TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  1 
  V.3 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  2 
   
  Medium humanoid (any race), any alignment
  Armor Class 13 
  Hit Points 49 (9d8 + 9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 16 (+3) 12 (+1) 
  12 (+1) 14 (+2) 16 (+3) 
  Saving Throws Dex +5 
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +5, 
  Stealth +5 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 4 (1,100 XP) 
  Cunning Action. On each of its turns, the agent can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action. 
   
  Sneak Attack (1/Turn). The agent deals an extra 10 
  (3d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the agent that isn’t 
  incapacitated and the agent doesn’t have disadvantage 
  on the attack roll. 
   
  Actions
  Multiattack. The agent makes two melee attacks. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
   
  Reactions 
  Uncanny Dodge. The agent halves the damage when 
  hit by an attack from an attacker the agent can see. 
  Medium humanoid (any race), any non-good alignment
  Armor Class 16 (studded leather) 
  Hit Points 117 (18d8 + 36) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 19 (+4) 14 (+2) 15 (+2) 13 (+1) 
  10 (+0) 
  Saving Throws Dex +8, Int +6 
  Skills Acrobatics +8, Deception +8, Perception +5, 
  Stealth +12 
  Damage Resistances poison 
  Senses passive Perception 15 
  Languages Thieves’ cant plus any two languages 
  Challenge 12 (8,400 XP) 
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores against 
  a surprised creature is a critical hit. 
   
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dex saving throw to take only half 
  damage, the assassin instead takes no damage if it 
  succeeds on the saving throw and half if it fails. 
   
  Sneak Attack (1/Turn). The assassin deals an extra 21 
  (6d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the assassin that 
  isn’t incapacitated and the agent doesn’t have 
  disadvantage on the attack roll. 
   
  Actions
  Multiattack. The assassin makes two melee attacks. 
   
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the 
  target must make a DC 16 Con saving throw, taking 28 
  (8d6) poison damage on a failed save, or half as much 
  damage on a successful one. 
   
  Light Crossbow. Ranged Weapon Attack: +8 to hit, 
  range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage, and the target must make a DC 16 Con saving 
  throw, taking 28 (8d6) poison damage on a failed save, 
  or half as much damage on a successful one. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  3 
   
   
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 14 (studded leather) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 14 (+2) 13 (+1) 
  11 (+0) 10 (+0) 10 (+0) 
  Saving Throws Str +3, Dex +4 
  Skills Athletics +3, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1 (200 XP) 
  Actions
  Multiattack. The brigand makes two melee attacks. 
   
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
   
  Light Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 15 (studded leather) 
  Hit Points 78 (12d8 + 24) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 
  14 (+2) 
  Saving Throws Str +5, Dex +6, Wis +3 
  Skills Athletics +5, Deception +5, Perception +3 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 7 (2,900 XP) 
  Mobile. The outlaw’s speed increases by 10 feet 
  (included in its speed), and when it makes a melee 
  attack against a creature, it doesn’t provoke attacks of 
  opportunity from that creature for the rest of the turn. 
   
  Deadeye. The outlaw’s ranged weapon attacks ignore 
  half cover and three-quarters cover. 
   
  Actions
  Multiattack. The outlaw makes three melee weapon 
  attacks or three ranged weapon attacks. 
   
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage. 
   
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8 +3) piercing damage. 
   
  Reactions 
  Parry. The outlaw adds 3 to its AC against one melee 
  attack that would hit it. To do so, the outlaw must see 
  the attacker and be wielding a melee weapon. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  4 
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 16 (breastplate) 
  Hit Points 135 (18d8 + 54) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 18 (+4) 15 (+2) 
  15 (+2) 13 (+1) 16 (+3) 
  Saving Throws Str +7, Dex +8, Wis +5, Cha +7 
  Skills Athletics +7, Deception +7, Intimidation +7, 
  Perception +5 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 12 (8,400 XP) 
  Mobile. The brigand’s speed increases by 10 feet 
  (included in its speed), and when it makes a melee 
  attack against a creature, it doesn’t provoke attacks of 
  opportunity from that creature for the rest of the turn. 
   
  Crossbow Expert. The brigand ignores the loading 
  quality of crossbows, and being within 5 feet of a hostile 
  creature doesn’t impose disadvantage on its ranged 
  attack rolls.  
   
  Actions
  Multiattack. The brigand makes three melee weapon 
  attacks and one ranged attack with its hand crossbow, 
  or three hand crossbow ranged attacks. 
   
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
   
  Hand Crossbow. Ranged Weapon Attack: +8 to hit, 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage. 
   
  Reactions 
  Parry. The brigand adds 4 to its AC against one melee 
  attack that would hit it. To do so, the brigand must see 
  the attacker and be wielding a melee weapon. 
   
  Legendary Actions 
  The brigand king can take 3 legendary actions, 
  choosing from the options below. Only one legendary 
  action option can be used at a time and only at the end 
  of another creature’s turn. The brigand king regains 
  spent legendary actions at the start of its turn. 
   
  Attack. The brigand king makes one weapon attack. 
  Maneuver. The brigand king moves up to half its speed 
  without provoking opportunity attacks. 
  Recovery (Costs 2 Actions). The brigand king regains 
  7 (1d8 + 3) hit points. 
   
  Medium humanoid (any race), any non-good alignment
  Armor Class 14 (studded leather) 
  Hit Points 65 (10d8+20) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 
  14 (+2) 
  Skills Deception +5, Persuasion +5, Religion +3 
  Senses passive Perception 12 
  Languages any two languages (one of them exotic) 
  Challenge 6 (2,300 XP) 
  Dark Devotion. The disciple has advantage on saving 
  throws against being charmed or frightened.  
   
  Dark Eminence. As a bonus action, the disciple can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 7 (2d6) necrotic damage to a 
  target on a hit. This benefit lasts until the end of the 
  turn. If the disciple expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each 
  level above 1st. 
    
  Spellcasting. The discipline is an 8th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 13, +5 
  to hit with spell attacks). The disciple has the following 
  cleric spells prepared: 
   
  Cantrips (at-will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of faith 
  2nd level (3 slots): hold person, silence, spiritual weapon 
  3rd level (3 slots): bestow curse, dispel magic 
  4th level (2 slots): banishment, guardian of faith 
   
  Actions
  Multiattack. The disciple makes two melee attacks. 
   
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  5 
  Medium humanoid (any race), any non-good alignment
  Armor Class 16 (breastplate) 
  Hit Points 130 (20d8+40) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 14 (+2) 14 (+2) 
  10 (+0) 17 (+3) 16 (+3) 
  Skills Deception +7, Persuasion +7, Religion +4 
  Senses passive Perception 13 
  Languages any two languages (one of them exotic) 
  Challenge 12 (8,400 XP) 
  Dark Devotion. The master has advantage on saving 
  throws against being charmed or frightened.  
   
  Dark Eminence. As a bonus action, the master can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 7 (2d6) necrotic damage to a 
  target on a hit. This benefit lasts until the end of the 
  turn. If the master expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each 
  level above 1st. 
   
  Spellcasting. The master is a 12th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to 
  hit with spell attacks). The master has the following 
  cleric spells prepared: 
   
  Cantrips (at-will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of faith 
  2nd level (3 slots): hold person, silence, spiritual weapon 
  3rd level (3 slots): bestow curse, dispel magic, magic circle 
  4th level (3 slots): banishment, guardian of faith 
  5th level (2 slots): contagion, planar binding 
  6th level (1 slot): harm, planar ally 
   
  Actions
  Multiattack. The master makes two melee attacks. 
   
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
   
  Medium humanoid (any race), any alignment
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 
  11 (+0) 
  Skills Medicine +4, Nature +3, Perception +4 
  Senses passive Perception 14 
  Languages Druidic plus any two languages 
  Challenge 1/2 (100 XP) 
  Spellcasting. The druid is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). It has the following druid spells 
  prepared: 
   
  Cantrips (at-will): produce flame, shillelagh 
  1st level (2 slots): entangle, longstrider, speak with animals 
   
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage, or 4 (1d8) if wielded in two 
  hands, or 6 (1d8 + 2) with shillelagh. 
   
  Produce Flame. Ranged Spell Attack: +4 to hit, range 
  30 ft., one target. Hit: 4 (1d8) fire damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  6 
  Medium humanoid (any race), any alignment
  Armor Class 11 (16 with barkskin) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 12 (+1) 13 (+1) 
  12 (+1) 17 (+3) 12 (+1) 
  Saving Throws Int +4, Wis +6 
  Skills Medicine +6, Nature +4, Perception +6 
  Senses passive Perception 16 
  Languages Druidic plus any two languages 
  Challenge 6 (2,300 XP) 
  Spellcasting. The druid is an 8th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to 
  hit with spell attacks). It has the following druid spells 
  prepared: 
   
  Cantrips (at-will): druidcraft, produce flame, shillelagh 
  1st level (4 slots): entangle, longstrider, speak with animals,  
                               thunderwave 
  2nd level (3 slots): animal messenger, barkskin, moonbeam 
  3rd level (3 slots): call lightning, speak with plants 
  4th level (2 slots): conjure woodland beings, polymorph 
   
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit (+6 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage, or 4 (1d8) if wielded in two 
  hands, or 7 (1d8 + 3) with shillelagh. 
   
  Produce Flame. Ranged Spell Attack: +6 to hit, range 
  30 ft., one target. Hit: 9 (2d8) fire damage. 
   
  Wild Shape (Recharges after a Short or Long Rest). 
  The druid turns into any beast up to CR 1, as per the 
  druid class feature (Player’s Handbook, p. 67). 
  Medium humanoid (any race), any alignment
  Armor Class 11 (16 with barkskin) 
  Hit Points 117 (18d8+36) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 12 (+1) 14 (+2) 14 (+2) 20 (+5) 
  13 (+2) 
  Saving Throws Int +5, Wis +9 
  Skills Medicine +9, Nature +6, Perception +9 
  Senses passive Perception 19 
  Languages Druidic plus any two languages 
  Challenge 12 (8,400 XP) 
  Spellcasting. The archdruid is a 17th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 17, +9 
  to hit with spell attacks). It has the following druid spells 
  prepared: 
   
  Cantrips (at-will): druidcraft, produce flame, shillelagh, 
                              thorn whip 
  1st level (4 slots): entangle, longstrider, speak with animals,  
                               thunderwave 
  2nd level (3 slots): animal messenger, barkskin, moonbeam 
  3rd level (3 slots): call lightning, speak with plants, wind wall 
  4th level (3 slots): conjure woodland beings, polymorph 
  5th level (2 slots): antilife shell, contagion, reincarnate 
  6th level (1 slot): conjure fey, sunbeam 
  7th level (1 slot): regenerate, reverse gravity 
  8th level (1 slot): control weather, sunburst 
  9th level (1 slot): foresight, storm of vengeance 
   
  Actions
  Quarterstaff. Melee Weapon Attack: +4 to hit (+9 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage, or 4 (1d8) if wielded in two 
  hands, or 9 (1d8 + 5) with shillelagh. 
   
  Produce Flame. Ranged Spell Attack: +9 to hit, range 
  30 ft., one target. Hit: 18 (4d8) fire damage. 
   
  Thorn Whip. Melee Spell Attack: +9 to hit, reach 30 ft., 
  one target. Hit: 14 (4d6) piercing damage. If the target 
  is a creature Large or smaller, it is pulled 10 feet closer. 
   
  Wild Shape (Recharges after a Short or Long Rest). 
  The druid turns into any beast up to CR 1, as per the 
  druid class feature (Player’s Handbook, p. 67). 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  7 
   
  Medium humanoid (any race), any alignment
  Armor Class 15 (scale mail) or 17 (scale mail, shield) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 12 (+1) 14 (+2) 
  10 (+0) 11 (+0) 10 (+0) 
  Saving Throws Con +4 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Actions
  Pike or Halberd. Melee Weapon Attack: +4 to hit, 
  reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing or 
  slashing damage. 
   
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, or 6 (1d8 + 2) piercing damage if 
  used with two hands to make a melee attack. 
   
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if used with two hands. 
   
  Battleaxe or Warhammer. Melee Weapon Attack: +4 
  to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing or 
  bludgeoning damage, or 7 (1d10 + 2) slashing or 
  bludgeoning damage if used with two hands. 
   
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage. 
   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Javelin or Handaxe. Melee or Ranged Weapon Attack: 
  +4 to hit, reach 5 ft. or range 30/120 ft. or 20/60 ft., one 
  target. Hit: 5 (1d6 + 2) piercing or slashing damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing 
  damage. 
   
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8+1) piercing damage. 
  Medium humanoid (any race), any alignment
  Armor Class 16 (chain mail) or 18 (chain mail, shield) 
  Hit Points 26 (4d8 + 8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 
  13 (+1) 
  Saving Throws Con +4 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1 (200 XP) 
  Brave. The squire has advantage on saving throws 
  against being frightened. 
   
  Actions
  Multiattack. The squire makes one melee attack with 
  its longsword and one shield bash, if wielding a shield. 
   
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if used with two hands. 
   
  Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. If 
  the target is a Medium or smaller creature, it must 
  succeed on a DC 12 Strength saving throw or be 
  knocked prone. 
   
  Light Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 80/320 ft., one target. Hit: 4 (1d8) piercing 
  damage. 
   
  Reactions 
  Parry. The squire adds 2 to its AC against one melee 
  attack that would hit it. To do so, the squire must see 
  the attacker and be wielding a melee weapon. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  8 
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate) or 20 (plate, shield) 
  Hit Points 120 (16d8 + 48) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 12 (+1) 16 (+3) 
  12 (+1) 12 (+1) 17 (+3) 
  Saving Throws Str +8, Con +7, Wis +5 
  Senses passive Perception 11 
  Languages Common and any one other language 
  Challenge 9 (5,000 XP) 
  Brave. The knight has advantage on saving throws 
  against being frightened. 
   
  Actions
  Multiattack. The knight makes three melee attacks. 
   
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
   
  Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit, 
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing 
  damage. 
   
  Leadership (Recharges after a Short or Long Rest). 
  For 1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 feet of it makes an attack roll or saving throw. 
  The creature can add a d4 to its roll provided it can 
  hear and understand the knight. A creature can benefit 
  from only one Leadership die at a time. This effect ends 
  if the knight is incapacitated. 
   
  Reactions 
  Parry. The knight adds 4 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
  Medium humanoid (any race), any alignment
  Armor Class 17 (chain shirt, shield) 
  Hit Points 135 (18d8 + 54) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 15 (+2) 17 (+3) 12 (+1) 14 (+2) 
  15 (+2) 
  Saving Throws Str +9, Dex +6, Con +7 
  Skills Athletics +13, Intimidation +6 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 11 (7,200 XP) 
  Brave. The swordmaster has advantage on saving 
  throws against being frightened. 
   
  Brute. A melee weapon deals one extra die of its 
  damage when the swordmaster hits with it (included in 
  the attack). 
   
  Actions
  Multiattack. The swordmaster makes three melee 
  weapon attacks and one shield bash. 
   
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) slashing damage. 
   
  Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. If 
  the target is a Medium or smaller creature, it must 
  succeed on a DC 17 Strength saving throw or be 
  knocked prone. 
   
  Reactions 
  Parry-Riposte. The swordmaster adds 4 to its AC 
  against one melee attack that would hit it. To do so, the 
  swordmaster must see the attacker and be wielding a 
  melee weapon. If the attack misses, the swordmaster 
  immediately as part of the reaction makes an 
  opportunity attack against the opponent that missed. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  9 
   
  Medium humanoid (any race), any alignment
  Armor Class 17 (scale mail, shield) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  10 (+0) 
  Saving Throws Con +4 
  Skills Perception +3, Insight +3 
  Senses passive Perception 13 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
  Alert. The guard has advantage on initiative rolls. 
   
  Actions
  Multiattack. The guard makes one melee attack with its 
  spear and one shield bash, if wielding a shield. 
   
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, or 6 (1d8 + 2) piercing damage if used 
  with two hands to make a melee attack. 
   
  Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. If 
  the target is a Medium or smaller creature, it must 
  succeed on a DC 12 Strength saving throw or be 
  knocked prone. 
   
  Reactions 
  Protection. When a creature the guard can see attacks 
  a target other than the guard within 5 feet of it, the guard 
  imposes disadvantage on the attack roll. The guard 
  must be wielding a shield. 
  Medium humanoid (any race), any alignment
  Armor Class 18 (breastplate, shield) 
  Hit Points 90 (12d8 + 36) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 
  10 (+0) 
  Saving Throws Str +6, Con +6 
  Skills Perception +5, Insight +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 8 (3,900 XP) 
  Alert. The guardian has advantage on initiative rolls. 
   
  Spear Specialization. The guardian gains a +2 bonus 
  to attack rolls and damage rolls with its spear (included 
  in the attack). 
   
  Actions
  Multiattack. The guardian makes two melee attack with 
  its spear and one shield bash, if wielding a shield. 
   
  Spear. Melee or Ranged Weapon Attack: +8 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) 
  piercing damage, or 9 (1d8 + 5) piercing damage if 
  used with two hands to make a melee attack. 
   
  Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If 
  the target is a Medium or smaller creature, it must 
  succeed on a DC 14 Strength saving throw or be 
  knocked prone. 
   
  Reactions 
  Elite Protection. When a creature the guardian can 
  see attacks a target other than the guardian within 5 
  feet of it, the guardian imposes disadvantage on the 
  attack roll. The guardian must be wielding a shield. If 
  the attack still hits, the guardian may take half of the 
  damage (rounded down) and the intended target takes 
  the remaining half. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  10 
   
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (–1) 
  14 (+2) 11 (+0) 
  15 (+2) 12 (+1) 11 (+0) 
  Saving Throws Int +4, Wis +3 
  Skills Arcana +4 
  Senses passive Perception 11 
  Languages any two languages 
  Challenge 1/2 (100 XP) 
  Spellcasting. The apprentice is a 2nd-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 12, 
  +4 to hit with spell attacks). The apprentice has the 
  following wizard spells prepared: 
   
  Cantrips (at-will): fire bolt, light, mage hand 
  1st level (3 slots): detect magic, mage armor, magic  
                              missile, shield 
   
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (–1) 
  14 (+2) 11 (+0) 16 (+3) 12 (+1) 
  11 (+0) 
  Saving Throws Int +5, Wis +3 
  Skills Arcana +5, History +5 
  Senses passive Perception 11 
  Languages any three languages 
  Challenge 3 (700 XP) 
  Spellcasting. The magician is a 5th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). The magician has the 
  following wizard spells prepared: 
   
  Cantrips (at-will): fire bolt, light, mage hand, prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic  
                               missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (2 slots): counterspell, fireball 
   
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  11 
   
  Medium humanoid (any race), any alignment
  Armor Class 16 (breastplate) 
  Hit Points 53 (10d8 + 8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 14 (+2) 13 (+1) 
  12 (+1) 14 (+2) 17 (+3) 
  Saving Throws Str +4, Con +4, Wis +5 
  Skills Deception +6, Insight +5, Persuasion +6 
  Senses passive Perception 12 
  Languages any two languages 
  Challenge 5 (1,800 XP) 
  Commanding. As a bonus action, the war lord can 
  command one of its followers to strike. If the follower 
  can see or hear the war lord, the follower immediately 
  uses its reaction to make one weapon attack. 
   
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage. 
   
  Reactions 
  Parry-Riposte. The war lord adds 3 to its AC against 
  one melee attack that would hit it. To do so, the war 
  lord must see the attacker and be wielding a melee 
  weapon. If the attack misses, the war lord immediately 
  as part of the reaction makes an opportunity attack 
  against the opponent that missed. 
  Medium humanoid (any race), any alignment
  Armor Class 16 (breastplate) 
  Hit Points 102 (16d8 + 30) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 
  19 (+4) 
  Saving Throws Str +6, Con +6, Wis +6, Cha +8 
  Skills Deception +8, Insight +6, Persuasion +8 
  Senses passive Perception 12 
  Languages any two languages 
  Challenge 11 (7,200 XP) 
  Commanding. As a bonus action, the war lord can 
  command two of its followers to strike. If the followers 
  can see or hear the war lord, each follower immediately 
  uses its reaction to make one weapon attack. 
   
  Dueling Specialization. The high lord gains a +2 
  bonus to attack rolls and damage rolls with its rapier 
  (included in the attack). 
   
  Actions
  Multiattack. The high lord makes two weapon attacks. 
   
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
   
  Reactions 
  Parry-Riposte. The high lord adds 4 to its AC against 
  one melee attack that would hit it. To do so, the high 
  lord must see the attacker and be wielding a melee 
  weapon. If the attack misses, the high lord immediately 
  as part of the reaction makes an opportunity attack 
  against the opponent that missed. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  12 
   
  Medium humanoid (any race), any alignment
  Armor Class 14 (breastplate) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 10 (+0) 12 (+1) 
  13 (+1) 17 (+3) 13 (+1) 
  Saving Throws Wis +6, Cha +4 
  Skills Medicine +6, Persuasion +4, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 6 (2,300 XP) 
  Divine Eminence. As a bonus action, the adept can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 10 (3d6) radiant damage to a 
  target on a hit. This benefit lasts until the end of the 
  turn. If the adept expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each 
  level above 1st. 
    
  Spellcasting. The adept is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to 
  hit with spell attacks). The adept has the following cleric 
  spells prepared: 
   
  Cantrips (at-will): light, sacred flame, spare the dying,  
                              thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): hold person, lesser restoration, spiritual  
                                weapon 
  3rd level (3 slots): dispel magic, spirit guardians 
  4th level (3 slots): death ward, guardian of faith 
  5th level (1 slot): flame strike, greater restoration 
   
  Actions
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
  Medium humanoid (any race), any alignment
  Armor Class 15 (half-plate) 
  Hit Points 117 (18d8+36) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 10 (+0) 14 (+2) 13 (+1) 20 (+5) 
  14 (+2) 
  Saving Throws Wis +9, Cha +6 
  Skills Medicine +9, Persuasion +6, Religion +5 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 12 (8,400 XP) 
  Divine Eminence. As a bonus action, the archpriest 
  can expend a spell slot to cause its melee weapon 
  attacks to magically deal an extra 10 (3d6) radiant 
  damage to a target on a hit. This benefit lasts until the 
  end of the turn. If the archpriest expends a spell slot of 
  2nd level or higher, the extra damage increases by 1d6 
  for each level above 1st. 
   
  Spellcasting. The archpriest is an 18th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell save 
  DC 17, +9 to hit with spell attacks). The archpriest has 
  the following cleric spells prepared: 
   
  Cantrips (at-will): guidance, light, sacred flame, spare the  
                              dying, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary,  
                               shield of faith 
  2nd level (3 slots): hold person, lesser restoration, spiritual  
                                weapon 
  3rd level (3 slots): dispel magic, spirit guardians, revivify 
  4th level (3 slots): death ward, guardian of faith 
  5th level (3 slots): flame strike, greater restoration, raise  
                               dead 
  6th level (1 slot): heal, true seeing 
  7th level (1 slot): divine word, resurrection 
  8th level (1 slot): antimagic field, earthquake 
  9th level (1 slot): mass heal, true resurrection 
   
  Actions
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  13 
   
  Medium humanoid (any race), any alignment
  Armor Class 15 (studded leather) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 16 (+3) 13 (+1) 
  12 (+1) 15 (+2) 11 (+0) 
  Saving Throws Dex +6 
  Skills Nature +7, Perception +8, Stealth +9, Survival +8 
  Senses passive Perception 18 
  Languages any one language (usually Common) 
  Challenge 5 (1,800 XP) 
  Keen Hearing and Sight. The sentinel has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  sight. 
   
  Archery Specialization. The sentinel gains a +2 bonus 
  to attack rolls and damage rolls made with its longbow 
  (included in the attack). 
   
  Actions
  Multiattack. The sentinel makes two melee weapon 
  attacks or three ranged weapon attacks. 
   
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Longbow. Ranged Weapon Attack: +8 to hit, range 
  150/600 ft., one target. Hit: 9 (1d8 + 5) piercing 
  damage. 
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather) 
  Hit Points 102 (16d8 + 30) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 18 (+4) 14 (+2) 13 (+1) 17 (+3) 
  11 (+0) 
  Saving Throws Dex +8, Wis +7 
  Skills Nature +9, Perception +11, Stealth +12, Survival +11 
  Senses passive Perception 21 
  Languages any one language (usually Common) 
  Challenge 10 (5,900 XP) 
  Keen Hearing and Sight. The warden has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  sight. 
   
  Archery Specialization. The warden gains a +2 bonus 
  to attack rolls and damage rolls made with its longbow 
  (included in the attack). 
   
  Actions
  Multiattack. The warden makes three melee weapon 
  attacks or three ranged weapon attacks. 
   
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
   
  Longbow. Ranged Weapon Attack: +10 to hit, range 
  150/600 ft., one target. Hit: 10 (1d8 + 6) piercing 
  damage. 
   
  Mark Quarry (Recharges on a Long Rest). The 
  warden chooses a creature it can see within 90 feet. 
  For the next 8 hours, the warden deals an extra 1d6 
  damage to the target whenever the warden hits it with a 
  weapon attack, and the warden has advantage on any 
  Wisdom (Perception) or Wisdom (Survival) check made 
  to find it. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  14 
   
  Medium humanoid (any race), any non-good alignment
  Armor Class 12 (leather armor) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 12 (+1) 14 (+2) 
  10 (+0) 10 (+0) 12 (+1) 
  Skills Athletics +5, Intimidation +3 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
  Pack Tactics. The ruffian has advantage on an attack 
  roll against a creature if at least one of the ruffian’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  Brute. A melee weapon deals one extra die of its 
  damage when the ruffian hits with it (included in the 
  attack). 
   
  Actions
  Multiattack. The ruffian makes two melee attacks. 
   
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing 
  damage. 
  Medium humanoid (any race), any non-good alignment
  Armor Class 13 (leather armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 
  12 (+1) 
  Saving Throws Dexterity +5 
  Skills Acrobatics +6, Stealth +5, Perception +4 
  Senses passive Perception 14 
  Languages any one language (usually Common) 
  Challenge 5 (1,800 XP) 
  Pack Tactics. The footpad has advantage on an attack 
  roll against a creature if at least one of the footpad’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  Brute. A melee weapon deals one extra die of its 
  damage when the ruffian hits with it (included in the 
  attack). 
   
  Sneak Attack (1/Turn). The footpad deals an extra 10 
  (3d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the footpad that 
  isn’t incapacitated and the footpad doesn’t have 
  disadvantage on the attack roll. 
   
  Actions
  Multiattack. The footpad makes two melee or ranged 
  weapon attacks. 
   
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) piercing damage. 
   
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) 
  piercing damage, or 5 (1d4 + 3) damage if thrown. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  15 
  Medium humanoid (any race), any non-good alignment
  Armor Class 13 (leather armor) 
  Hit Points 130 (20d8 + 40) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 14 (+2) 14 (+2) 
  12 (+1) 12 (+1) 14 (+2) 
  Saving Throws Strength +8, Dexterity +6 
  Skills Athletics +8, Intimidation +6, Perception +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 10 (5,900 XP) 
  Pack Tactics. The hood has advantage on an attack 
  roll against a creature if at least one of the hood’s allies 
  is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  Brute. A melee weapon deals one extra die of its 
  damage when the hood hits with it (included in the 
  attack). 
   
  Sneak Attack (1/Turn). The hood deals an extra 14 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the hood that isn’t 
  incapacitated and the hood doesn’t have disadvantage 
  on the attack roll. 
   
  Actions
  Multiattack. The hood makes three melee attacks: two 
  with its shortsword and one with its dagger. Or the hood 
  makes two ranged attacks with its daggers. 
   
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) piercing damage. 
   
  Dagger. Melee or Ranged Weapon Attack: +8 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d4 + 4) 
  piercing damage, or 6 (1d4 + 4) damage if thrown. 
   
  Mobilize. All thugs, ruffians, and footpads that can see 
  and hear the hood can immediately move up to half 
  their speed. Opportunity attacks provoked by this 
  movement are made at disadvantage. 
   
  Medium humanoid (any race), any alignment
  Armor Class 15 (hide armor, shield) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 
  13 (+1) 
  Saving Throws Str +5, Wis +3 
  Skills Insight +3, Intimidation +3, Persuasion +3 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 4 (1,100 XP) 
  Pack Tactics. The chieftain has advantage on an 
  attack roll against a creature if at least one of the 
  chieftain’s allies is within 5 feet of the creature and the 
  ally isn’t incapacitated. 
   
  Inspiring Presence. Any tribal warriors or berserkers 
  within 30 feet that can see and hear the chieftain have 
  advantage on their saving throws against being 
  frightened or charmed. 
   
  Actions
  Multiattack. The chieftain makes two melee weapon 
  attacks. 
   
  Spear. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage, or 7 (1d8 + 3) piercing damage if 
  used with two hands to make a melee attack. 
   
  Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If 
  the target is a Medium or smaller creature, it must 
  succeed on a DC 13 Strength saving throw or be 
  knocked prone. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  16 
  Medium humanoid (any race), any chaotic alignment
  Armor Class 14 
  Hit Points 120 (16d8 + 48) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 12 (+1) 17 (+3) 
  9 (–1) 
  11 (+0) 10 (+0) 
  Saving Throws Str +7, Con +6 
  Skills Athletics +7 
  Damage Resistances bludgeoning, piercing, and 
  slashing damage (at the start of its first turn) 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 8 (3,900 XP) 
  Pack Tactics. The hero has advantage on an attack 
  roll against a creature if at least one of the hero’s allies 
  is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  Reckless. At the start of its turn, the hero can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
   
  Raging. At the start of its first turn, the hero gains 
  advantage on Strength checks and saving throws, 
  resistance to bludgeoning, piercing, and slashing 
  damage, and a +2 bonus to melee weapon damage 
  rolls (included in the attack). 
   
  Unarmored Defense. While not wearing armor, the 
  hero’s Armor Class equals 10 + its Dex and Con 
  modifiers. It can use a shield and still gain this benefit. 
   
  Actions
  Multiattack. The hero makes two melee weapon 
  attacks. 
   
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (1d12 + 6) slashing damage. 
  Medium humanoid (any race), any alignment
  Armor Class 17 (shield) 
  Hit Points 170 (20d8 + 80) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  12 (+1) 
  19 (+4) 
  10 (+0) 
  12 (+1) 
  15 (+2) 
  Saving Throws Str +9, Con +8, Wis +5 
  Skills Athletics +9, Insight +5, Intimidation +6 
  Damage Resistances bludgeoning, piercing, and 
  slashing damage (at the start of its first turn) 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 12 (8,400 XP) 
  Pack Tactics. The overlord has advantage on an attack 
  roll against a creature if at least one of the overlord’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  Inspiring Presence. Any tribal warriors, berserkers, or 
  tribal heroes within 30 feet that can see and hear the 
  overlord have advantage on their saving throws against 
  being frightened or charmed. 
   
  Reckless. At the start of its turn, the overlord can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
   
  Raging. At the start of its first turn, the overlord gains 
  advantage on Strength checks and saving throws, 
  resistance to bludgeoning, piercing, and slashing 
  damage, and a +3 bonus to melee weapon damage rolls 
  (included in the attack). 
   
  Unarmored Defense. While not wearing armor, the 
  overlord’s Armor Class equals 10 + its Dex and Con 
  modifiers. It can use a shield and still gain this benefit. 
   
  Brutal Critical. The overlord rolls one additional 
  weapon damage die when determining the extra 
  damage for a critical hit with a melee attack. 
   
  Actions
  Multiattack. The overlord makes three melee weapon 
  attacks. 
   
  Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (1d8 + 8) slashing damage, or 13 
  (1d10 + 8) slashing damage if used with two hands. 
   
  Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 10 (1d4 + 8) bludgeoning damage. If 
  the target is a Medium or smaller creature, it must 
  succeed on a DC 17 Strength saving throw or be 
  knocked prone. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  NPC FOE EXPANSION 
  17 
  
SOURCE: textdata/thevault/System neutral/Tables & Charts/NPCs & Rumormill/Fantasy/D-D-5e-NPC-Foe-Expansion.pdf