their companions, but they have mobility, some
endurance and reach. They are usually second-liners, Medium humanoid (Elf), any alignment
and as almost every wood elf, they are proficient (if not
Armor Class 17 (splint)
good) in arrow volleys, and they can swap weapons.
Hit Points 58 (8d8+18)
When the enemy is near, it is probably weakened
Speed 35 feet. Ini +2
enough to engage safely, and the wood elf’s light
infantry reach prevents direct engagement with cavalry STR DEX CON INT WIS CHA
or heavy-armored foes for a while. 16 (+3) 15 (+2) 14 (+2) 10 11 10
Skills Athletics +5, Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Languages Common, Elvish
Challenge 3 (700 XP) Drows fight on relatively small corridors and they
Fey Ancestry: the elves gain Advantage against make a good use of their innate spellcasting and
Charm; they cannot be put to sleep by magic means. superior darkvision. They also rely on elite warriors to
Trance: Elves don’t sleep; they enter in a 4 hour lead the assaults and lesser ones to provide support and
trance. They still have to rest 8 hours to gain benefits outmaneuver their foes.
of long rests. Their most common tactic is to ambush their
Mask of the Wild. The wood elves can attempt to enemies, and cast Darkness to blind and confuse them;
hide even when they are only lightly obscured for then they shoot them with poisoned arrows. They also
natural causes, as rain, fog or snow. use darkness to cover their retreats

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.

Shortsword. MWA: +3 to hit; 5 feet, 4 (1d8+2)


piercing. Parry. The noble adds 2 to its AC against one melee
Hand Crossbow. RWA: +4 to hit, 30/120ft, 5(1d6+2 hit that would hit it. To do so, the noble must see the
piercing damage, and the target must succeed on a attacker and be wielding a melee weapon.
DC 13 CST or be poisoned for 1 hour. If the saving
throw fails by 5 or more, the target is also The spoiled children of the matriarchs, drow’
unconscious while poisoned in this way. The target nobles are cunning and cutthroat politicians that
wakes up if it takes damage or of another creature take advantage on intrigue, not combat, as their
takes an action to shake it awake. primary source of power. Nevertheless, they can
Drow Guards are weaker than drow warriors, and pull a fight if necessary, and they poison their
they are mostly on ward duty. They are the weaker rapiers also.
combatant form of the drow.

Medium humanoid (Elf), any alignment


Medium humanoid (elf), any alignment
Armor Class 20 (plate and shield)
Armor Class 15 (breastplate) Hit Points 52 (8d8+16)
Hit Points 9 (2d8) Speed 30 feet. Ini +1
Speed 30 feet. Ini +2
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 11(+0) 11 16(+3)
11 (+0) 14 (+2) 11 (+0) 12(+1) 14(+2) 17(+3) Saving Throws Con +5, Wis +2
Skills Deception +5; Insight +4, Persuasion +5 Skills Perception +2
Senses Passive Perception 12 Senses Passive Perception 12, Darkvision 120 feet.
Languages Common Languages Common, Elvish
Challenge 1/4 (50 XP) Challenge 3 (700 XP)
Fey Ancestry: the elves gain Advantage against Brave: The knight has advantage on Saving Throws
Charm; they cannot be put to sleep by magic means. against fear.
Innate Spellcasting: The drow’s spellcasting ability is Fey Ancestry: the elves gain Advantage against
Charisma (spell save DC 13). It can innately cast the Charm; they cannot be put to sleep by magic means.
following spells, requiring no material components: Innate Spellcasting: The drow’s spellcasting ability is
Charisma (spell save DC 13). It can innately cast the
At will: dancing lights following spells, requiring no material components:
1/day each: darkness, faerie fire, levitate
At will: dancing lights
Sunlight Sensitivity: While in sunlight, the drow has 1/day each: darkness, faerie fire, levitate
disadvantage on attack rolls as well as on wisdom
(perception) checks that rely on sight. Sunlight Sensitivity: While in sunlight, the drow has
disadvantage on attack rolls as well as on wisdom
(perception) checks that rely on sight.
Trance: Elves don’t sleep; they enter in a 4 hour Sunlight Sensitivity: While in sunlight, the drow has
trance. They still have to rest 8 hours to gain benefits disadvantage on attack rolls as well as on wisdom
of long rests. (perception) checks that rely on sight.
Trance: Elves don’t sleep; they enter in a 4 hour
Multiattack: The silverhair knight makes two melee trance. They still have to rest 8 hours to gain benefits
of long rests.
attacks.
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3)
slashing or 8(1d10+3) if used both hands.
Multiattack: The slave overseer and thugs make two
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6
melee attacks.
(1d10+1) Piercing damage, and the target must
Mace. MWA: +4 to hit; 5 feet, 4 (1d6+1) bludgeoning.
succeed on a DC 13 CST or be poisoned for 1 hour. If
Whip. MWA: +4 to hit; 10 feet, 4 (1d4+2) slashing
the saving throw fails by 5 or more, the target is also
damage.
unconscious while poisoned in this way. The target
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 5
wakes up if it takes damage or of another creature
(1d10+1) piercing damage, and the target must
takes an action to shake it awake.
succeed on a DC 13 CST or be poisoned for 1 hour. If
Leadership (recharges ASLR). For 1 minute the
the saving throw fails by 5 or more, the target is also
knight can utter commands or warnings to one of their
unconscious while poisoned in this way. The target
allies within 30 feet. The creature adds a d4 to a ST or
wakes up if it takes damage or of another creature
attack roll if the knight isn’t incapacitated.
takes an action to shake it awake.
Slave Overseers are the drow that command the
Parry. The silverhair knight adds 2 to its AC against slave caravans and dens. They are used to bully and
one melee hit that would hit it. To do so, the drow outright torture their prisoners.
must see the attacker and be wielding a melee Thugs are mercenary mooks in drow cities, or
weapon. outright bandits that predate on slaves or ill-prepared
Silverhair Knights belong to an order of warriors warrior parties from small houses.
committed to compassion and redemption of the drow
race. They have several techniques to fight without
killing their enemies, and they usually capture or spare Medium humanoid (Elf), any alignment
them, even when it isn’t in their own interest to do so. Armor Class 17 (splint)
They are indeed as a rare as hen's teeth, and Hit Points 58 (8d8+18)
encountering one is an auspicious sign. Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
Medium humanoid (Elf), any alignment 16 (+3) 15 (+2) 14 (+2) 10 11 11
Skills Athletics +5, Perception +2
Armor Class 11 (leather armor)
Senses Passive Perception 12, Darkvision 120 feet.
Hit Points 32 (5d8+10)
Languages Common, Elvish
Speed 30 feet. Ini +1
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA Fey Ancestry: the elves gain Advantage against
15 (+2) 13 (+1) 14 (+2) 10 11 10 Charm; they cannot be put to sleep by magic means.
Skills Perception +2, Intimidation +2 Innate Spellcasting: The drow’s spellcasting ability is
Senses Passive Perception 12, Darkvision 120 feet. Charisma (spell save DC 10). It can innately cast the
Languages Common, Elvish following spells, requiring no material components:
Challenge 1/2 (100 XP) At will: dancing lights
Pack Tactics: Thugs have advantage on attack rolls 1/day each: darkness, faerie fire, levitate
against a creature if at least one of their allies is within
5 feet of the creature and the ally isn’t incapacitated Sunlight Sensitivity: While in sunlight, the drow has
Fey Ancestry: the elves gain Advantage against disadvantage on attack rolls as well as on wisdom
Charm; they cannot be put to sleep by magic means. (perception) checks that rely on sight.
Innate Spellcasting: The drow’s spellcasting ability is Trance: Elves don’t sleep; they enter in a 4 hour
Charisma (spell save DC 13). It can innately cast the trance. They still have to rest 8 hours to gain benefits
following spells, requiring no material components: of long rests.
At will: dancing lights
1/day each: darkness, faerie fire, levitate
Fey Ancestry: the elves gain Advantage against
Charm; they cannot be put to sleep by magic means.
Multiattack: The veteran raider makes two melee Fey Step: Briefly surrounded by silvery mist, the
attacks, and if an offhand weapon is drawn, it makes eladrin can teleport up to 30 feet to an unoccupied
another one with it. space they can see once using this trait. They regain
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8 the ability to do so when they finish a short or long
(1d10+3) slashing. rest.
Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3) Trance: Elves don’t sleep; they enter in a 4 hour
slashing. trance. They still have to rest 8 hours to gain benefits
Heavy Crossbow: RWA: +4 to hit; 100/400 feet, 7 of long rests.
(1d10+2) piercing damage, and the target must
succeed on a DC 13 CST or be poisoned for 1 hour. If
the saving throw fails by 5 or more, the target is also Multiattack: The Blade dancer makes two melee
unconscious while poisoned in this way. The target attacks, and if an offhand weapon is drawn, it makes
wakes up if it takes damage or of another creature another one with it. They make two longbow shots.
takes an action to shake it awake. Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
(1d10+3) slashing.
Drow veteran raiders are proficient, powerful and
Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
quite old fighters, very different from their kin as they
slashing.
rely on strength and heavy armor instead of dexterity to Longbow: RWA: +4 to hit; 150/600 feet, 6 (1d8+2)
fight. They are unusual, but sometimes drow males that Piercing.
don’t fit in the elite classes (mage and warrior) usually
work this out somehow. They are veterans of many Blade dancers are master swordsmen between the
raids on the surface or even bodyguards of priestess and eladrin; they use their preferred weapons in a hypnotic
rogue mages. dance, and they are fearsome fighters. They usually use
Fey Step to outmaneuver foes and flank them, or
approach selected targets without provoking
opportunity attacks.
The reclusive Eladrin are a force to be reckon in the
Feywild. As the drow, the eladrin seldom use full armies, Medium fey (elf), any alignment
but when they do, they are swift and dangerous. Their
fey step ability lets them easily pass obstacles that Armor Class 15 (breastplate)
others will find as chokepoints. Castle walls, Hit Points 9 (2d8)
portcullises, ditches and moats are fair play to them, as Speed 30 feet. Ini +1
well as even closed buildings if there is any way to see
inside, as a window. Only overlapping defenses can stop STR DEX CON INT WIS CHA
them. 11 (+0) 14 (+2) 11 (+0) 12(+1) 14(+2) 16(+3)
Skills Deception +5; Insight +4, Persuasion +5,
Perform +5
Senses Passive Perception 12
The eladrin are varied people and cultures –they lack Languages Common
any “official” or common tactic, although the magic use Challenge 1/8 (50 XP)
will be prominent in most of them. 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
Medium fey (Elf), any alignment eladrin can teleport up to 30 feet to an unoccupied
space they can see once using this trait. They regain
Armor Class 17 (splint)
the ability to do so when they finish a short or long
Hit Points 58 (8d8+18)
rest.
Speed 30 feet. Ini +1
Trance: Elves don’t sleep; they enter in a 4 hour
STR DEX CON INT WIS CHA trance. They still have to rest 8 hours to gain benefits
16 (+3) 15 (+2) 14 (+2) 12(+1) 10 10 of long rests.
Skills Athletics +5, Perception +2
Senses Passive Perception 12, Darkvision 60 feet.
Elven Sabre (rapier). MWA: +3 to hit; 5 feet, 5
Languages Common, Elvish
(1d8+1) slashing.
Challenge 3 (700 XP)
Parry. The courtier adds 2 to its AC against one
melee hit that would hit it. To do so, the courtier must
see the attacker and be wielding a melee weapon.
Courtiers are influential, deceptive people that
belong to the Summer or Winter Court in the Feywild.
They are the equivalent of a High Elf elder or a human
noble.

Medium fey (Elf), any alignment

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 humanoid (Orc), Chaotic evil Armor Class 12 (hide armor)


Hit Points 32 (5d8+10)
Armor Class 13 (hide armor) Speed 30 feet. Ini +0
Hit Points 67 (9d8+27)
STR DEX CON INT WIS CHA
Speed 30 feet. Ini +1
17 (+3) 11 (+0) 14 (+2) 8(-1) 11 10
STR DEX CON INT WIS CHA Skills Intimidation +2
18 (+4) 12 (+1) 17 (+3) 7(-2) 11 9(-1) Senses Passive Perception 10
Senses Passive Perception 10, Languages Common
Languages Common Challenge 1 (200 XP)
Challenge 3 (700 XP) Aggressive. As a bonus action, the headhunter can
Aggressive. As a bonus action, the orc can move up move up to its speed toward a hostile creature that it
to its speed toward a hostile creature that it can see. can see.
Reckless. At the start of its turn, the berserker can Gruumsh’s Fury. The orc deals extra 4 (1d8)
gain advantage on all melee weapon attacks during damage when it hits with a weapon attack (included in
that turn, but attack rolls against it have advantage. the attacks).
Gruumsh’s Fury. The orc deals an extra 4 (1d8) Pack Tactics: Headhunters have advantage on
damage when it hits with a weapon attack (included in attack rolls against a creature if at least one of their
the attacks) allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Greataxe. MWA: +5 to hit; 5 feet, 13 (1d12+4 plus


1d8) slashing. Multiattack: The headhunters make two melee
attacks.
Bloodrage orcs are deadly warriors that enter in a Morningstar. MWA: +5 to hit; 5 feet, 11 (1d8+3 plus
frenzy state whenever they see blood of their enemies. 1d8) bludgeoning.
Most people don’t know how they differentiate from Javelin (5). RWA +5 to hit; 30/120 feet, 10 (1d6+3
normal orcs. plus 1d8) piercing.
Headhunters are orcs employed as muscle for shady
Medium humanoid (orc), chaotic evil organizations, and they gather at the bad neighborhoods
of cosmopolite cities. They are defensively weak, but
Armor Class 12 (hide armor) they are extremely aggressive. They also can be
Hit Points 11 (2d8+2) brigands, away from normal tribes. They are more
Speed 30 feet. Ini +0 resilient than most orcs.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 12 (+1) 6(-2) 11 8(-1)
Medium humanoid (orc), Chaotic Evil
Skills Intimidation +2
Senses Passive Perception 10 Armor Class 13 (leather armor)
Languages Common Hit Points 16 (3d8+3)
Challenge 1/4 (50 XP) Speed 30 feet. Ini +2
Aggressive. As a bonus action, the feral warrior can
STR DEX CON INT WIS CHA
move up to its speed toward a hostile creature that it
13 (+1) 14 (+2) 12 (+1) 9(-1) 13(+1) 11(+0)
can see.
Pack Tactics: the warrior have advantage on attack Skills Nature +4, Perception +5, Stealth +6, Survival
rolls against a creature if at least one of their allies is +5, Intimidation +2
within 5 feet of the creature and the ally isn’t Senses Passive Perception 15
incapacitated Languages Common
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the hunter can move
Glaive. MWA: +4 to hit; 10 feet, 7 (1d10+2) piercing. up to its speed toward a hostile creature that it can
Feral warriors are dumber than normal orcs, and see.
they live in faraway lands and isolate island, where Keen Hearing and Sight: The scout has advantage
even barbarians don’t dare to live. on Wisdom (Perception) checks that rely on hearing
or sight
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 8 11 10
Multiattack. The hunter makes two melee attacks or Skills Perception +2; Intimidation +4
two ranged attacks. Senses Passive Perception 12
Scimitar. MWA: +4 t hit, 5 feet, 5 (1d6+2) slashing. Languages Common
Shortbow. RWA: +4 t hit, 150/600 feet, 5 (1d6+2) Challenge 1/4 (50 XP)
piercing.
Aggressive. As a bonus action, the orc can move up
Orc Hunters are in charge to track animals in the to its speed toward a hostile creature that it can see.
wild in order to feed the tribes. They also perform some
basic military reconnaissance and assassination, and
smart chiefs have them around at all times. They also Pike. MWA: +4 to hit; 10 feet, 6 (1d10+2) piercing.
sometimes work as mounted units in worgs; the hunters Battleaxe. MWA: +4 to hit; 5 feet, 6 (1d8+2) slashing.
let them fight freely, but command them to move Short bow. MWA: +3 to hit; 5 feet, 4 (1d6+1) piercing.
wherever they need. When the hunter is mounted on a Orc mercenaries are employed by unscrupulous
worg, their combined CR is 1 and speed is 50 feet. nobles and merchants as cheap muscle to intimidate or
fight their enemies.
Medium humanoid (orc), Chaotic Evil
Armor Class 16 (chain mail) Medium humanoid (orc), Chaotic Evil
Hit Points 15 (2d8+6) Armor Class 17 (splint)
Speed 30 feet. Ini +1 Hit Points 58 (8d8+18)
STR DEX CON INT WIS CHA Speed 30 feet. Ini +1
16 (+3) 12 (+1) 16 (+3) 8(-1) 11 10 STR DEX CON INT WIS CHA
Skills Intimidation +2 18 (+4) 13 (+1) 14 (+2) 8(-1) 11 10
Senses Passive Perception 10 Skills Athletics +5, Perception +2, Intimidation +2
Languages Orc Senses Passive Perception 12
Challenge 1/2 (100 XP) Languages Common
Aggressive. As a bonus action, the orc can move up Challenge 4 (1.100 XP)
to its speed toward a hostile creature that it can see. Aggressive. As a bonus action, the orc can move up
Blood Frenzy. Orcs in a “push of pike” don’t retreat to its speed toward a hostile creature that it can see.
and can’t be intimidated and are immune to fear or Dual Wielder. As a bonus action, the orc can attack
charm. with a second weapon. It adds its Strength modifier to
the damage as normal, and the weapon don’t have to
be light.
Pike. MWA: +5 to hit; 10 feet, 6 (1d10+3) piercing.
Relentless. If damage reduces the orc veteran to 0 hit
Hand axes. MWA: +4 to hit; 5 feet, 6 (1d8+3)
points and the damage don’t outright kill it, it drops to
slashing.
1 HP instead. This feature can be used once until the
The Longteeth are a bunch of bloodthirsty, battle next long rest.
crazy orcs who are not afraid of a couple sticks.
Constantly roaring and howling annoyed that enemy
pikes are in the way of their pikes, half a mind to throw Multiattack: The orc veteran makes two melee
their pikes down, close in and bite the enemies’ face off attacks, and if an offhand weapon is drawn, it makes
with their tusks. The carnage of a push of pike puts them another one with it.
in a frenzy state where fear is meaningless, and the Battleaxe. MWA: +5 to hit; 5 feet, 8 (1d8+4) or 8
bloodiest dreams of an orc are fulfilled. (1d10+3) slashing.
Javelin: RWA: +5 to hit; 30/120ft., 7 (1d6+4) Piercing.

Orc Veterans are a rarity. The orc tactics and morale


imply that few warriors survive enough to actually be
Medium humanoid (orc), Chaotic Evil veterans. But those who make it are tougher than usual
orcs... and a lot more dangerous.
Armor Class 17 (scale mail and shield)
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +1
Medium humanoid (any race), any alignment Dual Wielder. As a bonus action, the orog can attack
with a second weapon. It adds its Strength modifier to
Armor Class 18 (plate) the damage as normal, and the weapon don’t have to
Hit Points 60 (8d8+24) be light.
Speed 30 feet. Ini +0
STR DEX CON INT WIS CHA
Multiattack: The orog veteran makes two melee
18 (+4) 11 (+0) 16 (+3) 12(+1) 11 14(+2)
attacks, and if an offhand weapon is drawn, it makes
Skills Intimidation +6 another one with it.
Saving Throws Con +5, Wis +2 Battleaxes. MWA: +6 to hit; 5 feet, 8 (1d8+4) or 9
Senses Passive Perception 12, Darkvision 60 feet. (1d10+4) slashing if attacks with both hands.
Languages Common Javelin: RWA: +6 to hit; 30/120ft., 7 (1d6+4) Piercing.
Challenge 4 (1.100 XP)
Aggressive. As a bonus action, the orc can move up Orog Veterans are intelligent and deadly foes. They
to its speed toward a hostile creature that it can see. are smart, and pick cautiously their fights. They often
Brave: The orog captain have advantage on Saving send proxies or warriors to test their enemies before
Throws against fear. engage directly. Even then, they look for ambushes and
every advantage they could use: they focus fire on the
casters and “squishies” first, and then grapple, shove
Multiattack: The orog captain makes two melee and pin down the strong enemies. They usually
attacks. command the marauding parties.
Greataxe. MWA: +6 to hit; 5 feet, 10 (1d12+4)
Slashing.
Javelin. RWA: +6 to hit; 30/120 feet, 7 (1d6+4) Medium humanoid (orc), Chaotic Evil
Piercing damage.
Leadership (recharges ASLR). For 1 minute the Armor Class 11 (leather armor)
orog captain can utter commands or warnings to one Hit Points 32 (5d8+10)
of their allies in a 30 foot radius. The creature adds a Speed 30 feet. Ini +0
d4 to a ST or attack roll if the orog isn’t incapacitated. STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 8(-1) 11 10
Parry. The orog captain adds 2 to its AC against one Skills Intimidation +4
melee hit that would hit it. To do so, the captain must Senses Passive Perception 10
see the attacker and be wielding a melee weapon. Languages Common
Challenge 1 (100 XP)
Orog captains are powerful melee combatants. They Aggressive. As a bonus action, the headhunter can
will engage on the first line of a fight, and select the move up to its speed toward a hostile creature that it
most powerful fighter to engage, and send their allies to can see.
the weaker ones. They trust in their might and use
Intimidation to deal with lesser enemies, and appear to
be nothing but bloody brutes to lure their enemies. But Multiattack: The slaver makes two melee attacks.
those who fall from this deceit and underestimate them Mace. MWA: +5 to hit; 5 feet, 6 (1d6+3) bludgeoning.
quickly came to an early demise. Whip. MWA: +5 to hit; 10 feet, 5 (1d4+3) slashing
damage.
Slavers are the orcs tasked with the duty of train
Medium humanoid (orc), Chaotic Evil
and discipline slaves. They use their long whips to
Armor Class 17 (splint) torture and hurt the slaves to submission.
Hit Points 66 (8d8+24)
Speed 30 feet. Ini +1
Medium humanoid (orc), Chaotic Evil
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 12(+1) 11 10 Armor Class 13 (hide mail)
Skills Athletics +5, Perception +2, Intimidation +4 Hit Points 15 (2d8+6) Worg 26 (4d10+4)
Senses Passive Perception 12 Speed 50 feet (mounted) Ini +1
Languages Common STR DEX CON INT WIS CHA
Challenge 4 (1.100 XP) 16 (+3) 12 (+1) 16 (+3) 8(-1) 12(+1) 10
Aggressive. As a bonus action, the orc can move up
Skills Intimidation +2, Animal Handling +5
to its speed toward a hostile creature that it can see.
Senses Passive Perception 10
Languages Orc Medium humanoid (orc), Chaotic Evil
Challenge 1 (200 XP)
Armor Class 16 (chain mail)
Guerrilla Tactics. As a reaction, the marauder can Hit Points 37 (5d8+15)
make an Animal Handling check DC 15 to move with Speed 30 feet. Ini +0
its mount up to its speed away from a moving enemy.
Keen Senses (worg): The wolf has advantage on STR DEX CON INT WIS CHA
Wisdom (Perception) checks that rely on hearing or 18 (+4) 11 (+0) 16 (+3) 8(-1) 11 10
smell. Skills Intimidation +2
Senses Passive Perception 10
Languages Common
Multiattack. The marauder can attack with melee Challenge 2 (450 XP)
weapons and make the worg bite.
Lance. MWA: +5 to hit; 10 feet, 9 (1d12+3) piercing. If Aggressive. As a bonus action, the orc can move up
the target is a creature, it must succeed on a DC 13 to its speed toward a hostile creature that it can see.
Strength saving throw or be knocked prone. Blood Frenzy. Orcs in a “push of pike” don’t retreat
Bite (worg). MWA: +5 to hit; 5 feet, 10 (2d6+3) and can’t be intimidated and are immune to fear or
piercing. If the target is a creature, the worg may charm.
choose to keep the bite. If it does so, the target must Gruumsh’s Fury. The orc deals extra 4 (1d8)
succeed on a DC 13 strength saving throw or be damage when it hits with a weapon attack (included in
grappled, and receive 3 piercing damage by round. A the attacks)
worg grappling a creature moves at half speed, and Pack Tactics: Headhunters have advantage on
can’t bite another. attack rolls against a creature if at least one of their
Javelin. RWA: +5 to hit; 30/120 feet, 6 (1d8+3) allies is within 5 feet of the creature and the ally isn’t
piercing. incapacitated
Net. TWA: +5 to hit; 5/15 feet. A Large or smaller Swarm Tactics: Up to 16 warteeth may attack at
creature hit by a net is restrained and can be carried once surrounding a single creature if at least half of
away until it is freed. A creature can use its action to them have pikes.
make a DC 10 Strength check, freeing itself or
another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also Multiattack: The Wartooth makes two melee attacks.
frees the creature without harming it, ending the effect Pike. MWA: +6 to hit; 10 feet, 13 (1d10+4 plus 1d8)
and destroying the net. piercing.
Javelin. RWA +6 to hit; 30/120 feet, 11 (1d6+4 plus
Marauders are the orc equivalents to “cavalry”. 1d8) piercing.
They ride their wolves across the battlefields evading
Wartooth are orc lancers blessed by Gruumsh who
strong foes and engaging weak ones. They use their nets
took their god favored weapon as their main one. They
to restrain and drag away the casters or archers, and
are extremely good at offense, and they excel on the
then stab them to death. Whenever they can, they’ll use
push of pike. They are often the frontline of an orc
hit-and-run tactics, and leave the bloody job to the
horde.
infantry.
Necromancers are quite good to build armies from The undead, all things said, don’t really have
the corpses of their victims. Most of those “soldiers” tactics or strategy but their almost “robotic” behavior
aren’t going to be pretty (or even strong), but with the can be used as a program to teach them how to fight
correct equipment and strategy (and some menial effectively. In the other hand, ghouls, with their wolf-
labor from the Undead) a necromancer can use them like feral minds, are pretty good to ambush enemies
quite well. Undead armies are somewhat cheap, as and can be used as stealthy scouts. Skeletons can
they does not need to eat (mostly), nor breathe, nor use weapons, so they are going to be the best option
sleep, nor catch diseases. They are also relentless to stablish the main lines, and zombies can
and unforgiving, and their morale is top be protected by armor and stuffed
tier as they lack the basic survival with poison, tar and other nasty
instincts that keep the living things. Then, a skeleton runs with a
creatures from joining them. But torch… fun for everybody.
most people usually forget that Strategically, though, undead will
they don’t really need to have be more of an asset than tactically.
armor scraps instead of chainmail They don’t need to eat nor breathe, so
and full-plates. Here we will focus maintain them is usually a lot cheaper
on bottom-tier undead, and we will than maintaining a living army. They are
skip the intelligent undead, as perfect watchmen because they don’t tire
vampires or death knights, as they or bore, and keep doing the same stuff
deserve a more protagonic take, tasked over and over and over again,
and we also skip most ghosts and until stopped. This is a great asset to
specters. We will focus on mostly build simple fortifications or as slave
the basic stuff: skeletons, zombies work. And most people piss
and ghouls. themselves when they see a dead
corpse charging against them. The
undead are immune to fear or
coercion too and fight to the death.

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.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 15 (+2) 6(-2) 8(-1) 5(-3) Horrifying Bite. MWA: +3 to hit; 5 feet, 6 (1d6+1) and
Senses darkvision 60ft., passive Perception 9 the target must succeed on a DC 13 CST, or be
Languages understands all languages it knew in life diseased. If diseased this way, the target suffers
but can't speak 1d4+1 necrotic damage every hour and its maximum
Damage Vulnerabilities bludgeoning HP reduces in the same amount. When the character
Damage Resistances piercing is dropped to 0 hp, it dies, and comes back to life as a
Damage Immunities poison mindless zombie. A Lesser Restoration spell or a
Condition Immunities exhaustion, poisoned Remove Curse lifts the disease, and a use of a Lay on
Challenge 1/4 (50 XP) Hands delays the effect for two hours. Heavy armored
characters have advantage on the saving throw, and
Abomination. Common people and NPCs with weak blessed or immune to disease characters are immune
morale will be frightened by the Undead. to this effect.
Undead Nature. Skeletons don’t need to breath, Slam. MWA: +3 to hit; 5 feet, 6 (1d6+1).
sleep, pee or eat, and are immune to all forms of
exhaustion (magical or natural alike). They also can Stinking hordes are mindless undead that take the
be turned by a cleric or paladin. most direct route without tactics at all. The
necromancers or undead masters use them with
caution, because their horrifying bite is hard to control,
Spear. MWA: +4 to hit; 5 feet or range 20/60 feet, 3 and a small zombie outbreak may wreak havoc on a
(1d6) piercing. populated area.
Battleaxe. MWA: +2 to hit; 4 (1d8) slashing. The newly created zombies are usually free of any
control, and they only chase and eat any living creature
The Skeletal watches are the core undead warriors.
on sight.
It has a spear and wears a scale mail, and they usually
swarm against stronger foes, fearing nothing.
Medium undead (skeleton), any alignment
Medium undead (zombie), any alignment Armor Class 17 (splint)
Hit Points 58 (8d8+18)
Armor Class 16 (chain mail)
Speed 30 feet. Ini +?
Hit Points 22 (3d8+9)
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 6(-4) 11(+0) 6(-4)
Skills Athletics +5, Perception +2 Multiattack: The Undying Officer makes two melee
Senses darkvision 60ft., Passive Perception 12 attacks, and if an offhand weapon is drawn, it makes
Damage Vulnerabilities bludgeoning another one with it.
Damage Resistances piercing Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
Damage Immunities poison (1d10+3) slashing.
Condition Immunities exhaustion, poisoned Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
Languages Common slashing.
Challenge 3 (700 XP) Heavy Crossbow: RWA: +4 to hit; 100/400 feet, 7
(1d10+2) Piercing.
Abomination. Common people and NPCs with weak
morale will be frightened by the Undead. Undying Officers are long dead warriors that mimic
Undead Nature. Skeletons don’t need to breath, their former lives. Although they are a shadow of their
sleep, pee or eat, and are immune to all forms of former selves, they still can be frightening and powerful
exhaustion (magical or natural alike). They also can enemies, as they have a small portion of their old self.
be turned by a cleric or paladin.
Dragonborn, although not present on many worlds, instead to gain advantage of their strength. For a more
are a force to be reckon with. They are strong and “control” area, they tend to use their innate magic
capable warriors, and in times and worlds where the capabilities and train sorcerers as pyromancers (or
Dragonborn Empires ruled the land, their legions were other types of elemental sorcerers). They aren’t on
everywhere. Here I will provide you with modified stat every army, though, and even when they are, they
blocks to reflect their core statistics. They are a brave usually are lower-level ones.
and honorable race (unless you are in Krynn), and they Nevertheless, clans and mercenary gangs operate
stand their ground on battle. They are not neither as separately. Clans usually don’t form big armies, but
sturdy nor resilient as the dwarven kind nor as almost all of them are proficient melee fighters, even the
specialized as a more powerful enemy, unlike the non-warrior types. The bigger clans often have one fully
halflings, could rout the humans and them in fear. trained pyromancer, a few champions, and several
“mercenary” units (they lose this name, though, and are
considered “warriors”) and the lesser ones have at least
a few legionaries and a champion.
Dragonborn often take the most direct route to their Dragonborn mercenary gangs usually have a lot of
enemies, and their combat tactics tend to be ground experience, and fight alongside other troops, so
straightforward and predictable, but they use their they specialize a lot in melee. They are honorable and
breath weapons to gain versatility and ground control, faithful, so they are highly prized by most human
or to scare their enemies. They usually use polearms, nations as reliable troops (unlike most mercenary
like almost every other race, but they don’t really use companies). In times of need, mercenaries may sell
archer legions effectively, and prefer to throw javelins themselves as thugs or even pillage small villages.
Medium humanoid (dragonborn), any legal alignment Hailing from uncivilized lands, berserkers are really
tough enemies that raid the lands. They usually enter on
Armor Class 10 their battle frenzy and don’t really use strategy at all,
Hit Points 4 (1d8) but they can grapple out and choke enemies for the sake
Speed 30 feet. Ini +0 of it.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 10(+0) 10(+0) 11(+0)
Medium humanoid (dragonborn), any legal alignment
Senses Passive Perception 10,
Damage Resistance choose one between acid, cold, Armor Class 18 (plate)
fire, lightning or poison depending on ancestry. Hit Points 52 (8d8+16) Dragon fury 26 hp
Languages Common and draconic Speed 30 feet. Ini +0
Challenge 0 (10 XP)
Weak Morale: Clans folk are not a reliable troop, and STR DEX CON INT WIS CHA
they will flee if enough damage is done to them. 18 (+4) 11 (+0) 14 (+2) 11(+0) 11(+0) 16(+3)
Saving Throws Con +5, Wis +2
Damage Resistance choose one between acid, cold,
Great Club. MWA: +3 to hit; 5 feet, 5 (1d8+1) fire, lightning or poison depending on ancestry.
bludgeoning. Senses Passive Perception 10
Breath Weapon (recharges ASLR). Each creature in Languages Common and draconic
a 15 feet. cone (or a 5 by 30 feet line if acid or Challenge 4 (1.100 XP)
lightning) must make a DC 10 DST, taking 2d6 acid, Brave: The champion has advantage on Saving
cold, fire, lightning or poison damage (given by their Throws against fear.
ancestry). Dragon fury: when the champion have half their hit
Dragonborn Clansfolk are the baseline dragonborn points, they inflict 1 extra dice of damage with melee
people. They aren’t trained in warfare, but they are weapon or breath weapon attacks. Also, if the breath
impressive with their breath weapon. weapon has been expended, they regain one use.

Multiattack: The champion makes two melee attacks.


Medium humanoid (dragonborn), any legal alignment
Greatsword. MWA: +6 to hit; 5 feet, 11 (2d6+4)
Armor Class 13 (hide armor) Slashing.
Hit Points 67 (9d8+27) Dragon fury 34 HP H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10)
Speed 30 feet. Ini +1 piercing.
Breath Weapon (recharges ASLR). Each creature in
STR DEX CON INT WIS CHA a 15 feet. cone (or a 5 by 30 feet line if acid or
18 (+4) 12 (+1) 17 (+3) 9(-1) 11 10(+0) lightning) must make a DC 12 DST (or CST if poison
Senses Passive Perception 10, or cold), taking 3d6 acid, cold, fire, lightning or poison
Damage Resistance choose one between acid, cold, damage (given by their ancestry) on a failed save, and
fire, lightning or poison depending on ancestry. half as much on a successful one.
Languages Common and draconic Leadership (recharges ASLR). For 1 minute the
Challenge 3 (700 XP) champion can utter commands or warnings to one of
Dragon fury: when the dragonborn mercenaries have their allies within 30 feet. The creature adds a d4 to a
half their hit points, they inflict 1 extra dice of damage ST or attack roll if the champion isn’t incapacitated.
with melee weapon or breath weapon attacks. Also, if
the breath weapon has been expended, they regain
one use. Parry. The champion adds 2 to its AC against one
Reckless. At the start of its turn, the berserker can melee hit that would hit it. To do so, the dragonborn
gain advantage on all melee weapon attacks during must see the attacker and be wielding a melee
that turn, but attack rolls against it have advantage. weapon.
Dragonborn champions are the paragon of
dragonborn society, embracing their martial and social
Greataxe. MWA: +5 to hit; 5 feet, 9 (1d12+3) piercing. inheritance. They often lead their clans to battle.
Breath Weapon (recharges ASLR). Each creature in
a 15 feet. cone (or a 5 by 30 feet line if acid or
lightning) must make a DC 10 DST, taking 2d6 acid, Medium humanoid (dragonborn), any legal alignment
cold, fire, lightning or poison damage (given by their
ancestry). Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 30 feet. Ini +1
Multiattack: The legionary makes two melee attacks,
STR DEX CON INT WIS CHA and if an offhand weapon is drawn, it makes another
13 (+1) 12 (+1) 11 (+0) 12(+1) 14(+2) 17(+3) one with it.
Skills Deception +5; Insight +4, Persuasion +5 Falchion (uses longsword stats). MWA: +6 to hit; 5
Damage Resistance choose one between acid, cold, feet, 8 (1d8+4) or 9 (1d10+4) slashing if used with
fire, lightning or poison depending on ancestry. both hands.
Senses Passive Perception 12 Scimitar. MWA: +6 to hit; 5 feet, 6 (1d6+4) slashing.
Languages Common and draconic Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6
Challenge 1/8 (25 XP) (1d10+1) Piercing.
Breath Weapon (recharges ASLR). Each creature in
a 15 feet. cone (or a 5 by 30 feet line if acid or
Falchion (curved longsword). MWA: +3 to hit; 5 lightning) must make a DC 12 DST (or CST if poison
feet, 5 (1d8+1) or 6 (1d10+1) slashing damage. or cold), taking 3d6 acid, cold, fire, lightning or poison
Breath Weapon (recharges ASLR). Each creature in damage (given by their ancestry) on a failed save, and
a 15 feet. cone (or a 5 by 30 feet line if acid or half as much on a successful one.
lightning) must make a DC 10 DST (or CST if poison Legionaries are hardy dragonborn tested in
or cold), taking 2d6 acid, cold, fire, lightning or poison countless battles and conflicts. They are dangerous and
damage (given by their ancestry) on a failed save, and
powerful, and they use their wits to fight.
half as much on a successful one.
Weak Morale: emissaries aren’t really a reliable
troop, and they will flee if enough damage is done to
Medium humanoid (dragonborn), any Legal
them.
Armor Class 19 (splint armor and shield)
Hit Points 32 (5d8+10) Dragon fury: 16
Parry. The emissary adds 2 to its AC against one Speed 30 feet. Ini +0
melee hit that would hit it. To do so, the emissary
must see the attacker and be wielding a melee STR DEX CON INT WIS CHA
weapon 17 (+3) 11 (+0) 14 (+2) 10(+0) 11(+0) 11(+0)
Emissaries are influential people among the Skills Intimidation +2
dragonborn. They usually strike deals with other races Damage Resistance choose one between acid, cold,
by their capacity to “bend” the truth without actually fire, lightning or poison depending on ancestry.
break their word. They work as merchants and Senses Passive Perception 10
ambassadors, or as courtiers or counselors on a war Languages Common and draconic
council. Challenge 2 (450 XP)
Dragon fury: when the dragonborn mercenaries have
half their hit points, they inflict 1 extra dice of damage
Medium humanoid (dragonborn), any legal alignment with melee weapon or breath weapon attacks. Also, if
the breath weapon has been expended, they regain
Armor Class 17 (splint) one use.
Hit Points 58 (8d8+18) Dragon fury 29 Pack Tactics: mercenaries have advantage on
Speed 30 feet. Ini +1 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
18 (+4) 13 (+1) 14 (+2) 10(+0) 11(+0) 11(+0)
Skills Athletics +6, Perception +2
Damage Resistance choose one between acid, cold, Multiattack: The mercenary makes two melee
fire, lightning or poison depending on ancestry. attacks. If it has drawn a secondary weapon in an
Senses Passive Perception 12 offhand, it can use a bonus action to attack with it.
Languages Common and draconic Spear. MWA: +5 to hit; 5 feet, 7 (1d8+3) piercing or 8
Challenge 4 (1.100 XP) (1d10+3) piercing damage if fights with two hands.
Dragon fury: when the dragonborn mercenaries have The dragonborn mercenary can use a bonus action to
half their hit points, they inflict 1 extra dice of damage gain 5-feet reach with its spear. Dragon fury damage:
with melee weapon or breath weapon attacks. Also, if 2d8+3 /2d10+3 (2H).
the breath weapon has been expended, they regain Scimitar. MWA: +5 to hit; 5 feet, 6 (1d6+3) slashing.
one use. Dragon fury damage: 10 (2d6+3)
Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5 Spellcasting. The sorcerer is a 9th level spellcaster.
(1d10) Piercing. Its spellcasting ability is Charisma (ST DC 14, +6 to hit
Breath Weapon (recharges ASLR). Each creature in with spell attacks). The mage has the following spells
a 15 feet. cone (or a 5 by 30 feet line if acid or prepared:
lightning) must make a DC 12 DST (or CST if poison Cantrips (at will): fire bolt, light, true strike, blade ward,
or cold), taking 2d6 acid, cold, fire, lightning or poison control flames.
damage (given by their ancestry) on a failed save, and 1st level (4 slots): burning hands, fog cloud, shield.
half as much on a successful one. Dragon fury 2nd level (3 slots): levitate, scorching ray.
damage: 3d6 of the same type of their ancestry. 3rd level (3 slots): haste, fireball
4th level (3 slots): wall of fire, stoneskin
Dragonborn mercenaries are ruthless (and quite
5th level (1 slots): immolation.
expensive) warriors that fight with their spears. They
form extremely tight, meritocratic and honorable
companies, usually under the rule of a champion or Fire bolt. RSA: +6 to hit; 120 feet, 5 (2d10) fire.
legionary and with the diplomatic aid of an emissary. Dagger. MWA: +5 to hit; 5 feet, 5 (1d8+1) piercing.
These companies are extremely loyal to their customers Breath Weapon (recharges ASLR). Each creature in
and don’t run away nor can be bribed to change coats a 15 feet. cone (or a 5 by 30 feet line if acid or
when they are currently employed (they will actually lightning) must make a DC 10 DST (or CST if poison
feel insulted), but when the contract ends, they might or cold), taking 2d6 acid, cold, fire, lightning or poison
change sides in a conflict if they were mistreated or damage (given by their ancestry) on a failed save, and
abused. half as much on a successful one.
They fight for everyone with enough cash, although
some of them are still linked to their former clans and Pyromancers are dragonborn in touch with their
would not fight against them. Some of the most famous dragon roots and with an innate talent to use fire magic.
mercenary companies are the Firebreathers, whom hire They often train a lot to improve their powers, and they
any fire-linked dragonborn; the Blackscales, a company usually serve the clans with undying loyalty.
of black dragon ancestry soldiers with dark reputation
for poisoning arrow tips and blades; and the White
Company, an omnipresent force with hundreds of Medium humanoid (dragonborn), any legal alignment
emissaries and hirelings, renown by their practice of
Armor Class 13 (leather armor)
dismounting men-at-arms in battle.
Hit Points 16 (3d8+3)
When a mercenary fights for his own clan, is Speed 30 feet. Ini +2
considered a warrior instead.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 11(+0) 13(+1) 12(+1)
Medium humanoid (dragonborn), any legal alignment Skills Nature +4, Perception +5, Stealth +6, Survival
+5
Armor Class 15 (draconic resilience)
Damage Resistance choose one between acid, cold,
Hit Points 40 (9d8)
fire, lightning or poison depending on ancestry.
Speed 30 feet. Ini +2
Senses Passive Perception 15
STR DEX CON INT WIS CHA Languages Common and draconic
11 (+0) 14 (+2) 11 (+0) 12(+1) 11(+0) 18(+4) Challenge 1/2 (100 XP)
Saving Throws Con +5, Wis +2 Keen Hearing and Sight: The dragon eye has
Damage Resistance choose one between acid, cold, advantage on Wisdom (Perception) checks that rely
fire, lightning or poison depending on ancestry. on hearing or sight
Skills Arcana +4; History +4
Senses Passive Perception 11
Languages Four languages Multiattack. The dragon eye makes two melee
Challenge 7 (2.900 XP) attacks or two ranged attacks.
Shortsword. MWA: +4 t hit, 5 feet, 5 (1d6+2)
Metamagic. The pyromancer can use this each one
piercing.
of these metamagic features once.
Longbow. RWA: +4 t hit, 150/600 feet, 6 (1d682)
Quickened Spell. The pyromancer can cast a spell
piercing.
with a casting time of 1 action as a bonus action. The
Breath Weapon (recharges ASLR). Each creature in
action can’t be used to cast any other spell other than
a 15 feet. cone (or a 5 by 30 feet line if acid or
a cantrip.
lightning) must make a DC 11 DST (or CST if poison
Twinned Spell. A spell that normally affects only 1
or cold), taking 2d6 acid, cold, fire, lightning or poison
creature can affect 2 instead.
damage (given by their ancestry) on a failed save, and Challenge 1 (200 XP)
half as much on a successful one. Pack Tactics: Thugs have advantage on attack rolls
Dragon Eyes are skilled hunters and trackers who against a creature if at least one of their allies is within
offer their services for a fee. Most hunt wild game, but a 5 feet of the creature and the ally isn’t incapacitated
few work as bounty hunters, serve as guides, or provide
military reconnaissance.
Multiattack: The thug makes two melee attacks.
Mace. MWA: +5 to hit; 5 feet, 5 (1d6+2) bludgeoning.
Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5
Medium humanoid (dragonborn), any legal alignment
(1d10) Piercing.
Armor Class 14 (chain shirt and shield) Breath Weapon (recharges ASLR). Each creature in
Hit Points 11 (2d8+2) a 15 feet. cone (or a 5 by 30 feet line if acid or
Speed 30 feet. Ini +1 lightning) must make a DC 12 DST (or CST if poison
or cold), taking 2d6 acid, cold, fire, lightning or poison
STR DEX CON INT WIS CHA damage (given by their ancestry) on a failed save, and
15 (+2) 12 (+1) 12 (+1) 10(+0) 11(+0) 11(+0) half as much on a successful one.
Skills Perception +2 Thugs are ruthless (and often outlaw) enforcers
Damage Resistance choose one between acid, cold, delighted by intimidation and violence.
fire, lightning or poison depending on ancestry.
Senses Passive Perception 12
Languages Common and draconic
Medium humanoid (dragonborn), any legal alignment
Challenge 1/8 (25 XP)
Armor Class 12 (hide armor)
Hit Points 11 (2d8+2)
Falchion (uses longsword stats). MWA: +4 to hit; 5 Speed 30 feet. Ini +0
feet, 6 (1d8+2) slashing or 7 (1d10+2) slashing if used
with both hands (can’t use shield). STR DEX CON INT WIS CHA
Variant: Glaive. MWA: +4 to hit; 10 feet, 7 (1d10+2) 15 (+2) 11 (+0) 12 (+1) 8(-1) 11(+0) 9(-1)
slashing (can’t use shield). Skills Intimidation +2
Javelin (6). RWA: +4 to hit; 30/120 feet, 5 (1d6+2) Damage Resistance choose one between acid, cold,
piercing. fire, lightning or poison depending on ancestry.
Breath Weapon (recharges ASLR). Each creature in Senses Passive Perception 10
a 15 feet. cone (or a 5 by 30 feet line if acid or Languages Common and draconic
lightning) must make a DC 10 DST, taking 2d6 acid, Challenge 1/2 (100 XP)
cold, fire, lightning or poison damage (given by their Pack Tactics: the warrior have advantage on attack
ancestry). rolls against a creature if at least one of their allies is
Soldiers are the trained warriors that form the within 5 feet of the creature and the ally isn’t
backbone of any clan’s army. They can use falchions or incapacitated
glaives
Spear. MWA: +3 to hit; 5 feet, or range 20/60 feet, 4
(1d6+1) piercing.
Medium humanoid (dragonborn), any legal alignment
Breath Weapon (recharges ASLR). Each creature in
Armor Class 11 (leather armor) a 15 feet. cone (or a 5 by 30 feet line if acid or
Hit Points 32 (5d8+10) lightning) must make a DC 11 DST (or CST if poison
Speed 30 feet. Ini +0 or cold), taking 2d6 acid, cold, fire, lightning or poison
damage (given by their ancestry) on a failed save, and
STR DEX CON INT WIS CHA half as much on a successful one.
17 (+3) 11 (+0) 14 (+2) 10(+0) 11(+0) 11(+0)
The Savage Clan’s Warriors live beyond the
Skills Intimidation +2 boundaries of civilization. They don’t recognize any
Damage Resistance choose one between acid, cold, loyalty to dragon armies or ancient empires, and dwell
fire, lightning or poison depending on ancestry. in jungles or thick forests from where they pour to more
Senses Passive Perception 10 civilized lands plundering everything in their path.
Languages Common and draconic
In many worlds the Tiefling aren’t a real threat, and
Tiefling are smart and fight that way. They lack the
they merge with other races’ societies. Their infernal
extra physical prowess of other races they combat with,
legacy isn’t something they asked for, and they are
but they make up with their infernal legacy.
descendants of powerful (and gullible) cultists that had
Tieflings often employ heavy magic (specially
intercourse with a fiend…
summons), backed up with a massive army of ill-
…But in some worlds they are the hordes of hell
prepared cultists, and more than a few elite fighters
themselves, and bring terror and death to everyone.
(sometimes called duskblades and blackguards), but
When tieflings form societies, they usually have fearful
their actual strategy and tactics could vary widely. Such
armies backed up with powerful magic.
as humans, they have a wide variety of troops available,
Powerful fiends usually “bless” their proxies in many
and their infernal legacy comes up hastily. Their innate
worlds breeding with them or transforming them into
magic allows them to communicate in the battlefield
tieflings. Also, the first generation of fiendish armies is
with more efficiency.
usually commanded by cambions (see the MM), and
They also often infiltrate in enemy’s ground long
some occultists actually seek out to have a cambion son
before an invasion, creating demon cults and sabotaging
or daughter, a “chosen one” that would raze the world
defenses. The invasion then is inevitable.
into the fiery flames of the Nine Hells.
And then, when the sabotage and treason is made,
the hellfire generals use the terror tactics, razing the
lands that resist their path, and murdering and
enslaving their population.
Skills Intimidation +2
Damage Resistance fire
Medium humanoid (tiefling), usually any evil Senses Darkvision 60 feet, Passive Perception 10
Languages Common, Infernal
Armor Class 18 (plate) Challenge 1/2 (100 XP)
Hit Points 52 (8d8+16) Infernal Legacy. The tiefling knows the Thaumaturgy
Speed 30 feet. Ini +? cantrip. Charisma is its spellcasting ability for it
STR DEX CON INT WIS CHA Pack Tactics: the warrior have advantage on attack
16 (+3) 11 (+0) 14 (+2) 12 (+1) 11(+0) 17(+3) rolls against a creature if at least one of their allies is
within 5 feet of the creature and the ally isn’t
Saving Throws Con +5, Wis +2
incapacitated
Damage Resistance fire
Senses Darkvision 60 feet, Passive Perception 10
Languages Common, Infernal Spear. MWA: +3 to hit; 5 feet, or range 20/60 feet, 4
Challenge 4 (1.100 XP) (1d6+1) piercing.
Infernal Legacy. The tiefling knows the Thaumaturgy
cantrip, and the hellish rebuke and darkness spells. Cannibals are degenerate human tribes that fell for
Charisma is its spellcasting ability for them. the deceptions of the fiends and perform awful rituals
Infernal Legacy. The tiefling knows the Thaumaturgy and sacrifices to their dark gods. As a “blessing”, their
cantrip. Charisma is its spellcasting ability for it infernal masters gave them magic powers. Many
cannibal tribes aren’t “born” tieflings, but in fact
transformed humans, like the original tieflings.
Multiattack: The blackguard makes two melee
attacks.
Greatsword. MWA: +5 to hit; 5 feet, 10 (2d6+3) Medium humanoid (tiefling), any alignment
Slashing.
H. Crossbow: RWA: +2 to hit; 100/400 feet, 6 (1d10) Armor Class 10
Piercing. Hit Points 4 (1d8)
Leadership (recharges ASLR). For 1 minute the Speed 30 feet. Ini +?
blackguard can utter commands or warnings to one of STR DEX CON INT WIS CHA
their allies within 30 feet. The creature adds a d4 to a 10 (+0) 10 (+0) 10 (+0) 11(+0) 10 (+0) 12 (+1)
ST or attack roll if the blackguard isn’t incapacitated.
Damage Resistance fire
Senses Darkvision 60 feet, Passive Perception 10
Hellish Rebuke (1/day). Trigger: receiving damage Languages Common, Infernal
from a visible creature within 60 feet. The creature Challenge 0 (10 XP)
must make a Dexterity saving throw DC 13. It takes Infernal Legacy. The tiefling knows the Thaumaturgy
2d10 fire damage on a failed save, or half as much cantrip. Charisma is its spellcasting ability for it
damage on a successful one. Weak Morale: peasants aren’t really a reliable troop,
Parry. The blackguard adds 2 to its AC against one and they will flee if enough damage is done to them.
melee hit that would hit it. To do so, the tiefling must
see the attacker and be wielding a melee weapon.
Club. MWA: +2 to hit; 5 feet, 2 (1d4) bludgeoning.
Blackguards are career fighters trained from birth,
very akin to the Knights in a human society. They form Commoners are practically slaves in tiefling
the second caste on tiefling-ruled societies, below the societies, and pariahs on human ones. They have the
occultists and warlocks. They often lead the tactical reputation of witchcraft and dark magic users, but they
aspect of the battle, but usually they obey all the can be anything they want.
commands from occultists.

Medium humanoid (tiefling), usually any evil


Medium humanoid (tiefling), usually neutral evil
Armor Class 11 (leather armor)
Armor Class 12 (hide armor) Hit Points 32 (5d8+10)
Hit Points 11 (2d8+2) Speed 30 feet. Ini +?
Speed 30 feet. Ini +?
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 11(+0) 11(+0) 12(+1)
13 (+1) 11 (+0) 12 (+1) 9(-1) 11(+0) 10(+0) Skills Intimidation +3
Damage Resistance fire Hailing from uncivilized lands, fanatics are tiefling
Senses Darkvision 60 feet, Passive Perception 10 raiders that plunder the civilized areas. They often
Languages Common, Infernal attack at night or use their darkness spell to create
Challenge 1/2 (100 XP) heavy obscure areas where they can use their Reckless
Infernal Legacy. The tiefling knows the Thaumaturgy trait with some impunity. Alternatively, they cause
cantrip, and the hellish rebuke and darkness spells. arson to take advantage of their fire resistance.
Charisma is its spellcasting ability for them.
Pack Tactics: Enforcers have advantage on attack
rolls against a creature if at least one of their allies is Medium humanoid (tiefling), usually any evil
within 5 feet of the creature and the ally isn’t
incapacitated Armor Class 16 (chain shirt and shield)
Hit Points 11 (2d8+2)
Speed 30 feet. Ini +?
Multiattack: The enforcer makes two melee attacks. STR DEX CON INT WIS CHA
Mace. MWA: +3 to hit; 5 feet, 5 (1d6+2) bludgeoning.
13 (+1) 12 (+1) 12 (+1) 11(+0) 11 (+0) 12 (+1)
Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5
(1d10) Piercing. Skills Perception +2
Damage Resistance fire
Senses Darkvision 60 feet, Passive Perception 12
Hellish Rebuke (1/day). Trigger: receiving damage Languages Common, Infernal
from a visible creature within 60 feet. The creature Challenge 1/8 (25 XP)
must make a Dexterity saving throw DC 11. It takes Infernal Legacy. The tiefling knows the Thaumaturgy
2d10 fire damage on a failed save, or half as much cantrip. Charisma is its spellcasting ability for it
damage on a successful one.
Tiefling enforcers are ruthless (and often outlaw) Spear. MWA: +3 to hit; 5 feet, or range 20/60 feet, 4
thugs delighted by intimidation and violence. They are (1d6+1) piercing.
especially terrifying for their appearance and Infernal Longsword. MWA: +3 to hit; 5 feet, 5 (1d8+1)
Legacy trait. slashing.
Hellspawn soldiers are trained warriors and
Medium humanoid (tiefling), usually any evil soldiers that usually form the backbone of tiefling’s
forces. They usually are mooks and upgraded slaves, but
Armor Class 13 (hide armor) their thaumaturgy allows them to be terrifying and to
Hit Points 67 (9d8+27) communicate better with their commanders.
Speed 30 feet. Ini +1
STR DEX CON INT WIS CHA
Medium humanoid (tiefling), usually any evil
16 (+3) 12 (+1) 17 (+3) 10(+0) 11(+0) 11(+0)
Senses Darkvision 60 feet, Passive Perception 10, Armor Class 17 (splint)
Damage Resistance fire Hit Points 58 (8d8+18)
Languages Common, Infernal Speed 30 feet. Ini +?
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
Infernal Legacy. The fanatic knows the Thaumaturgy
16 (+3) 13 (+1) 14 (+2) 11(+0) 11(+0) 12(+1)
cantrip, and the hellish rebuke and darkness spells.
Charisma is its spellcasting ability for them. Skills Athletics +5, Perception +2
Reckless. At the start of its turn, the fiend can gain Damage Resistance fire
advantage on all melee weapon attacks during that Senses Darkvision 60 feet, Passive Perception 12
turn, but attack rolls against it have advantage. Languages Common, Infernal
Challenge 4 (1.100 XP)
Infernal Legacy. The infernal knows the
Greataxe. MWA: +5 to hit; 5 feet, 9 (1d12+3) piercing. Thaumaturgy cantrip, and the hellish rebuke and
darkness spells. Charisma is its spellcasting ability for
them.
Hellish Rebuke (1/day). Trigger: receiving damage
from a visible creature within 60 feet. The creature
must make a Dexterity saving throw DC 10. It takes Multiattack: The infernal makes two melee attacks,
2d10 fire damage on a failed save, or half as much and if an offhand weapon is drawn, it makes another
damage on a successful one. one with it.
Longsword. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8 usually serve as ambuscaders, and they retreat if
(1d10+3) slashing. damaged, using their hellish rebuke and Thaumaturgy
Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3) as a distraction.
slashing.
Heavy Crossbow: RWA: +3 to hit; 100/400 feet, 6
(1d10+1) Piercing. Medium humanoid (tiefling), usually lawful evil
Armor Class 15 (breastplate)
Hellish Rebuke (1/day). Trigger: receiving damage Hit Points 9 (2d8)
from a visible creature within 60 feet DC 11. The Speed 30 feet. Ini +?
creature must make a Dexterity saving throw. It takes
2d10 fire damage on a failed save, or half as much STR DEX CON INT WIS CHA
damage on a successful one. 11 (+0) 12 (+1) 11 (+0) 12(+1) 14(+2) 18(+4)
Skills Deception +6; Insight +4, Persuasion +6
Infernals are veteran warriors tested in countless Damage Resistance fire
battles and wars. They usually make heavy use of their Senses Darkvision 60 feet, Passive Perception 12
innate spellcasting to gain an edge on battle, making up Languages Common, Infernal
for their relative lack of brute strength. Challenge 1/4 (50 XP)
Infernal Legacy. The tiefling knows the Thaumaturgy
cantrip. Charisma is its spellcasting ability for it
Medium humanoid (tiefling), usually any evil
Armor Class 13 (leather armor)
Hit Points 16 (3d8+3) Multiattack. The noble attacks once with each
Speed 30 feet. Ini +2 weapon.
Rapier. MWA: +3 to hit; 5 feet, 5 (1d8+1) piercing.
STR DEX CON INT WIS CHA Dagger. MWA: +3 to hit, 5 feet, 2 (1d4) piercing.
11 (+0) 14 (+2) 12 (+1) 12(+1) 13(+1) 13(+1)
Skills Nature +4, Perception +5, Stealth +6, Survival
+5 Parry. The noble adds 2 to its AC against one melee
Damage Resistance fire hit that would hit it. To do so, the noble must see the
Senses Darkvision 60 feet, Passive Perception 15 attacker and be wielding a melee weapon.
Languages Common, Infernal Tiefling nobles are exceptionally smart and
Challenge 1/2 (100 XP) charming. They are the upper caste in the tiefling
Infernal Legacy. The tiefling knows the Thaumaturgy societies, along with the occultists, and they can track
cantrip and the hellish rebuke spell. Charisma is its their ancestry to a powerful occultist or warlock who
spellcasting ability for them. bargained intercourse with a devil.
Keen Hearing and Sight: The lurker has advantage They would fit on any social occasion, but they could
on Wisdom (Perception) checks that rely on hearing be terrifying commanding troops. In combat, they
or sight usually remain in the back, using Thaumaturgy to boom
their voices and yell orders to the troops. They are
usually surrounded by infernals or even Blackguards.
Multiattack. The scout makes two attacks.
Rapier. MWA: +4 t hit, 5 feet, 6 (1d8+2) piercing.
Longbow. RWA: +4 t hit, 150/600 feet, 6 (1d682) Medium humanoid (tiefling), usually any evil
piercing.
Armor Class 12 (15 with Mage Armor)
Hit Points 40 (9d8)
Hellish Rebuke (1/day). Trigger: receiving damage Speed 30 feet. Ini +?
from a visible creature within 60 feet. The creature
must make a Dexterity saving throw. It takes 2d10 fire STR DEX CON INT WIS CHA
damage on a failed save, or half as much damage on 9 (-1) 14 (+2) 11 (+0) 18(+4) 12(+1) 13(+1)
a successful one. Saving Throws Con +5, Wis +2
Skills Arcana +7; History +7
Lurkers are reconnaissance troops who work for Damage Resistance fire
their masters. Most of them are usually trained as Senses Darkvision 60 feet, Passive Perception 11
assassins or military scouts, relying on darkness and Languages Four languages
night conditions to use their darkvision, but a few work Challenge 7 (2.900 XP)
as bounty hunters or serve as guides. In battle, they
Infernal Legacy. The tiefling knows the Thaumaturgy STR DEX CON INT WIS CHA
cantrip, and the hellish rebuke and darkness spells. 11 (+0) 14 (+2) 10 (+0) 11(+0) 13 (+1) 16 (+4)
Charisma is its spellcasting ability for them. Skills Arcana +2, Deception +4, Persuasion +5,
Spellcasting. The mage is a 9th level spellcaster. Its Damage Resistance fire
spellcasting ability is Intelligence (ST DC 15, +7 to hit Senses Darkvision 60 feet, Passive Perception 10
with spell attacks). The mage has the following spells Languages Common, Infernal
prepared: Challenge 2 (200 XP)
Cantrips (at will): Blade ward, fire bolt, mage hand,
Dark Devotion: The ring leader has advantage on
thaumaturgy (infernal legacy).
saving throws against being charmed or frightened
1st level (4 slots): mage armor, witch bolt, shield,
Tasha’s hideous laughter Infernal Legacy. The ring leader knows the
2nd level (3 slots): Scorching ray, spider climb, Thaumaturgy cantrip, and the hellish rebuke and
suggestion. darkness spells. Charisma is its spellcasting ability for
3rd level (3 slots): Conjure lesser demons*, magic them.
circle, vampiric touch
Spellcasting. The ring leader is a 4th level spellcaster.
4th level (3 slots): Conjure Barlgura*, ice storm
Its spellcaster ability is Charisma (spell save DC 11,
5th level (1 slots): Conjure Vrock*
+3 to hit with spell attacks). The fanatic has the
Bring the Darkness: When ten or more occultists following spells prepared:
gather, they can perform a ritual that casts darkness
Cantrips (at will): eldritch blast, light, friends
in a very long area, about the size of a city, for a
1st level (4 slots): Charm person, armor of Agathys,
significant amount of time. This ritual requires rare
witch bolt.
ingredients that cost 5000 gp, and the occultists must
2nd level (3 slots): hold person, enthrall
maintain the concentration for the duration.

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.

Although there is no real military tradition among


them, they are really great archers and scouts. The rare
halfling war parties often use ambushes and hide from
their enemies before attacking, and apply guerrilla
tactics to fight their enemies. These tactics work well
with the hardiness and resilience.
Their main fighters are usually levies, and there is a
serious lack of elite troops, but unlike other races, they rout a halfling unit, and they are great covering the
haven’t weak morale, and they defend their houses with logistics of an army. These facts make difficult to take
a bravery unheard anywhere else. It is very difficult to halfling lands.

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 17 (chain shirt and shield)


Hit Points 11 (2d8+2) Multiattack. The scout makes two melee attacks.
Speed 25 feet Ini +2 Shortsword. MWA: +4 t hit, 5 feet, 6 (1d6+3)
piercing.
STR DEX CON INT WIS CHA
Shortbow. RWA: +4 t hit, 80/320 feet, 6 (1d6+3)
13 (+1) 14 (+2) 13 (+1) 10(+0) 11(+0) 10(+0)
piercing.
Damage Resistance Poison
Skills Perception +2
Senses Passive Perception 12 Small humanoid (halfling), any alignment
Languages Common
Challenge 1/4 (50 XP) Armor Class 14 (leather armor)
Hit Points 16 (3d8+3) Halfling Nimbleness. Halflings can move through the
Speed 25 feet Ini +3 space of any creature larger than it.
Lucky. When the halflings roll a 1 on a d20 check,
STR DEX CON INT WIS CHA they can reroll the die and must use the new roll.
11 (+0) 16 (+3) 13 (+1) 11(+0) 13(+1) 11(+0) Naturally Stealthy. The halfling can attempt to hide
Damage Resistance Poison even when it’s obscured only by a creature that is at
Skills Nature +4, Perception +5, Stealth +6, Survival least one size larger than it.
+5 Natural Talent. The halfling slingers are very
Senses Passive Perception 15 proficient throwing bullets. They have advantage in
Languages Common attacks at point-blank range (first number), they don’t
Challenge 1/2 (100 XP) have nor advantage nor disadvantage at mid-range,
Brave: halflings have advantage on Saving Throws and they have disadvantage at long range.
against fear.
Lucky. When the halflings roll a 1 on a d20 check,
they can reroll the die and must use the new roll. Multiattack: The slinger makes two attacks.
Halfling Nimbleness. The halfling can move through Dagger. MWA: +6 to hit; 5 feet, 6 (1d4+4)
the space of any creature larger than it. bludgeoning.
Stout Resilience. The halflings have advantage on Martial Sling. RWA: +6 to hit; 30/150/1,200 feet, 5
saving throws against poison. (1d6+4) piercing/bludgeoning.
Keen Hearing and Sight: The scout has advantage Bullet Rain. A slinger can choose to increase the
on Wisdom (Perception) checks that rely on hearing amount of attacks giving itself disadvantage to all
or sight attacks (replacing the Natural Talent). A slinger makes
two sling attacks at disadvantage against any number
of visible enemies in a 5-foot radius within the mid-
Multiattack. The scout makes two melee attacks. range of its weapon.
Shortsword. MWA: +5 t hit, 5 feet, 6 (1d6+3)
piercing.
Shortbow. RWA: +5 t hit, 80/320 feet, 6 (1d6+3) Small humanoid (halfling), any alignment
piercing.
Volley: A group of archers fires en masse instead of Armor Class 18 (studded leather and shield)
aiming. Creatures in an area of 1 feet radius per Hit Points 38 (5d8+15)
archer suffer 6 (1d8+2) piercing damage for every 5 Speed 25 feet Ini +4
archers. A successful DST halves the damage. STR DEX CON INT WIS CHA
Halfling scouts are skilled hunters and trackers who 12 (+1) 18 (+4) 16 (+3) 10(+0) 15 (+2) 10(+0)
offer their services for a fee. Most hunt wild game, but a Damage Resistance Poison
few work as bounty hunters, serve as guides, or provide Skills Athletics +3, Hide +6
military reconnaissance. They are the best troops Condition Resistance Exhaustion
available to any halfling village who must defend itself. Senses Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Small humanoid (halfling), any alignment Ancient Weapon. At long range the sling attacks
have no effect against heavy armored opponents.
Armor Class 18 (studded leather and shield) Brave: halflings have advantage on Saving Throws
Hit Points 33 (5d8+10) against fear.
Speed 25 feet Ini +4 Lucky. When the halflings roll a 1 on a d20 check,
STR DEX CON INT WIS CHA they can reroll the die and must use the new roll.
12 (+1) 18 (+4) 15 (+2) 10(+0) 15 (+2) 11(+0) Halfling Nimbleness. The halfling can move through
the space of any creature larger than it.
Skills Athletics +3, Hide +6
Natural Talent. The halfling slingers are very
Senses Passive Perception 10
proficient throwing bullets. They have advantage in
Condition Resistance Exhaustion
attacks at point-blank range (first number), they don’t
Languages Common
have nor advantage nor disadvantage at mid-range,
Challenge 1/2 (100 XP)
and they have disadvantage at long range.
Ancient Weapon. At long range the sling attacks Stout Resilience. The halflings have advantage on
have no effect against heavy armored opponents. saving throws against poison.
Brave: halflings have advantage on Saving Throws
against fear.
Multiattack: The slinger makes two attacks.
Martial Sling. RWA: +4 to hit; 30/150/1,200 feet, 5 Small humanoid (halfling), any evil alignment
(1d6+4) piercing/bludgeoning.
Bullet Rain. A slinger can choose to increase the Armor Class 12 (leather armor)
amount of attacks giving itself disadvantage to all Hit Points 32 (5d8+10)
attacks (replacing the Natural Talent). A slinger makes Speed 25 feet Ini +1
two sling attacks at disadvantage against any number STR DEX CON INT WIS CHA
of visible enemies in a 5-foot radius within the mid- 15 (+2) 13 (+1) 15 (+2) 10(+0) 11(+0) 10(+0)
range of its weapon.
Damage Resistance Poison
Slingers are special halfling units, although some Skills Intimidation +2
humans also may choose to be slingers too (they lose Senses Passive Perception 10
the Natural Talent trait). Ancient texts discuss how Languages Common
much a sling can outrange a bow, to distances of about Challenge 1/2 (100 XP)
400 meters (1.300 feet). The military slings aren’t a Brave: halflings have advantage on Saving Throws
children’s toy: they are indeed a deadly weapon. The against fear.
bullets are made of stone or lead and in long arcs can Lucky. When the halflings roll a 1 on a d20 check,
fire at astonishing distances. they can reroll the die and must use the new roll.
Halfling slingers are especially powerful; they are Halfling Nimbleness. The halfling can move through
very dexterous and fast, although not as useful against the space of any creature larger than it.
heavy armor. Their bullet’s rains are an awesome tactic Stout Resilience. The halflings have advantage on
against fast-moving, lightly armored foes. Stout halflings saving throws against poison.
are slightly tougher, and the lightfoot halflings are Pack Tactics: Thugs have advantage on attack rolls
better to move unnoticed. 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


Multiattack: The thug makes two attacks.
Armor Class 12 (leather armor) Mace. MWA: +4 to hit; 5 feet, 5 (1d6+2) bludgeoning.
Hit Points 32 (5d8+10) Shortbow: RWA: +3 to hit; 80/320 feet, 5 (1d6+1)
Speed 25 feet Ini +1 Piercing.
STR DEX CON INT WIS CHA Thugs are ruthless (and often outlaw) enforcers
15 (+2) 13 (+1) 14 (+2) 10(+0) 11(+0) 11(+0) delighted by intimidation and violence. Although many
Skills Intimidation +2 races mock the halfling thugs, they are generally swifter
Senses Passive Perception 10 and harder to hit, and attack by surprise in numbers.
Languages Common
Challenge 1/2 (100 XP)
Brave: halflings have advantage on Saving Throws Small humanoid (halfling), any alignment
against fear.
Armor Class 17 (splint)
Halfling Nimbleness. Halflings can move through the
Hit Points 58 (8d8+18)
space of any creature larger than it.
Speed 25 feet Ini +2
Lucky. When the halflings roll a 1 on a d20 check,
they can reroll the die and must use the new roll. STR DEX CON INT WIS CHA
Naturally Stealthy. The halfling can attempt to hide 16 (+3) 15 (+2) 14 (+2) 10(+0) 11(+0) 11(+0)
even when it’s obscured only by a creature that is at Skills Athletics +5, Perception +2
least one size larger than it. Senses Passive Perception 12
Pack Tactics: Thugs have advantage on attack rolls
Languages Common
against a creature if at least one of their allies is within
Challenge 3 (700 XP)
5 feet of the creature and the ally isn’t incapacitated
Brave: halflings have advantage on Saving Throws
against fear.
Multiattack: The thug makes two attacks. Halfling Nimbleness. Halflings can move through the
Mace. MWA: +4 to hit; 5 feet, 5 (1d6+2) bludgeoning. space of any creature larger than it.
Shortbow: RWA: +3 to hit; 80/320 feet, 5 (1d6+1) Lucky. When the halflings roll a 1 on a d20 check,
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
least one size larger than it.
Variant: Dinosaur riders
Multiattack: The veteran makes two attacks with their Odd halflings are small enough to mount velociraptors
Scimitar or shortbows, and another with the or feathered deinonychus instead of ponies or
shortsword as a bonus action (if drawn in an offhand). mastiffs. Riders have Multiattack, since their mounts
Scimitar. MWA: +5 to hit; 5 feet, 7 (1d6+3) slashing. attack too. Their CR increases in 1.
Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6) piercing.
Deinonychus. HP: 19 (3d10+3); AC 12, Speed 50 ft.,
Shortbow: RWA: +4 to hit; 80/320 feet, 5 (1d6+2)
Str: 16; Dex 13; Con 12; Int 3; wis 12; Car 5
Piercing.
Bite. +5 to hit, 6 (1d6 +3) piercing damage.

Small humanoid (halfling), any alignment


Armor Class 17 (splint)
Hit Points 58 (8d8+18)
Speed 25 feet Ini +2
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 10(+0) 11(+0) 10(+0)
Damage Resistance Poison
Skills Athletics +5, Perception +2
Senses Passive Perception 12
Languages Common
Challenge 3 (700 XP)
Speed 25 feet Ini +2
Brave: halflings have advantage on Saving Throws
against fear. STR DEX CON INT WIS CHA
Lucky. When the halflings roll a 1 on a d20 check, 16 (+3) 14 (+2) 17 (+3) 9(-1) 11(+0) 10(+0)
they can reroll the die and must use the new roll. Senses Passive Perception 10,
Halfling Nimbleness. The halfling can move through Languages Common
the space of any creature larger than it. Challenge 2 (450 XP)
Stout Resilience. The halflings have advantage on Reckless. At the start of its turn, the berserker can
saving throws against poison. gain advantage on all melee weapon attacks during
that turn, but attack rolls against it have advantage.
Brave: halflings have advantage on Saving Throws
Multiattack: The veteran makes two attacks with their
against fear.
Scimitar or shortbows, and another with the
Halfling Nimbleness. Halflings can move through the
shortsword as a bonus action (if drawn in an offhand).
space of any creature larger than it.
Scimitar. MWA: +5 to hit; 5 feet, 7 (1d6+3) slashing.
Lucky. When the halflings roll a 1 on a d20 check,
Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6) piercing.
they can reroll the die and must use the new roll.
Shortbow: RWA: +4 to hit; 80/320 feet, 5 (1d6+2)
Naturally Stealthy. The halfling can attempt to hide
Piercing.
even when it’s obscured only by a creature that is at
Halfling Veterans are swift, old and smart warriors, least one size larger than it.
tested in countless battles. Though they lack the sheer
strength of the bigger races, they are dexterous and
agile with their weapons. Multiattack. The Berserker makes an attack with the
Handaxe and one with the shortsword.
Handaxe. MWA: +5 to hit; 5 feet, 9 (1d6+3) slashing.
Shortsword. MWA: +5 to hit; 5 feet, 3 (1d6) piercing.
There are some odd specimens among the halfling
cultures. They aren’t common on many worlds, but in
others (like Athas or Eberron) they might be as common Small humanoid (halfling), any alignment
as, or even more than, the baseline halflings.
Armor Class 14 (hide armor)
Hit Points 76 (9d8+36)
Small humanoid (halfling), any alignment Speed 25 feet Ini +3

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.

When they have to defend themselves, the rock


gnomes rely on technological advancement, fine
equipment and creative thinking, and make use of heavy
artillery like Ballistae and Trebuchets along with tinker
armors and magic. They also have sometimes access to
aerostatic globes and zeppelins, that allows them to fly
and bombard their enemies with gasses and rocks.
Besides, the rock gnomes have sometimes access to
gunpowder and muskets, a fact that makes up for their
lack of physical prowess.
Forest gnomes, for their part, rely more on stealth
and illusion. The rare forest gnomes’ war parties may
use ambushes and hide from their enemies before
attacking, and they have not the potency of rock
gnomes. They resemble more the halflings in their
warfare style, but with a heavier use of magic to cover
up their relative weakness.

Speak with Small Beasts. Through sound and


gestures, forest gnomes can communicate simple
Small humanoid (gnome), any alignment ideas with Small or smaller beasts.

Armor Class 13 (hide armor)


Hit Points 67 (9d8+27) Multiattack. The Berserker makes an attack with the
Speed 25 feet Ini +1 Handaxe and one with the shortsword.
Handaxe. MWA: +5 to hit; 5 feet, 9 (1d6+3) slashing.
STR DEX CON INT WIS CHA
Shortsword. MWA: +5 to hit; 5 feet, 3 (1d6) piercing.
16 (+3) 13 (+1) 17 (+3) 11 (+0) 11 (+0) 9(-1)
Senses Darkvision 60 feet, Passive Perception 10, The Incursors are forest gnome barbarians. They
Languages Common are swift to came and leave, razing ground and burning
Challenge 2 (450 XP) villages as they only trace of their path.
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic. Small humanoid (gnome), any alignment
Natural Illusionist. Forest gnomes know the minor Armor Class 13 (hide armor)
illusion cantrip. Intelligence is their spellcasting ability Hit Points 76 (9d8+36)
for it. Speed 25 feet Ini +1
Reckless. At the start of its turn, the berserker can
gain advantage on all melee weapon attacks during STR DEX CON INT WIS CHA
that turn, but attack rolls against it have advantage. 16 (+3) 12 (+1) 18 (+4) 11(+0) 11 9(-1)
Damage Resistance Poison
Skills Tinker Tools +3 Weak Morale: citizens aren’t really a reliable troop,
Senses Darkvision 60 feet, Passive Perception 10, and they will flee if enough damage is done to them.
Languages Common
Challenge 2 (450 XP)
Artificer’s Lore. Whenever the gnomes make an Club. MWA: +2 to hit; 5 feet, 2 (1d4) bludgeoning.
Intelligence (History) check related to magic items, Citizens are the core rock gnome population. They
alchemical objects, or technological devices, you can are smart and goofy, but they aren’t warriors at all.
add twice your proficiency bonus, instead of any Levying them is usually a bad idea.
proficiency bonus you normally apply.
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws Small humanoid (gnome), any alignment
against magic.
Reckless. At the start of its turn, the berserker can Armor Class 12 (15 with Mage Armor)
gain advantage on all melee weapon attacks during Hit Points 40 (9d8)
that turn, but attack rolls against it have advantage. Speed 25 feet Ini +2
STR DEX CON INT WIS CHA
Multiattack. The Berserker makes an attack with the 9 (-1) 15 (+2) 11 (+0) 19(+4) 12(+1) 11(+0)
Handaxe and one with the shortsword. Saving Throws Con +5, Wis +2
Handaxe. MWA: +5 to hit; 5 feet, 9 (1d6+3) slashing. Skills Arcana +6; Deception +3
Shortsword. MWA: +5 to hit; 5 feet, 3 (1d6) piercing. Senses Darkvision 60 feet, Passive Perception 11
Hailing from uncivilized lands, barbarians are Languages Four languages
Challenge 6 (2.300 XP)
violent pillagers who raid the lands. They usually have
better equipment hand armor than berserkers, and fight Familiar. Forest illusionists usually have tiny furry or
more orderly, although their battle frenzy and fey familiars. Common familiars include
recklessness is as fearful as anyone else. pseudodragons and pixies (50 XP each).
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
Small humanoid (gnome), any alignment against magic.
Natural Illusionist. Forest gnomes know the minor
Armor Class 10 illusion cantrip. Intelligence is their spellcasting ability
Hit Points 4 (1d8) for it.
Speed 25 feet Ini +0 Speak with Small Beasts. Through sound and
gestures, forest gnomes can communicate simple
STR DEX CON INT WIS CHA ideas with Small or smaller beasts.
10 (+0) 10 (+0) 11 (+0) 12(+1) 10 (+0) 10 (+0) Spellcasting. The mage is a 9th level spellcaster. Its
Damage Resistance Poison spellcasting ability is Intelligence (ST DC 15, +7 to hit
Skills Tinker Tools +3 with spell attacks). The mage has the following spells
Senses Darkvision 60 feet, Passive Perception 10, prepared:
Languages Common Cantrips (at will): chill touch, dancing lights, mage
Challenge 0 (10 XP) hand, prestidigitation, minor illusion
Artificer’s Lore. Whenever the gnomes make an 1st level (4 slots): silent image, mage armor, sleep,
Intelligence (History) check related to magic items, shield, fog cloud.
alchemical objects, or technological devices, you can 2nd level (3 slots): Blur, invisibility.
add twice your proficiency bonus, instead of any 3rd level (3 slots): slow, hypnotic pattern, gaseous
proficiency bonus you normally apply. form.
Gnome Cunning. Gnomes have advantage on all 4th level (3 slots): Hallucinatory terrain, phantasmal
Intelligence, Wisdom, and Charisma saving throws killer.
against magic. 5th level (1 slots): Mislead.
Tinker. With the tinker tools, the Rock Gnomes can
spend 1 hour and 10 GP worth of materials to
construct a Tiny clockwork device (AC 5, 1 hp). The Chill touch. RSA: +7 to hit; 120 feet, 5 (2d8) necrotic,
device ceases to function after 24 hours unless the and the target can’t regain hit points.
gnome takes 1 hour to maintain it functioning. If the Quarterstaff. MWA: +3 to hit; 5 feet, 5 (1d8+1)
gnome decides to, it can reclaim the materials. These piercing.
devices can be a clockwork toy, a fire starter, or a Forest gnomes are natural illusionists, and these
music box. characters are the epitome of forest gnomes. They are
uncannily powerful arcanists that use deception and STR DEX CON INT WIS CHA
illusion to control their foes. 16 (+3) 11 (+0) 15 (+2) 13(+1) 11 15
Damage Resistance Poison
Skills Tinker Tools +3
Small humanoid (gnome), any alignment Saving Throws Con +5, Wis +2
Senses Darkvision 60 feet, Passive Perception 12,
Armor Class 18 (plate) Languages Common
Hit Points 52 (8d8+16) Challenge 3 (700 XP)
Speed 25 feet Ini +1
Artificer’s Lore. Whenever the gnomes make an
STR DEX CON INT WIS CHA Intelligence (History) check related to magic items,
16 (+3) 12 (+1) 14 (+2) 13 (+1) 11 15 alchemical objects, or technological devices, you can
Saving Throws Con +5, Wis +2 add twice your proficiency bonus, instead of any
Senses Darkvision 60 feet, Passive Perception 12, proficiency bonus you normally apply.
Languages Common Brave: Grey Knights have advantage on Saving
Challenge 3 (700 XP) Throws against fear.
Gnome Cunning. Gnomes have advantage on all
Brave: forest knights have advantage on Saving
Intelligence, Wisdom, and Charisma saving throws
Throws against fear.
against magic.
Gnome Cunning. Gnomes have advantage on all
Tinker. With the tinker tools, the Rock Gnomes can
Intelligence, Wisdom, and Charisma saving throws
spend 1 hour and 10 GP worth of materials to
against magic.
construct a Tiny clockwork device (AC 5, 1 hp). The
Natural Illusionist. Forest gnomes know the minor
device ceases to function after 24 hours unless the
illusion cantrip. Intelligence is their spellcasting ability
gnome takes 1 hour to maintain it functioning. If the
for it.
gnome decides to, it can reclaim the materials. These
Speak with Small Beasts. Through sound and
devices can be a clockwork toy, a fire starter, or a
gestures, forest gnomes can communicate simple
music box.
ideas with Small or smaller beasts.

Multiattack: The Grey Knight makes two attacks with


Multiattack: The forest knight makes two attacks with
their Scimitar or shortbows, and another with the
their Scimitar or shortbows, and another with the
shortsword as a bonus action (if drawn in an offhand).
shortsword as a bonus action (if drawn in an offhand).
Scimitar. MWA: +5 to hit; 5 feet, 7 (1d6+3) slashing.
Scimitar. MWA: +5 to hit; 5 feet, 7 (1d6+3) slashing.
Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6)
Shortsword. MWA: +5 to hit; 5 feet, 7 (1d6)
piercing/slashing.
piercing/slashing.
Shortbow: RWA: +2 to hit; 80/320 feet, 6 (1d6)
Shortbow: RWA: +2 to hit; 80/320 feet, 6 (1d6)
Piercing.
Piercing.
Leadership (recharges ASLR). For 1 minute the
Leadership (recharges ASLR). For 1 minute the
grey knight can utter commands or warnings to one of
green knight can utter commands or warnings to one
their allies within 30 feet. The creature adds a d4 to a
of their allies within 30 feet. The creature adds a d4 to
ST or attack roll if the gnome isn’t incapacitated.
a ST or attack roll if the green knight isn’t
incapacitated.
Parry. The grey knight adds 2 to its AC against one
melee hit that would hit it. To do so, the gnome must
Parry. The green knight adds 2 to its AC against one
see the attacker and be wielding a melee weapon.
melee hit that would hit it. To do so, the gnome must
see the attacker and be wielding a melee weapon. Grey Knights are powerful and charismatic warriors
with years of expertise. As rare as they are, they usually
Forest Knights are the forest defenders and
use their wits and technology to good use to
champions. Many of them take the paladin’s Oath of the
compensate their relative lack of strength.
Ancients ethos, although they don’t usually develop
their powers.
Small humanoid (gnome), any alignment
Small humanoid (gnome), any alignment Armor Class 16 (chain shirt and shield)
Hit Points 11 (2d8+2)
Armor Class 18 (plate)
Speed 25 feet Ini +1
Hit Points 52 (8d8+16)
Speed 25 feet Ini +0
STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 12 (+1) 12(+1) 11 10
Small humanoid (gnome), any alignment
Skills Perception +2
Senses Darkvision 60 feet, Passive Perception 12 Armor Class 13 (leather armor)
Languages Common Hit Points 16 (3d8+3)
Challenge 1/8 (25 XP) Speed 25 feet Ini +2
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws STR DEX CON INT WIS CHA
against magic. 11 (+0) 15 (+2) 12 (+1) 13(+1) 13(+1) 11 (+0)
Natural Illusionist. Forest gnomes know the minor Skills Nature +4, Perception +5, Stealth +6, Survival
illusion cantrip. Intelligence is their spellcasting ability +5
for it. Senses Darkvision 60 feet, Passive Perception 15
Speak with Small Beasts. Through sound and Languages Common
gestures, forest gnomes can communicate simple Challenge 1/2 (100 XP)
ideas with Small or smaller beasts. Keen Hearing and Sight: The gatherer has
advantage on Wisdom (Perception) checks that rely
on hearing or sight
Spear. MWA: +3 to hit; 5 feet, or range 20/60 feet, 4 Gnome Cunning. Trappers have advantage on all
(1d6+1) piercing. Intelligence, Wisdom, and Charisma saving throws
against magic..
Natural Illusionist. Trappers know the minor illusion
Small humanoid (gnome), any alignment cantrip. Intelligence is their spellcasting ability for it.
Speak with Small Beasts. Through sound and
Armor Class 16 (chain shirt and shield)
gestures, forest gnomes can communicate simple
Hit Points 11 (2d8+2)
ideas with Small or smaller beasts.
Speed 25 feet Ini +1
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 13 (+1) 12(+1) 11 10 Multiattack. The scout makes two melee attacks or
two ranged attacks.
Damage Resistance Poison
Shortsword. MWA: +4 t hit, 5 feet, 5 (1d6+2)
Skills Tinker Tools +3, Perception +2
piercing.
Senses Darkvision 60 feet, Passive Perception 12
Longbow. RWA: +4 t hit, 150/600 feet, 6 (1d682)
Languages Common
piercing.
Challenge 1/8 (25 XP)
Artificer’s Lore. Whenever the gnomes make an Trappers are gnome trackers and guides who
Intelligence (History) check related to magic items, inhabit lush forests and offer their services for a fee.
alchemical objects, or technological devices, you can Most hunt wild game, but a few work as bounty
add twice your proficiency bonus, instead of any trappers, serve as guides, or provide military
proficiency bonus you normally apply. reconnaissance.
Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic. Small humanoid (gnome), any alignment
Tinker. With the tinker tools, the Rock Gnomes can
spend 1 hour and 10 GP worth of materials to Armor Class 12 (leather armor)
construct a Tiny clockwork device (AC 5, 1 hp). The Hit Points 32 (5d8+10)
device ceases to function after 24 hours unless the Speed 25 feet Ini +1
gnome takes 1 hour to maintain it functioning. If the STR DEX CON INT WIS CHA
gnome decides to, it can reclaim the materials. These 15 (+2) 12 (+1) 14 (+2) 12(+1) 10(+0) 10(+0)
devices can be a clockwork toy, a fire starter, or a
music box. Skills Intimidation +2
Senses Darkvision 60 feet, Passive Perception 10
Languages Common
Spear. MWA: +3 to hit; 5 feet, or range 20/60 feet, 4 Challenge 1/2 (100 XP)
(1d6+1) piercing. Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
Guardians are trained warriors and soldiers that against magic.
usually form the backbone of any armed force. They are
usually the protectors of their lands, and not too often
career soldiers or mercenaries.
Natural Illusionist. Forest gnomes know the minor Shortbow: RWA: +2 to hit; 80/320 feet, 3 (1d6)
illusion cantrip. Intelligence is their spellcasting ability Piercing.
for it.
Punk Rockers are chaotic people delighted by
Pack Tactics: Punks have advantage on attack rolls
intimidation, violence, and hard music. They are
against a creature if at least one of their allies is within
5 feet of the creature and the ally isn’t incapacitated malcontented with their place on society and the
Speak with Small Beasts. Through sound and traditions of their kin, and their pranks usually are
gestures, forest gnomes can communicate simple vicious or malevolent rather than annoying. They
ideas with Small or smaller beasts. compensate their small size with ferocity and
viciousness. They are usually very bad playing their
instruments.
Multiattack: The punk makes two melee attacks.
Mace. MWA: +3 to hit; 5 feet, 5 (1d6+2) bludgeoning.
Heavy Crossbow: RWA: +2 to hit; 100/400 feet, 5 Small humanoid (gnome), any alignment
(1d10) Piercing.
Armor Class 13 (leather armor)
Punks are ruthless (and often outlaw) enforcers Hit Points 16 (3d8+3)
delighted by intimidation and violence. They are very Speed 25 feet Ini +2
rare in the Forest Gnome society.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 13(+1) 13(+1) 11 (+0)
Small humanoid (gnome), any alignment Damage Resistance Poison
Skills Tinker Tools +3, Nature +4, Perception +5,
Armor Class 11 (leather armor) Stealth +6, Survival +5
Hit Points 32 (5d8+10) Senses Darkvision 60 feet, Passive Perception 15
Speed 25 feet Ini +0 Languages Common
Challenge 1/2 (100 XP)
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 12(+1) 10(+0) 10(+0) Artificer’s Lore. Whenever the gnomes make an
Intelligence (History) check related to magic items,
Damage Resistance Poison alchemical objects, or technological devices, you can
Skills Tinker Tools +3, Intimidation +2 add twice your proficiency bonus, instead of any
Senses Darkvision 60 feet, Passive Perception 10 proficiency bonus you normally apply.
Languages Common Gnome Cunning. Gnomes have advantage on all
Challenge 1/2 (100 XP) Intelligence, Wisdom, and Charisma saving throws
Artificer’s Lore. Whenever the punk rockers make an against magic.
Intelligence (History) check related to magic items, Keen Hearing and Sight: The intelligence gatherer
alchemical objects, or technological devices, you can has advantage on Wisdom (Perception) checks that
add twice your proficiency bonus, instead of any rely on hearing or sight.
proficiency bonus you normally apply. Tinker. With the tinker tools, the intelligence gatherer
Gnome Cunning. Punk rockers have advantage on can spend 1 hour and 10 GP worth of materials to
all Intelligence, Wisdom, and Charisma saving throws construct a Tiny clockwork device (AC 5, 1 hp). The
against magic. device ceases to function after 24 hours unless the
Pack Tactics: punk rockers have advantage on gnome takes 1 hour to maintain it functioning. If the
attack rolls against a creature if at least one of their gnome decides to, it can reclaim the materials. These
allies is within 5 feet of the creature and the ally isn’t devices can be a clockwork toy, a fire starter, or a
incapacitated. music box.
Tinker. With the tinker tools, the punk rockers can
spend 1 hour and 10 GP worth of materials to
construct a Tiny clockwork device (AC 5, 1 hp). The Multiattack. The intelligence gatherer makes two
device ceases to function after 24 hours unless the melee attacks or two ranged attacks.
gnome takes 1 hour to maintain it functioning. If the Shortsword. MWA: +4 t hit, 5 feet, 5 (1d6+2)
gnome decides to, it can reclaim the materials. These piercing.
devices can be a clockwork toy, a fire starter, or a Longbow. RWA: +4 t hit, 150/600 feet, 6 (1d682)
music box. piercing.
Intelligence gatherers are skilled hunters and
Multiattack: The punk rocker makes two attacks. trackers who offer their services for a fee. Most hunt
Mace. MWA: +3 to hit; 5 feet, 5 (1d6+2) bludgeoning. wild game, but a few work as bounty hunters, serve as
guides, or provide military reconnaissance.
Small humanoid (gnome), any alignment

Small humanoid (gnome), any alignment Armor Class 17 (powered splint)


Hit Points 58 (8d8+18)
Armor Class 12 (15 with Mage Armor) Speed 25 feet Ini +1
Hit Points 49 (9d8+9)
Speed 25 feet Ini +2 STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 12(+1) 11 10
STR DEX CON INT WIS CHA
Damage Resistance Poison, lightning.
9 (-1) 14 (+2) 12 (+1) 19(+4) 12(+1) 11(+0) Skills Tinker Tools +3, Athletics +5, Perception +2
Damage Resistance Poison Senses Darkvision 60 feet, Passive Perception 12
Saving Throws Con +5, Wis +2 Languages Common
Skills Tinker Tools +7, Arcana +7; History +7 Challenge 4 (1,100 XP)
Senses Darkvision 60 feet, Passive Perception 11 Artificer’s Lore. Whenever the gnomes make an
Languages Four languages Intelligence (History) check related to magic items,
Challenge 7 (2,900 XP) alchemical objects, or technological devices, you can
Familiar. Most gnome mages have familiars. add twice your proficiency bonus, instead of any
Common familiars include pseudodragons and quasits proficiency bonus you normally apply.
(50 XP each). Gnome Cunning. Gnomes have advantage on all
Artificer’s Lore. Whenever the gnomes make an Intelligence, Wisdom, and Charisma saving throws
Intelligence (History) check related to magic items, against magic.
alchemical objects, or technological devices, you can Power Splint. Rock gnomes use gadgetry and magic
add twice your proficiency bonus, instead of any to improve their combat capabilities. The splint has
proficiency bonus you normally apply. small charges of energy used to power the
Gnome Cunning. Gnomes have advantage on all Morningstar and crossbow, and it’s isolated enough to
Intelligence, Wisdom, and Charisma saving throws give resistance to lightning damage. The splint isn’t all
against magic. that stable, and has a chance of being broken.
Spellcasting. The mage is a 9th level spellcaster. Its Whenever the gnome is under a critical hit or a sneak
spellcasting ability is Intelligence (ST DC 15, +7 to hit attack, the armor may lose its energy field,
with spell attacks). The mage has the following spells depowering the Morningstar and crossbow. The armor
prepared: needs the Tinker trait to be functional.
Cantrips (at will): fire bolt, dancing lights, mage hand, Tinker. With the tinker tools, the Rock Gnomes can
mending. spend 1 hour and 10 GP worth of materials to
1st level (4 slots): Detect magic, mage armor, construct a Tiny clockwork device (AC 5, 1 hp). The
thunderwave, shield device ceases to function after 24 hours unless the
2nd level (3 slots): Darkness, Melf’s acid arrow, gnome takes 1 hour to maintain it functioning. If the
phantasmal force. gnome decides to, it can reclaim the materials. These
3rd level (3 slots): Dispel magic, lightning bolt, blink. devices can be an animated object, a flamethrower, or
4th level (3 slots): Evard’s black tentacles, polymorph a communication device.
5th level (1 slots): Cloudkill
Tinker. With the tinker tools, the Rock Gnomes can
spend 1 hour and 10 GP worth of materials to Multiattack: The tinker veteran makes two attacks,
construct a Tiny clockwork device (AC 5, 1 hp). The and if an offhand weapon is drawn, it makes another
device ceases to function after 24 hours unless the one with it.
gnome takes 1 hour to maintain it functioning. If the Stunning Morningstar. MWA: +5 to hit; 5 feet, 7
gnome decides to, it can reclaim the materials. These (1d8+3) or 8 (1d10+3) slashing and the target must
devices can be a clockwork toy, a fire starter, or a succeed a DC 12 CST or being stunned for 1 round.
music box. Dagger. MWA: +5 to hit; 5 feet, 6 (1d4+3) slashing.
Lightning crossbow. RWA: +3 to hit; 80/320 feet, 4
(1d8+1) piercing plus 2 (1d4) lightning damage. The
Fire bolt. RSA: +7 to hit; 120 feet, 5 (2d10) fire. crossbow don’t have the Loading property, and it can
Dagger. MWA: +3 to hit; 5 feet, 3 (1d4+1) piercing. be used as a repeating light crossbow without the
Thaumaturges are powerful arcane masters who armor.
bend the reality to their whims. They are experts in
many magical arts and very reliable in a battlefield.
Purge armor (recharges 5-6). The gnome may purge
its armor when is surrounded with enemies within 5
feet. The gnome unleashes a lightning wave within a
5-foot radius of him. Each creature within range
suffers 2d6 lightning damage and must succeed on a Challenge 3 (700 XP)
CST DC 12 or being stunned for 1 round. Gnome Cunning. Gnomes have advantage on all
Tinker veterans are old warriors tested in Intelligence, Wisdom, and Charisma saving throws
countless battles and wars. They are a tad more against magic..
common than their forest counterparts, and are very Gnome Pet. Forest gnomes have small pets that they
dangerous as they use gadgets to gain some advantage use as scouts.
in the battlefield. Natural Illusionist. Forest gnomes know the minor
illusion cantrip. Intelligence is their spellcasting ability
for it.
Speak with Small Beasts. Through sound and
Small humanoid (gnome), any alignment
gestures, forest gnomes can communicate simple
Armor Class 15 (hide armor and shield) ideas with Small or smaller beasts.
Hit Points 11 (2d8+2)
Speed 25 feet Ini +1
Multiattack: The veteran makes two attacks, and if
STR DEX CON INT WIS CHA an offhand weapon is drawn, it makes another one
13 (+1) 12 (+1) 12 (+1) 10(+0) 11 8(-1) with it.
Skills Intimidation +2 Battleaxe. MWA: +5 to hit; 5 feet, 7 (1d8+3) piercing.
Senses Darkvision 60 feet, Passive Perception 10 Shortsword. MWA: +5 to hit; 5 feet, 6 (1d6+3)
Languages Common piercing.
Challenge 1/4 (50 XP) Shortbow. RWA: +4 to hit; 80/320 feet, 5 (1d6+2)
Gnome Cunning. Gnomes have advantage on all Piercing.
Intelligence, Wisdom, and Charisma saving throws Veterans are old warriors tested in countless battles
against magic.. and wars, something extremely rare in the forest
Natural Illusionist. Forest gnomes know the minor gnome’s society. They are very dangerous and fight
illusion cantrip. Intelligence is their spellcasting ability smart.
for it.
Pack Tactics: the warrior have advantage on attack
rolls against a creature if at least one of their allies is Small humanoid (gnome), any alignment
within 5 feet of the creature and the ally isn’t
incapacitated Armor Class 10
Speak with Small Beasts. Through sound and Hit Points 4 (1d8)
gestures, forest gnomes can communicate simple Speed 25 feet Ini +0
ideas with Small or smaller beasts.
STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 10 (+0) 12(+1) 10 10
Spear. MWA: +3 to hit; 5 feet, or range 20/60 feet, 4 Senses Darkvision 60 feet, Passive Perception 10,
(1d6+1) piercing. Languages Common
Challenge 0 (10 XP)
Forest gnomes’ tribal warriors live far away in
secluded jungles and icy forests, most often subsisting Gnome Cunning. Gnomes have advantage on all
on fishing, gathering and hunting. It’s said that the first Intelligence, Wisdom, and Charisma saving throws
gnomes were this, before the advancement of their against magic.
society. Each tribe acts in accordance with the wishes of Natural Illusionist. Forest gnomes know the minor
illusion cantrip. Intelligence is their spellcasting ability
its chief and a council of elders. They lack most of the
for it.
technological sophistication of the gnome race.
Speak with Small Beasts. Through sound and
gestures, forest gnomes can communicate simple
ideas with Small or smaller beasts.
Small humanoid (gnome), any alignment
Weak Morale: peasants aren’t really a reliable troop,
Armor Class 17 (splint) and they will flee if enough damage is done to them.
Hit Points 58 (8d8+18)
Speed 25 feet. Ini +2
Club. MWA: +2 to hit; 5 feet, 2 (1d4) bludgeoning.
STR DEX CON INT WIS CHA
Villagers are the base population of forest gnomes.
16 (+3) 14 (+2) 14 (+2) 12(+1) 11 10
They aren’t proficient figthers at all, and they usually
Skills Athletics +5, Perception +2 run away whenever a fight starts.
Senses Darkvision 60 feet, Passive Perception 12
Languages Common
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 14(+2) 11(+0) 10(+0)
Skills Tinker’s Tools +4, Perception +4
These units aren’t based on any NPC stat block. Senses Darkvision 60 feet, Passive Perception 14.
They are tailored to fit into the race rather than Languages Common
otherwise. Challenge 1 (200 XP)
Artificer’s Lore. Whenever the gnomes make an
Intelligence (History) check related to magic items,
Small humanoid (gnome), any alignment alchemical objects, or technological devices, you can
Armor Class 16 (chain shirt) add twice your proficiency bonus, instead of any
Hit Points 11 (2d8+2) proficiency bonus you normally apply.
Speed 25 feet Ini +1 Gnome Cunning. Gnomes have advantage on all
Intelligence, Wisdom, and Charisma saving throws
STR DEX CON INT WIS CHA against magic.
13 (+1) 16 (+3) 13 (+1) 12(+1) 11 10 Fire starter. The fire starter is a tiny device used by
Damage Resistance Poison the gnome to ignite flammable objects with an action.
Skills Tinker Tools +3, Perception +2 It doesn’t require any skill check.
Senses Darkvision 60 feet, Passive Perception 12
Languages Common
Challenge 1/8 (25 XP) Bomb (6). Range 60 feet. Each creature within 5 feet
of the point of landing must succeed on a DC 12
Artificer’s Lore. Whenever the gnomes make an Dexterity save or take 3d6 fire damage, and the area
Intelligence (History) check related to magic items, is lightly obscured.
alchemical objects, or technological devices, you can Oil flask (8). RWA: +5 to hit; 20/60 feet, 1
add twice your proficiency bonus, instead of any bludgeoning. The target is covered of a thick coat of
proficiency bonus you normally apply. tar, and has disadvantage in saving throws against
Gnome Cunning. Gnomes have advantage on all fire damage. Also, if a spark of fire or lightning
Intelligence, Wisdom, and Charisma saving throws touches the target, it catches fire instantly, suffering
against magic. 11 (2d10) fire damage each round. A successful DC
Tinker. With the tinker tools, the Rock Gnomes can 12 Intelligence check reduces the damage in 1 dice.
spend 1 hour and 10 GP worth of materials to Being submerged in water also extinguishes the fire.
construct a Tiny clockwork device (AC 5, 1 hp). The Alternatively, the flask can be thrown into the ground,
device ceases to function after 24 hours unless the covering a 5 foot-square area.
gnome takes 1 hour to maintain it functioning. If the Acid grenade (4). RWA: +5 to hit; 20/60 feet, 2d6
gnome decides to, it can reclaim the materials. These acid damage.
devices can be a clockwork toy, a fire starter, or a Shortsword. MWA: +5 to hit; 5 feet, 1d6+3 piercing
music box. damage.
Grenadiers are rock gnomes that have specialized in
Musket. RWA: +5 to hit; 40/120 feet, 10 (1d12+3) grenade-like weapons. They can add their proficiency
piercing. The musket ignores shields and light and bonus to their throwing weapons, and they use their
medium armor. firestarters to ignite foes. They often are deployed on
Shortsword. MWA: +5 to hit, 5 foot range, 6 (1d6+3) balloons and other aircraft.
piercing.
Gunners are soldiers that have muskets. They are
usually the protectors of their lands, and only deployed Small humanoid (gnome), any alignment
when there is great danger to the main lands. They often Armor Class 14 (scale mail)
are deployed in great numbers forming lines to destroy Hit Points 11 (2d8+2)
enemy pikemen, and retreat when the enemy Speed 25 feet Ini +0
approaches too much.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 16(+3) 14(+2) 10(+0)
Small humanoid (gnome), any alignment Skills Tinker’s Tools +7, Siege Engines (tool) +5,
Perception +4
Armor Class 18 (scale mail and shield) Senses Darkvision 60 feet, Passive Perception 14.
Hit Points 13 (2d8+4) Languages Common
Speed 25 feet Ini +3 Challenge 1/2 (100 XP)
Artificer’s Lore. Whenever the gnomes make an Speed 25 feet Ini +3
Intelligence (History) check related to magic items,
alchemical objects, or technological devices, you can STR DEX CON INT WIS CHA
add twice your proficiency bonus, instead of any 10 (+0) 16 (+3) 12 (+1) 16 (+3) 12(+1) 15(+2)
proficiency bonus you normally apply. Skills Perception +4, Hide +5
Gnome Cunning. Gnomes have advantage on all Senses Darkvision 60 feet, Passive Perception 14.
Intelligence, Wisdom, and Charisma saving throws Languages Common
against magic. Challenge 1 (200 XP)
Tinker. With the tinker tools, the Rock Gnomes can Gnome Cunning. Gnomes have advantage on all
spend 1 hour and 10 GP worth of materials to Intelligence, Wisdom, and Charisma saving throws
construct a Tiny clockwork device (AC 5, 1 hp). The against magic.
device ceases to function after 24 hours unless the Gnome Pet. Forest gnomes have small pets that they
gnome takes 1 hour to maintain it functioning. If the use as scouts.
gnome decides to, it can reclaim the materials. These Natural Illusionist. Forest gnomes know the minor
devices can be a clockwork toy, a fire starter, or a illusion cantrip. Intelligence is their spellcasting ability
music box. for it.
Ballista. Siege engineers can add their Siege Naturally Stealthy. Forest gnomes have advantage
Engines tool proficiency to their shots. Also, siege on hiding checks whenever they are in a forest or
engineers can aim it as a bonus action instead of an jungle. Also, they don’t reveal their hiding location if
action. The ballista has AC 15, 50 HP, gives half they miss an attack.
cover, and it’s immune to psychic and poison damage. Sneak Attack. When the skulker has advantage on
Usually there are two siege engineers per ballista, one an attack, it does an additional 2d6 damage of the
who recharges and one who aim and fire. The ballista same type.
can’t be moved while recharging, aiming or firing, and Speak with Small Beasts. Through sound and
has to be grappled to be moved (half movement for gestures, forest gnomes can communicate simple
the engineer). ideas with Small or smaller beasts.

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,

Reckless. At the start of its turn, the berserker can


gain advantage on all melee weapon attacks during
Large humanoid (lizardfolk), neutral that turn, but attack rolls against it have advantage.

Armor Class 16 (shield)


Hit Points 77 (9d10+27) Multiattack. The berserker can attack once with its
Speed 30 ft., swim 30 ft. Ini +1 weapon and once with its bite.
Bite. MWA: +6 to hit, reach 5 ft., 8 (1d8 + 4) piercing
STR DEX CON INT WIS CHA
damage. The brute can choose to grapple the enemy
18 (+4) 12 (+1) 17 (+3) 7(-2) 11 9(-1)
instead of dealing damage (escape DC 14).
Skills Perception +2, Intimidation +1, Survival +4 Large Macahuitl. MWA: +6 to hit; 5 feet, 13 (2d8+4)
Senses Passive Perception 12 slashing or 15 (2d10+4) slashing if its wielded with two
Languages draconic hands.
Challenge 4 (1.100 XP)
Blackscale brutes are huge lizardfolk, a lot more
Hold Breath. The lizardfolk can hold its breath for 15
violent and dominant than their peers are. They are
minutes.
known to leave their lands and hunt in foreign
Inscrutable. The lizardfolk impose Disadvantage to
Wisdom (Insight) checks against them. territories instead of their own, and to conquer smaller
tribes to keep them as pets or slaves.
In battle, they are reckless almost all the time,
confidant on their size and thick scales as protection. Variant Weapon: Macahuitl
This weapon is a heavy club shaped like a wooden
sword. Its sides are embedded with sharp blades
Medium humanoid (lizardfolk), neutral made from obsidian, a volcanic glass stone frequently
used for tool making among lizardfolk. The blades can
Armor Class 13 be removed, and the weapon becomes less lethal.
Hit Points 4 (1d8) Macahuitl. Cost: not available; damage: 1d8 slashing;
Speed 30 ft., swim 30 ft. Ini +0 heavy, versatile (1d10 slashing). Without the blades
its damage is 1d6 (1d8) bludgeoning, and if it reduces
STR DEX CON INT WIS CHA
a target to 0 HP, it is unconscious but stable.
12 (+1) 10 (+0) 10 (+0) 8 (-1) 10 (+0) 10 (+0)
Skills Perception +2, Stealth +4, Survival +4 Inscrutable. The lizardfolk impose Disadvantage to
Senses Passive Perception 10 Wisdom (Insight) checks against them.
Languages draconic
Challenge 0 (10 XP)
Hold Breath. The lizardfolk can hold its breath for 15 Multiattack: The bruiser makes two melee attacks
minutes. and one swipe or bite attack.
Inscrutable. The lizardfolk impose Disadvantage to Maul. MWA: +5 to hit; 5 feet, 10 (2d6+3) bludgeoning.
Wisdom (Insight) checks against them. Javelin. RWA: +5 to hit; 30/120 feet, 5 (1d10)
Weak Morale: Breeders aren’t really a reliable troop, Piercing.
and they will flee if enough damage is done to them. Bite. MWA: +5 to hit, reach 5 ft., 5 (1d6+3) piercing
damage.
Tail sweep: RWA: +5 to hit; 30/120 feet, 5 (1d4+3)
Multiattack. The breeder can attack once with its bludgeoning damage, and the target must succeed on
weapon and once with its bite. a DC 14 SST or being knocked prone.
Heavy Club. MWA: +3 to hit; 5 feet, 2 (1d6+1)
Greenscale Bruisers are the heavy hitters of a
bludgeoning.
lizardfolk horde. They aren’t very smart, but they are
Bite. MWA: +3 to hit, reach 5 ft., 5 (1d6 + 1) piercing
powerful enough to wreak havoc in enemy formations.
damage.
They excel in ambushes and fast attacks, but they aren’t
Breeders are the main lizardfolk population: as durable as their peers, Their lack of intelligence, also,
gatherers, laborers, fishermen or egg keepers. They makes of them an easy target to outmaneuver, unless
even hunt a little for survival or domesticate livestock in guided by a smart leader Nevertheless, they fight well in
more civilized areas. They are dangerous if provoked, groups, and perform their roles in combat just fine if
but not near as much as their warrior peers. they are supported.
Breeders defend themselves in violent situations,
but they aren’t expected to fight in other circumstances.
Large humanoid (lizardfolk), neutral

Medium humanoid (lizardfolk), neutral Armor Class 15 (shield)


Hit Points 38 (5d10+10)
Armor Class 14 (metal girdle and pauldrons) Speed 30 ft., swim 30 ft. Ini +0
Hit Points 32 (5d8+10)
Speed 30 ft., swim 30 ft. Ini +0 STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 8(-0) 11(+0) 10(+0)
STR DEX CON INT WIS CHA Skills Intimidation +2, Perception +2, Survival +4
17 (+3) 11 (+0) 14 (+2) 8(-0) 11(+0) 10(+0) Senses Passive Perception 12
Skills Perception +2, Intimidation +2, Stealth +5, Languages draconic
Survival +4 Challenge 1/2 (100 XP)
Senses Passive Perception 10 Pack Tactics: bruiser have advantage on attack rolls
Languages draconic against a creature if at least one of their allies is within
Challenge 1/2 (100 XP) 5 feet of the creature and the ally isn’t incapacitated
Pack Tactics: Thugs have advantage on attack rolls Hold Breath. The lizardfolk can hold its breath for 15
against a creature if at least one of their allies is within minutes.
5 feet of the creature and the ally isn’t incapacitated Inscrutable. The lizardfolk impose Disadvantage to
Hold Breath. The lizardfolk can hold its breath for 15 Wisdom (Insight) checks against them.
minutes.
Multiattack: The bruiser makes two melee attacks
and a bite attack.
Bite. MWA: +5 to hit, reach 5 ft., 5 (1d8+3) piercing
damage.
Heavy Morningstar. MWA: +5 to hit; 5 feet, 10
(2d8+3) bludgeoning.
Javelin: RWA: +5 to hit; 30/120 feet, 5 (2d6+3)
piercing.
Blackscale Bruisers are hulkish and terrifying
brutes who fight alongside very well. They usually
ambush their enemies and try to drown them in the
marshes instead of fighting directly, although they can
do it very well.
Their size is usually intimidating for weak morale
troops, and they use this trait in their advantage,
screaming and roaring whenever they can to impress
their foes.

Medium humanoid (lizardfolk), neutral


Armor Class 17 (scale mail)
Hit Points 22 (4d8+4)
Speed 30 ft., swim 30 ft. Ini +0
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10(+0) 12(+1) 8(-1)
leave without warning or even kill their humanoid
Skills Perception +3, Stealth +4, Survival +4 partners to eat.
Senses Passive Perception 13
Languages draconic
Challenge 1/2 (100 XP) Large humanoid (lizardfolk), chaotic neutral
Hold Breath. The lizardfolk can hold its breath for 15
minutes. Armor Class 16 (shield)
Inscrutable. The lizardfolk impose Disadvantage to Hit Points 77 (9d10+27)
Wisdom (Insight) checks against them. Speed 30 ft., swim 30 ft. Ini +1
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 7(-2) 11(+0) 9(-1)
Multiattack: The cinderscales make one attack with
their weapons, and one with its bite Skills Intimidation +3, Stealth +5, Survival +4,
Bite. MWA: +5 to hit, reach 5 ft., 5 (1d8+3) piercing Perception +2
damage. Senses Passive Perception 12
Glaive. MWA: +4 to hit; 10 feet, 7 (1d10+2) slashing. Languages draconic
Javelin. RWA: +4 to hit; 30/120 feet, 5 (1d6+2) Challenge 4 (1.100 XP)
Piercing. Hold Breath. The lizardfolk can hold its breath for 15
minutes.
Cinderscales are uncommon on many worlds, as the
Inscrutable. The lizardfolk impose Disadvantage to
lizardfolk aren’t as developed to train professional
Wisdom (Insight) checks against them.
soldiers. But when they do develop kingdoms or
Reckless. At the start of its turn, the berserker can
empires, these disciplined and well-equipped soldiers gain advantage on all melee weapon attacks during
are the main attacking force (replacing the common that turn, but attack rolls against it have advantage.
Lizardfolk stat block). They add armor to their already
thick skin, and fight with proficiency in pike formations.
These lizardfolk are usually employed as bodyguards Multiattack. The berserker can attack once with its
and mercenaries, as their fees are usually low, but if the weapon and once with its bite.
logistic is poor and the soldiers are hungry, they may
Bite. MWA: +6 to hit, reach 5 ft., 7 (1d6 + 4) piercing STR DEX CON INT WIS CHA
damage. In a hit. The brute can choose to grapple the 18 (+4) 13 (+1) 14 (+2) 8(-1) 11(+0) 10(+0)
enemy instead of dealing damage (escape DC 14). Skills Athletics +5, Perception +2, Stealth +5
Macahuitl. MWA: +6 to hit; 5 feet, 13 (1d8+4) Senses Passive Perception 12
slashing or 8 (1d10+4) slashing if its wielded with two Languages draconic
hands. The weapon has disadvantage to attacks in a Challenge 4 (1.100 XP)
grapple situation.
Hold Breath. The lizardfolk can hold its breath for 15
Spiked Shield. MWA: +6 to hit, 5 feet, 7 (1d6+4)
minutes.
piercing.
Inscrutable. The lizardfolk impose Disadvantage to
In the first lines of a lizardfolk hordes, there are the Wisdom (Insight) checks against them.
greenscale brutes. They are not as ginormous as the
blackscale, but their behavior is basically the same: they
attack recklessly trusting on their physical might. The Multiattack: The ironscales makes two melee attacks
greenscale brutes are also more likely to grapple and and one bite or tail sweep attack.
pin down enemies than the blackscale ones. Bite. MWA: +6 to hit; 5 feet, 7 (1d6+4) piercing.
Tail sweep: RWA: +6 to hit; 30/120 feet, 6 (1d4+4)
bludgeoning damage, and the target must succeed on
Medium humanoid (lizardfolk), neutral a DC 14 SST or being knocked prone.
Battleaxe. MWA: +5 to hit; 5 feet, 7 (1d8+3) or 8
Armor Class 16 (natural armor) (1d10+3) slashing.
Hit Points 16 (3d8+3) Shortbow: RWA: +3 to hit; 80/320 feet, 6 (1d10+1)
Speed 30 ft., swim 30 ft. Ini +2 Piercing.
STR DEX CON INT WIS CHA Ironscales are veteran lizardfolk warriors. They are
11 (+0) 16 (+3) 12 (+1) 11(+0) 13(+1) 9(-1) the elite warriors of their armies and can be found as
Skills Nature +4, Perception +5, Stealth +7, Survival mercenaries in many lands.
+5 They aren’t smart fighters, but they do just fine with
Senses Passive Perception 15 their physical prowess and heavy armor.
Languages draconic
Challenge 1/2 (100 XP)
Medium humanoid (lizardfolk), neutral
Hold Breath. The lizardfolk can hold its breath for 15
minutes. Armor Class 14
Inscrutable. The lizardfolk impose Disadvantage to Hit Points 4 (1d8)
Wisdom (Insight) checks against them. Speed 30 ft., swim 30 ft. Ini +0
Keen Hearing and Sight: The scout has advantage
on Wisdom (Perception) checks that rely on hearing STR DEX CON INT WIS CHA
or sight. 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 8 (-1)
Senses Passive Perception 10,
Languages draconic
Multiattack. The scout makes two melee attacks or Challenge 0 (10 XP)
two ranged attacks, and then a bite attack.
Hold Breath. The lizardfolk can hold its breath for 15
Bite. MWA: +2 to hit, 5 feet, 2 (1d4) plus 7 (2d6)
minutes.
poison damage.
Inscrutable. The lizardfolk impose Disadvantage to
Shortsword. MWA: +5 to hit, 5 feet, 5 (1d6+3)
Wisdom (Insight) checks against them.
piercing.
Weak Morale: Breeders aren’t really a reliable troop,
Shortbow. RWA: +5 to hit, 120/320 feet, 6 (1d6+3)
and they will flee if enough damage is done to them.
piercing plus 7 (2d6) poison damage.
Hunters are stealthy poison dusk skulkers who hunt
with venomous arrow tips. They are the main hunters of Multiattack. The poison breeder can attack once with
their tribes. its weapon and once with its bite.
Spear. MWA: +2 to hit; 5 feet, 3 (1d6) bludgeoning.
Bite. MWA: +2 to hit, reach 5 ft., 2 (1d4) piercing
Medium humanoid (lizardfolk), neutral damage.

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.

Medium humanoid (lizardfolk), neutral


Armor Class 21 (plate)
Hit Points 52 (8d8+16)
Speed 30 ft., swim 30 ft. Ini +0
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 14 (+2) 10 (+0) 11(+0) 15(+2)
Skills Perception +2, Stealth +2, Survival +4
Saving Throws Con +4, Wis +2
Senses Passive Perception 12
Languages draconic
Challenge 4 (1,100 XP)
Brave: The silvercrest has advantage on Saving
Throws against fear.
Hold Breath. The lizardfolk can hold its breath for 15
minutes.
Inscrutable. The lizardfolk impose Disadvantage to
Wisdom (Insight) checks against them.

Multiattack: The silvercrest makes three melee


attacks, two with its weapon, one with its bite or tail.
Bite. MWA: +6 to hit; 5 feet, 7 (1d6+4) piercing.
Greatsword. MWA: +6 to hit; 5 feet, 10 (2d6+4)
Slashing.
Javelin: RWA: +6 to hit; 30/120 feet, 7 (1d6+4)
piercing plus 3 (1d6) poison damage.

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