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OUTCLASSED

Expansion
Tasha's Panopticon of Nemeses

45 New NPC Statblocks for 5th Edi on Dungeons and Dragons


Wri en by Will Rotor
Important Information
In order to ensure that the release of this document coincided
OUTCLASSED: The NPC in a timely manner with the release of Tasha's Cauldron of
Everything, much of the material here is adapted from UA
Statblock Compendium playtest material and may not be fully re lective of the features
found in the book. But then again, they wouldn't be fully
This document is an expansion to OUTCLASSED: The NPC
re lective of the features anyway, so who's counting?
Statblock Compendium, a book of over 150 NPCs based on the
classes of 5th edition Dungeons and Dragons. Includes not only
hundreds more NPCs, but also factions for every class, guides Usage Recommendations
for quickly adding race and class to any NPC, and a delightful
1. Bigger numbers don't make better stories.
amount more to hurt your party with.
2. There are lies, damned lies, and statistics.
OUTCLASSED is referenced frequently in this expansion. Page
3. Those who fight alone die alone.
numbers are notated with the acronym "NPC".
Click the link below to be taken to the product page for Use the encounter-building and CR guidelines in Chapter Four
OUTCLASSED (pay what you want). of the Dungeon Master's Guide to tailor the challenge of
encounters to your group.

OUTCLASSED: The NPC Statblock


Credits
OUTCLASSED Expansion: Tasha's Panopticon of Nemeses was
Compendium written by Will Rotor.
The current edition is November 2020.
The document was formatted using GMBinder, a tool created
You can also consider the Miscellaneous section of this book to by /u/iveld.
be a small, loose, unof icial expansion of many of the new rules If you ind an error, send me a message on reddit
and resources found in Tasha's Cauldron of Everything. (/u/williamrotor). I'll ix it and put your name in this section.
Included are expansions to spellbooks, sidekicks, feats, patron Unless it's about challenge rating, in which case don't worry
invocations, and tattoos, all of which are geared towards NPC about it. Challenge rating is an abstraction.
statblocks but can be adapted for player characters as well.
Legal Stuff
Sources Referenced DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
The following publications are referenced, making use of Realms, the dragon ampersand, Player’s Handbook, Monster
general rules, subclasses, NPC statblocks, and spells that Manual, Dungeon Master’s Guide, D&D Adventurers League, all
populate NPC spellcasting lists. Please support WOTC by other Wizards of the Coast product names, and their respective
purchasing their publications online or in print. logos are trademarks of Wizards of the Coast in the USA and
other countries. All characters and their distinctive likenesses
Player's Handbook: Rules. are property of Wizards of the Coast. This material is protected
Dungeon Master's Guide: Rules. under the copyright laws of the United States of America. Any
Elemental Evil Player's Companion: Spells. reproduction or unauthorized use of the material or artwork
Monster Manual: Statblocks. contained herein is prohibited without the express written
Volo's Guide to Monsters: Statblocks. permission of Wizards of the Coast.
Tasha's Cauldron of Everything: Subclasses and spells. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA
98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
My own work is also referenced.
Boé chat 31, 2800 Delé mont, CH. Represented by Hasbro
OUTCLASSED: The NPC Statblock Compendium: Statblocks. Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
The Hourglass Desert: Statblocks. UB11 1ET, UK.
OUTCLASSED Expansion: Tasha's Panopticon of Nemeses and
OUTCLASSED: The NPC Statblock Compendium are unof icial
works of Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast.

2
Contents
Arti icers Rogue
Arti icer Workshops (5) The Phantom (41)
Alchemist (12) Psionic Assassin (Soulknife) (42)
Armorers (13)
Artillerist (14)
Battle Smith (15)
Sorcerer
Aberrant Mind Sorcerer (43)

Barbarians Clockwork Soul (44)

Wild Magic Berserker (16)


Bestial Berserker (Path of the Beast) (17)
Warlock
Malar's Pride (18) Warlock of the Fathomless (45)
Warlocks of the Genie (46)

Bards Wizard
Creation Bard (19)
Court Debater (College of Eloquence) (20) Bladesinger (47)
Debate Me (21) Scribe (Order of the Scribe) (48)

Clerics The Hourglass Desert


Order Priest (22) Dune Diver (49)
Peacekeeper (Peace Domain) (23) Glass Shatterer (50)
Twilight Priest (24) Nomad (51)
Rebirth Knight (52)
Druids Sand Shaman (53)

Spore Spreader (Circle of Spores) (25)


Starmapper (Circle of Stars) (26)
Miscellaneous
Flame ighter (Circle of Wild ire) (27) Spellbooks (54)
Sidekicks (56)

Fighters Feats (57)


Patron Invocations (58)
Psi Warrior (28) Tattoos (62)
Rune Knight (29)
The Dreaming Defenders (30)

Monks
Merciful Warrior (Way of Mercy) (31)
Astral Projector (Way of the Astral Self) (32)
Rityethi Pagoda Supplement (33)

Paladins
Hero (Oath of Glory) (34)
Watcher Knight (Oath of the Watchers) (35)
Tasha's Nemesis (36)

Ranger
Fey Wanderer (37)
The Swarm (Swarmkeeper) (38)
More Swarms (39)

3
Statblocks Listed by CR 4
Challenge Rating Glass Shatterer (50)
Psi Warrior (28)

CR 1/8 CR 5
Body Puppet (32)
Aberrant Mind Sorcerer (43)
Note of Potential (19)
Bladesingers (NPC)
Clockwork Soul (44)
CR 1/4 Kraken Priest (VGM)
Apprentice Mage (VGM)
Rune Scribe (NPC) CR 6
Battle Smith (15)
CR 1/2 Mage (MM)
Mercenary Spore Servant (25) Warlock of the Leviathan (NPC)
Swarm of Stirges (39) Trebucheter (14)
Wild ire Spirit (27)
CR 7
CR 1 Arti ice Freelancer (5)
Arcane Turret (14) Fey Wanderer (37)
The Phantom (41) Rebirth Knight (52)
Twilight Priest (24)
Starmapper (26) CR 8
Flame ighter (27)
CR 2 Holy Redeemer (NPC)
Astral Spirit (32) The Swarm (38)
Bard (VGM)
Dancing Item (19) CR 9
Hero (34)
Psionic Assassin (42)
Merciful Warrior (31)
Order Priest (22)
Protection Priest (NPC) CR 10
Swarm of Velociraptors (39) Arti ice Tech Master (6)
Watcher Knight (35)

CR 3 CR 12
Apex Predator (18)
Astral Projector (32) Archmage (MM)
Coiled Berserker (17) The Ravageslicer (11)
Court Debater (20)
Dune Diver (49)
Guardian Armorer (13) CR 20
King Spore Servant (25) Iron Avenger (6)
In iltrator Armorer (13)
Mad Scientist (12)
Mechanical Servant (15)
CR 28
Nomad (51) Swarm of Demiliches (40)
Ripping Berserker (17)
Sand Shaman (53)
Snapping Berserker (17)
Warlocks of the Genie (46)
Wild Magic Berserker (16)

4
Arti icers

A
rti icers unlock the power in technology. For
thousands of years, civilisation is dominated by
those who can invent new items to further the
goals of their society. But in a world with dragons
Arti ice Freelancer
Medium humanoid (any race), any alignment
and magic, there is less of a pressing need for
using what the earth naturally provides. There is
Armor Class 20 (+1 black dragon scale mail, +1 shield
less need for invention. Or is there? A sect of
of missile attraction)
creators, weavers, designers, tinkerers, and artists says no, that
Hit Points 78 (12d8 + 24)
shall not do. There is need for the inventions within the minds Speed 30 ft.
of sentient beings. Not all problems can be solved with magic.

Arti icer Workshops STR DEX CON INT WIS


14 (+2) 16 (+3) 15 (+2) 16 (+3) 12 (+1) 13 (+1)
CHA

Far from an ordinary workshop, an arti icer workshop is a


communal workspace for anyone who studies under the mantle
Damage Resistances acid; all damage from ranged
of arti ice. Sharing the space with so many other arti icers
weapon attacks
creates an open, collaborative working environment Skills Smith's Tools +5, Tinker's Tools +5
encouraging of anyone to succeed. It's a space where people Senses passive Perception 11
can work if they prefer the hustle and bustle of people around Languages any three languages
them, to bounce ideas off of, or just to socialise. And, Challenge 7 (2,900 XP)
occasionally, someone will come into an arti icer workshop in
need of someone who can solve for them a particular problem. Bandolier. The freelancer carries 10 pieces of
Once freelancer arti icers have been hired on the job, there is ammuni on for its hun ng rifle and 3 of each type of
nothing that will stop them. Except for lack of funds. grenade it can use. It can replenish its hun ng rifle
ammuni on a er comple ng a short rest using its
Interesting Problems smith's tools.
Shield of Missile Attraction. Whenever a ranged
Create a Machine of War weapon a ack is made against a target within 10 feet
Arti icers from the workshop have been hired to devise a great of the freelancer, the freelancer becomes the target
machine to lay siege on their patron's enemies. This kind of instead.
patron is usually a king or queen, a warlord, or a noble. Perhaps
even a dragon in disguise. Tinker's Shield. The freelancer's shield is held by a
mechanical frame and arm a ached to its back. The
Armorer freelancer does not require a free hand to benefit from
Artillerist its shield.
Battle Smith
Ac ons
Bolster Productivity Multiattack. The freelancer makes two ranged weapon
Arti icers from the workshop have been hired to build a device a acks and can use one of its grenades.
that will increase the productive yield of an organisation. This
might be for farmers that work the land of a noble, for miners Hunting Rifle. Ranged Weapon Attack: +5 to hit, range
employed by a dwarven king, or even for something more 80/240 ., one target. Hit: 14 (2d10 + 3) piercing
abstract like increasing the capability of thieves for the thieves' damage. The freelancer must spend an ac on to reload
guild. this weapon a er making 5 a acks.
Fragmentation Grenade. The freelancer throws the
Alchemist grenade at a point it can see within 60 feet of it. Each
Armorer creature within 20 feet of that point must make a DC
15 Dexterity saving throw, taking 17 (5d6) piercing
Unlock Forgotten Lore damage on a failed save, or half as much on a
Arti icers from the workshop have been hired to venture out successful one.
and uncover dark secrets that others would prefer lay hidden.
The patron for these expeditions might be someone benign, like
Smoke Grenade. The freelancer throws the grenade at
a point it can see within 60 feet of it. The grenade
a king or queen who doesn't know what they're doing, or
emits a cloud of smoke that creates a heavily-obscured
someone more sinister, like a crafty devil attempting to learn
area in a 20-foot radius. A moderate wind (10 mph)
the true name of a rival. disperses the smoke in 4 rounds, and a strong wind (20
mph) disperses it in 1 round.
Alchemist
Armorer

5
Arti ice Tech Master Iron Avenger
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 18 (half plate of invulnerability) Armor Class 25 (iron avenger suit)
Hit Points 90 (12d8 + 36) Hit Points 204 (24d8 + 96)
Speed 30 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 17 (+3) 13 (+1) 13 (+1) 14 (+2) 18 (+4) 18 (+4) 20 (+5) 15 (+2) 18 (+4)

Saves Str +3, Dex +4, Con +8, Int +8, Wis +2, Cha +2 Damage Resistances nonmagical bludgeoning,
Damage Immunities nonmagical damage piercing, and slashing
Skills Smith's Tools +7, Tinker's Tools +7 Skills Smith's Tools +11, Tinker's Tools +11
Senses passive Perception 11 Senses blindsight 60 ft., darkvision 120 ft., passive
Languages any three languages Perception 12
Challenge 10 (5,900 XP) Languages any three languages
Challenge 20 (25,000 XP)
Bandolier. The tech master carries 3 energy cells for its
an ma er rifle (one energy cell fully reloads the rifle) Evasion. When the iron avenger is subjected to an
and 3 of each type of grenade it can use. effect that allows it to make a Dexterity saving throw to
take only half damage, it instead takes no damage if it
Cloak of Protection. The tech master's AC and saving succeeds on the saving throw, and only half damage if
throws are increased by 1 while it is wearing its cloak it fails.
of protec on.

Ac ons Ac ons
Multiattack. The iron avenger makes two a acks with
Multiattack. The tech master makes one ranged
its blasters, then uses its seeker missiles.
weapon a ack and can use one of its grenades.
Blaster. Ranged Weapon Attack: +10 to hit, range
Antimatter Rifle. Ranged Weapon Attack: +7 to hit,
100/300 ., one target. Hit: 16 (3d8 + 3) radiant
range 120/360 ., one target. Hit: 30 (6d8 + 3) necro c
damage.
damage. The tech master must spend an ac on to
reload this weapon a er making 2 a acks. Seeker Missiles. The iron avenger targets three
creatures it can see within range of its blindsight. Each
Black Hole Grenade. The tech master throws the
target takes 10 (4d4) piercing damage. This damage
grenade at a point it can see within 60 feet of it. Each
can be blocked with the shield spell.
creature within 40 feet of that point must make a DC
15 Cons tu on saving throw. On a failed save, the
creature takes 13 (3d8) radiant damage if it's within 40 Legendary Ac ons
feet of the grenade, or 22 (5d8) radiant damage if it's The iron avenger can take 3 legendary ac ons,
within 20 feet of the grenade. Then, the creature is choosing from the op ons below. Only one legendary
pulled up to 20 feet towards the grenade. On a ac on op on can be used at a me and only at the end
successful save, the creature takes half as much of another creature’s turn. The iron avenger regains
damage and isn't pulled. spent legendary ac ons at the start of its turn.
Geneva Grenade. The tech master throws the grenade
at a point it can see within 60 feet of it. The grenade Blaster. The iron avenger makes an a ack with its
emits a cloud of smoke that creates a heavily-obscured blasters.
area in a 40-foot radius. A creature that starts its turn Field Repairs. The iron avenger regains 10 hit points.
within the smoke must make a DC 15 Cons tu on
saving throw. On a failed save, the creature takes 14 Laser Spin (Costs 3 Actions). Each creature within 30
(4d6) poison damage and is poisoned for 1 minute. On feet of the iron avenger must make a DC 18 Dexterity
a successful save, the creature takes half as much saving throw, taking 45 (10d8) radiant damage on a
damage and isn't poisoned. Once out of the area of failed save, or half as much on a successful one.
effect, a creature can repeat the save at the end of Threat Seeker. The iron avenger extends its blindsight to
each of its turns, ending the poisoned condi on on a 120 feet un l the end of its next turn.
success.

6
Tier One
Alchemist (NPC pg. 185) Boots of Striding and Springing. The ar ficer's base
Armorer (TPN pg. 13) movement speed is 30 . if it isn't already higher. The
Artillerist (NPC pg. 186)
ar ficer's long jump is up to 30 feet and its high jump is
up to 15 feet, with or without a running start.
Attuner (NPC pg. 187)
Mad Scientist (TPN pg. 12)

Tier Two
Artifice Freelancer (TPN pg. 5) Boots of the Winding Path. As a bonus ac on, the
Battle Smith (TPN pg. 15) ar ficer can teleport up to 15 feet to an unoccupied
Trebucheter (TPN pg. 14) space it can see, as long as the ar ficer has occupied
that space at some point during its current turn.
Tier Three
Artifice Tech Master (TPN pg. 6)

Tier Four Cloak of Elvenkind. Wisdom (Percep on) checks made


Iron Avenger (TPN pg. 6) to locate the ar ficer are made with disadvantage, and
the ar ficer has advantage on Dexterity (Stealth)
Tinker Trinkets checks made to hide.

You can give one of the following trinkets to any arti icer. A
trinket can be any object of your choice that could reasonably
be held, carried, or worn by the arti icer. This does not affect its Hat of Disguise. The ar ficer can cast disguise self at
challenge rating. will (DC 15 to ascertain the disguise). The spell ends if
the hat is removed.

Light Emitter. The ar ficer's trinket emits bright light in


a 10 foot radius and dim light for 10 feet beyond that.
Eyes of the Eagle. The ar ficer has advantage on
Wisdom (Percep on) checks that rely on sight, and its
passive Percep on increases by 5.
Playback Device. The ar ficer's trinket plays a
prerecorded message of up to 6 seconds that can be
heard up to 10 feet away.
Many-Handed Pouch. The ar ficer can draw a mundane
item of any size or shape from its pouch. Determine
ahead of me what items the ar ficer can draw.
Suggested items include alchemist's fire, a po on of
Freshener. The ar ficer's trinket emits an odour of the greater healing, or an eversmoking bo le.
ar ficer's choice that is perceivable up to 10 feet away.

Necklace of Adaptation. The ar ficer can breathe in any


Telephoto Emitter. The ar ficer's trinket plays a visual environment. It has advantage on saving throws made
effect of the ar ficer's choice. This can be a picture, up against harmful gases and vapors, such as those
to 25 words of text, arrangements of lines and shapes, created through cloudkill and stinking cloud.
or any combina on therein.

Infused Items Repulsive Amulet (Reaction). When the ar ficer takes


You can give one of the following items to any arti icer, damage from a melee a ack, it can push its a acker up
assuming it can reasonably be held, worn, or carried. This does to 15 feet away.
not affect its challenge rating.
You can also use this list of magic items as examples of items
to give other NPCs who might have access to them.
Slippers of Spider Climbing. The ar ficer can move up,
down, and across ver cal surfaces and upside down
along ceilings, while leaving your hands free. You have
Amulet of Proof Against Detection and Location. The a climbing speed equal to your walking speed.
ar ficer can't be targeted by divina on magic or However, the slippers don't allow you to move this way
perceived through magical scrying sensors. on a slippery surface, such as one covered by ice or oil.

7
Crafted Weapons Dynamite. The ar ficer lights a fuse and throws the
You can give any arti icer access to any of the following dynamite at a point it can see within 60 feet of it. The
weapons. Some of these weapons may signi icantly increase the ar ficer can set the dynamite to explode immediately
challenge of an arti icer, so use with caution. a er thrown, or at the start of the ar ficer's turn in 1
Remember that pro iciency bonus is added to attack rolls, to 6 rounds. Each creature within 5 feet of the
not damage rolls, and attack and damage rolls add Strength dynamite when it explodes must make a DC 12
unless the weapon is inesse or ranged. Most weapons below Dexterity saving throw, taking 10 (3d6) thunder
are ranged weapons, using Dexterity. Don't forget that, for damage on a failed save, or half as much damage on a
NPCs, pro iciency is tied to challenge rating, not class level. successful one.
Refer to the DMG guide (pgs. 274-282) for more detail.

Dynamite Bundle. The ar ficer lights a fuse and throws


Antimatter Rifle. Ranged weapon a ack (120/360 .) the dynamite bundle at a point it can see within 60 feet
that deals 6d8 necro c damage. The ar ficer must of it. The ar ficer can set the dynamite bundle to
spend an ac on to reload this weapon a er making 2 explode immediately a er thrown, or at the start of
a acks. the ar ficer's turn in 1 to 6 rounds. Each creature
within 20 feet of the dynamite bundle when it
explodes must make a DC 12 Dexterity saving throw,
taking 35 (10d6) thunder damage on a failed save, or
Automatic Rifle. Ranged weapon a ack (80/240 .) that half as much damage on a successful one.
deals 2d8 piercing damage. The ar ficer must spend an
ac on to reload this weapon a er making 30 a acks.
Burst Fire. The ar ficer can spend 10 pieces of
Fragmentation Grenade. The ar ficer throws the
ammuni on from its automa c rifle to burst fire the
grenade at a point it can see within 60 feet of it. Each
weapon. Each creature within a 30-foot cone in front of
creature within 20 feet of that point must make a DC
the ar ficer must succeed on a DC 15 Dexterity saving
15 Dexterity saving throw, taking 17 (5d6) piercing
throw or take 9 (2d8) piercing damage.
damage on a failed save, or half as much on a
successful one.

Black Hole Grenade. The ar ficer throws the grenade at


a point it can see within 60 feet of it. Each creature Geneva Grenade. The ar ficer throws the grenade at a
within 40 feet of that point must make a DC 15 point it can see within 60 feet of it. The grenade emits
Cons tu on saving throw. On a failed save, the a cloud of smoke that creates a heavily-obscured area
creature takes 13 (3d8) radiant damage if it's within 40 in a 40-foot radius. A creature that starts its turn within
feet of the grenade, or 22 (5d8) radiant damage if it's the smoke must make a DC 15 Cons tu on saving
within 20 feet of the grenade. Then, the creature is throw. On a failed save, the creature takes 14 (4d6)
pulled up to 20 feet towards the grenade. On a poison damage and is poisoned for 1 minute. On a
successful save, the creature takes half as much successful save, the creature takes half as much
damage and isn't pulled. damage and isn't poisoned. Once out of the area of
effect, a creature can repeat the save at the end of
each of its turns, ending the poisoned condi on on a
success.
Blunderbuss. Ranged weapon a ack (30/90 .) that
deals 2d8 piercing damage. The ar ficer can take a -5
a ack penalty to deal an addi onal 10 damage on a
hit. Grenade Launcher. When using a grenade, the
ar ficer's range is 120 .

Compound Hand Crossbow. Ranged weapon a ack


(30/90 .) that deals 1d6 piercing damage. This Hunting Rifle. Ranged weapon a ack (80/240 .) that
crossbow does not have the loading property of deals 2d10 piercing damage. The ar ficer must spend
crossbows and does not need to be reloaded between an ac on to reload this weapon a er making 5 a acks.
a acks. This is a +1 magic weapon.

8
Laser Rifle. Ranged weapon a ack (100/300 .) that Repeater Crossbow. Ranged weapon a ack (100/400
deals 3d8 radiant damage. .) that deals 1d10 piercing damage. The ar ficer must
spend an ac on to reload this weapon a er making 15
a acks.
Burst Fire. The ar ficer can spend 10 pieces of
Mine. The ar ficer places a mine within 5 feet of its ammuni on from its repeater crossbow to burst fire
posi on. The first creature to enter the mine's space the weapon. Each creature within a 20-foot cone in
must make a DC 12 Dexterity saving throw, taking 10 front of the ar ficer must succeed on a DC 15 Dexterity
(3d6) thunder damage on a failed save, or half as much saving throw or take 5 (1d10) piercing damage.
damage on a successful one. The mine can be
disarmed with a DC 12 Dexterity (Thieves' Tools) check.

Shoulder-Mounted Cannon. Ranged weapon a ack


Mortar. When using a grenade or dynamite, the (80/320 .) that deals 3d12 bludgeoning damage. The
ar ficer's range is 1,500 . The grenade lands and ar ficer can take a -5 a ack penalty to deal an
explodes at the start of the ar ficer's next turn. A addi onal 10 damage on a hit. A er making an a ack
creature can ascertain the precise loca on the grenade with this weapon, the ar ficer is pushed backwards 5
will land with a DC 15 Wisdom (Percep on) check. ., and the ar ficer must spend an ac on to reload the
cannon before it can fire it again.

Musket. Ranged weapon a ack (40/120 .) that deals


1d12 piercing damage. Seeker Missiles. The ar ficer targets three creatures it
can see within 60 feet of it. Each target takes 10 (4d4)
piercing damage. This damage can be blocked with the
shield spell.
Pistol. Ranged weapon a ack (30/90 .) that deals
1d10 piercing damage.
Smoke Grenade. The ar ficer throws the grenade at a
point it can see within 60 feet of it. The grenade emits
a cloud of smoke that creates a heavily-obscured area
Portable Ram. Melee weapon a ack that deals 2d6 in a 20-foot radius. A moderate wind (10 mph)
bludgeoning damage. The portable ram deals double disperses the smoke in 4 rounds, and a strong wind (20
damage against objects and structures. mph) disperses it in 1 round.

Potion Vial. Ranged weapon a ack (15/40 .). On a hit, Thunder Cannon. Ranged weapon a ack (150/500 .)
the target and all other creatures within 5 feet of the that deals 2d6 piercing damage plus 7 (2d6) thunder
target take 10 (3d6) damage of a type of the ar ficer's damage. This is a magic weapon.
choosing. The type can be acid, cold, fire, poison, or
lightning. Blast Wave (Recharge 5-6). The ar ficer releases energy
from its cannon in a 15-foot cone. Each creature in the
cone must succeed on a DC 15 Strength saving throw
or take 14 (4d6) thunder damage and be pushed 10
feet away from the ar ficer.

9
The Engineers of Maglubiyet Acidface
Race. Goblin. Acidface's entire jaw melted into goop after he mistook a potion
Interesting Problem. Create a Machine of War. of healing for an acid vial. He carries that same attention to
Featured Subclass. Artillerist. detail in battle.
Acidface is an alchemist, and he can make two attacks with
Driven by maddening visions of eternal warfare placed in their
his potion vials each turn, rather than just one. Whenever he
minds by their god, Maglubiyet, the goblin engineers have
makes an attack with a potion vial, roll a d8.
begun a crazed initiative to build the largest, meanest, baddest
war machine to ever threaten a castle. This engine of their d8 Po on
siege, the Ravageslicer, is nearly complete. The only thing left to
1-
do is to acquire the spell focus of at least six 5th-level or higher Acidface successfully throws a po on vial as intended.
5
spellcasters to fuel it.
Acidface throws a po on of healing. On a hit or a miss,
6
the target regains 7 (2d4 + 2) hit points.
The Host Acidface throws a po on of growth. On a hit or a miss,
The Engineers of Maglubiyet serve a goblinoid host, which is a the target gains the "enlarge" effect of the
vast army of goblins, hobgoblins, and bugbears that scours the 7 enlarge/reduce spell for 1d4 hours. The target has the
landscape in service of their conquering god. The host has the op on to make a DC 10 Cons tu on saving throw at the
following demographics, not including the key foes listed end of each of its turns, ending the effect on a success.
afterwards. Acidface throws a po on of gaseous form. On a hit or a
miss, the target gains the effect of the gaseous form
40 goblins (combatants) 8 spell for 1 hour. The target has the op on to make a DC
90 goblin commoners, usually with a skill in Animal 10 Cons tu on saving throw at the end of each of its
Handling, Cook's Utensils, or Survival turns, ending the effect on a success.
2 goblin siege mages, one of which is a wild magic
sorcerer
12 bugbears Dakka
24 hobgoblins Dakka is an artillerist, like Clocksy, who has fashioned an
1 hobgoblin devastator arcane turret that looks exactly like himself, if you squint
2 ogres your eyes and accept an abstract interpretation. A narcissist
30 worgs through and through, Dakka believes that his true nature is one
of machine, not lesh, and intends to merge his mind with the
Due to the presence of the Engineer's Guild, many of the
Ravageslicer when it is completed.
combatants use arti icer weapons. Goblins carry potion vials
and smoke grenades. Hobgoblins carry pistols in addition to
their regular weapons, and some use mortars to launch Boss Moodle
dynamite. Bugbears plant mines and wield portable rams.
Moodle is an old, crusty goblin boss with so many wrinkles in
Ogres are equipped with shoulder-mounted cannons (with a
his face that they often overlap his eyes. He has disadvantage on
goblin on the other shoulder to help reload).
Wisdom (Perception) checks. Boss Moodle thinks he runs the
host, and although that may be true of the 130 or so goblins
Clocksy Booyahg under his command, the truth is that the hobgoblins are the
ones who truly run the show. Insecure about his position of
The head arti icer of the engineers is Clocksy Booyahg, a one-
leadership, Moodle will frequently launch himself into the thick
eyed, one-legged goblin woman that makes use of a magically-
of the battle, armed with the repeater crossbow Clocksy gave
constructed spyglass and a prosthetic leg. Clocksy gave birth a
him as a birthday present. An ogre is usually sent in after him to
few weeks into the formation of the host, and her child is
make sure he doesn't end up dead.
known by other goblins as the Warborn, a symbol of imminent
victory who is carried into battle on his mother's back for good
luck. Clocksy's son often iddles with her spyglass eye, and he is Volvelod the Engineer
protected by a mechanically-operated +1 shield of missile
As the only hobgoblin who has entertained the wild ramblings
attraction also strapped to her back. Ranged shots are
of the goblin engineers, Volvelod is a hobgoblin captain who
redirected at Clocksy instead of her Warborn son.
has assisted with Clocksy's machinations and now wears three
Clocksy uses the statistics of an artifice freelancer. She
magic items he is attuned to: a repulsive amulet (jammed into a
wears +1 red dragon scale mail (taken from the remains of a
slot in his shield), boots of the winding path ( itted in
dead red dragon wyrmling after the host conquered a kobold
consideration of his painful club feet), and eyes of the eagle (a
tribe). Two goblins follow her, each equipped with a bandolier
pair of spectacles that wrap over his head because his nose isn't
of their own for back-up: an additional three fragmentation
big enough to hold them naturally). Volvelod is worried that his
grenades, three smoke grenades, and 10 pieces of hunting ri le
old age has made him weak compared to his trusted warriors,
ammunition each. She is also followed by an arcane turret, as
even though his hobgoblins assure him that they value his
she specialises as an artillerist. A third goblin carries the turret
leadership. Like Moodle, he is wracked with insecurity.
around when it falls behind the others.

10
Recently, a guerilla scout escaped the host and has revealed
The Ravageslicer to the party that the host is speci ically targeting spellcasters.
He mentions that they have a massive inert war machine
Inert, for the moment, the Ravageslicer is a towering behemoth
covered head to toe in buzzsaws and ire. He tells the party that
of wood and metal out itted with buzzsaws, a cannon, and a
they can slow down whatever dark goal the host is pursuing by
belching lame thrower. Should ive spellcasters fall to the host,
attempting to stop as many of the following missions as they
it will be activated. But for now, it is only a symbol of victory yet
can. The scout is too exhausted to assist; they must do it alone.
to come.
This task is suitable for a party of 8th-level adventurers.
The Ravageslicer can move on its turn even when inactive. It
is ridden by 2 hobgoblins iring dynamite from mortars and 4
goblins, two of which work together to man a shoulder-
Mission 1: Acidface's Raid
Acidface leads a raid on a small wizard school, backed by 11
mounted cannon (the Ravageslicer can't use it without them)
other goblins, each riding a worg and wielding potion vials
and two of which lob a seemingly-unlimited supply of potion
and smoke grenades. An ogre with a goblin on its shoulder to
vials at anyone who gets near. The riders engage in combat
help with a shoulder-mounted cannon brings up the rear. The
with the rest of the host even while the Ravageslicer hasn't
school is quite small, barely the size of a classroom. It has 6
been activated yet.
apprentice wizards and a mage, their teacher.
The party can get the drop on the raiding party by disguising
themselves as apprentice wizards and assisting the teacher in
The Ravageslicer ighting off the raiding party.
Gargantuan construct, chaotic evil
Mission 2: Boss Moodle's Duel
Insecure about his leadership over the host, Boss Moodle has
Armor Class 18 (armored plating) challenged an orc tribe's chieftain to single combat in order to
Hit Points 210 (20d20 + 100) prove his worth. Maglubiyet and Gruumsh have always been
Speed 45 ft. enemies, after all. The orc war chief is a 5th-level diviner (see
NPC pg. 242), but the chief can't divine that Moodle is sneaking
STR DEX CON INT WIS CHA in 8 bugbear murderers to boobytrap the ighting ield,
assassinate the orc guards, and help Moodle in the ight. An
20 (+5) 8 (-1) 21 (+5) 4 (-3) 4 (-3) 2 (-4) ogre with a goblin on its shoulder to help with a shoulder-
mounted cannon is also planning on crashing the duel and
Damage Immunities poison, psychic ensuring Moodle's victory.
Condition Immunities charmed, exhaustion, frightened,
To prevent Moodle's victory, the party can make a temporary
paralyzed, petrified, poisoned
alliance with the orc chief. They look out for any foul play and
Senses passive Perception 7
Languages understands Goblin but can't speak discover the bugbear murderers before they strike.
Challenge 12 (8,400 XP)
Mission 3: Dakka's Siege
Dakka leads a siege on a forti ied wizard's tower. The wizard is
Inactive. The Ravageslicer can't take ac ons or
reac ons un l it is fed the spell focuses of six 5th-level a war wizard who was once consulted by the host for arcane
spellcasters or higher. training, which they are now using against him. Dakka is
bringing his two siege mages, one of which is a wild magic
Ac ons sorcerer, which are launched by catapult into the windows of
the tower. Four bugbears lead the ground assault with portable
Multiattack. The Ravageslicer makes two a acks with its rams, while four hobgoblins launch mortars into the tower to
buzzsaws. It can't make both a acks against the same try to lush the wizard out. Twelve goblins assist. Waiting for
target. the wizard at the entrance of the tower is a hobgoblin
devastator who wishes to defeat the very wizard who taught
Buzzsaw. Melee Weapon Attack: +9 to hit, reach 5 .,
him much of his arcane technique.
one target. Hit: 32 (5d10 + 5) slashing damage.
The party can prevent Dakka from defeating the war wizard
Fire Breath (Recharges after a Short or Long Rest). The by sabotaging his siege efforts.
Ravageslicer belches fire in a 60-foot cone. Each
creature in that area must make a DC 17 Dexterity The Ravageslicer Assault
saving throw, taking 63 (18d6) fire damage on a failed While the others were off on their own mission, Volvelod has
save, or half as much damage on a successful one. successfully acquired six spellcasting focuses entirely on his
own, using his well-trained hobgoblin squad. However, the rest
of the host, impatient, have already begun the attack.
Con lict When the Ravageslicer begins its attack on a major city,
Volvelod must rush the focuses to the Ravageslicer to activate it
The host is pursuing spellcasters for its Ravageslicer, but the
before the city defenses can repel the host's assault. The party,
squads of adventurers sent to stop them don't know that this is
already in the thick of combat, must stop him from reaching the
their goal. Clocksy, Acidface, Dakka, Boss Moodle, and Volvelod
Ravageslicer at all costs. Clocksy personally steps in to defend
the Engineer take great pleasure in taking out foolish
Volvelod and hold off the party. She is supported by any of the
adventurers who thought they could stop them.
Engineers of Maglubiyet that have not yet been defeated.

11
Alchemist
Alchemist, NPC pg. 185. Mad Scientist
Medium humanoid (any race), any alignment
The alchemist statblock can be found in OUTCLASSED. Included
here is a tougher threat, a mad scientist. Mad scientists are
usually accompanied by flesh golems and skeletons and Armor Class 13
have minions such as crawling claws and flameskulls. Hit Points 82 (15d8 + 15)
Speed 30 ft.
Quick Features
STR DEX CON INT WIS CHA
Spellcasting. The mad scien st is a 5th-level spellcaster. 12 (+1) 17 (+3) 12 (+1) 18 (+4) 12 (+1) 13 (+1)
The mad scien st's spellcas ng ability is Intelligence.
The mad scien st knows the following ar ficer spells. Skills Alchemist's Supplies +8, Herbalism Kit +5
Damage Resistances acid, poison
Cantrips (at will): acid splash, prestidigitation Condition Immunities poisoned
1st level (4 slots): alarm, cure wounds, detect magic, Senses passive Perception 11
grease, identify, purify food and drink, ray of sickness Languages any two languages
2nd level (3 slots): alter self, invisibility, lesser Challenge 3 (700 XP)
restoration, magic mouth, Melf's acid arrow, spider
climb, web
3rd level (2 slots): animate dead, stinking cloud Bandolier. The mad scien st carries 3 grenades.

Potion Vial. Ranged weapon a ack (15/40 .). On a hit, Spellcasting. The mad scien st is a 5th-level spellcaster.
the target and all other creatures within 5 feet of the The mad scien st's spellcas ng ability is Intelligence
target take 10 (3d6) damage of a type of the mad (spell save DC 14, +6 to hit with spell a acks). The mad
scien st's choosing. The type can be acid, cold, fire, scien st knows the following ar ficer spells.
poison, or lightning. Cantrips (at will): acid splash, prestidigitation
1st level (4 slots): alarm, cure wounds, detect magic,
grease, identify, purify food and drink, ray of sickness
2nd level (3 slots): alter self, invisibility, lesser
restoration, magic mouth, Melf's acid arrow, spider
climb, web
3rd level (2 slots): animate dead, stinking cloud

Ac ons
Multiattack. The mad scien st throws two po on vials.
Geneva Grenade. The mad scien st throws the grenade
at a point it can see within 60 feet of it. The grenade
emits a cloud of smoke that creates a heavily-obscured
area in a 40-foot radius. A creature that starts its turn
within the smoke must make a DC 15 Cons tu on
saving throw. On a failed save, the creature takes 14
(4d6) poison damage and is poisoned for 1 minute. On
a successful save, the creature takes half as much
damage and isn't poisoned. Once out of the area of
effect, a creature can repeat the save at the end of
each of its turns, ending the poisoned condi on on a
success.
Potion Vial. Ranged Weapon Attack: +5 to hit, range
15/40 ., one target. Hit: The target and all other
creatures within 5 feet of the target take 10 (3d6)
damage of a type of the mad scien st's choosing. The
type can be acid, cold, fire, poison, or lightning.
Seeker Missiles. The mad scien st targets three
creatures it can see within 60 feet of it. Each target
takes 10 (4d4) piercing damage. This damage can be
blocked with the shield spell.

12
Armorer
Cocooned in nigh-impenetrable magical armor, an arti icer who In iltrator Armorer
follows the armorer archetype draws threats away from its Medium humanoid, any alignment
allies and tanks hits that would kill a lesser person.
These two armorers have taken the magic initiate feat in Armor Class 21 (power armor plate mail, shield)
order to gain access to the spell shield. Hit Points 55 (10d8 + 10)
Speed 35 ft.

Guardian Armorer STR DEX CON INT WIS CHA


Medium humanoid, any alignment 11 (+0) 14 (+2) 15 (+2) 17 (+3) 12 (+1) 10 (+0)

Armor Class 19 (power armor plate mail) Skills Smith's Tools +5, Stealth +4
Hit Points 55 (10d8 + 10) Senses passive Perception 11
Speed 30 ft. Languages any two languages
Challenge 3 (700 XP)

STR DEX CON INT WIS CHA Initiate Spellcasting. The armorer is a magic ini ate. Its
15 (+2) 10 (+0) 15 (+2) 17 (+3) 12 (+1) 10 (+0) spellcas ng ability is Intelligence (spell save DC 13, +5
to hit with spell a acks). It can cast the following
wizard spells.
Skills Smith's Tools +5
Senses passive Perception 11 At will: mending, shocking grasp
Languages any two languages 1/day: shield
Challenge 3 (700 XP)
Ac ons
Defensive Field (3/Day). As a bonus ac on, the armorer
gains 10 temporary hit points. Multiattack. The armorer makes two a acks with its
lightning launcher.
Initiate Spellcasting. The armorer is a magic ini ate. Its
spellcas ng ability is Intelligence (spell save DC 13, +5 Lightning Launcher. Ranged Spell Attack: +5 to hit,
to hit with spell a acks). It can cast the following range 90/300 ., one target. Hit: 7 (2d6) lightning
wizard spells. damage, and the next a ack roll against the target
from a creature other than the armorer before the end
At will: blade ward, mending of the armorer's next turn is made with advantage.
1/day: shield

Ac ons Quick Features


Multiattack. The armorer makes two a acks with its
thunder gauntlets.
Armor Class 19 (power armor plate mail)
Thunder Gauntlets. Melee Weapon Attack: +4 to hit,
reach 5 ., one target. Hit: 6 (1d8 + 2) thunder Thunder Gauntlets. Melee weapon a ack that deals 6
damage, and the target has disadvantage on a ack (1d8) thunder damage, and the target has
rolls against targets other than the armorer un l the disadvantage on a ack rolls against targets other than
start of the armorer's next turn. the armorer un l the start of the armorer's next turn.

13
Artillerist
Artillerist, NPC pg. 186. Trebucheter
Medium humanoid (any race), any alignment
An artillerist statblock can be found in OUTCLASSED, and its
arcane turret is reprinted here. Included as well is a tougher
threat, a trebucheter. Armor Class 14 (leather armor)
The trebucheter makes use of a trebuchet and an arcane Hit Points 119 (14d8 + 56)
turret in combat.
Speed 30 ft.

STR DEX CON INT WIS CHA


Trebuchet 12 (+1) 17 (+3) 18 (+4) 18 (+4) 12 (+1) 13 (+1)
Huge construct
Skills Tinker's Tools +8, Woodcarver's Tools +6,
Smith's Tools +6
Armor Class 13 Senses passive Perception 11
Hit Points 40 Languages any two languages
Challenge 6 (2,300 XP)
With a trebuchet, an ar ficer can use a counterweight
to launch a 650 pound stone projec le over 300 feet. Arcane Turret (3/Day). As a bonus ac on, the
trebucheter can summon an arcane turret, which
appears within 5 feet of it and acts on the
trebucheter's ini a ve. The turret lasts un l it is
Arcane Turret dismissed by the trebucheter as a bonus ac on or un l
10 minutes have passed. The trebucheter can have up
Medium construct, unaligned to 3 turrets summoned at once.

Armor Class 18 (natural armor) Spellcasting. The trebucheter is a 4th-level spellcaster.


Hit Points 31 (7d8) The trebucheter's spellcas ng ability is Intelligence
Speed 15 ft., climb 15 ft. (spell save DC 15, +7 to hit with spell a acks). The
trebucheter knows the following ar ficer spells.
Cantrips (at will): mending
STR DEX CON INT WIS CHA 1st level (4 slots): catapult
10 (+0) 10 (+0) 10 (+0) 1 (-5) 1 (-5) 1 (-5) 2nd level (3 slots): shatter

Damage Immunities poison, psychic Ac ons


Condition Immunities blinded, charmed, deafened, Multiattack. The trebucheter launches two s cks of
exhaustion, frightened, incapacitated, paralyzed, dynamite, then uses its trebuchet, if available.
petrified, poisoned, stunned, unconscious
Senses passive Perception 5 Dynamite Mortar. The trebucheter launches a s ck of
Languages understands the languages of its creator dynamite at a point it can see within 1,500 feet of it.
but can't speak The dynamite lands and explodes at the start of the
Challenge 1 (200 XP) trebucheter's next turn. A creature can ascertain the
precise loca on the dynamite will land with a DC 15
Arcane Repairs. If mending is cast on the turret, it Wisdom (Percep on) check. Each creature within 5
regains 10 (3d6) hit points. feet of the dynamite when it explodes must make a DC
12 Dexterity saving throw, taking 10 (3d6) thunder
Ac ons damage on a failed save, or half as much damage on a
successful one.
Flamethrower. The turret exhales fire in a 15-foot cone. Launch Trebuchet. Ranged Weapon Attack: +5 to hit,
Each creature in the area must make a DC 14 Dexterity range 300/900 ., one target. Hit: 27 (6d8)
saving throw, taking 9 (2d8) fire damage on a failed bludgeoning damage. This a ack deals double damage
save or half as much damage on a successful one. The to structures. The trebuchet can be fired each round as
fire ignites any flammable objects in the area that long as the trebucheter devotes one arcane turret's
aren't being worn or carried. ac on to assis ng it in loading the trebuchet.
Force Arrow. Ranged Spell Attack: +6 to hit, range 120 Otherwise, this ac on has the Recharge (5-6) trait.
., one target. Hit: 13 (3d8) force damage, and if the
target is a creature, it is pushed up to 5 feet away.
Detonation. Each creature within 10 feet of the turret
must make a DC 14 Dexterity saving throw, taking 14
(4d6) force damage on a failed save or half as much
damage on a successful one. The turret is destroyed.

14
Battle Smith
Battle smiths perform repairs in the thick of battle. If your Battle Smith
sword breaks, if your shield snaps, if you're feeling sad, always Medium humanoid (any race), any alignment
remember that a battle smith will be there to help you ... as long
as your general has shelled out for their exorbitant price. Armor Class 19 (+1 scale mail, shield)
Battle smiths employ constructs to help fend off enemy Hit Points 78 (12d8 + 24)
forces while making battle ield repairs. You can use the Speed 30 ft.
mechanical servant from the Attuner in OUTCLASSED,
reprinted here, or use a clay golem, helmed horror,
pentadrone, or shield guardian for extra challenge.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0)

Mechanical Servant Skills Leatherworker's Tools +6, Smith's Tools +6


Senses passive Perception 10
Large construct, Lawful Neutral Languages any three languages
Challenge 6 (2,300 XP)
Armor Class 12 (natural armor)
Hit Points 45 (5d10 + 18) Spellcasting. The ba le smith is a 4th-level spellcaster.
Speed 40 ft. The ba le smith's spellcas ng ability is Intelligence
(spell save DC 14, +6 to hit with spell a acks). The
ba le smith knows the following ar ficer spells.
STR DEX CON INT WIS CHA
Cantrips (at will): create bonfire, mage hand, mending
20 (+5) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 7 (-2) 1st level (4 slots): expeditious retreat, faerie fire,
heroism, sanctuary, searing smite
Damage Immunities poison 2nd level (3 slots): aid, heat metal
Condition Immunities charmed, poisoned
Senses darkvision 30 ft., passive Perception 11 Ac ons
Languages understands the languages of its creator
but can't speak Multiattack. The ba lesmith makes two melee weapon
Challenge 3 (700 XP) a acks.
Arcane Firehammer. Melee Weapon Attack: +7 to hit,
Ac ons reach 5 ., one target. Hit: 8 (1d8 + 4) bludgeoning
damage plus 3 (1d6) fire damage. This is a +1 magic
Multiattack. The servant makes two a acks. weapon.

Slash. Melee Weapon Attack: +7 to hit, reach 5 ., one Pistol. Ranged Weapon Attack: +4 to hit, range 30/90
target. Hit: 12 (2d6 + 5) slashing damage. ., one target. Hit: 7 (1d10 + 2) piercing damage.

You can add the following extra features to any mechanical


servant or construct created by a battle smith.

Repair (3/Day). The construct restores 11 (2d8 + 2) hit


points to itself or to one construct or object within 5
feet of it.

Defensive Pounce (Reaction). The construct imposes


disadvantage on the a ack roll of one creature it can
see that is within 5 feet of it, provided the a ack roll is
against a creature other than the construct.

15
Barbarians
Wild Magic Berserker
Some chosen barbarians are infused with the wild magic of Wild Magic Berserker
gods like Malar, God of the Hunt. These barbarians cause rifts in Medium humanoid, chaotic neutral
the Weave as they ight that manifest as surges of wild magic.
The Wild Magic Surge table can be found in the PHB, pg. 104. Armor Class 13 (hide armor)
Using this table does not affect the challenge rating of the Hit Points 67 (9d8 + 27)
berserker. Speed 30 ft.
An alternative Wild Magic Surge table can be found here.
Using this alternative table increases the challenge rating of the
STR DEX CON INT WIS CHA
berserker to 4 (1,100 XP).
16 (+3) 12 (+1) 17 (+3) 9 (-1) 14 (+2) 9 (-1)
Alterna ve Wild Magic Surge
d8 Effect Damage Resistances nonmagical bludgeoning,
piercing, and slashing
Each creature of the berserker's choice that it can see
Senses passive Perception 12
within 30 feet of it must succeed on a DC 13 Cons tu on
Languages any one language
1 saving throw or take 6 (1d12) necro c damage. The
Challenge 3 (700 XP)
berserker gains regains hit points equal to the total
damage it deals with this effect.
Reckless. At the start of its turn, the berserker can gain
The berserker teleports up to 30 feet to an unoccupied advantage on all melee weapon a ack rolls during that
2
space it can see. turn, but a ack rolls against it have advantage un l the
A spectral fairy appears within 5 feet of a creature the start of its next turn.
berserker can see within 30 feet of it. The pixie begs the
creature to protect it from the berserker. On ini a ve Wild Magic Initiative. When the berserker rolls
3 ini a ve, it rolls twice on the Wild Magic Surge table
count 20, the pixie explodes. Each creature within 5 feet
of it must succeed on a DC 13 Dexterity saving throw or and uses either result. If it rolls the same number
take 3 (1d6) force damage. twice, it can choose any result on the table.
A bolt of light shoots from the berserker's chest. A
creature of the berserker's choice that it can see within
Ac ons
4 30 feet of it must succeed on a Cons tu on saving throw Multiattack. The berserker makes two melee weapon
or take 3 (1d6) radiant damage and become blinded un l a acks.
the start of the berserker's next turn.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 .,
The next me a creature hits the berserker with an one target. Hit: 9 (1d12 + 3) slashing damage.
5 a ack roll before the end of its next turn, the creature
takes 3 (1d6) force damage. Reac on
The berserker is surrounded by dancing rainbow lights
and gains a +1 bonus to AC un l the end of its next turn. Wild Magic Reaction. When the berserker takes
6 damage, it rolls twice on the Wild Magic Surge table
Allies of the berserker within 10 feet of it also gain the
benefits of this effect. and uses either result. If it rolls the same number
twice, it can choose any result on the table.
Flowers and vines spread from the berserker's feet
across the ground. Un l the end of the berserker's next
7 Quick Features
turn, the ground within 15 feet of it is difficult terrain for
creatures hos le to the berserker.
The berserker's weapon shines with magical energy from
8 the Weave and transforms into a Weave-Infused Axe Wild Magic Reaction (Reaction). When the berserker
un l the end of the berserker's next turn. takes damage, it rolls twice on the Wild Magic Surge
table and uses either result.

Weave-Infused Axe. Melee or Ranged Weapon Attack:


+8 to hit, reach 5 . or range 20/60 ., one target. Hit:
12 (1d12 + 6) force damage. This is a +3 magic weapon
that returns to the berserker's hand a er each a ack.

16
Bestial Berserker Snapping Berserker
Many berserkers forsake the trappings of civilisation and in so Medium humanoid, chaotic neutral
doing receive a blessing from Malar, God of the Hunt. These
blessed barbarians transform into bestial monstrosities, their
Armor Class 13 (natural armor)
jaws stretching and snapping into a hungry maw, their bones Hit Points 67 (9d8 + 27)
bursting through the tips of their ingers to make terrible claws, Speed 40 ft., swim 40 ft.
their spine lengthening into a cracking tail.
These barbarians follow the Path of the Beast.
STR DEX CON INT WIS CHA
Coiled Berserker. Waiting for just the right moment to strike,
16 (+3) 16 (+3) 17 (+3) 9 (-1) 16 (+3) 9 (-1)
a coiled berserker whips out with its lashing, spiny tail that
injects its target with deadly venom.
Ripping Berserker. Rabid as a starving animal, the ripping
Damage Resistances nonmagical bludgeoning,
piercing, and slashing
berserkers shriek and howl as they swing through the trees.
Skills Perception +5, Stealth +5, Survival +5
They rend and madden their foes with their claws.
Senses passive Perception 15
Snapping Berserker. With its jaw transformed into the Languages any one language
wicked beak of a snapping turtle, these berserkers employ Challenge 3 (700 XP)
stealth tactics to strike with one massive blow.
As an alternative to the statblocks on this page, you can use any Amphibious. The berserker can breathe air and water.
lycanthrope statblock (such as a werewolf or wererat).
Reckless. At the start of its turn, the berserker can gain
advantage on all melee weapon a ack rolls during that
turn, but a ack rolls against it have advantage un l the
Ripping Berserker start of its next turn.
Medium humanoid, chaotic neutral Ac ons
Bite. Melee Weapon Attack: +5 to hit, reach 5 ., one
Armor Class 13 (natural armor)
target. Hit: 25 (2d8 + 2d12 + 3) piercing damage.
Hit Points 67 (9d8 + 27)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA Coiled Berserker


16 (+3) 16 (+3) 17 (+3) 9 (-1) 16 (+3) 9 (-1) Medium humanoid, chaotic neutral

Damage Resistances nonmagical bludgeoning, Armor Class 13 (natural armor)


piercing, and slashing Hit Points 67 (9d8 + 27)
Skills Acrobatics +5, Perception +5, Survival +5 Speed 40 ft., climb 40 ft.
Senses passive Perception 15
Languages any one language
Challenge 3 (700 XP) STR DEX CON INT WIS CHA
Reckless. At the start of its turn, the berserker can gain 16 (+3) 16 (+3) 17 (+3) 9 (-1) 16 (+3) 9 (-1)
advantage on all melee weapon a ack rolls during that
turn, but a ack rolls against it have advantage un l the Damage Resistances nonmagical bludgeoning,
start of its next turn. piercing, and slashing
Skills Athletics +5, Perception +5, Survival +5
Spider Climb. The berserker can climb difficult surfaces, Senses passive Perception 15
including upside down on ceilings, without needing to Languages any one language
make an ability check. Challenge 3 (700 XP)

Ac ons Reckless. At the start of its turn, the berserker can gain
advantage on all melee weapon a ack rolls during that
Multiattack. The ripping berserker makes two a acks turn, but a ack rolls against it have advantage un l the
with its claws. start of its next turn.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ., one
target. Hit: 6 (1d6 + 3) slashing damage, and the target
must succeed on a DC 13 Wisdom saving throw or use
Ac ons
its reac on to make a melee a ack against another Tail. Melee Weapon Attack: +5 to hit, reach 10 ., one
creature of the berserker's choice it can see. target. Hit: 9 (1d12 + 3) piercing damage, and the
target must succeed on a DC 13 Cons tu on saving
throw or take 13 (2d12) poison damage.

17
Malar's Pride
Followers of Malar are adept trackers regardless of their Apex Predator
environment, and once they've found their quarry they are Large monstrosity, chaotic neutral
ravenous in appetite.
Frustrated with the spread of civilisation, Malar has blessed a Armor Class 13 (natural armor)
tribe of wood elf (see NPC pg. 235) barbarians with the spirit Hit Points 229 (27d10 + 81)
of the beast, infusing them with the chaos of sylvan magic and Speed 40 ft., climb 40 ft., swim 40 ft.
the fury of rabid animals. This tribe is known as Malar's Pride,
and they hunt the most dangerous game: man.
STR DEX CON INT WIS CHA
Having strayed too far from safe haven, the party is tracked
down by the four hunters of the tribe and led into a deadly trap. 16 (+3) 16 (+3) 17 (+3) 9 (-1) 16 (+3) 9 (-1)
This encounter is for 6th-level adventurers.
Damage Resistances nonmagical bludgeoning,
Barrakeari piercing, and slashing
Barrakeari is a snapping berserker who cannot speak due to Skills Perception +7, Stealth +7, Survival +7
her hideous mutations. She lies as silent and still as a crocodile, Senses passive Perception 22
just under the surface of the water of the pond, waiting for the Languages any one language
hapless adventurers to be led straight to her waiting jaws.
Challenge 12 (8,400 XP)

Elekex Amphibious. The apex predator can breathe air and


A coiled berserker, elekex waits up in the trees by the pond water.
next to her friend Salatross, where she can safely jab down at Multiple Heads. The apex predator has advantage on
adventurers passing underneath her with her whipping tail. Wisdom (Percep on) checks (including a +5 to its
passive Percep on) and on saving throws against being
Mongor blinded, charmed, deafened, frightened, stunned, and
As a ripping berserker, Mongor is a crazed maniac who knocked unconscious.
swings wildly from the trees, hooting and hollering and giving
Reckless. At the start of its turn, the apex predator can
away his position. The others use him as bait, hoping that gain advantage on all melee weapon a ack rolls during
adventurers will stay far away from the screaming lunatic and that turn, but a ack rolls against it have advantage
be led straight to the trap waiting for them in the pond. un l the start of its next turn.
Salatross Spider Climb. The apex predator can climb difficult
Salatross is a wild magic berserker who lies in wait with his
surfaces, including upside down on ceilings, without
needing to make an ability check.
wife, Barrakeari, by the pond. Rather than waiting underwater,
he waits up in a low-hanging tree. He keeps a lookout for any
trouble and knows when the adventurers draw close as Malar
Ac ons
will send a burst of wild magic to aid him when combat begins. Multiattack. The apex predator makes two a acks: one
with its bite and one with its tail.
The Apex Predator
After the irst round of combat, you can signi icantly increase
Bite. Melee Weapon Attack: +7 to hit, reach 5 ., one
target. Hit: 25 (2d8 + 2d12 + 3) piercing damage.
the challenge of the ight by having Malar intervene through
Salatross. At the start of Salatross' turn, Malar channels wild Claws. Melee Weapon Attack: +7 to hit, reach 5 ., one
magic through his blood and combines Barrakeari, Elekex, and target. Hit: 6 (1d6 + 3) slashing damage, and the target
Mongor into one hideous, twisted, three-headed monstrosity. must succeed on a DC 13 Wisdom saving throw or use
Through Salatross' mouth, Malar's growling voice booms: its reac on to make a melee a ack against another
"Behold, the ultimate hunter! The true apex predator!" creature of the apex predator's choice it can see.
The apex predator is missing hit points equal to the Tail. Melee Weapon Attack: +7 to hit, reach 10 ., one
combined damage already dealt to the three bestial berserkers. target. Hit: 9 (1d12 + 3) piercing damage, and the
Salatross is horri ied, as his wife is now part of that monster. target must succeed on a DC 13 Cons tu on saving
The party can convince him to stop ighting and help them throw or take 13 (2d12) poison damage.
defeat the apex predator with a successful DC 12 Charisma
(Persuasion) check. If he does so, Malar removes his wild magic Legendary Ac ons
abilities after combat ends. The apex predator can take 3 legendary ac ons,
The apex predator separates back into the three berserkers choosing from the op ons below. Only one legendary
once it is defeated. All of their bestial transformations are ac on op on can be used at a me and only at the end
removed as Malar rescinds his favour. They die within 1 round. of another creature’s turn. The apex predator regains
If the party wishes to help Salatross, they can stabilise spent legendary ac ons at the start of its turn.
Barrakeari with a successful DC 10 Wisdom (Medicine) check.
Claws. The apex predator a acks with its claws.
With Malar's favour removed, each surviving follower of
Malar becomes a regular berserker and won't be ighting Hunt. The apex predator makes a Percep on check.
again for a long while.
18
Bards
Creation Bard Note of Potential
Creation bards dance with the harmony of creation itself. The Tiny construct, neutral
Song of Creation, a resonance that has existed alongside all that
can be and will be for time immemorial, is the song that the
Armor Class 15
universe sings to itself. Hit Points 1 (1d4 - 1)
Speed 0 ft., fly 90 ft. (hover)
Bard, VGM pg. 211.
To distinguish a creation bard from the standard bard in Volo's
Guide to Monsters, remove the Taunt ability and add the STR DEX CON INT WIS CHA
following feature. The quick features section of this page
1 (-5) 20 (+5) 8 (-1) 3 (-4) 3 (-4) 3 (-4)
reproduces the bard's spell list.
Damage Immunities all damage except force
Condition Immunities blinded, charmed, deafened,
Summon Note of Potential. As a bonus ac on, the bard exhaustion, frightened, incapacitated, paralyzed,
targets one ally within 30 feet of it that can hear the petrified, poisoned, stunned, unconscious
bard. A note of poten al appears within 5 feet of the Senses passive Perception 6
target and lives for up to one minute. The target Languages understands the languages of its creator
becomes the note of poten al's conductor. A creature but can't speak
can only be the conductor to one note of poten al at a Challenge 1/8 (25 XP)
me.
Conductor-Bound. The note of poten al shares
ini a ve with its conductor, can occupy its space, and
Creation bards are usually accompanied by a dancing item,
can move up to 90 . outside of ini a ve order to
reproduced here, which is any mundane item given life through always remain within 5 feet of the conductor.
the bard's rendition of the Song of Creation.
Ephemeral. The note of poten al can't take ac ons, and
it can only take reac ons if it is within 5 feet of its
conductor. A er taking a reac on, or if it ends its turn
Dancing Item further than 5 feet from its conductor, the note of
poten al is destroyed.
Small construct, neutral

Armor Class 16 (natural armor)


Reac ons
Hit Points 26 (4d6 + 12) Note of Destruction. When the conductor makes an
Speed 40 ft., fly 40 ft. (hover) a ack roll, the note of poten al emits a burst of sound.
Each creature within 5 feet of it that can hear it must
must make a Cons tu on saving throw or take 4 (1d8)
STR DEX CON INT WIS CHA thunder damage.
18 (+4) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 6 (-2) Note of Ingenuity. When the conductor makes an
ability check, the note of poten al grants it advantage
Damage Immunities poison on that check.
Condition Immunities charmed, exhaustion, frightened,
poisoned Note of Protection. When the conductor takes damage,
Senses darkvision 60 ft., passive Perception 10 the note of poten al grants it resistance to the damage
Languages understands the languages of its creator of that a ack.
but can't speak
Challenge 2 (450 XP)
Quick Features
Endless Waltz. Immediately a er the dancing item
makes a slam a ack, it can take the Dodge ac on as a
bonus ac on. Spellcasting. The bard is a 4th-level spellcaster. Its
spellcas ng ability is Charisma. It has the following
Immutable Form. The item is immune to any spell or bard spells prepared.
effect that would alter its form.
Cantrips (at will): friends, mage hand, vicious mockery
Ac ons 1st level (4 slots): charm person, healing word,
heroism, sleep, thunderwave
Force-Empowered Slam. Melee Spell Attack: +6 to hit, 2nd level (3 slots): invisibility, shatter
reach 5 ., one target. Hit: 9 (1d10 + 4) force damage.

19
Court Debater
Court debaters often get their start as young columnists for Court Debater
their local gazette after demonstrating exceptional academic Medium humanoid, lawful neutral or lawful evil
(and musical) talent, or as lawyers for small but signi icant
irms. Soon, they are poached by syndications of the upper Armor Class 13 (padded armor)
nobility and trained in the art of debate to further the political Hit Points 72 (16d8)
goals of a select powerful few. Speed 30 ft.
In court, these debaters do not attempt to reach the truth, as
many 'lesser' lawyers are known to do. They are not seeking a
higher understanding of the law or the nature of man. They
STR DEX CON INT WIS CHA
have an agenda. Unafraid of dirty tactics, psychological mind- 10 (+0) 15 (+2) 10 (+0) 17 (+3) 10 (+0) 16 (+3)
games, and sheer volume of 'debate' spewing from their
mouths, they have a knack for defeating opponents purely by Skills Deception +7, History +5, Insight +2,
lustering them into submission. Performance +5, Persuasion +5, Violin +5
The most hated enemy of the court debater is the liberal, a Senses passive Perception 10
catch-all term for anyone who would get in the way of their Languages all languages
political goals. Challenge 3 (700 XP)
This bard is a student of the College of Eloquence.
Facts Don't Care About Your Feelings (1/Day). A er
cas ng calm emotions, the court debater regains a 2nd
level spell slot. Creatures under the effects of calm
Spellcasting. The court debater is a 4th-level spellcaster. emotions cast by the court debater have disadvantage
Its spellcas ng ability is Charisma. It has the following on concentra on checks.
bard spells prepared.
Silence, Liberal (1/Day). A er cas ng silence, the court
Cantrips (at will): friends, message, vicious mockery debater regains two 1st level spell slots.
1st level (4 slots): bane, burning hands, charm person, Spellcasting. The court debater is a 4th-level spellcaster.
illusory script Its spellcas ng ability is Charisma (spell save DC 13, +5
2nd level (3 slots): calm emotions, enthrall, silence to hit with spell a acks). It has the following bard spells
Facts and Logic. The court debater targets a creature it prepared.
can see within 60 feet of it that can hear it. The target Cantrips (at will): friends, message, vicious mockery
must succeed on a DC 13 Intelligence saving throw or 1st level (4 slots): bane, burning hands, charm person,
take 9 (2d8) psychic damage and incur disadvantage on illusory script
the next saving throw it makes before the end of the 2nd level (3 slots): calm emotions, enthrall, silence
court debater's next turn.
Ac ons
Multiattack. The court debater a empts to own a
liberal with facts and logic. It can then cast a spell.
Facts and Logic. The court debater targets a creature it
can see within 60 feet of it that can hear it. The target
must succeed on a DC 13 Intelligence saving throw or
take 9 (2d8) psychic damage and incur disadvantage on
the next saving throw it makes before the end of the
court debater's next turn.

20
Debate Me
The party has uncovered a deep secret that threatens to expose
corruption within the nobility. They are called to the witness
stand to testify against the ruling nobility and bring the truth to
light. Unfortunately for them, the corrupt nobles have hired two
bards: their most prized court debater, and their most vocal
spokesperson.
Court debates are a lashy, exciting affair, and much of the city
has paid tickets to come watch the spectacle. It is more than a
debate -- it is a duel. The party must ight the two bards to
prove that the gods are smiling upon them, to prove that the
points they make are more salient, to prove that they are in the
right. And if they lose the ight, they lose the debate.
Have the players roleplay on their turns by attempting to
bring up new points or rebut the enemy bards' points, in
addition to whatever actions they take in combat. As the DM,
you'll do the same for the bards. The debate is strictly non-
lethal; an enchantment cast over the courtroom automatically
stabilises any unconscious debaters. The penalty for somehow
circumventing this enchantment is immediate, prejudicial
execution.
This is a suitable encounter for a party of 4th level
adventurers.

Beanies Pyro
A darling of the nobility, the half-elf (see NPC pg. 236) court
debater Beanies Pyro dazzles the ruling class with his skill at
violin and sends his opponents reeling from the sheer speed of
his delivery during a debate.
He has garnered a cult following of disenfranchised young
commoners (entirely men) who hoot and holler from the
stands as though every point he makes is enough to secure
victory on its own.

Kaley Waycon
As a human bard of the Song of Creation, Kaley's deepest held
belief is that reality is what you make it. As such, her style of
debate is just substituting the truth for what she wants to be
true. In her heart. She distracts her opponents with her
dancing item, a billboard for skincare products that waddles
around on the courtroom loor (she's advertising a friend's
product), as well as her note of potential, which attaches
itself to the most powerful speaker she can ind (in this case,
Beanies Pyro). Her distracting tactics hide a super icial
understanding of the law.
Waycon's daughter, Cilia, a teen noble, frequently attends
her mother's courtroom debates just to heckle her from the
stand. Apparently there is a lot of familial strife.

21
Clerics
Order Priest
Order priests are those devoted wholly and unconditionally to Order Priest
the strictest interpretation of the law they can decipher. They Medium humanoid (any race), any alignment (usually
exist only to protect the established structures in place. good)

Gods of the Order Priests Armor Class 16 (chain mail)


Hit Points 65 (10d8 + 20)
Helm, God of Protection Speed 30 ft.
A shield is always at the side of a follower, whether they're
carrying it or someone else is.
STR DEX CON INT WIS CHA
Ilmater, God of Endurance 15 (+2) 10 (+0) 15 (+2) 13 (+1) 16 (+3) 13 (+1)
Followers can run for a thousand miles without stopping to
catch their breath. Skills Intimidation +3, Religion +3
Senses passive Perception 13
Kelemvor, God of the Dead Languages any two languages
Out of the corner of one's eye, one can see, only through the Challenge 2 (450 XP)
re lection of a mirror, a skeletal apparition where the follower
would be standing. Authoritative Strikes. The priest's weapon a acks are
magical and deal an addi onal 4 (1d8) psychic damage
Savras, God of Divination and Fate (included in the a ack).
Keen observers know to avoid a room that a follower refuses to Spellcasting. The priest is a 5th-level spellcaster. Its
walk into. spellcas ng ability is Wisdom (spell save DC 13, +5 to
hit with spell a acks). It has the following cleric spells
Torm, God of Courage and Self-Sacri ice prepared.
Nearly everyone has a story of the heroism of a dead follower
they once knew.
Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): bless, command, cure wounds,
heroism, sanctuary, shield of faith
Tyr, God of Justice 2nd level (3 slots): aid, hold person, zone of truth
Followers are capable of coming to moral and ethical 3rd level (2 slots): beacon of hope, mass healing word,
conclusions in a fraction of a second, and their decisions are slow
almost always fair.
Voice of Authority. Immediately a er the priest targets
Quick Features an ally with a spell, the target can use its reac on to
make a weapon a ack against a creature the priest can
see. If more than one ally is targeted, the priest
Spellcasting. The priest is a 5th-level spellcaster. Its chooses which ally can take this reac on.
spellcas ng ability is Wisdom. It has the following cleric
spells prepared. Ac ons
Cantrips (at will): light, mending, spare the dying Mace. Melee Weapon Attack: +4 to hit, reach 5 ., one
1st level (4 slots): cure wounds, guiding bolt, sanctuary target. Hit: 5 (1d6 + 2) bludgeoning damage plus 4
2nd level (3 slots): lesser restoration, spiritual weapon (1d8) psychic damage.
3rd level (2 slots): mass healing word, spirit guardians Order's Demand. Each creature of the priest's choice
within 30 feet of the priest must succeed on a DC 13
Wisdom saving throw or immediately drop an item
they are holding (priest's choice) and become charmed
by the priest un l the end of the priest's next turn or
un l the charmed creature takes damage. While
charmed in this way, a creature views the priest as the
ul mate determiner of what is right and wrong.

22
Peacekeeper
A peacekeeper follows the ways of the gods of peace. If your
party inds themselves up against a peacekeeper, they should
seriously reevaluate their actions thus far in their campaign.
A peacekeeper worships a god under the Peace Domain.

Holy Redeemer, NPC pg. 112.


Protection Priest, NPC pg. 60.
Tranquil Master, NPC pg. 102.
Any of these statblocks are suf icient to represent a
peacekeeper. A peacekeeper has lawful good or neutral good
alignment.

Gods of the Peacekeepers


Eldath, Goddess of Peace
Others feel a palpable sense of warmth and comfort from
followers.

Helm, God of Protection


A shield is always at the side of a follower, whether they're
carrying it or someone else is.

Ilmater, God of Endurance


Followers can run for a thousand miles without stopping to
catch their breath.

Lathander, God of Birth and Renewal


The families of followers contain twins and triplets exclusively,
and their children are always healthy.

Lliira, Goddess of Joy


Others are often unsettled by the relentless smiles of followers.

Milil, Goddess of Poetry and Song


Followers noticeably glow when they sing or recite poetry.

Selune, Goddess of the Moon


In the waxing period, followers are exuberant, youthful, and
optimistic. In the waning period, followers are mellow, dour,
and pessimistic.

Torm, God of Courage and Self-Sacri ice


Nearly everyone has a story of the heroism of a dead follower
they once knew.

23
Twilight Priest
Twilight priests worship the liminal spaces, the transitional Twilight Priest
periods, and the cracks in reality where moments seem to stand Medium humanoid (any race), any neutral alignment
still. They are unafraid of shadow, knowing that it will always
eventually be brought into the light. These priests ight anyone Armor Class 16 (chain mail)
who would shorten these beautiful, transitional moments. Hit Points 27 (5d8 + 5)
Speed 30 ft.
Quick Features
STR DEX CON INT WIS CHA
Spellcasting. The priest is a 5th-level spellcaster. Its 10 (+0) 10 (+0) 13 (+1) 13 (+1) 16 (+3) 13 (+1)
spellcas ng ability is Wisdom. It has the following cleric
spells prepared. Skills Intimidation +3, Religion +3
Cantrips (at will): guidance, resistance, spare the dying Senses darkvision 120 ft., passive Perception 13
1st level (4 slots): detect magic, faerie fire, sanctuary, Languages Druidic plus any one language
sleep Challenge 1 (200 XP)
2nd level (3 slots): darkness, hold person, invisibility,
spiritual weapon (an arrow, rushing with wind as if Brave. The priest has advantage on saving throws to
forever suspended in mid-flight) resist being frightened.
3rd level (2 slots): aura of vitality, Leomund's tiny hut
Spellcasting. The priest is a 5th-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 13, +5 to
hit with spell a acks). It has the following cleric spells
prepared.
Cantrips (at will): guidance, resistance, spare the dying
1st level (4 slots): detect magic, faerie fire, sanctuary,
sleep
2nd level (3 slots): darkness, hold person, invisibility,
spiritual weapon (an arrow, rushing with wind as if
forever suspended in mid-flight)
3rd level (2 slots): aura of vitality, Leomund's tiny hut
Stay in This Moment (1/Day). A er cas ng sanctuary,
the priest regains a 1st level spell slot.
Vigilance. The priest and up to 6 allies have advantage
on ini a ve rolls.

Ac ons
Mace. Melee Weapon Attack: +2 to hit, reach 5 ., one
target. Hit: 3 (1d6) bludgeoning damage.

24
Druids
Spore Spreader
Worshippers of Zuggtmoy, Lady of Fungi are sometimes granted King Spore Servant
dark gifts that mimic the powers of the druids of the overworld. Medium plant, unaligned
Spore spreaders disguise themselves as land druids while
secretly seeding the earth with their dark children. Armor Class 18 (+3 glamoured breastplate)
This druid is a member of the Circle of Spores. Hit Points 90 (20d8)
Speed 20 ft.
Spore Spreader, NPC pg. 73.
You can use the spore spreader from OUTCLASSED to represent
this druid. STR DEX CON INT WIS CHA
Spore spreaders are usually accompanied by spore servants. 11 (+0) 12 (+1) 11 (+0) 2 (-4) 6 (-2) 1 (-5)
For reference on how to transform a monster into a spore
servant, please refer to the MM pg. 230. Some examples are Condition Immunities blinded, charmed, frightened,
included here, with a few artistic licenses taken. paralyzed
Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 8
Languages understands all languages but can't speak
Mercenary Spore Servant Challenge 3 (700 XP)
Medium plant, unaligned
Glamoured Breastplate. Through illusion magic, the
spore servant's breastplate is glamoured to take on the
Armor Class 16 (half plate) appearance of robes befi ng royalty.
Hit Points 19 (3d8 + 6)
Speed 20 ft. Helm of Comprehending Languages. The spore servant
can understand all languages due to the residual
energy from this magic item.
STR DEX CON INT WIS CHA
Medallion of Thoughts. The spore servant can't benefit
15 (+2) 12 (+1) 14 (+2) 2 (-4) 6 (-2) 1 (-5) from this magic item.
Ring of Mind Shielding. The spore servant cannot be
Condition Immunities blinded, charmed, frightened,
telepathically communicated with. The ring is invisible.
paralyzed
Senses blindsight 30 ft. (blind beyond this radius), Rod of Rulership. The spore servan't can't benefit from
passive Perception 8 the effects of this magic item, but it can s ll make
Languages understands the languages of its creator a acks with it.
but can't speak
Challenge 1/2 (100 XP) Ac ons
Multiattack. The spore servant makes two a acks: one
Ac ons with its greatsword, and one with its rod of rulership.
Multiattack. The spore servant makes two a acks: one Greatsword. Melee Weapon Attack: +5 to hit, reach 5
with its broken longsword, and one slam a ack. ., one target. Hit: 10 (2d6 + 3) slashing damage. This
is a +3 magic weapon. The spore servant wields this
Broken Longsword. Melee Weapon Attack: +4 to hit, weapon with one hand and has disadvantage on a ack
reach 5 ., one target. Hit: 6 (1d8 + 2) slashing rolls it makes with it.
damage.
Rod of Rulership. Melee Weapon Attack: +2 to hit,
Slam. Melee Weapon Attack: +4 to hit, reach 5 ., one reach 5 ., one target. Hit: 2 (1d4) bludgeoning
target. Hit: 4 (1d4 + 2) bludgeoning damage. damage.

25
Starmapper
Starmappers take careful documentation on the effects of the Starmapper
stars on the known world. They are invaluable companions for Medium humanoid (any race, shapechanger), any
sea voyages, excellent astronomers, predictors of future alignment
wellbeing for others, and vicious foes if their work is interfered
with. Anyone who ights an otherworldly being -- celestial, Armor Class 13 (studded leather armor)
iend, or otherwise -- risks making an enemy for life. Hit Points 49 (9d8 + 9)
This druid is a member of the Circle of Stars. Speed 30 ft.

Quick Features
STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 19 (+4) 11 (+0)
Starmap Spellcasting. The starmapper can cast spells
through its starmap. Its spellcas ng ability is Wisdom. Senses passive Perception 14
It can cast the following spells without material Languages Druidic plus any one language
components. Challenge 1 (200 XP)
3/day each: augury, guiding bolt
Starmap Spellcasting. The starmapper can cast spells
Spellcasting. The starmapper is a 3rd-level spellcaster. through its starmap. Its spellcas ng ability is Wisdom
Its spellcas ng ability is Wisdom. It has the following (spell save DC 14, +6 to hit with spell a acks). It can
druid spells prepared. cast the following spells without material components.
Cantrips (at will): druidcraft, guidance, produce flame 3/day each: augury, guiding bolt
1st level (4 slots): detect magic, faerie fire, fog cloud
2nd level (2 slots): darkvision, moonbeam Spellcasting. The starmapper is a 3rd-level spellcaster.
Its spellcas ng ability is Wisdom (spell save DC 14, +6
to hit with spell a acks). It has the following druid
spells prepared.
Cantrips (at will): druidcraft, guidance, produce flame
1st level (4 slots): detect magic, faerie fire, fog cloud
2nd level (2 slots): darkvision, moonbeam

Ac ons
Constellation Chalice (Star Being Form Only). The
starmapper touches a creature. The target regains 8
(1d8 + 4) hit points.
Star Being (Recharges after a Short or Long Rest). The
starmapper shapeshi s into a star being, or back into
its true form, which is humanoid. While in its star being
form, the starmapper sheds bright light for 10 feet and
dim light 10 feet beyond that. The starmapper can
remain in its star being form for up to 10 minutes.

Reac on
Cosmic Omen. When a creature the starmapper can
see within 30 feet of it makes an a ack roll, saving
throw, or ability check, it can impose disadvantage on
the roll.

26
Flame ighter
Flame ighters are druids with a special connection to the Flame ighter
roaring ires that remove those who stand in the way of growth Medium humanoid (any race), any alignment
and clear the way for a new beginning. Where there once was
ire, there now will be rebirth. Armor Class 14 (hide armor)
This druid is a member of the Circle of Wild ire. Hit Points 165 (30d8 + 30)
Flame ighters usually have a summoned fire elemental at Speed 30 ft.
their side, as well as a wildfire spirit, reproduced below.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 10 (+0) 18 (+4) 15 (+2)
Wild ire Spirit
Small elemental, any chaotic alignment Skills Nature +3
Senses passive Perception 14
Languages Druidic, Ignan, plus any one language
Armor Class 13 (natural armor)
Challenge 8 (3,900 XP)
Hit Points 49 (9d6 + 18)
Speed 20 ft., fly 30 ft. (hover)
Binder of Fire Spirits. Creatures killed by fire damage
origina ng from the flamefighter burst into spectral
STR DEX CON INT WIS CHA flames upon death. These spectral flames immediately
recons tute into a wildfire spirit under the
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0) flamefighter's control.
Saves Dex +4, Con +4, Wis +4 Spellcasting. The flamefighter is a 9th-level spellcaster.
Skills Nature +4 Its spellcas ng ability is Wisdom (spell save DC 15, +7
Damage Immunities fire to hit with spell a acks). It has the following druid
Condition Immunities charmed, frightened, grappled, spells prepared.
prone, restrained Cantrips (at will): control flames, create bonfire, fire
Senses darkvision 60 ft., passive Perception 12 bolt, produce flame
Languages understands the languages of its creator, 1st level (4 slots): absorb elements, burning hands,
but can't speak create or destroy water, entangle
Challenge 1/2 (100 XP) 2nd level (3 slots): locate animals or plants, heat metal,
scorching ray
Ac ons 3rd level (3 slots): dispel magic, fireball, plant growth
4th level (3 slots): aura of life, fire shield, wall of fire
Flame Seed. Ranged Weapon Attack: +4 to hit, range 5th level (1 slots): conjure elemental (fire elemental
30 ., one target. Hit: 5 (1d6 + 2) fire damage. only), flame strike, raise dead
Fiery Teleportation (Recharge 5-6). The spirit teleports
up to 30 feet to unoccupied spaces the spirit can see.
Ac ons
Each creature within 10 feet of the space that the spirit Flamefighter Fan. The flamefighter waves its fan. Each
le must succeed on a DC 12 Cons tu on saving throw creature in a 10-foot cube origina ng from the
or take 7 (2d6) fire damage. flamefighter must succeed on a DC 15 Strength saving
throw or be pushed 10 feet away. Objects up to 50
pounds are also pushed, and nonmagical fires are
Quick Features ex nguished.

Reac ons
Spellcasting. The flamefighter is a 9th-level spellcaster. Fiery Teleportation. When a wildfire spirit under the
Its spellcas ng ability is Wisdom. It has the following flamefighter's control uses its Fiery Teleporta on, the
druid spells prepared. flamefighter can also teleport to an unoccupied space
within 30 feet of it that it can see.
Cantrips (at will): control flames, create bonfire, fire
bolt, produce flame
1st level (4 slots): absorb elements, burning hands,
create or destroy water, entangle
2nd level (3 slots): locate animals or plants, heat metal,
scorching ray
3rd level (3 slots): dispel magic, fireball, plant growth
4th level (3 slots): aura of life, fire shield, wall of fire
5th level (1 slots): conjure elemental (fire elemental
only), flame strike, raise dead

27
Fighters
Psi Warriors
Everyone knows the real battle is in the mind. Psi Warrior
Medium humanoid (any race), any alignment
Quick Features
Armor Class 16 (half plate)
Hit Points 78 (12d8 + 24)
Psychic Strikes. The psi warrior's weapon a acks are Speed 30 ft.
magical and deal an addi onal 16 (3d10) psychic
damage.
STR DEX CON INT WIS CHA
Psi Strike. The psi warrior targets a creature it can see
within 20 feet of it. The target must make a DC 11 15 (+2) 12 (+1) 14 (+2) 13 (+1) 10 (+0) 10 (+0)
Strength saving throw. On a failed save, it takes 14
(4d6) force damage and is pushed or pulled up to 15 Senses passive Perception 10
feet closer or further away (psi warrior's choice). On a Languages any one language
successful save, it takes half as much damage and isn't Challenge 4 (1,100 XP)
moved.
Innate Spellcasting. The psi warrior's innate spellcas ng
ability is Intelligence (spell save DC 11, +3 to hit with
Battlemaster Maneuvers spell a acks). It can cast the following wizard spells.
This NPC is skilled in single combat and might have a
At will: mage hand (the hand is invisible)
battlemaster maneuver (save DC 12) in addition to the features
1/day each: jump, telekinesis
here. See NPC pg. 240 for a list of battlemaster maneuvers.
Psychic Strikes. The psi warrior's weapon a acks are
magical and deal an addi onal 16 (3d10) psychic
damage (included in the a ack).

Ac ons
Multiattack. The psi warrior makes two weapon a acks.
It can exchange one of these a acks for its Psi Strike or
its Telekine c Bulwark.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
(1d10 + 2) slashing damage if used with two hands to
make a melee a ack, plus 16 (3d10) psychic damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ., one target. Hit: 6 (1d10 + 1) piercing
damage plus 16 (3d10) psychic damage.
Psi Strike. The psi warrior targets a creature it can see
within 20 feet of it. The target must make a DC 11
Strength saving throw. On a failed save, it takes 14
(4d6) force damage and is pushed or pulled up to 15
feet closer or further away (psi warrior's choice). On a
successful save, it takes half as much damage and isn't
moved.
Telekinetic Bulwark (1/Day). The psi warrior projects a
forcefield in a 10-foot radius around itself, which lasts
for 1 minute or un l the psi warrior is incapacitated.
The psi warrior and its allies within the area of effect
gain the benefits of half cover and have advantage on
Strength saving throws.

28
Stein Rune
Rune Knight
Rune knights master the elemental runes of the giants. Soon,
they will collect them all. Stone Giant's Stupor (Reaction, Recharge 5-6). When a
creature ends its turn within 30 feet of the knight, the
Rune Scribe, NPC pg. 226. knight can force it to make a Wisdom saving throw (DC
You can use the rune scribe from OUTCLASSED to represent a knight's intelligence). On a failed save, the creature is
rune knight, though it is a fairly low-powered NPC. charmed by the knight. While charmed, the creature
has a speed of 0 and is incapacitated in a dreamy
Alternatively, you can apply one or more of the following
stupor. The effect ends a er 1 minute, if the creature
features to any knight (see NPC pg. 13 for a list of knights, or
takes any damage, or if another creature uses its ac on
use the watcher knight from TPN pg. 35). These features to shake it awake. Once the effect ends for a creature,
don't affect the knight's challenge rating. it is immune to the knight's stupor for 24 hours.
For fun, you can round up the knight's height to the next foot
(for example, a 6'2 knight becomes 7' tall) to represent the
in luence of the runes on the knight's physical stature. Uvar Rune
Haug Rune
Persistence of the Storm Giants. The knight has
advantage on all saving throws.
Damage Resistances poison; nonmagical bludgeoning,
piercing, and slashing
Hill Giant's Belly. The knight has advantage on saving
throws to resist being poisoned.

Ild Rune

Shackles of the Fire Giants (Recharge 5-6). The knight


makes a melee weapon a ack against a creature. On a
hit, the target must succeed on a Strength saving throw
(DC knight's Intelligence) or be restrained for 1 minute
by fiery shackles. While restrained in this way, the
target takes 7 (2d6) fire damage at the start of each of
its turns, banishing the shackles on a success. Once the
shackles are banished, the target is immune to the
knight's shackles for 24 hours.

Ise Rune

Ice Giant's Chill (Recharge 5-6). The knight makes a


melee weapon a ack against a creature. On a hit, the
target must succeed on a Cons tu on saving throw
(DC knight's intelligence) or have its speed reduced by
10 feet for 1 minute. A creature's speed can't be
reduced by more than 10 feet by this effect in total.

Skye Rune

Fog of the Cloud Giants (Reaction, Recharge 5-6). When


an ally the knight can see within 30 feet of the knight is
targeted by an a ack, the knight can redirect the a ack
to a different creature (other than the a acker) within
30 feet of the knight, even if this would be outside of
the a ack's normal range.

29
Xinick
The Dreaming Defenders Xinick is a psi warrior with the trip attack battlemaster
The party is asked by the Storm Giant King to retrieve the maneuver. He shouts that the true nature of one's mortal body
mystical Stein Rune from the clutches of the stone giants. is to coalesce with the stone as he slams people into the ground.
Without this rune, they will lose their power and the Storm You don't need to adjust the psi warrior statblock to account
King will be able to secure peace for the region. for Xinick's Large size, but if you'd like to, you can make the
The rune is located within the lair of the stone giants. You can following change.
use the stone giant lair from the campaign book Storm King's
Thunder, or you can make up your own.
Deep within the lair, an otherwise inconspicuous room
Hit Points 90 (12d10 + 24)
houses the mystical Stein Rune, a tablet of great power etched
with the symbol of the dreaming of the stone giants.
The rune is guarded by a stone giant dreamwalker (VGM)
and two goliath (see NPC pg. 236) ighters.
This encounter is suitable for a party of 14th-level
adventurers.

Tavir
Tavir is a stone giant dreamwalker. She paces back and forth
across the room in a dreamy state, muttering words about how
the space that all creatures of the world live in exists only in the
imagination of otherworldly beings. When there is no one to
imagine, no one exists. She seems disinterested in the ight,
lazily lobbing rocks and running her petrifying hands across
anyone she can get ahold of. If they turn to stone, she just
mutters, "See? Was never real to begin with ..."

Vethos
A goliath ighter born and bred, Vethos is the one chosen to
wield the Stein Rune in battle. He is a master-at-arms in
possession of the Stone Giant's Stupor feature. Like Tavir, he
seems to almost be half asleep in combat, though this does not
make him any less dangerous.
Normally eight feet tall, the Stein Rune has increased Vethos'
height to 9 feet. The quick racial application guide already
makes Goliaths Large creatures, and you can decide that this
constitutes a change to the master-at-arms statblock as follows.

Hit Points 153 (18d10 + 54)


Challenge 9 (5,000 XP)
Longsword of Unnatural Strength. Melee Weapon
Attack: +9 to hit, reach 5 ., one target. Hit: 15 (2d8 +
6) slashing damage, or 17 (2d10 + 6) slashing damage if
used with two hands to make a melee a ack. This is a
magic weapon. While a uned to this sword, the
wielder's Strength is increased by 2, poten ally above
the maximum of 20.

30
Monks
Merciful Warrior
For many monks, violence is a reluctant necessity. Others revel Merciful Warrior
in it, especially if it's against those weaker than them. The Medium humanoid (any race), any alignment
worst of these monks call themselves, ironically, merciful
warriors. Armor Class 15
Merciful warriors follow the Way of Mercy. Hit Points 52 (7d8 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

Senses passive Perception 12


Languages any one language
Challenge 2 (450 XP)

Hands of Harm. The warrior's unarmed strikes are


magical and deal an addi onal 7 (2d6) necro c damage
on a hit (included in the a ack). If the warrior hits a
poisoned or incapacitated creature with an unarmed
strike, it deals an addi onal 7 (2d6) necro c damage.
Noxious Aura. As a bonus ac on, the warrior can
ac vate or deac vate its noxious aura. While ac ve,
creatures that start their turn within 5 feet of the
warrior must succeed on a DC 13 Cons tu on saving
throw or become poisoned un l the end of the
warrior's next turn.
Unarmored Defense. While the warrior isn't wearing
armor, its armor class includes its Wisdom modifier.

Ac ons
Multiattack. The warrior makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ., one target. Hit: 6 (1d6 + 3) bludgeoning damage
plus 7 (2d6) necro c damage.

31
Astral Projector
The mind and the body are distinct. There can be one without Astral Projector
the other. And when they work together, great things can be Medium humanoid (any race), any alignment
achieved.
Armor Class 17
Variant Features Hit Points 38 (7d8 + 7)
You can give an astral projector the following variant feature. Speed 40 ft.

STR DEX CON INT WIS CHA


Mind Body Split. When the astral projector is reduced
10 (+0) 17 (+3) 13 (+1) 10 (+0) 18 (+4) 14 (+2)
to 0 hit points, it can separate its spirit from its body,
dying and becoming two creatures: the astral spirit and
body puppet. The body puppet dies if the astral spirit Skills Insight +6, Intimidation +4
dies or if it starts its turn further than 600 feet from Senses darkvision 120 ft., passive Perception 14
the astral spirit. Languages any one language
Challenge 3 (700 XP)

Unarmored Defense. While the astral projector isn't


wearing armor, its armor class includes its Wisdom
Astral Spirit modifier.
Medium celestial, any alignment
Words of the Spirit. When the astral projector speaks, it
can make its voice be heard up to 600 feet away.
Armor Class 11 Alterna vely, it can choose only certain creatures it can
Hit Points 31 (7d8) see within 30 feet of it to be able to hear its words.
Speed 30 ft., fly 30 ft. (hover)
Ac ons
STR DEX CON INT WIS CHA Multiattack. The astral projector makes four a acks:
7 (-2) 13 (+1) 10 (+0) 10 (+0) 18 (+4) 14 (+2) two with its unarmed strike, and two with its astral
arms.
Skills Insight +6, Intimidation +4 Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
Damage Resistances acid, fire, lightning, thunder; 5 ., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
nonmagical bludgeoning, piercing, and slashing
Damage Immunities cold, necrotic, poison Astral Arms. Melee Spell Attack: +6 to hit, reach 10 .,
Condition Immunities charmed, exhaustion, frightened, one target. Hit: 9 (2d4 + 4) radiant damage.
grappled, paralyzed, petrified, poisoned, prone,
restrained
Senses darkvision 120 ft., passive Perception 14
Languages any languages it knew in life
Challenge 2 (450 XP) Body Puppet
Medium undead, unaligned
Incorporeal Movement. The spirit can move through
other creatures and objects as if they were difficult Armor Class 13
terrain. It takes 5 (1d10) force damage if it ends its turn Hit Points 38 (7d8 + 7)
inside an object. Speed 30 ft.
Words of the Spirit. When the astral spirit speaks, it can
make its voice be heard up to 600 feet away.
Alterna vely, it can choose only certain creatures it can STR DEX CON INT WIS CHA
see within 30 feet of it to be able to hear its words. 10 (+0) 17 (+3) 13 (+1) 1 (-5) 1 (-5) 1 (-5)

Ac ons Damage Immunities poison


Condition Immunities poisoned
Multiattack. The astral spirit makes two a acks with its
Senses passive Perception 5
astral arms.
Languages --
Astral Arms. Melee Spell Attack: +6 to hit, reach 10 ., Challenge 1/8 (25 XP)
one target. Hit: 9 (2d4 + 4) radiant damage.
Ac ons
Slam. Melee Weapon Attack: +2 to hit, reach 5 ., one
target. Hit: 2 (1d4) bludgeoning damage.

32
Scoring 15 or higher on the check, however, reveals that many
Rityethi Pagoda Supplement of the plants in the garden are ingredients in deadly poisons. If
they confront Nurreytha about this, she reveals that she was
In OUTCLASSED, the Rityethi Pagoda provided the skeleton for
intending on chucking poisoned pig meat over the wall so that
an example adventure, called Gnoll Country for Old Men,
the gnolls would feast on it and die peacefully. She tells the
featuring Way of Tranquility monks. This page provides bonus
party that the poison isn't painful. Just like falling asleep.
material and extensions for that adventure.
There's nothing violent about it at all.
Gnoll Personalities A DC 15 Charisma (Persuasion) check convinces her of the
To characterise the gnolls of the warband attacking the Pagoda, hypocrisy of her ways, and she reveals that she really joined the
you can add the following trait to each gnoll. pagoda because she had accrued too many debts she couldn't
pay. She had always intended to return to her life as an assassin,
but old age got to her and this was probably the last chance
she'd get to do some good old fashioned poisoning.
Relentless Hunger (1/Day). When the gnoll is reduced
to 0 hit points and not killed outright, it can choose to Yll and Yllia's Oils
drop to 1 hit point instead. The gnoll can then The twin elves Yll and Yllia demand that the party earn their
immediately make a bite a ack. keep by helping to oil the sides of the walls. The oil, bolstered
by secret elven magic, prevents the gnolls from just climbing up
Each time this trait triggers, describe in extensive gory detail the side.
the damage that a gnoll has taken -- its hair burning, its jaw Yll and Yllia need someone to churn the butter to make the
hanging slack, its skin splitting, its blood dripping through oil (DC 15 Strength check), someone to supervise the monks on
matted fur -- and then describe how it somehow stays alive and the palisades of the wall who pour the oil (DC 15 Charisma or
attempts to match its victim's wounds with its own. Intelligence check), and someone to help maintain the elven
If you are going to use this feature, ensure ahead of time that runes that spread the oil across the entire surface of the wall
your group is prepared to experience gory imagery before and prevent it from drying up (DC 20 Intelligence (Arcana)
running this adventure. check).
On a failed roll, Yll lies into a rage, but Yllia calms him down
Pagoda Activities and reassures the party that it will be ine. The walls have held
To kill time while waiting for nightfall, the party can engage in for this long. A few mistakes won't put the pagoda in jeopardy.
the following activities. But Yll is inconsolable. After all, their elven village was
destroyed by marauding humans ive years ago. They've been
Aldine's Training on the run since and have only now found a home in the
Aldine writes out (in beautiful handwritten script) a request for pagoda. They would do anything to keep it safe. Anything.
the new adventurers in town to help her train up new recruits
in case the gnolls break the uneasy truce and attack. Bofe's Medita ons
The party as a whole ights in hand-to-hand combat (no Other monks in the pagoda, particularly Nurreytha, speak of
ranged weapons or spellcasting allowed) against 20 how Bofe was once the chieftain of a powerful orc tribe. When
commoner monks. All attacks are non-lethal. If they defeat the he came face to the face with the orphaned children of the
monks fairly, Aldine challenges one party member to a one-on- people his tribe had slaughtered, he realized the error of his
one duel to demonstrate technique. Defeating Aldine will earn ways, disbanded the tribe, and swore an oath of non-violence.
her respect, and she dines with the party that night, gently His ancestors speak to him in his dreams, urging him to give up
unwrapping some of her facecloth in order to eat. his life as a monk and rebuild his tribe, where he will be a
A party member who has defeated Aldine in single combat conqueror of worlds. He meditates to resist their pull.
can attempt a DC 20 Charisma (Persuasion) check to chat with The party can assist Bofe in his meditations by being very
her privately, where she reveals that she is hiding from a serial quiet, either making a DC 10 Charisma (Intimidation) check to
killer who was obsessed with her beauty. This may unlock a shush the rest of the pagoda or a Dexterity (Stealth) check to
sidequest where the party must hunt down the serial killer, lead the rest of the pagoda by example.
who is a whisper bard (NPC pg. 41) hiding in the nearest When the gnolls inevitably break through the walls and
major city. attack, you can increase the drama of the ight by putting in a
ticking clock. Bofe and Nurreytha end up trapped up on the
Nurreytha's Garden palisades with hungry gnolls closing in. A few monks, led by
Nurreytha is open about the fact that she used to be an Aldine, defend the two of them, but they won't last long.
assassin, but she says those days are long behind her after she Tell the party that their success against their own skirmish
learned to follow the Way of Tranquility. with the gnolls will re lect on the success of Aldine in defending
Nurreytha asks the party to help her tend to her gardens. Nurreytha and Bofe. If the party wins, so will Aldine, and if they
Anyone who helps her garden can make an Intelligence lose, so will Aldine.
(Nature) or Wisdom (Herbalism Kit or Poisoner's Kit) check to The party has three rounds to defeat the gnolls. On the third
tend to the plants. A DC 10 check means that Nurreytha round, Aldine is knocked off the edge of the wall and falls
demonstrates appreciation and will dine with the party that unconscious, leaving only Bofe to defend Nurreytha. He will
night, where she asks them politely to hang up their weapons break his oath of non-violence to do so, meaning that the next
and join her in the Way of Tranquility. night he will give in to his ancestors' calls and leave the pagoda.
He will return to his tribe to lead them to victory.

33
Paladins
Hero
Heroes of myth are just slightly above the rest of mankind. They Hero
are strong, powerful, wise, yet lawed. And they are bound to Medium humanoid (any race), any alignment
their fate.
This paladin has sworn the Oath of Glory. Armor Class 16 (breastplate)
Hit Points 45 (6d8 + 18)
Quick Features Speed 40 ft., climb 40 ft.

Inspiring Strikes (1/Turn). When the hero hits with a STR DEX CON INT WIS CHA
melee weapon a ack, each allied creature within 30 16 (+3) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 16 (+3)
feet of the hero regains 5 hit points.
Skills Athletics +5
Battlemaster Maneuvers Senses passive Perception 12
This NPC is skilled in single combat and might have a
Languages any one language
Challenge 2 (450 XP)
battlemaster maneuver (save DC 13) in addition to the features
here. See NPC pg. 240 for a list of battlemaster maneuvers.
Athlete. The hero's long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running
start. When the hero is prone, standing up uses only 5
feet of its movement.
Aura of Alacrity. Allied creatures that start their turn
within 10 feet of the hero have their speed increased
by 10 feet un l the end of their turn.
Inspiring Strikes (1/Turn). When the hero hits with a
melee weapon a ack, each allied creature within 30
feet of the hero regains 5 hit points.

Ac ons
Mythical Sword. Melee Weapon Attack: +6 to hit, reach
5 ., one target. Hit: 8 (1d8 + 4) slashing damage, or 9
(1d10 + 4) slashing damage when used with two hands
to make a melee a ack, plus 4 (1d8) radiant damage.
This is a +1 magic weapon.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ., one target. Hit: 7 (1d8 + 3) piercing
damage.
Lay on Hands (1/Day). The hero touches a willing
creature. The target regains 15 hit points.

34
Watcher Knight
Sacred is the oath to protect the world against otherworldly Watcher Knight
entities. Scores of watcher knights stay vigilant against the Medium humanoid (any race), any lawful alignment
threats that face existence itself, and they are the irst to fall
when such threats arise. Armor Class 18 (plate)
This paladin has sworn the Oath of the Watcher. Hit Points 39 (6d8 + 12)
Speed 30 ft.
Ranger Watches
You can make a watcher knight part of a Watch, an organisation
dedicated to protecting the world against a speci ic threat that STR DEX CON INT WIS CHA
must be contained at all costs. For details on Watches, see NPC 16 (+3) 10 (+0) 14 (+2) 12 (+1) 15 (+2) 16 (+3)
pg. 119.
Watches protect the world from evils such as eldritch Skills Arcana +3, Intimidation +5, Perception +4,
horrors, beast kings, fallen angels, machines of death, sleeping Religion +3
dragons, leviathans, disgraced arch-fey, devils, demons, mad Senses passive Perception 14
giants, senseless monsters, grey goo, infestations, and Languages any two languages, one of which it shares
demiliches. Sometimes, it's necessary for an adventuring party with an ancient evil from which it has sworn to
to seek out these evils, such as to parley with them for safeguard the world
information on a greater threat, excavate a long-lost artefact, or
Challenge 2 (450 XP)
release them from wrongful imprisonment. A watcher knight
has sworn not only to defeat the evils, but also to prevent Aura of the Sentinel. The knight and up to 6 allied
hapless adventuring parties from seeking them out.
creatures of its choice within 30 feet of it have
advantage on ini a ve rolls.
Quick Features Spellcasting. The watcher knight is a 5th-level
spellcaster. Its spellcas ng ability is Charisma (spell
save DC 13, +5 to hit with spell a acks). It can cast the
Spellcasting. The watcher knight is a 5th-level following paladin spells.
spellcaster. Its spellcas ng ability is Charisma. It can
cast the following paladin spells. 1st level (4 slots): alarm, chromatic orb, command,
protection from evil and good
1st level (4 slots): alarm, chromatic orb, command, 2nd level (2 slots): augury, moonbeam, protection
protection from evil and good from poison
2nd level (2 slots): augury, moonbeam, protection
from poison Ac ons
Halberd of Material Superiority. Melee weapon a ack Halberd of Material Superiority. Melee Weapon Attack:
that deals 1d10 slashing damage, plus 1d8 force +5 to hit, reach 5 ., one target. Hit: 8 (1d10 + 3)
damage if the creature is not from the material plane. slashing damage, plus 4 (1d8) force damage if the
This is a magic weapon. creature is not from the material plane. This is a magic
weapon.

Battlemaster Maneuvers Abjure the Extraplanar (1/Day). Each elemental, fey,


fiend, or aberra on within 30 feet of the knight that
This NPC is skilled in single combat and might have a
can hear it must make a DC 13 Wisdom saving throw.
battlemaster maneuver (save DC 13) in addition to the features
On a failed save, the creature is turned for 1 minute or
here. See NPC pg. 240 for a list of battlemaster maneuvers. un l it takes damage. A turned creature must spend its
turns trying to move as far away from the knight as it
can, and it can’t willingly move to a space within 30
feet of the knight. For its ac on, it can use only the
Dash ac on or try to escape from an effect that
prevents it from moving. If there’s nowhere to move,
the creature can use the Dodge ac on.
Divine Sense (3/Day). Un l the end of the knight's next
turn, it knows the loca on of any celes al, fiend, or
undead within 60 feet of it that is not behind total
cover. It knows the type of creature but not its iden ty.

35
Nemeses of Tasha
For extra lavour related to Tasha's Cauldron of Everything, you
can add Iggwilv to the list of Great Evils found in the Paladin
Nemeses section of OUTCLASSED, NPC pg. 103.

Iggwilv
Drawing from the power of the hag Baba Yaga and the demons
and devils of the lower planes, the dark witch Iggwilv threatens
to share forbidden knowledge with the rest of the world.
Nemeses of Iggwilv shield their minds from unholy thoughts.
They pride themselves on the rejection of expert knowledge. To
them, learning more about magic is the greatest sin that can be
committed, doubly so if the learner is self-taught. Only by
releasing oneself from intellectual pursuits can evil be avoided.
A Nemesis of Tasha may wear magic items that inhibit its
mind, such as a cursed headband of intellect that caps its
Intelligence at 8 (-1). It displays such an item with a smirk of
pride, thinking that this is a subversive show of dominance
against an evil being rather than an arbitrary limitation.
A Nemesis will attack any character with the spellcasting
feature or the sage background, claiming they are an agent of
Iggwilv's "ivory elite", whatever that means.
Common paladins who have sworn to become a Nemesis of
Iggwilv may include the following.

Holy Redeemer
Kingsguard
Sovereign Knight
Watcher Knight

36
Rangers
Fey Wanderer
Fey wanderers are the gatekeepers between the material plane, Fey Wanderer
the Feywild, and the border ethereal. Neutral in all matters, Medium humanoid (any race), neutral
they let none through without their express permission. The
Wilds must be preserved. Armor Class 15 (studded leather)
Hit Points 121 (22d8 + 22)
Quick Features Speed 40 ft.

Enchanting Strike (1/Turn). A creature hit by the fey STR DEX CON INT WIS CHA
wanderer's a ack must succeed on a Wisdom saving 10 (+0) 18 (+4) 12 (+1) 10 (+0) 19 (+4) 14 (+2)
throw (DC fey wanderer's Wisdom) or become
frightened or charmed of the fey wanderer (fey
Skills Perception +7, Performance +5, Persuasion +5
wanderer's choice) un l the end of its next turn.
Condition Immunities charmed, frightened
Senses passive Perception 17
Battlemaster Maneuvers Languages Sylvan plus any one language
This NPC is skilled in single combat and might have a Challenge 7 (2,900 XP)
battlemaster maneuver (save DC 13) in addition to the features
here. See NPC pg. 240 for a list of battlemaster maneuvers. Enchanting Strike (1/Turn). A creature hit by the fey
wanderer's a ack must succeed on a DC 15 Wisdom
saving throw or become frightened or charmed of the
fey wanderer (fey wanderer's choice) un l the end of
its next turn.
Magic Weapons. The fey wanderer's weapon a acks
are magical and deal an addi onal 14 (4d6) psychic
damage on a hit (included in the a ack).

Ac ons
Multiattack. The fey wanderer makes three a acks with
its scimitars or two a acks with its longbow.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 .,
one target. Hit: 7 (1d6 + 4) piercing damage plus 14
(4d6) psychic damage.
Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ., one target. Hit: 8 (1d8 + 4) piercing
damage plus 14 (4d6) psychic damage.

37
The Swarm The Swarm
During the summer months when the ields are abuzz with Medium plant, chaotic neutral or chaotic evil
activity, legends tell of an ephemeral being that incites the tiny
creatures of the world to ravage the hubristic creations of man.
Armor Class 14 (natural armor)
Farmers and kings alike shake in fear of the one called ... The Hit Points 165 (30d8 + 30)
Swarm. Speed 40 ft., climb 40 ft., fly 10 ft. (hover)
The Swarm is accompanied by 3d6 swarms of insects or
another type of swarm associated with it.
This ranger uses features from the Swarmkeeper archetype. STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 13 (+1) 10 (+0) 20 (+5) 15 (+2)
Types of Swarms
You can use a swarm of insects as a generic statblock to Senses passive Perception 15
represent the swarms created and controlled by The Swarm, or Languages any one language
you can choose a different swarming creature as below. Challenge 8 (3,900 XP)
You can provide an optional bene it to The Swarm based on
the creature type. The Swarm's challenge rating is unaffected. Spellcasting. The Swarm is a 13th-level spellcaster. Its
spellcas ng ability is Wisdom (spell save DC 16, +8 to
Creature Adjustments Benefit to The Swarm hit with spell a acks). It has the following ranger spells
Swarm of velociraptors Condition Immunities prepared.
Badgers
(next page) frightened
Cantrips (at will): mage hand (the hand takes the form
Senses blindsight 60 of swarming creatures)
Bats Swarm of bats
. 1st level (4 slots): faerie fire, speak with animals
Damage Immunities 2nd level (3 slots): spike growth, web
Bees Swarm of bees (wasps) 3rd level (3 slots): gaseous form, plant growth
poison
4th level (3 slot): freedom of movement, giant insect
Swarm of insects 5th level (1 slot): insect plague
Beetles Speed burrow 10 .
(beetles)

Cen pedes
Swarm of insects
(cen pedes)
Damage Immunities
poison
Ac ons
Multiattack. The Swarm makes two a acks with its
Senses blindsight 30 writhing vortex.
Crabs Swarm of insects
.
Swarm of quippers (no Writhing Vortex. Melee Weapon Attack: +7 to hit, reach
Fish Speed swim 30 . 10 ., one target. Hit: 18 (4d6 + 4) bludgeoning,
blood frenzy)
piercing, or slashing damage (The Swarm's choice).
Swarm of quippers (no
Frogs Speed swim 30 . Storm of Minions (Recharge 5-6). The Swarm summons
blood frenzy)
a 30 . radius sphere of enraged swarming minions
Hawks Swarm of ravens Speed fly 30 . (hover) centred on a point it can see within 120 feet of it. Each
Lizards Swarm of insects Speed climb 50 . creature in the area must make a DC 16 Cons tu on
saving throw. On a failed save, a creature takes 27
Locusts Swarm of insects (wasps) Speed fly 30 . (hover) (6d8) necro c damage and is blinded un l the end of
Swarm of stirges (next its next turn. On a successful save, it takes half as much
Mosquitos Speed fly 30 . (hover)
page) damage and isn't blinded. The Swarm is unaffected by
Owls Swarm of ravens Speed fly 30 . (hover) its storm of minions. The Swarm is healed by the total
amount of damage dealt.
Quippers Swarm of quippers Speed swim 30 .

Rats Swarm of rats


Damage Immunities Legendary Ac ons
poison
The Swarm can take 2 legendary ac ons, choosing
Ravens Swarm of ravens Speed fly 30 . (hover) from the op ons below. Only one legendary ac on
Swarm of insects Damage Immunities op on can be used at a me, and only at the end of
Scorpions another creature's turn. The Swarm regains spent
(cen pedes) poison
legendary ac ons at the start of its turn.
Swarm of insects
Spiders Speed climb 50 .
(spiders) Swarm Splitter. The Swarm summons a swarm of insects
Swarm of poisonous Damage Immunities (or another type of swarm) by sacrificing a number of
Snakes hit points equal to the total hit points of the
snakes poison
summoned swarm. The summoned swarm appears in
Damage Immunities an unoccupied or occupied space within 5 feet of The
Wasps Swarm of insects (wasps)
poison Swarm.
Swarm of velociraptors Swarming Tide. The Swarm moves up to its speed
Weasels Speed climb 50 .
(next page) without provoking opportunity a acks.

38
More Swarms
Creature Swarm of Velociraptors
Type Features Benefit to The Swarm Large swarm of Tiny beasts, unaligned
Cranium Swarm of cranium rats Damage Immunities
Rats (VGM) poison Armor Class 13
Hit Points 66 (12d10)
S rges Swarm of stirges Speed fly 30 . Speed 50 ft.
Velociraptors Swarm of velociraptors Speed 50 .
Demiliches Swarm of demiliches --
STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 10 (+0) 3 (-4) 13 (+1) 6 (-2)

Swarm of Stirges Skills Perception +3


Damage Resistances bludgeoning, piercing, slashing
Medium swarm of Tiny beasts, unaligned
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Armor Class 13 Senses passive Perception 13
Hit Points 36 (8d8) Languages --
Speed 10 ft., fly 40 ft. Challenge 2 (450 XP)

Swarm. The swarm can occupy another creature's


STR DEX CON INT WIS CHA space and vice versa, and the swarm can move through
4 (-3) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 6 (-2) any opening large enough for a Tiny velociraptor. The
swarm can't regain hit points or gain temporary hit
Damage Resistances bludgeoning, piercing, slashing points.
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 9
Ac ons
Languages -- Bites. Melee Weapon Attack: +5 to hit, reach 0 ., one
Challenge 1/2 (100 XP) target in the swarm's space. Hit: 18 (4d8) piercing
damage, or 9 (2d8) piercing damage if the swarm has
half of its hit points or fewer. The a ack roll is made
Blood Drain. At the start of each of its turns, the swarm
with advantage.
drains the blood of one creature within its space. The
creature loses 10 (4d4) hit points due to blood loss, or
5 (2d4) hit points if the swarm has half of its hit points
or fewer.
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move through
any opening large enough for a Tiny s rge. The swarm
can't regain hit points or gain temporary hit points.

Ac ons
Attach. Melee Weapon Attack: +5 to hit, reach 0 .,
one creature. Hit: The swarm a aches to the target.
While a ached, the swarm can move up to its speed
on the target's turn to remain in the target's space. The
target can detach itself from the swarm by succeeding
on a DC 13 Strength check.

39
Swarm of Demiliches Life Drains. The swarm targets all creatures in its space
plus up to three creatures within 30 feet of it. Each target
Large swarm of Tiny undead, neutral evil
must make a DC 21 Cons tu on saving throw, taking 63
(18d6) necro c damage on a failed save, or half as much
Armor Class 20 (natural armor) damage on a successful one. When the swarm is at half
Hit Points 275 (50d10) its hit points or fewer, creatures take no damage on a
Speed 0 ft., fly 30 ft. (hover) successful save.

STR DEX CON INT WIS CHA


Legendary Ac ons
The swarm can take 3 legendary ac ons, choosing from
1 (-5) 20 (+5) 10 (+0) 20 (+5) 17 (+3) 20 (+5)
the op ons below. Only one legendary ac on op on can
be used at a me, and only at the end of another
Saves Con +8, Int +13, Wis +11, Cha +13 creature's turn. The swarm regains spent legendary
Damage Resistances bludgeoning, piercing, slashing ac ons at the start of its turn.
Damage Immunities necrotic, poison, psychic;
bludgeoning, piercing, and slashing from nonmagical Clouds of Dust. The swarm magically swirls its dusty
weapons remains. Each creature within 30 feet of the swarm,
Condition Immunities charmed, deafened, exhaustion, including around a corner, must succeed on a DC 17
frightened, grappled, paralyzed, petrified, poisoned, Cons tu on saving throw or be blinded un l the end of
prone, restrained, stunned the swarm's next turn. A creature that succeeds on the
Senses truesight 120 ft., passive Perception 13 saving throw is immune to this effect un l the end of the
Languages the languages each demilich in the swarm swarm's next turn. A er swirling its dusty remains, the
knew in life swarm can move up to its flying speed without provoking
Challenge 28 (120,000 XP) opportunity a acks as long as it has half its hit points or
more.
Avoidance. If the swarm is subjected to an effect that Energy Drain. Each creature within 90 feet of the swarm
allows it to make a saving throw to take only half damage, must succeed on a DC 17 Cons tu on saving throw or
it instead takes no damage if it succeeds on the saving have its point maximum magically reduced by 31 (9d6) on
throw, and only half damage if it fails. a failed save. If a creature's hit point maximum is reduced
Swarm Resistance. The swarm has advantage on all saving to 0 by this effect, the creature dies. A creature's hit point
throws. maximum can be restored with the greater restora on
spell or similar magic. If the swarm is at half its hit points
Swarm. The swarm can occupy another creature's space or fewer, the range of its energy drain is reduced to 30 ,
and vice versa, and the swarm can move through any and it costs 2 ac ons.
opening large enough for a Tiny demilich. The swarm
can't regain hit points or gain temporary hit points. Howls (Costs 2 Actions). The swarm uses its howls. If the
swarm is at half hit points or fewer, this legendary ac on
Turn Immunity. The swarm is immune to effects that turn costs 3 ac ons.
undead.
Vile Curse (Costs 2 Actions). The swarm targets up to
Ac ons three creatures it can see within 90 feet of it. Each target
must succeed on a DC 17 Wisdom saving throw or be
Mulitattack. The swarm uses its howls and its life drains. magically cursed. Un l the curse ends, a target has
disadvantage on a ack rolls and saving throws. A target
Howls. The swarm emits several bloodcurdling howls. can repeat the saving throw at the end of each of its
Each creature within 90 feet of the swarm that can hear turns, ending the curse on a success. If the swarm is at
the howls must succeed on a DC 17 Cons tu on saving half its hit points or fewer, the range of its vile curse is
throw or drop to 0 hit points. On a successful save, the reduced to 30 , and it costs 3 ac ons.
creature is frightened un l the end of its next turn. When
the swarm is at half its hit points or fewer, the range of its
howls is reduced to 30 .

40
Rogues
The Phantom
The phantom's blood ran cold the day they irst remembered The Phantom
their past lives. All those years, lost to time, like tears in rain. Medium humanoid (any race), any alignment
These lives now haunt the phantom, driving them to madness
and terror. Armor Class 14 (leather armor)
Undead Nature. The phantom doesn't require air, food, Hit Points 44 (8d8 + 8)
drink, or sleep. Speed 30 ft.

Quick Features
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 15 (+2) 15 (+2) 15 (+2)
Ethereal Jaunt. As a bonus ac on, the phantom can
magically shi from the material plane to the ethereal Skills Acrobatics +5, Arcana +4, Deception +6, History
plane, or vice versa. If the phantom shi s and then +4, Medicine +2, Nature +4, Perception +4,
makes a weapon a ack against a creature within 5 feet Religion +2, Sleight of Hand +5, Stealth +7
of where the phantom appeared, it has advantage on Damage Immunities poison
the a ack roll. Condition Immunities poisoned
Senses passive Perception 14
Languages Thieves' Cant plus any four languages
Challenge 1 (200 XP)

Ethereal Jaunt. As a bonus ac on, the phantom can


magically shi from the material plane to the ethereal
plane, or vice versa. If the phantom shi s and then
makes a weapon a ack against a creature within 5 feet
of where the phantom appeared, it has advantage on
the a ack roll.
Innate Spellcasting. The phantoms's innate spellcas ng
ability is Intelligence (spell save DC 12, +4 to hit with
spell a acks). It can cast the following spells.
At will: speak with dead
Sneak Attack (1/Turn). The phantom deals an extra 7
(2d6) damage when it hits a target with a weapon
a ack and has advantage on the a ack roll, or when
the target is within 5 feet of an ally of the phantom
that isn't incapacitated and the phantom doesn't have
disadvantage on the a ack roll.

Ac ons
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 +
3) piercing damage.

41
Psionic Assassin
The psionic assassins are highly sought after, for their blades Psionic Assassin
leave no mark. Medium humanoid (any race), any non-good
This rogue adheres to the archetype of the Soulknife. alignment

Quick Features Armor Class 18 (studded leather)


Hit Points 78 (12d8 + 24)
Speed 35 ft.
Soul Knife. Melee or ranged weapon (30/60 .) that
deals 1d6 psychic damage. This is a magic weapon that
can be summoned or dismissed by the assassin at will. STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 17 (+3) 11 (+0) 10 (+0)

Saves Dex +6, Int +6


Skills Acrobatics +6, Deception +3, Perception +3,
Stealth +9
Damage Resistances poison
Senses passive Perception 13
Languages Thieves' Cant plus any two languages,
telepathy 30 ft.
Challenge 9 (5,000 XP)

Assassinate. During its first turn, the assassin has


advantage on a ack rolls against any creature that
hasn't taken a turn. Any hit the assassin scores against
a surprised creature is a cri cal hit.
Evasion. If the assassin is subjected to an effect that
allows it to make a Dexterity saving throw to take only
half damage, the assassin instead takes no damage if it
succeeds on the saving throw, and only half damage if
it fails.
Psionic Armor. The assassin adds its Intelligence
modifier to its armor class.
Rend Mind (1/Turn). The assassin deals an extra 42
(12d6) psychic damage when it hits a target with its
soul knife and has advantage on the a ack roll, or
when the target is within 5 feet of an ally of the
assassin that isn't incapacitated and the assassin
doesn't have disadvantage on the a ack roll. A
creature that takes this damage must make a DC 14
Wisdom saving throw. On a failed save, the creature
becomes frightened of the assassin un l the start of
the assassin's next turn. On a successful save, the
creature isn't frightened and is immune to this effect
for 24 hours.

Ac ons
Multiattack. The assassin makes two a acks with its
soul knives.
Soul Knife. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 . or range 30/60 ., one target. Hit: 6 (1d6 +
3) psychic damage. This is a magic weapon that can be
summoned or dismissed by the assassin at will.
Invisibility. The assassin magically turns invisible un l it
a acks, or un l its concentra on ends (as if
concentra ng on a spell). Any equipment the assassin
wears or carries is invisible with it.

42
Sorcerers
Abberant Mind Sorcerer
With their psyche wrapped up within the tendrils of the Far Aberrant Mind Sorcerer
Planes, an aberrant mind sorcerer's ancestry is as twisted as Medium humanoid (any race), any alignment
the knots of spacetime itself.
Armor Class 16 (natural armor)
Quick Features Hit Points 135 (18d8 + 54)
Speed 30 ft.

Spellcasting. The sorcerer is a 7th-level spellcaster. Its


spellcas ng ability is Charisma. The sorcerer can cast STR DEX CON INT WIS CHA
the following sorcerer spells. 10 (+0) 17 (+3) 16 (+3) 10 (+0) 10 (+0) 18 (+4)
Cantrips (at will): minor illusion, thaumaturgy
1st level (4 slots): arms of Hadar, comprehend Damage Immunities psychic
languages, dissonant whispers, Tasha's hideous Condition Immunities charmed, frightened
laughter Senses truesight 30 ft., passive Perception 10
2nd level (3 slots): blindness/deafness, calm emotions, Languages any two languages, telepathy 30 ft.
darkness, detect thoughts Challenge 5 (1,800 XP)
3rd level (3 slots): fear, hunger of Hadar, sending
4th level (1 slot): Evard's black tentacles Aura of Reality Warping. A creature that starts its turn
within 10 feet of the sorcerer takes 11 (2d10) psychic
damage as its mind is addled with rippling psychic
energy.
Spellcasting. The sorcerer is a 7th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 15, +7 to
hit with spell a acks). The sorcerer can cast the
following sorcerer spells.
Cantrips (at will): minor illusion, thaumaturgy
1st level (4 slots): arms of Hadar, comprehend
languages, dissonant whispers, Tasha's hideous
laughter
2nd level (3 slots): blindness/deafness, calm emotions,
darkness, detect thoughts
3rd level (3 slots): fear, hunger of Hadar, sending
4th level (1 slot): Evard's black tentacles

Ac ons
Mind Sliver. The sorcerer telepathically links minds with
a creature within 60 feet of it that knows at least one
language. The target must succeed on a DC 15
Intelligence saving throw or take 7 (2d6) psychic
damage and incur disadvantage on the next saving
throw it makes before the end of the sorcerer's next
turn.

43
Clockwork Soul
Exposed to the limitless factories of Mechanus, a clockwork Clockwork Soul
soul returns to the material plane with unusual powers Medium humanoid (any race), any alignment
punctuated by the ticking of a clock. Now bolstered by their
unusual powers, they vigilantly seek out anyone who acts in Armor Class 13 (16 with mage armor)
such a way to cause chaos, such as pesky adventuring parties. Hit Points 135 (18d8 + 54)
Speed 30 ft.
Quick Features
STR DEX CON INT WIS CHA
Spellcasting. The sorcerer is a 7th-level spellcaster. Its 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)
spellcas ng ability is Charisma. The sorcerer can cast
the following sorcerer spells. Senses passive Perception 13
Cantrips (at will): light, mage hand, mending, Languages any two languages
thunderclap Challenge 5 (1,800 XP)
1st level (4 slots): alarm, mage armor, magic missile,
protection from evil and good, shield, thunderwave Absolute Order. When making an a ack roll, saving
2nd level (3 slots): earthbind, find traps, heat metal throw, or ability check, the clockwork soul can treat a
3rd level (3 slots): counterspell roll of 9 or lower as a 10.
4th level (1 slot): arcane eye, Otiluke's resilient sphere
Aura of Balance. When a creature the clockwork soul
can see within 30 feet of it rolls with advantage or
disadvantage, the clockwork soul can choose to
prevent the roll from being affected by advantage or
disadvantage.
As All Things Should Be. A er cas ng shield or
counterspell, the clockwork soul regains a 1st-level
spell slot.
Spellcasting. The sorcerer is a 7th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 14, +6 to
hit with spell a acks). The sorcerer can cast the
following sorcerer spells.
Cantrips (at will): light, mage hand, mending,
thunderclap
1st level (4 slots): alarm, mage armor, magic missile,
protection from evil and good, shield, thunderwave
2nd level (3 slots): earthbind, find traps, heat metal
3rd level (3 slots): counterspell
4th level (1 slot): arcane eye, Otiluke's resilient sphere

Ac ons
Multiattack. The clockwork soul uses Restore Balance. It
can then cast a spell.
Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5
., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or
7 (1d8 + 3) bludgeoning damage if used with two
hands to make a melee a ack.
Restore Balance. The clockwork soul ends one magical
effect or condi on affec ng it.

44
Warlocks
Warlock of the Fathomless
Kraken Priest, VGM pg. 215
Warlock of the Leviathan, NPC pg. 169
The kraken priest or warlock of the leviathan is suf icient to
represent a warlock of the fathomless.

45
Warlocks of the Genie
Rather than make a wish, a roaming adventurer may instead Warlock of the Djinni
pledge allegiance to the genie in the lamp, and in so doing Medium humanoid (any race), any alignment
unlock great potential. Perhaps "true love" or "endless riches"
can wait another day. Armor Class 14 (studded leather)
The warlock can serve a dao, a djinni, an efreeti, or a Hit Points 88 (16d8 + 16)
marid. If the warlock's genie vessel is destroyed, you can Speed 30 ft., fly 30 ft. (hover)
decide that the destruction of the vessel summons forth the
warlock's patron genie. Potential genie vessels are reprinted as
follows.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 15 (+2) 17 (+3)
d6 Genie Vessel
1 Oil lamp Senses passive Perception 13
2 Urn Languages any two languages
Challenge 3 (700 XP)
3 Ring with a compartment
4 Stoppered bo le Innate Spellcasting. The warlock's innate spellcas ng
ability is Charisma (spell save DC 13, +5 to hit with spell
5 Hollowed statue e
a acks). It can cast the following spells innately.
6 Ornate lantern
At will: demiplane (connects only to the demiplane in
The warlock included here serves a djinni. Spell lists for the genie vessel, and the genie can't pass through the
alternative genies are included below. Serving a different genie
door)
does not change the warlock's challenge rating. Spellcasting. The warlock is a 9th-level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 13, +5 to
Warlock of the Dao hit with spell a acks). It regains its expended spell slots
when it finishes a short or long rest. If its genie vessel is
destroyed (AC 13, HP 10) it can't cast spells. It knows
Cantrips (at will): minor illusion, prestidigitation, the following warlock spells.
thunderclap Cantrips (at will): eldritch blast, gust, minor illusion
1st-5th level (2 5th-level slots): banishment, 1st-5th level (2 5th-level slots): create food and water,
counterspell, create food and water, creation, detect creation, detect evil and good, dream, fly, gaseous
evil and good, earthbind, hold monster, meld into form, greater invisibility, gust of wind, phantasmal
stone, phantasmal force, phantasmal killer, sanctuary, force, phantasmal killer, seeming, shatter,
spike growth, stone shape, wall of stone thunderwave, wind wall

Warlock of the Efreeti Ac ons


Booming Scimitar. Melee Spell Attack: +4 to hit, reach
5 ., one target. Hit: 5 (1d6 + 2) slashing damage, plus
Cantrips (at will): fire bolt, minor illusion, 4 (1d8) thunder damage, and if the target moves
prestidigitation before the start of the warlock's next turn, the target
1st-5th level (2 5th-level slots): burning hands, create takes an addi onal 9 (2d8) thunder damage.
food and water, creation, detect evil and good, fireball,
fire shield, flame strike, hellish rebuke, phantasmal
force, phantasmal killer, scorching ray

Warlock of the Marid

Cantrips (at will): frostbite, minor illusion,


prestidigitation
1st-5th level (2 5th-level slots): armor of agathys, blur,
cone of cold, control water, create food and water,
creation, darkness, detect evil and good, dispel magic,
dream, fog cloud, hunger of Hadar, phantasmal force,
phantasmal killer, sleet storm

46
Wizards
Bladesinger
Bladesingers, NPC pg. 175
The bladesingers from OUTCLASSED are suf icient to represent
a bladesinger.

47
Scribe Lost Scholar Personali es
The scribe's spellbook was infused with the spirit of its creator
Young wizards are given the boring tasks of keeping careful
who now haunts its very pages.
records of magical phenomena. Far from meaningless
busywork, this task offers not just responsibility but also d8 Personality Trait
potential, for there is secret knowledge recorded in these
I refuse to accept that the world has changed since I've
tomes. 1
died.
A scribe's power comes from its spellbook, which is a
sentient magic item. I get huffy if my wizard uses a cantrip or a spell not found
2
in my book.
Apprentice Mage, VGM pg 209 3 I blather on about obscure esoteric topics constantly.
Mage, MM pg. 347 4
I have a kind voice and take on a mentor's role with
whoever possesses me.
Archmage, MM pg. 342.
Any of these statblocks, or any other mage (see the list of I say out loud all the vocal components of my spells
mages, NPC pg. 13), can represent a scribe, or you can give any 5 because I don't trust my owner to pronounce them
NPC a list of spells from the scholarly wizard spell lists (NPC pg.
properly.
242) appropriate for its level to make them a scribe. I constantly compare my owner with an old appren ce of
6
mine who is probably s ll alive somewhere.
Lore Master, NPC pg. 179 7 I refuse to believe that I am an appari on.
For a wizard that can manipulate the damage type of spells, as
8 I pressure my owner into uncovering secrets of my past.
well as other effects that change spells, you can use the lore
master from OUTCLASSED.
Dark En ty Personali es
Spellbooks The scribe's spellbook has a dark entity imprisoned within, an
evil in luence on its new owner.
See the Spellbooks section for a list of spellbooks you can give
to a scribe. d8 Personality Trait
You can replace the scribe's spell list with the spells from the I come up with endless schemes to secure my inevitable
book, or you can add each of the book's spells of a level the 1 release from this prison. None have worked so far, but I
scribe can cast to the scribe's spell list. don't have much else to do in here but scheme.
I urge my owner to commit unspeakable atroci es, like
Spellbook Personalities 2 ending a sentence with a preposi on. What else is a
Choose a personality for the scribe's spellbook, or roll devil for?
randomly on the tables below.
I take on an affected "cute" personality, sickeningly
3
sweet. My true nature is bloodthirsty and depraved.
Awakened Spellbook Personali es
The scribe's spellbook was given life through the awaken spell. I take pity on the poor mortal who has to carry me
4 around. I offer consola on in trying mes, and words of
d8 Personality Trait encouragement when all other hopes are lost.
1 I salivate at the prospect of violence. I torment my owner with the names of everyone who
5
has been hurt by their ac ons.
2 I burst into sobs at the slightest inconvenience.
I am angry. I have been wronged. These wrongs must be
I spew forth an unending stream of complaints. It never 6
3 made right.
stops. I don't need to sleep.
I whisper sweet nothings into my owner's ear, making
4 I go overboard with the sarcasm. 7 them believe that I love them. Making them believe that
I'm extremely disloyal; I will happily jump ship to a more we can someday be together.
5
powerful mage. 8 (incoherent screaming)
6 I don't like being handled. I'll bite you. I have teeth.
I loudly narrate what's happening like a sports
7
commentator.
8 I am afraid of everything and everyone.

48
The Hourglass Desert
The NPCs in this section are reprinted from the setting book
The Hourglass Desert, written by Will Rotor.
Dune Diver
Medium humanoid (any race), any alignment

The Hourglass Desert Armor Class 15 (chain shirt)


Hit Points 65 (10d8 + 20)
Speed 30 ft.

Dune Diver STR DEX CON INT WIS


15 (+2) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 10 (+0)
CHA

Dune divers are employed as scavengers, raiders, and scouts.


One person can keep a secret, and one dune diver can get the Skills Perception +4, Stealth +5, Survival +4
job done. Dune divers prefer to let the natural land act as their Senses passive Perception 14
cover and keep hidden for as long as possible. Sometimes that Languages Any two languages
means staying perfectly still for three straight days in a dune. Challenge 3 (700 XP)
This ranger uses features from the Dune Diver archetype.
Sand Cover. The dune diver has advantage on Dexterity
Quick Features (Stealth) checks made to hide in sandy terrain, and it
can use its bonus ac on to do so. It also ignores the
effects of difficult terrain caused by sand.
Sandy Defense (Reaction). When the dune diver is
touching sandy terrain and is targeted by a ranged Spellcasting. The dune diver is a 5th-level spellcaster. Its
a ack from an a acker it can see, it can magically spellcas ng ability is Wisdom (spell save DC 12, +4 to
impose disadvantage on the a ack roll by protec ng hit with spell a acks). It knows the following ranger
itself with a sheet of erup ng sand. spells.
1st level (4 slots): absorb elements, detect magic,
detect poison and disease, earth tremor, hunter's
Battlemaster Maneuvers mark
This NPC is skilled in single combat and might have a 2nd level (2 slots): locate animals or plants, locate
battlemaster maneuver (save DC 13) in addition to the features object, warding wind
here. See NPC pg. 240 for a list of battlemaster maneuvers.
Ac ons
Multiattack. The dune diver makes two a acks with its
longbow or three a acks with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 .,
one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ., one target. Hit: 7 (1d8 + 3) piercing
damage.

Reac ons
Sandy Defense. When the dune diver is touching sandy
terrain and is targeted by a ranged a ack from an
a acker it can see, it can magically impose
disadvantage on the a ack roll by protec ng itself with
a sheet of erup ng sand.

49
Glass Shatterer
Experiencing the dazzling arrays of colours, lights, and images Glass Shatterer
that play across the surface of glass sends glass shatterers into Medium humanoid (any race), any alignment
a relaxed, meditative state where their bodies and minds
become clear. When their order is threatened, that relaxed state Armor Class 15
shatters and their ists become bloody with shards of glass. Hit Points 32 (5d8 + 10)
This monk follows the Way of the Glass Shatterer. Speed 30 ft.

Quick Features
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 10 (+0)
Shatterstrike. When the glass sha erer is at less than its
hit point maximum, its unarmed strikes deal an Senses passive Perception 12
addi onal 3 (1d6) slashing damage. If the glass Languages any one language
sha erer is at half its hit points or fewer, its unarmed Challenge 4 (1,100 XP)
strikes deal an addi onal 3 (1d6) slashing damage on
top of that.
Innate Spellcasting. The glass shaterer's innate
spellcas ng ability is Wisdom (spell save DC 12). It can
cast the following spells innately.
3/day: mirror image
Shatterstrike. When the glass sha erer is at less than its
hit point maximum, its unarmed strikes deal an
addi onal 3 (1d6) slashing damage. If the glass
sha erer is at half its hit points or fewer, its unarmed
strikes deal an addi onal 3 (1d6) slashing damage on
top of that.
Unarmored Defense. While the glass sha erer isn't
wearing armor, its armor class includes its Wisdom
modifier.

Ac ons
Multiattack. The glass sha erer makes three unarmed
strikes.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Reac ons
Refraction. When the glass sha erer takes fire, force,
lightning, or radiant damage, it can reduce the damage
taken by half.

50
Nomad
It takes a hearty soul to make a life for oneself of travelling Nomad
through the desert. Using special techniques passed down by Medium humanoid (any race), any alignment
word of mouth from traveller to traveller, nomads can
transform ordinary padded armour into protection as good as Armor Class 18 (padded armor)
plate mail. And when they are hurt, they are not hurt for long. Hit Points 65 (10d8 + 20)
This ighter adheres to the archetype of the Nomad. Speed 40 ft.

Quick Features
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+2) 10 (+0) 14 (+2) 10 (+0)
Padded Armor Expert. While the nomad wears padded
armor, its AC is 16 plus its Cons tu on modifier. Any Skills Athletics +5, Medicine +4, Perception +4,
cri cal hit on the nomad while it wears padded armor Survival +4
becomes a normal hit. Saves Str +5, Dex +5, Con +4
Damage Resistances cold, fire, and poison from
nonmagical sources
Battlemaster Maneuvers Senses passive Perception 12
This NPC is skilled in single combat and might have a
Languages any one language
battlemaster maneuver (save DC 13) in addition to the features Challenge 3 (700 XP)
here. See NPC pg. 240 for a list of battlemaster maneuvers.
Action Surge (1/Day). The nomad takes one addi onal
ac on on its turn.
Padded Armor Expert. While the nomad wears padded
armor, its AC is 16 plus its Cons tu on modifier. Any
cri cal hit on the nomad while it wears padded armor
becomes a normal hit.

Ac ons
Multiattack. The nomad makes two a acks.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5
., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or
7 (1d8 + 3) bludgeoning damage if wielded with two
hands.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ., one target. Hit: 7 (1d8 + 3) piercing
damage.

51
Rebirth Knight
Armed with the knowledge and power of countless ancestors, Rebirth Knight
rebirth knights have taken an oath to unlock their lineage and Medium humanoid (any race), any alignment
demonstrate to the world their full potential.
This paladin has sworn the Oath of Rebirth. Armor Class 20 (plate, shield)
Hit Points 75 (10d8 + 30)
Quick Features Speed 30 ft.

Spellcasting. The knight is a 9th level spellcaster. Its STR DEX CON INT WIS CHA
spellcas ng ability is Charisma. It has the following 18 (+4) 10 (+0) 16 (+3) 13 (+1) 13 (+1) 16 (+3)
paladin spells prepared.
1st level (4 slots): bless, comprehend languages, divine Saves Str +7, Dex +3, Con +6, Int +4, Wis +4, Cha +6
favor, identify, wrathful smite Skills History +7, Perception +7, Persuasion +9
2nd level (3 slots): alter self, augury, lesser restoration, Damage Immunities psychic
protection from poison Senses passive Perception 17
3rd level (2 slots): revivify, speak with dead, tongues Languages any one language
Challenge 7 (2,900 XP)

Battlemaster Maneuvers Ancestral Knowledge. The knight adds its Charisma


modifier to its ability checks.
This NPC is skilled in single combat and might have a
battlemaster maneuver (save DC 15) in addition to the features Aura of the True Self. The knight and allied creatures
here. See NPC pg. 240 for a list of battlemaster maneuvers. within 30 feet of its posi on have immunity to psychic
damage and advantage on saving throws to resist being
charmed or frightened.
Return Refreshed (1/Day). The knight chooses an ally
within 30 feet of its posi on that has 0 hit points. The
target regains 10 (3d6) hit points.
Sacred Weapons. The knight's weapon a acks are
magical. When the knight hits with its scimitar, the
weapon deals an addi onal 9 (2d8) radiant damage
(included in the a ack).
Spellcasting. The knight is a 9th level spellcaster. Its
spellcas ng ability is Charisma (spell save DC 14). It has
the following paladin spells prepared.
1st level (4 slots): bless, comprehend languages, divine
favor, identify, wrathful smite
2nd level (3 slots): alter self, augury, lesser restoration,
protection from poison
3rd level (2 slots): revivify, speak with dead, tongues

Ac ons
Multiattack. The knight makes two a acks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 .,
one target. Hit: 7 (1d6 + 4) slashing damage plus 9
(2d8) radiant damage.
Javelin. Melee or Ranged Weapon Attack: +7 to hit,
range 30/120 ., one target. Hit: 7 (1d6 + 4) piercing
damage.

52
Sand Shaman
The only thing one needs to call oneself a sand shaman is to Sand Shaman
have a few signature sand-focused spells. They guard the Medium humanoid (any race), any alignment
deserts of the world from the encroachment of civilisation.
This druid is a member of the Circle of the Land (Desert). Armor Class 15 (hide armor)
Hit Points 54 (12d8)
Quick Features Speed 30 ft.

Spellcasting. The sand shaman is a 6th level spellcaster. STR DEX CON INT WIS CHA
Its spellcas ng ability is Wisdom. It has the following 10 (+0) 15 (+2) 11 (+0) 13 (+1) 17 (+3) 13 (+1)
druid spells prepared.
Cantrips (at will): gust, infestation, minor illusion, Skills Arcana +3, Nature +3, Survival +5
mold earth Senses passive Perception 13
1st level (4 slots): absorb elements, create or destroy Languages any two languages
water, earth tremor, expeditious retreat, longstrider, Challenge 3 (700 XP)
purify food and drink
2nd level (3 slots): Agnazzar's scorcher, dust devil, Spellcasting. The sand shaman is a 6th level spellcaster.
earthbind, gust of wind, mirror image, pass without Its spellcas ng ability is Wisdom (spell save DC 13, +5
trace, skywrite to hit with spell a acks). It has the following druid
3rd level (3 slots): erupting earth, meld into stone, spells prepared.
protection from energy, wall of sand, wind wall
Cantrips (at will): gust, infestation, minor illusion,
mold earth
1st level (4 slots): absorb elements, create or destroy
water, earth tremor, expeditious retreat, longstrider,
purify food and drink
2nd level (3 slots): Agnazzar's scorcher, dust devil,
earthbind, gust of wind, mirror image, pass without
trace, skywrite
3rd level (3 slots): erupting earth, meld into stone,
protection from energy, wall of sand, wind wall

Ac ons
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ., one
target. Hit: 4 (1d4 + 2) slashing damage.

53
Miscellaneous
Spellbooks Conjurer's Spellbook
Illustrations on the page come to life, dancing and sending
Use these spellbooks for wizard and mage NPCs using the same
sparks of prestidigitation into your face.
rules as found in Tasha's Cauldron of Everything.
These spellbooks do not represent the full amount of spells
that such a mage would have access to. You can justify this by
explaining that much of the book was damaged in the ight to 1st level: unseen servant
obtain it, or that the wizard's contingencies activated to destroy 2nd level: cloud of daggers, misty step, web
many of the pages. Or you could just not address it all. 3rd level: stinking cloud
If you would like spellbooks that more reasonably represent 4th level: Evard's black tentacles
all of the spells available to a wizard, you can adapt the 5th level: cloudkill, conjure elemental
scholarly wizard spell lists from OUTCLASSED (NPC pg. 242).
The spells from that section contain full spell lists for wizards Diviner's Spellbook
up to 20th level, so you can cut them down as needed to it
On an inconspicuous page in the middle of the spellbook, you
lower-level wizards easily. This gives you more control over the
see a loridly-written journal entry describing its new owner,
power level of enemy mages.
you. The journal entry is dated six months ago.
Abjurer's Spellbook
This book emits a painfully loud warning siren when it is
touched. The siren fades after about ten minutes. 1st level: detect magic
2nd level: detect thoughts, locate object
3rd level: clairvoyance
4th level: arcane eye
1st level: alarm, shield 5th level: Rary's telepathic bond, seeming
2nd level: arcane lock 6th level: true seeing
3rd level: counterspell, dispel magic
4th level: banishment, stone skin
5th level: wall of force Enchanter's Spellbook
6th level: globe of invulnerability A literal web of lies is scrawled in the inal pages of the
7th level: symbol spellbook in a desperate attempt to keep track of all the
deception the previous owner had wrapped themselves up in.
Bladesinger's Spellbook
You wince as the sharp edge of the pages of the spellbook gives
you a papercut. 1st level: charm person
2nd level: hold person, suggestion
3rd level: tongues
4th level: dominate beast
1st Level: expeditious retreat, shield 5th level: hold monster
2nd Level: cloud of daggers, mirror image
3rd Level: haste
Evoker's Spellbook
The words glow brightly on the page, and the paper is hot to
Chronomancer's Spellbook the touch.
This spellbook's irst page is its last, its last page its irst. You
feel deja vu as you open it.

1st level: burning hands, magic missile


2nd level: shatter
1st level: magic missile 3rd level: fireball, lightning bolt
2nd level: continual flame 4th level: ice storm
3rd level: clairvoyance, haste, slow 5th level: Bigby's hand, cone of cold
4th level: arcane eye 6th level: chain lightning, wall of ice
5th level: scrying
6th level: contingency
7th level: delayed blast fireball
8th level: clone
9th level: foresight, time stop

54
Illusionist's Spellbook Theurge's Spellbook
You keep lipping the same page over and over, only to ind that It's more of a scroll than a book. As you open it, about thirty
you haven't gotten any further into the book. feet worth of parchment unravels in front of you.

1st level: color spray, disguise self 1st level: command, protection from evil and good
2nd level: invisibility, mirror image 2nd level: augury, blindness/deafness
3rd level: major image, phantom steed
4th level: phantasmal killer
Transmuter's Spellbook
The book's pages glisten with a metallic sheen one moment and
Inventor's Spellbook sparkle with fairy dust the next. Its size seems to change every
This spellbook's spine is fused together with gears. It grinds time you're not looking directly at it, growing bigger or
and pops with each turn of the page. shrinking smaller at random.

1st level: color spray, faerie fire, jump 1st level: expeditious retreat
2nd level: enlarge/reduce, levitate 2nd level: alter self, knock
3rd level: blink, slow
4th level: polymorph
Lore Master's Spellbook 5th level: telekinesis
For so few spells, this spellbook has way too many pages. Each
spell has several pages of notes detailing its every intricacy.
War Wizard's Spellbook
The book is coated with a slimy purple substance that gets all
over your hands. As you thumb through the irst few pages, you
1st level: identify, illusory script ind a note scrawled in the margins: the war wizard has
2nd level: arcane lock, knock, locate object successfully made his book " lame retardant". You're not sure it
3rd level: clairvoyance, fireball
was worth it.

Necromancer's Spellbook
You can feel baleful energy radiating off the book. Even just
1st level: absorb elements, grease, mage armor
placing your hands on its wrinkled leather cover feels like an 2nd level: blur, web
affront to all that is natural and good. 3rd level: counterspell, protection from energy

1st level: false life, ray of sickness


2nd level: blindness/deafness, ray of enfeeblement
3rd level: animate dead, bestow curse, vampiric touch
4th level: blight
5th level: cloudkill
6th level: circle of death

Shrouded Wizard's Spellbook


The book's front and back cover are jet black, blacker than any
black you've ever seen before. It's impossible to make out its
shape without holding it directly in your hands.

1st level: illusory script, sleep


2nd level: darkness, invisibility, knock, rope trick
3rd level: glyph of warding
4th level: confusion
5th level: dream, geas

55
Volo's Guide to Monsters
Sidekicks
You can use the following NPCs from the Monster Manual, Spellcasters
Volo's Guide to Monsters, and OUTCLASSED to be used with the Apprentice Mage (209)
sidekick rules in Tasha's Cauldron of Everything. Each of these
NPCs has a challenge rating of 1/2 or lower. Keep in mind that Non-Humanoid Sidekicks
the categorisations of expert, spellcaster, or warrior are Dolphin (208)
suggestions, not limitations. Any NPC listed here can become an Gazer (126; speaks a language)
expert, spellcaster, or warrior if you'd like. Velociraptor (140)
You can assign any of these NPCs a quick race using
OUTCLASSED (NPC pg. 235). OUTCLASSED: The NPC Statblock
Sidekicks do not need to be humanoid. A list of non- Compendium
humanoid suggestions for sidekicks is also included.
The most highly recommended statblocks from these lists Experts
are the outlaw and squire from OUTCLASSED which have a Courtier (207)
range of different features to customise them further. Dirty Fighter (215)
Medic (222)
Monster Manual Of iciant (224)
Outlaw (225)
Experts Rune Scribe (226)
Cultist (345) Squire (228)
Noble (348) Witch Doctor (231)
Scout (349)
Spellcasters
Spellcasters Celestial Servant (161)
Acolyte (342) Church Hand (205)
Cultist of the Archfey (208)
Warriors Cultist of the Archlich (209)
Bandit (343) Cultist of the Fiend (210)
Cultist (345) Cultist of the Great Old One (211)
Guard (347) Cultist of the Leviathan (212)
Scout (349) Cultist of the Raven Queen (212)
Thug (350) Eco-Terrorist (217)
Tribal Warrior (350) Faith Seeker (162)
Jester (37)
Non-Humanoid Sidekicks Joker (219)
Consider using these non-humanoid creatures as sidekicks. Of iciant (224)
They can only become a spellcaster if they speak a language. Outlaw (225)
Rune Scribe (226)
Black Bear (318) Squire (228)
Blink Dog (318) Spell Sniper (230)
Boar (319) Warlock of the Raven Queen (170)
Crocodile (320) Witch Doctor (231)
Flying Sword (20)
Magmin (212; speaks a language) Warriors
Mastiff (332) Archer (202)
Monodrone (224; speaks a language) Brawler (204)
Needle Blight (32) Dirty Fighter (215)
Skeleton (272) Outlaw (225)
Warhorse (340) Soldier (229)
Wolf (341) Squire (228)
Worg (341; speaks a language) Wrestler (233)
Zombie (316)

56
Feats Mage Slayer
Included in this section are feats you can add to an NPC.
These feats do not affect the NPC's challenge rating. Antimagic Strike (Reaction). Immediately before a
creature within 5 feet of the NPC casts a spell, it can
Alert make a melee weapon a ack against that creature. On
a hit, in addi on to the a ack's damage, the spell fails
and the spell slot is wasted.
The NPC has advantage on ini a ve checks, and other
creatures don’t gain advantage on a ack rolls against
the NPC as a result of being hidden from it. Mobile

Athlete Speed +10 .


When the NPC makes a melee a ack against a
Speed climb 30 . creature, it doesn't provoke opportunity a acks from
that creature for the rest of the turn.
When the NPC is prone, standing up uses only 5 feet of
its movement.
Observant
Bully
Senses passive Percep on +5
The NPC can take the Shove ac on as a bonus ac on.
Prodigy
Bulwark
The NPC adds +2 to all skills.

When the NPC hits a creature with an opportunity


a ack, that creature's speed becomes 0 for the rest of Resilient
the turn.
Bulwark Strike (Reaction). The NPC makes an The NPC adds +1 to all saving throws.
opportunity a ack against a creature that enters a
space within reach of the NPC's melee weapon.
Sen nel
Durable
The NPC can take opportunity a acks against creatures
that have taken the Disengage ac on (unless the target
Damage Resistances nonmagical bludgeoning, piercing, also has the sen nel feat).
and slashing
Sentinel Strike (Reaction). The NPC makes an
opportunity a ack against a creature within 5 feet of
Grappler the NPC that makes an a ack against a target other
than the NPC.

Skills Athle cs
Tough
As a bonus ac on, the NPC can a empt to grapple a
target within reach.
The NPC's hit points increase by 5 mes its challenge
ra ng (minimum 5).
Lucky
Victorious Strikes
Lucky (3/Day). The NPC rerolls an a ack roll, saving
throw, or ability check and must use the new roll.
When the NPC scores a cri cal hit with or reduces a
creature to 0 hit points, it can make one weapon a ack
as a bonus ac on.

57
Patron Invocations The Fathomless
Included in this section are additional features you can add to
an NPC (or a party of adventurers) that are granted to them Damage Resistances cold
based on a patron. You can combine these with group patrons
from Tasha's Cauldron of Everything. Some invocations are Link of the Amphibian. While touching an ally that
magical in nature, and others are mundane. Warlock patrons shares the same patron, the NPC and the ally have a
typically provide magical invocations whereas group patrons swim speed of 30 . and can breathe air and water.
like the ones found in Tasha's Cauldron of Everything typically
provide mundane invocations.
Invocations do not affect an NPC's challenge rating. The Genie
Speci ic Patron Invocations
You can give these invocations to parties of NPCs or adapt them Damage Resistances bludgeoning (dao), cold (marid),
to a party of player characters. fire (efree ), or thunder (djinni)
Cloud Nine. The NPC and its allies that share the same
The Archfey patron draw from the same pool of available spells.
Spells unavailable to the NPC also become unavailable
to its allies, and vice versa. Their shared innate
Languages Sylvan spellcas ng ability is Charisma (spell save DC 10, +2 to
Link of the Feywild. When the NPC is within 10 feet of hit with spell a acks). They can cast the following
an allied creature that shares the same patron, both spells.
the NPC and its ally have advantage on saving throws 1/day each: detect evil and good, dream, create food
against spells and magical effects. and water, dimension door, illusory script, remove
curse, scrying, Tenser's floating disc (taking the form
of a rug), unseen servant
The Celes al
The Great Old One
Languages Celes al
Link of Faith. When the NPC is within 5 feet of an allied Languages Deep Speech, telepathy 30 . (only with
creature that shares the same patron, both the NPC other creatures who share the same patron)
and its ally gain a +1 to their armor class. A creature
can benefit from only one Link of Faith at a me. Synaptic Tripwire (Recharges after a Short or Long Rest).
The NPC forms an instantaneous mental connec on
with another creature within 30 feet of it that shares
The Demon the same patron, crea ng a 5-foot wide line of psychic
energy between them. Each creature in the area must
make a Wisdom saving throw (DC NPC's Intelligence),
Languages Abyssal taking 10 (3d6) psychic damage on a failed save, or half
as much damage on a successful one. If the ally has
Link of Chaos (Reaction; Recharge 5-6). When an ally of this ac on, their use of it is also expended.
the NPC within 30 feet of it that shares the same
patron makes a damage roll, the NPC can give the ally
the op on to reroll all of the damage dice once. The Lich

The Devil Damage Resistances necro c, radiant


Shared Fate. As a bonus ac on, the NPC chooses a
Languages Infernal willing creature within 30 feet of it that can see and
hear it and that shares the same patron. Un l the start
Fulfill Your Contract (Reaction; Recharges after a Short or of the NPC's next turn, the NPC has resistance to all
Long Rest). When an ally of the NPC is reduced to 0 hit damage, and each me the NPC takes damage, the
points and the NPC is within 30 feet of the ally, shares target takes the same amount of damage (which can't
the same patron as the ally, and can see the ally, the be reduced in any way).
NPC can choose to give its ally up to 15 temporary hit
points by reducing its own hit points by the same
amount. The ally can't die or be knocked unconscious
as a result of having 0 hit points while it s ll has these
temporary hit points, and the temporary hit points
disappear if the ally is healed.

58
The Pirate Fleet Magical Invocations
These generic magical invocations can be given out by any
patron typical of warlocks.
Speed climb 30 ., swim 30 .
Armor of Shadows
Pirate Tactics. The NPC can use the Help ac on as a
bonus ac on. When used to assist an ally that shares
the same patron in a acking a creature, the target of The NPC's innate spellcas ng ability is Charisma. It can
the a ack can be within 30 feet of the NPC. cast the following spells innately.
At will: mage armor (self only)
The Museum of Dreams
Ascendant Step
Languages telepathy 60 . (only with other creatures
who share the same patron)
The NPC's innate spellcas ng ability is Charisma. It can
Synaptic Tripwire (Recharges after a Short or Long Rest). cast the following spells innately.
The NPC forms an instantaneous mental connec on
with another creature within 30 feet of it that shares At will: levitate (self only)
the same patron, crea ng a 5-foot wide line of psychic
energy between them. Each creature in the area must
make a Wisdom saving throw (DC NPC's Intelligence), Aspect of the Moon
taking 10 (3d6) psychic damage on a failed save, or half
as much damage on a successful one. If the ally has
this ac on, their use of it is also expended. The NPC doesn't need to sleep.

The Undead Hunters Beast Speech

Damage Resistances necro c The NPC's innate spellcas ng ability is Charisma. It can
cast the following spells innately.
Link of Faith. When the NPC is within 5 feet of an allied
creature that shares the same patron, both the NPC At will: speak with animals
and its ally gain a +1 to their armor class. A creature
can benefit from only one Link of Faith at a me.
Chains of Carceri

The Yugoloth
The NPC's innate spellcas ng ability is Charisma. It can
cast the following spells innately.
Languages telepathy 30 . (only with other creatures 1/day: hold monster
who share the same patron)
Fulfill Your Contract (Reaction; Recharges after a Short or
Long Rest). When an ally of the NPC is reduced to 0 hit Devil's Sight
points and the NPC is within 30 feet of the ally, shares
the same patron as the ally, and can see the ally, the
NPC can choose to give its ally up to 15 temporary hit Senses darkvision 120 .
points by reducing its own hit points by the same
amount. The ally can't die or be knocked unconscious Magical darkness doesn't impede the NPC's vision.
as a result of having 0 hit points while it s ll has these
temporary hit points, and the temporary hit points
disappear if the ally is healed.

59
Dreadful Word One with Shadows

The NPC's innate spellcas ng ability is Charisma. It can When the NPC is in an area of dim light or darkness, it
cast the following spells innately. can use its ac on to become invisible un l it moves or
takes an ac on or a reac on.
1/day: confusion

Sculptor of Flesh
Eldritch Sight
The NPC's innate spellcas ng ability is Charisma. It can
The NPC's innate spellcas ng ability is Charisma. It can cast the following spells innately.
cast the following spells innately.
1/day: polymorph
At will: detect magic

Sign of Ill Omen


Eyes of the Rune Keeper
The NPC's innate spellcas ng ability is Charisma. It can
The NPC can read all wri ng. cast the following spells innately.
1/day: bestow curse
Fiendish Vigor
Thief of Five Fates
The NPC's innate spellcas ng ability is Charisma. It can
cast the following spells innately.
The NPC's innate spellcas ng ability is Charisma. It can
At will: false life cast the following spells innately.
1/day: bane
Mask of Many Faces
Whispers of the Grave
The NPC's innate spellcas ng ability is Charisma. It can
cast the following spells innately.
The NPC's innate spellcas ng ability is Charisma. It can
At will: disguise self cast the following spells innately.
At will: speak with dead
Mire the Mind
Mundane Invocations
The NPC's innate spellcas ng ability is Charisma. It can These mundane invocations can be given out by any
cast the following spells innately. nonmagical patron typical of group patrons from Tasha's
Cauldron of Everything.
1/day: slow
Alchemy
Misty Visions
Damage Resistances poison

The NPC's innate spellcas ng ability is Charisma. It can


cast the following spells innately. The NPC receives 3 randomly-determined potions.

At will: silent image Beasts of Burden

Skills Animal Handling

The NPC receives a non-humanoid sidekick (see Sidekicks).

60
Beguiling Influence Thieving Fingers

Skills Decep on, Percep on Skills Sleight of Hand, Stealth

Health and Wellbeing

Skills Athle cs, Medicine

Library Shelves

Skills History

The NPC receives three books pertinent to its interests, one of


which can be a spellbook (see Spellbooks).

Masters of the Dance

Skills Acroba cs, Performance

Mother Earth

Skills Nature, Survival

Muscle

Skills In mida on

The NPC receives a humanoid sidekick (see Sidekicks).

Private Inves ga ons

Skills Insight, Inves ga on

Riches Beyond Compare

The NPC's weapons and armor are mastercra ed and


can't break under the normal stress of combat.

The NPC receives 2,500 gold pieces and 250 platinum pieces.

Spiritual Ma ers

Skills Arcana, Religion

61
Tattoos The Boar
Included in this section are additional features you can add to
an NPC (or an adventurer) based on arcane tattoos scribed Relentless (1/Day). When the NPC is reduced to 0 hit
across the skin. These provide additional options to the tattoo points and not killed outright, it can choose to drop to
features from Tasha's Cauldron of Everything. 1 hit point instead.
These are explicitly magical tattoos; NPCs can have tattoos
with no magical attributes as well.
The Boots of the Ranger
Minor Tattoos
Most minor tattoos have a simple design and cover a small
surface area of skin, such as the back of a hand or a bicep. The NPC can ignore the effects of difficult terrain.
Minor tattoos do not affect challenge rating. If you wish to
adapt them for player characters using the tattoo rules from The Chess Board
Tasha's Cauldron of Everything, you can treat these tattoos as
uncommon or rare (your choice).
The NPC can use the Help ac on as a bonus ac on.
The Ancestor When used to assist an ally in a acking a creature, the
target of the a ack can be within 30 feet of the NPC.
The NPC's innate spellcas ng ability is Wisdom. It can
cast the following spells innately. The Crossed Fingers
1/day each: augury, clairvoyance
The NPC has advantage on melee a ack rolls against
any creature that has one or more of its allies within 5
The Anvil feet of it.

AC +1 The Dagger of Blood

The Arrow in Flight When the NPC reduces a creature to 0 hit points, that
creature dies and the NPC can immediately cast one of
the following spells without material components,
The NPC's ranged weapon a acks ignore half and three triggering its effects immediately. Once it has cast one
quarters cover. of these ritual spells, it can't cast the same spell using
this ta oo un l it finishes a long rest. Wisdom is its
spellcas ng ability for these spells.
The Axe of the Barbarian
Ritual Spells: augury, find familiar, silence

At the start of its turn, the NPC can gain advantage on


all melee weapon a ack rolls during that turn, but The Elk
a ack rolls against it have advantage un l the start of
its next turn.
Speed +5 .
The Bear
The Empty Doll
Hos le creatures within 5 feet of the NPC that can see
and hear it have disadvantage on a ack rolls against Creatures have disadvantage on Wisdom (Insight)
creatures other than the NPC. checks made to gain insight on the NPC's thoughts or
behaviour.
The Blushing Bride

The NPC has advantage on Charisma checks to flirt


with humanoid creatures.

62
The Fey Queen The Sailboat

Misty Escape (1/Day). In response to taking damage, The NPC can use its bonus ac on to change the
the NPC turns invisible and teleports up to 60 feet to direc on of the wind within a 100-foot radius around
an unoccupied space it can see. It remains invisible it. The NPC can choose the direc on but not the
un l the start of its next turn or un l it takes an ac on strength of the wind.
or casts a spell.
The Shimmering Cloak
The Four Leaf Clover
Cloak of Shadows (1/Day). The NPC becomes invisible
Lucky (1/Day). The NPC can re-roll an a ack roll, ability un l the end of its next turn, or un l it takes an ac on
check, or saving throw it makes and use either result. or casts a spell.

The Gnarled Tree The Skull

Nature's Wrath (1/Day). The NPC targets a creature it When the NPC converses with undead or dead
can see within 30 feet of it. The creature must succeed humanoids, it can communicate as if they share a
on a Dexterity saving throw (DC NPC's Wisdom) or be language.
restrained by magical vines for 1 minute. The target
can repeat this saving throw at the end of each of its
turns, ending the effect on a success. The Tiger

The Holy Symbol The NPC's long jump is up to 20 feet and its high jump
is up to 10 feet, with or without a running start.

Turn Undead (1/Day). The NPC presents its ta oo and


speaks a prayer. Each undead that can see or hear the The Tumbling Fool
NPC must make a Wisdom saving throw (DC NPC's
Wisdom). On a failed save, the target is turned for 1
minute or un l it takes any damage. A turned creature As a bonus ac on, the NPC can take both the Dash and
moves up to its speed away from the NPC and can't Disengage ac ons.
willingly move within 30 feet of it. It can't take
reac ons and must either use the Dash ac on or try to
escape from an effect that stops it from moving. If it The Wary Hawk
can't move, it can take the Dodge ac on.

The NPC can see to a distance of 1 mile as though it


Alternatively, this tattoo can turn any creature of evil alignment.
were 5 feet away.
The Maw of the Abyss
The Watchful Eye
When the NPC reduces a creature to 0 hit points with a
melee a ack on its turn, the NPC can take a bonus If the NPC isn't unconscious, it can't be surprised and
ac on to move up to half its speed and make another has advantage on ini a ve rolls.
melee weapon a ack.
The Wolf
The Oncoming Storm

Pounce (1/Day). When the NPC hits a Large or smaller


As a bonus ac on, the NPC can move up to its speed creature with a melee weapon a ack, it can choose to
towards a hos le creature that it can see. force the target to make a Strength saving throw (DC
NPC's Strength). The target falls prone on a failed save.
The Rending Claw

If the NPC scores a cri cal hit, it rolls its damage dice
three mes, instead of twice.

63
Major Tattoos The Fiery Hound
Most major tattoos have intricate arcane designs and cover a
major surface area of skin, such as a whole arm or back. Major
tattoos latly increase challenge rating by 1. If you wish to adapt
Summon Hell Hound (1/Day). The NPC summons a hell
them for player characters using the tattoo rules from Tasha's hound from the Nine Hells to an empty space within 30
Cauldron of Everything, you can treat these tattoos as very rare feet of it. The hell hound is fiercely loyal to the NPC
or legendary (your choice). and remains in the material realm for 1 minute or un l
the NPC dismisses it as an ac on.
The Banner of the King
The Heart of the Sorcerer
Inspiring Surge (1/Day). As a bonus ac on, the NPC
targets up to two friendly creatures within 60 feet of it
that can see and hear it. A target can immediately use The NPC is a 3rd-level spellcaster. Its spellcas ng ability
its reac on to make one melee or ranged weapon is Charisma. It knows the following sorcerer spells.
a ack.
Cantrips (at will): acid splash, dancing lights, mage
hand, message
The Book of the Wizard 1st level (4 slots): burning hands, color spray, fog
cloud
2nd level (2 slots): levitate
The NPC is a 3rd-level spellcaster. Its spellcas ng ability
is Intelligence. It has the following wizard spells
prepared: The Lute of the Bard
Cantrips (at will): mending, prestidigitation, ray of
frost The NPC is a 3rd-level spellcaster. Its spellcas ng ability
1st level (4 slots): grease, magic missile, shield is Charisma. It knows the following bard spells.
2nd level (2 slots): mirror image, phantasmal force
Cantrips (at will): friends, vicious mockery
1st level (4 slots): charm person, disguise self,
Alternatively, you can give the NPC any spell list of any level thunderwave
from the scholarly wizard spell lists (NPC pg. 242). If you wish 2nd level (2 slots): silence
to adapt this tattoo for a player character, just use the spell list
above.
The Moon
The Chalice of Eternal Life

Change Shape (1/Day). The NPC magically polymorphs


Preserve Life (1/Day). The NPC targets up to six into a beast or elemental with a challenge ra ng of 2 or
creatures it can see within 30 feet of it. The NPC heals less, and can remain in this form for up to 2 hours. The
the targets, dividing up to 60 hit points between them. NPC can choose whether its equipment falls to the
ground, melds with its new form, or is worn by the new
form. The NPC reverts to its true form as a bonus
The Contract of the Warlock ac on or if it is knocked to 0 hit points, with excess
damage carrying over to its true form. While in a new
form, the NPC retains its game sta s cs and ability to
The NPC is a 3rd-level spellcaster. Its spellcas ng ability speak, but its AC, movement modes, Strength,
is Charisma. It regains its expended spell slots when it Dexterity, and Cons tu on are replaced by those of
finishes a short or long rest. It knows the following the new form, and it gains any special senses,
warlock spells. proficiencies, traits, ac ons, and reac ons (except class
features, legendary ac ons, and lair ac ons) that the
Cantrips (at will): eldritch blast, friends new form has.
1st-2nd level (2 2nd-level slots): crown of madness,
darkness, hellish rebuke, hex
The Palm of the Monk
The Crown of Light
When the NPC is subjected to an effect that allows it to
make a Dexterity saving throw to take only half
The first me a creature a acks the NPC on a turn, the damage, it instead takes no damage if it succeeds on
a acker must make a Charisma saving throw (DC NPC's the saving throw, and only half damage if it fails.
Charisma). On a failed save, it can't a ack the NPC on
this turn, and it must choose a new target for the
a ack or the a ack is wasted.

64
The Pendant of the Cleric The Sword of the Fighter

The NPC is a 3rd-level spellcaster. Its spellcas ng ability Action Surge (1/Day). The NPC can take one addi onal
is Wisdom. It has the following cleric spells prepared. ac on on its turn.
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, purify The Symbol of Divine Favour
food and drink
2nd level (2 slots): lesser restoration, spiritual weapon
Legendary Resistance (3/Day). When the NPC fails a
saving throw, it can choose to succeed instead.
The Phoenix
The Tendrils of the Old Gods
Phoenix Spark (1/Day). When the NPC is reduced to 0
hit points, it can instead choose to drop to 1 hit point.
If it does so, each creature within 30 feet of it must At the start of each of the NPC's turns, each creature of
make a Dexterity saving throw (DC NPC's Charisma), its choice within 5 feet of it must succeed on a Wisdom
taking 28 (8d6) fire damage on a failed save, or half as saving throw (DC NPC's Charisma) or take 10 (3d6)
much damage on a successful one. psychic damage.

The Rising Sun The Twin Bats

As a bonus ac on, the NPC gains 10 temporary hit Draining Touch. The NPC touches a creature within 5
points, plus advantage on melee weapon a acks un l feet of it. The creature must make a Cons tu on saving
the end of its turn. throw (DC NPC's Charisma), taking 14 (4d6) necro c
damage on a failed save, or half as much on a
successful one. The NPC regains hit points equal to the
The Screaming Ghost necro c damage dealt.

Dreadful Aspect (1/Day). The NPC exudes magical


menace. Each enemy within 30 feet of the NPC must
succeed on a Wisdom saving throw (DC NPC's
Charisma) or be frightened for 1 minute. If a frightened
target ends its turn more than 30 feet away from the
NPC, the target can repeat the saving throw, ending the
effect on itself on a success.

The Shield of the Paladin

The NPC and friendly creatures within 30 feet of the


NPC have advantage on saving throws.

The Staff of the Druid

The NPC is a 3rd-level spellcaster. Its spellcas ng ability


is Wisdom. It has the following druid spells prepared.
Cantrips (at will): druidcraft, shillelagh
1st level (4 slots): animal friendship, entangle,
goodberry, thunderwave
2nd level (2 slots): animal messenger

65
OUTCLASSED
EXPANSION:
Tasha's
Panopticon of
Nemeses

Created by Will Rotor


Current Version: November 2020

WWW.GMBINDER.COM

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