Professional Documents
Culture Documents
Expansion
Tasha's Panopticon of Nemeses
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)
Bards Wizard
Creation Bard (19)
Court Debater (College of Eloquence) (20) Bladesinger (47)
Debate Me (21) Scribe (Order of the Scribe) (48)
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.
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)
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.
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.
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.
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.
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
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.
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)
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.
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.
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.
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)
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)
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.
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
Ise Rune
Skye Rune
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.
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.
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.
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.
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 .
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)
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.
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)
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
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.
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
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
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)
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.
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
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
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
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.
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
60
Beguiling Influence Thieving Fingers
Library Shelves
Skills History
Mother Earth
Muscle
Skills In mida on
The NPC receives 2,500 gold pieces and 250 platinum pieces.
Spiritual Ma ers
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.
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
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.
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.
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
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.
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.
65
OUTCLASSED
EXPANSION:
Tasha's
Panopticon of
Nemeses
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