TEXT: Thematic NPCs version 1.1
  64 NPC statblocks by theme from CR 0 to CR 18
   
  By mrvalor Background maps by mrvalor
  Cover art by: Spartan Archer by SignalGuy, Monk by n-pigeon, Kaled Assad by DioMahesa, Halfing Rogue by MaNuEli,
  Swashbuckler by Gantes, Dhuum by Hyb1rd-1982
   
  Special, special thanks to ZevTheWolf for the Infantry Captain template, looking over the stablocks, and in general being an
  excellent DM collaborator.
  
  64 Thematic NPC Templates
  A
  s my campaign goes towards 10+, I feel a lack of
  NPCs geared towards higher levels campaigns.
  Mind you, legendary NPCs should be legendary,
  every bit as much so as beholders, ancient
  dragons, and the like. I made this compilation
  from a desire to move beyond DGScott's
  Versatile NPCs and the hole it helped fill in the
  existing content. I made this content from a thematic
  perspective because that's how I view my world. I see military,
  monastic, dark arts, urban, seafaring, these different areas
  that interact with each other. This compilation includes many
  NPCs, and I'll attempt to categorize and index them in an
  easily usable way.
  This supplement considers the NPC templates set out in
  the Monster's Manual, Volo's Guide to Monster's, and 35
  Versatile NPCs by /u/DGScott.
  Note About Legendary NPCs: As of this time, I have not
  added legendary resistances and actions to even the higher
  level NPCs in this document (a handful do have legendary
  resistances). Appendix B on page 43 outlines my thoughts on
  Legendary Actions and gives some examples of those from
  the MM.
  NPCs by Theme
  NPCs listed by theme.
  Arcane
  Air Sorcerer (CR 12), page 4
  Earth Sorcerer (CR 7), page 4
  Fire Sorcerer (CR 17), page 5
  Water Sorcerer (CR 7), page 5
  Archery
  Legendary Archer (CR 14), page 6
  Sharpshooter (CR 2), page 6
  Sniper (CR 6), page 7
  Dark Arts
  Corrupted Humanoid (CR 1/2), page 8
  Demonologist (CR 10), page 8
  Thrall (CR N/A), page 9
  Dire Rat (CR 1), beast, page 9
  Vermin Lord (CR 6), page 9
  Transforming Humanoid (CR 2), page 10
  Espionage
  Infiltrator (CR 4), page 11
  Informant (CR 1/2), page 11
  Intelligence Agent (CR 13), page 12
  Legendary Operative (CR 17), page 12
  Holy
  Curate (CR 1), page 13
  Martyr (CR 5), page 13
  Reverand Martyr (CR 14), page 14
  Saint (CR 18), page 14
  Military
  Infantry Captain (CR 6), page 15
  Legendary Swordmaster (CR 14), page 15
  Medic (CR 1), page 16
  Novice Soldier (CR 1/2), page 16
  Pikeman (CR 1), page 17
  Sapper (CR 1), page 17
  Savage Infantry (CR 3), page 18
  Monastic
  Grand Master (CR 17), page 19
  Sacred Fist (CR 8), page 20
  Template Acolyte (CR 1/2), page 21
  Seafaring
  Deck Boss (CR 6), page 22
  Infamous Pirate Captain (CR 9), page 23
  Legendary Pirate Captain (CR 15), page 24
  Sailor (CR 1/4), page 25
  Pirate (1), page 25
  Pirate Captain (CR 5), page 26
  Privateer (CR 1), page 26
  Veteran Privateer (CR 4), page 27
  Unholy
  Unholy Archbishop (CR 17), page 28
  Unholy Bishop (CR 15), page 29
  Unholy Curate (CR 2), page 30
  Unholy Deacon (CR 9), page 30
  Urban
  Beefy Bartender (CR 8), page 31
  Beggar (CR 0), page 32
  Charmer (CR 1/8), page 32
  Diplomat (CR 0), page 32
  Dishonored Veteran (CR 7), page 33
  Gangster (CR 3), page 33
  Hulking Slave (CR 1), page 34
  Knowledgeable Elder (CR 0), page 34
  Legendary Beefy Bartender (CR 15), page 35
  Normal Bartender (CR 0), page 36
  Talented Child Pickpocket (CR 0), page 36
  Town Cryer (CR 0), page 36
  Veteran Scammer (CR 0), page 36
  Wee Con Artist (CR 1/2), page 37
  Wilderness
  Forest Witch (CR 4), page 38
  Holistic Healer (CR 1/8), page 38
  Outlaw (CR 7), page 39
  Trapper (CR 1/4), page 40
  Veteran Wilderness Guide (CR 6), page 40
  Warrior Shepherd (CR 1/2), page 40
  Wildling (CR 2), page 41
  Witch Doctor (CR 6), page 41
  2
  Thematic NPCs
  
  NPC List by CR
  NPCs challenge rating.
  N/A
  Thrall (CR N/A), page 9
  CR 0
  Beggar (CR 0), page 32
  Diplomat (CR 0), page 32
  Knowledgeable Elder (CR 0), page 34
  Normal Bartender (CR 0), page 36
  Talented Child Pickpocket (CR 0), page 36
  Town Cryer (CR 0), page 36
  Veteran Scammer (CR 0), page 36
  CR 1/8
  Charmer (CR 1/8), page 32
  Holistic Healer (CR 1/8), page 38
  CR 1/4
  Sailor (CR 1/4), page 25
  Trapper (CR 1/4), page 40
  CR 1/2
  Corrupted Humanoid (CR 1/2), page 8
  Informant (CR 1/2), page 11
  Novice Soldier (CR 1/2), page 16
  Template Acolyte (CR 1/2), page 21
  Warrior Shepherd (CR 1/2), page 40
  Wee Con Artist (CR 1/2), page 37
  CR 1
  Curate (CR 1), page 13
  Dire Rat (CR 1), beast, page 9
  Hulking Slave (CR 1), page 34
  Medic (CR 1), page 16
  Pikeman (CR 1), page 17
  Pirate (1), page 25
  Privateer (CR 1), page 26
  Sapper (CR 1), page 17
  CR 2
  Sharpshooter (CR 2), page 6
  Transforming Humanoid (CR 2), page 10
  Unholy Curate (CR 2), page 30
  Wildling (CR 2), page 41
  CR 3
  Gangster (CR 3), page 33
  Savage Infantry (CR 3), page 18
  CR 4
  Forest Witch (CR 4), page 38
  Infiltrator (CR 4), page 11
  Veteran Privateer (CR 4), page 27
  CR 5
  Martyr (CR 5), page 13
  Pirate Captain (CR 5), page 26
  CR 6
  Deck Boss (CR 6), page 22
  Infantry Captain (CR 6), page 15
  Sniper (CR 6), page 7
  Vermin Lord (CR 6), page 9
  Veteran Wilderness Guide (CR 6), page 40
  Witch Doctor (CR 6), page 41
  CR 7
  Dishonored Veteran (CR 7), page 33
  Earth Sorcerer (CR 7), page 4
  Outlaw (CR 7), page 39
  Water Sorcerer (CR 7), page 5
  CR 8
  Beefy Bartender (CR 8), page 31
  Sacred Fist (CR 8), page 20
  CR 9
  Infamous Pirate Captain (CR 9), page 23
  Unholy Deacon (CR 9), page 30
  CR 10
  Demonologist (CR 10), page 8
  CR 12
  Air Sorcerer (CR 12), page 4
  CR 13
  Intelligence Agent (CR 13), page 12
  CR 14
  Legendary Archer (CR 14), page 6
  Legendary Swordmaster (CR 14), page 15
  Reverand Martyr (CR 14), page 14
  CR 15
  Legendary Beefy Bartender (CR 15), page 35
  Legendary Pirate Captain (CR 15), page 24
  Unholy Bishop (CR 15), page 29
  CR 17
  Fire Sorcerer (CR 17), page 5
  Grand Master (CR 17), page 19
  Legendary Operative (CR 17), page 12
  Unholy Archbishop (CR 17), page 28
  CR 18
  Saint (CR 18), page 14
  
  Arcane
  Existing sources have covered clerics, warlocks, wizards, and
  even bards, but templates have seemed to actively avoid
  sorcerers. I dealt with sorcery points the way WotC dealt with
  Ki points when it comes to NPCs monks, I just ignored them.
  Instead, each sorcerer has a metamagic that is either always
  active or useable a certain number of times a day.
  4
  Air Sorcerer
  Medium humanoid, any alignment
  Armor Class 14 (17 with mage armor)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft., fly 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (+0) 18 (+4) 14 (+2) 12 (+1) 13 (+1) 20 (+5)
  Damage Resistances lightning, thunder;
  bludgeoning, piercing, and slashing from
  nonmagical weapons
  Damage Immunities poison
  Saving Throws Con +7, Cha +8
  Skills Acrobatics +9, Sleight of hand +9, Stealth +9
  Senses passive Perception 11
  Languages Common, Primordial
  Challenge 12 (8,400 XP)
  Distance Spells. The sorcerer's spells have double
  the normal range.
  Spellcasting. The sorcerer is a 15th-level spellcaster.
  Its spellcasting ability is Charisma (spell save DC
  18, +10 to hit with spell attacks). The sorcerer
  knows the following sorcerer spells:
  Cantrips (at will): gust, lightning lure, thunderclap,
  shocking grasp, dancing lights, minor illusion  
  1st level (4 slots): fog cloud, thunderwave, feather
  fall, mage armor  
  2nd level (3 slots): gust of wind, mirror image,
  warding wind  
  3rd level (3 slots): lightning bolt, fly, blink  
  4th level (3 slots): greater invisibility  
  5th level (2 slots): control winds  
  6th level (1 slot): chain lightning  
  7th level (1 slot): reverse gravity  
  8th level (1 slot): power word stun  
  Actions
  Shocking Bolt. Ranged Spell Attack: +10 to hit,
  range 60 ft., one target. Hit: 16 (3d10) lightning
  damage.
  Shocking grasp. Melee Spell Attack: +10 to hit,
  reach 5 ft., one target. Hit: 13 (3d8) lightning
  damage.
  Earth Sorcerer
  Medium humanoid, any alignment
  Armor Class 10 (13 with mage armor)
  Hit Points 75 (10d8 + X)
  Speed 30 ft., burrow 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 18 (+4)
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Immunities poison
  Saving Throws Con +7, Cha +8
  Skills Intimidation +8, Athletics +6, History +4
  Senses passive Perception 10
  Languages Common, Primordial
  Challenge 7 (2,900 XP)
  Extended Spell. When the sorcerer casts a spell that
  has a duration of 1 minute or longer, the duration is
  doubled, to a maximum duration of 24 hours.
  Spellcasting. The sorcerer is a 10th-level spellcaster.
  Its spellcasting ability is Charisma (spell save DC
  16, +8 to hit with spell attacks). The sorcerer
  knows the following sorcerer spells:
  Cantrips (at will): mold earth, thunderclap, acid
  splash, light, message, prestidigitation  
  1st level (4 slots): earth tremor, chromatic orb,
  mage armor, shield, absorb elements  
  2nd level (3 slots): earthbind, Maximilian's earthen
  grasp  
  3rd level (3 slots): erupting earth  
  4th level (3 slots): vitriolic sphere  
  5th level (2 slots): wall of stone  
  Subtle Spell. The sorcerer can cast spells without
  somatic or verbal components.
  Actions
  Flying Granite Block. Ranged Spell Attack: +8 to hit,
  range 120 ft., one target. Hit: 11 (2d10)
  bludgeoning damage.
  Stone Fist Melee Spell Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Thematic NPCs
  
   
   
   
  5
  Fire Sorcerer
  Medium humanoid, any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 187 (25d8 + 50)
  Speed 30 ft., fly 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 14 (+2) 14 (+2) 14 (+2) 13 (+1) 22 (+6)
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Immunities fire, poison
  Saving Throws Con +8, Cha +12
  Skills Intimidation +12, Religion +8, Arcana +8
  Senses passive Perception 11
  Languages Common, Primordial
  Challenge 17 (18,000 XP)
  Careful Spells. When the sorcerer casts a spell that
  forces other creatures to make a saving throw, it can
  protect some of those creatures from the spell’s full
  force. It chooses up to 6 creatures. Chosen creatures
  automatically succeed on their saving throw against
  the spell.
  Spellcasting. The sorcerer is a 20th-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 20, +12
  to hit with spell attacks). The sorcerer knows the
  following sorcerer spells:
  Cantrips (at will): fire bolt, create bonfire, control
  flames, dancing lights, friends, light  
  1st level (4 slots): burning hands, mage armor, shield,
  absorb elements 
  2nd level (3 slots): scorching ray, pyrotechnics  
  3rd level (3 slots): fireball, flame arrows  
  4th level (3 slots): wall of fire  
  5th level (3 slots): immolation  
  6th level (2 slot): sunbeam  
  7th level (2 slot): delayed blast fireball, fire storm  
  8th level (1 slot): incendiary cloud  
  9th level (1 slot): meteor swarm  
  Actions
  Fire Bolt. Ranged Spell Attack: +12 to hit, range 60 ft.,
  one target. Hit: 18 (4d10) fire damage.
  Fiery punch. Melee Spell Attack: +12 to hit, reach 5 ft.,
  one target. Hit: 10 (1d8+6) fire damage.
  Water Sorcerer
  Medium humanoid, any alignment
  Armor Class 12 (none)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 14 (+2) 9 (-1) 14 (+2)
  18 (+4)
  Damage Resistances acid; bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Immunities poison
  Saving Throws Con +7, Cha +8
  Skills Persuasion +8, Deception +8, Perception +6
  Senses passive Perception 10
  Languages Common, Primordial
  Challenge 7 (2,900 XP)
  Heightened Spell (3/day). The sorcerer picks one target
  of their spell, that target has disadvantage to save on
  the spell.
  Spellcasting. The sorcerer is a 10th-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 16, +8 to
  hit with spell attacks). The sorcerer knows the
  following sorcerer spells:
  Cantrips (at will): acid splash, frostbite, shape water, ray
  of frost, true strike, mending  
  1st level (4 slots): fog cloud, ice knife, shield  
  2nd level (3 slots): alter self  
  3rd level (3 slots): tidal wave, wall of water, water
  breathing, water walk  
  4th level (3 slots): ice storm, watery sphere  
  5th level (2 slots): cone of cold  
  Actions
  Ray of Frost. Ranged Spell Attack: +8 to hit, range 60 ft.,
  one target. Hit: 9 (2d8) cold damage.
  Frost fist Melee Spell Attack: +8 to hit, reach 5 ft., one
  target. Hit: 8 (1d8 + 4) cold damage.
  Thematic NPCs
  
  Ranged NPCs
  Archer NPCs to pad out your NPCs. Scout (CR 1/4), Archer
  (CR 3), and Seasoned Hunter (CR 3) have some bases
  covered, but I wanted to get those other levels. Sharpshooter,
  Sniper, and Legendary Archer have the sharpshooter feat,
  making them high-damage dealing ranged opponents.
  Legendary Archer and Sniper should both be relatively nasty
  enemies at long range.
  6
  Legendary Archer
  Medium humanoid, any alignment
  Armor Class 18 (studded leather armor)
  Hit Points 187 (25d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 22 (+6) 17 (+3) 12 (+1) 16 (+3) 10 (+0)
  Saving Throws Str +8, Dex +12, Wis +9
  Skills Acrobatics +12, Athletics +8, Perception +9,
  Stealth +12, Survival +9
  Senses passive Perception 19
  Languages Common
  Challenge 14 (8,400 XP)
  Cunning Action. The archer can take the Hide or
  Dash action as a bonus action.
  Legendary Resistance (2/Day). If the archer fails a
  saving throw, it can choose to succeed instead.
  Sharpshooter. Attacking at long range doesn't
  impose disadvantage on the archer's ranged
  weapon attack rolls. The ranged weapon attacks
  ignore half cover and three-quarters cover.
  Skulker. The archer can try to hide when it is lightly
  obscured from the creature from which you are
  hiding. When archer is hidden from a creature and
  misses it with a ranged weapon attack, making the
  attack doesn't reveal its position. Dim light doesn’t
  impose disadvantage on archer's Wisdom
  (Perception) checks relying on sight.
  Actions
  Multiattack. The archer makes four weapon attacks.
  Shortsword. Melee Weapon Attack: +12 to hit,
  reach 5ft., one target. Hit: 8 (1d6 + 6) piercing
  damage.
  Longbow Ranged Weapon Attack: +12 to hit, range
  600 ft., one target. Hit 9 (1d8 + 6) piercing
  damage.
  Longbow, Dead-eye Shot Ranged Weapon Attack:
  +7 to hit, range 600 ft., one target. Hit 19 (1d8 +
  15) piercing damage.
  Sharpshooter
  Medium humanoid, any alignment
  Armor Class 14 (leather armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 17 (+3) 14 (+2) 11 (+0) 13 (+1) 10 (+0)
  Skills Perception +3, Stealth +5
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Sharpshooter. Attacking at long range doesn't
  impose disadvantage on the sharpshooter's ranged
  weapon attack rolls. The sharpshooter's ranged
  weapon attacks ignore half cover and three-quarters
  cover.
  Actions
  Multiattack. The sharpshooter makes two weapon
  attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Longbow Ranged Weapon Attack: +5 to hit, range
  600 ft., one target. Hit 7 (1d8 + 3) piercing
  damage.
  Longbow, Dead-eye Shot Ranged Weapon Attack:
  +0 to hit, range 600 ft., one target. Hit 17 (1d8 +
  13) piercing damage.
  Thematic NPCs
  
  7
  Sniper
  Medium humanoid, any alignment
  Armor Class 17 (studded leather armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 20 (+5) 16 (+3) 12 (+1) 15 (+2) 10 (+0)
  Skills Acrobatics +8, Athletics +5, Perception +5,
  Stealth +8, Survival +5
  Senses passive Perception 15
  Languages Common
  Challenge 6 (2,300 XP)
  Cunning Action. The sniper can take the Hide or
  Dash action as a bonus action.
  Sharpshooter. Attacking at long range doesn't
  impose disadvantage on the sniper's ranged
  weapon attack rolls. The sniper's ranged weapon
  attacks ignore half cover and three-quarters cover.
  Skulker. The sniper can try to hide when it is lightly
  obscured from the creature from which you are
  hiding. When the sniper is hidden from a creature
  and misses it with a ranged weapon attack, making
  the attack doesn't reveal its position. Dim light
  doesn’t impose disadvantage on the sniper's
  Wisdom (Perception) checks relying on sight.
  Actions
  Multiattack. The sniper makes three weapon attacks.
  Shortsword. Melee Weapon Attack: +8 to hit, reach
  5ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Longbow Ranged Weapon Attack: +8 to hit, range
  600 ft., one target. Hit 9 (1d8 + 5) piercing
  damage.
  Longbow, Dead-eye Shot Ranged Weapon Attack:
  +3 to hit, range 600 ft., one target. Hit 19 (1d8 +
  15) piercing damage.
  The sniper and other skulkers prefer to fight from a
  distance. They will orchestrate with their allies to
  make sure that they are firing with advantage as
  often as possible. They will stay as far away from
  their enemies as possible, using their long range
  and stealthy abilities to harass their foes, while not
  the most deadly in a single strike, a lone sniper can
  often route a much larger force.
  In lands contested with orcs, ogres, gnolls and
  other dangerous humanoids, snipers make
  excellent hunters, staying well out of range of larger
  and more deadly opponents.
  Thematic NPCs
  
  Dark Arts NPCs
  Some NPCs, regardless of alignment, choose to mess with
  the dark arts. The following are humanoids who have
  dabbled with or have a connection with the dark arts. The
  Vermin Lord, specifically, is interesting because it is druidic
  in nature. The others have suffered from corruption or dabble
  in the dark arts in one way or another.
  8
  Corrupted Humanoid
  Medium humanoid, any evil
  Armor Class 10
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 15 (+2)
  Senses darkvision 5 ft., passive Perception 10
  Languages racial language + Infernal or Abyssal
  Challenge 1/2 (100 XP)
  Actions
  Multiatttack. The corrupted humanoid makes two
  claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit 4 (1d4 + 2) slashing damage, the
  target must make a DC 12 Charisma save or they
  have disadvantage on their next attack.
  Demonologist
  Medium humanoid, any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 83 (15d8 + 15)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 20 (+5) 10 (+0) 14 (+2)
  Saving Throws Int +10, Wis +5
  Skills Arcane +10, Religion +10, History +10,
  Persuasion +7
  Senses passive Perception 10
  Languages Common, Infernal, Abyssal
  Challenge 10 (5,900 XP)
  Experienced Summoner. The demonologist has
  advantage on Constitution saves to keep
  concentration on summoning spells.
  Spellcasting. The demonologist is a 15th-level
  spellcaster. Its spellcasting ability is Intelligence
  (spell save DC 18, +10 to hit with spell attacks).
  The demonologist has the following wizard spells
  prepared:
  Cantrips (at will): acid splash, infestation, mage
  hand, poison spray, fire bolt  
  1st level (4 slots): find familiar, grease, Tenser's
  floating disk, unseen servant, mage armor  
  2nd level (3 slots): scorching ray, misty step  
  3rd level (3 slots): summon lesser demons, fireball,
  counterspell  
  4th level (3 slots): dimension door, Evard's black
  tentacles, summon greater demon  
  5th level (3 slots): cloudkill, infernal calling  
  6th level (1 slot): arcane gate  
  7th level (1 slot): plane shift, symbol  
  8th level (1 slot): incendiary cloud, mind blank  
  Actions
  Dagger. Melee Attack: +7 to hit, reach 5 ft. or range
  20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
  damage.
  Fire Bolt. Ranged Spell Attack: +10 to hit, range 120
  ft., one target. Hit: 16 (3d10) fire damage.
  Demonologists aren't always evil and may even be
  trying to permanently banish demons and devils
  from the prime material plane. Regardless of their
  goals, demonologists tread a dangerous path. They
  mess with dark powers beyond the understanding
  of mortals. Sometimes their meddling can lead to
  situations in and around the places they practice
  their arts.
  Thematic NPCs
  
  9
  Thrall
  Medium humanoid, any alignment
  Armor Class as NPC type
  Hit Points as NPC type
  Speed as NPC type
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +0
  +2
  +0
  +0
  -4
  Damage Vulnerabilities radiant, psychic
  Damage Resistances fire, cold; bludgeoning,
  piercing, and slashing from nonmagical weapons
  Languages Common, Infernal, Abyssal, telepathy
  unlimited ft. (with their master only)
  Thralls have been claimed by infernal masters. If
  thralls are reduced to 0 hit points by radiant or
  psychic damage, when they wake up, they are no
  longer thralls. Until then, they serve their master's
  will.
  Dire Rat
  Large beast, unaligned
  Armor Class 13
  Hit Points 39 (6d10 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 4 (-3)
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Keen Smell. The rat has advantage on Wisdom
  (Perception) checks that rely on smell.
  Pack Tactics. The rat has advantage on an attack roll
  against a creature if at least one of the rat's allies is
  within 5 feet of the creature and the ally isn't
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
  one target. Hit 8 (2d4 + 3) piercing damage.
  Vermin Lord
  Medium humanoid, any alignment
  Armor Class 15 (studded leather armor)
  Hit Points 60 (11d8 + 11)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (+0) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 14 (+2)
  Saving Throws Wisdom +8, Charisma +6
  Skills Animal Handling +8, Nature +4, Stealth +7,
  Survival +8
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Infernal, Abyssal
  Challenge 6 (2,300 XP)
  Shapechanger (3/day) The lord can use a bonus
  action to polymorph into a rat, a large rat, swarm of
  rats, or a dire rat. It takes on the statistics of the
  creature it turn into, but keeps it's mental stats. If
  the form is reduced to 0 or less hit points, the lord
  changes back to its normal form and any additional
  damage is take off it's regular form's hit points. Any
  equipment the lord is carrying merges into its new
  form.
  Spellcasting. The lord is a 12th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 16, +8
  to hit with spell attacks). The lord has the following
  druid spells prepared:
  Cantrips (at will): poison spray, druidcraft,
  infestation, mold earth  
  1st level (4 slots): beast bond, animal friendship,
  speak with animals, cure wounds  
  2nd level (3 slots): earthbind, locate animals or
  plants, pass without trace, spike growth, heat metal  
  3rd level (3 slots): conjure animals (summons 8
  swarms of rats), plant growth, meld into stone  
  4th level (3 slots): giant rat (as giant insect but
  changes 10 rats into 10 giant rats), blight  
  5th level (2 slots): awaken, insect plague  
  6th level (1 slot): bones of the earth  
  Actions
  Multiattack. The lord makes two short sword
  attacks.
  Shortsword. Melee Attack: +7 to hit, reach 5 ft. or
  range 20/60 ft., one target. Hit: 6 (1d6 + 3)
  piercing damage, and the target must make a DC
  11 Constitution saving throw taking 10 (3d6)
  poison damage on a failed save, or save for half.
  Hand Crossbow. Ranged Spell Attack: +7 to hit,
  range 30/120 ft., one target. Hit: 6 (1d6 + 3)
  piercing damage, and the target must make a DC
  11 Constitution saving throw taking 10 (3d6)
  poison damage on a failed save, or save for half.
  Thematic NPCs
  
  10
  Transforming
  Humanoid
  Medium humanoid, any evil
  Armor Class 10 (None)
  Hit Points 40 (9d8)
  Speed 30 ft., fly 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 16 (+3)
  Skills Aracana +5, Deception +6, Intimidation +6,
  Persuasion +6
  Damage Resistances cold, fire, lightning;
  bludgeoning, piercing, and slashing, from
  nonmagical weapons
  Senses darkvision 10 ft., passive Perception 10
  Languages racial language + Infernal or Abyssal
  Challenge 2 (450 XP)
  Actions
  Multiatttack. The humanoids make two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5ft.,
  one target. Hit 6 (1d6 + 3) slashing damage, the
  target must make a DC 14 Charisma save or they
  move at 1/2 of their normal speed and have
  disadvantage on attack rolls until the end of the
  humanoid's next turn.
  In the process of transforming into a physical
  incarnation of a demon on the prime material play,
  transforming humanoids resemble their race but
  with long, vicious claws, barbed teeth, and a set of
  underdeveloped demon wings springing from their
  back.
  Once a corrupted humanoid, these pour lost souls
  have taken the next step in their devolution. Only
  the magic of a greater restoration or wish spell can
  revert the changes.
  Thematic NPCs
  
  Espionage
  For some options beyond Spy (CR 1), Master Thief (CR 5),
  and Assassin (CR 8). These statblocks offer some lower,
  medium, and higher-level options for rogue-based statblocks.
  I made sure they all have cunning action, but not necessarily
  all of the other rogue features.
  11
  Infiltrator
  Medium humanoid, any alignment
  Armor Class 14 (leather armor)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2)
  Saves Dex +7, Int +5
  Skills Deception +10, History + 6, Investigation +6,
  Perception +5, Persuasion +10, Sleight of Hand
  +10, Stealth + 10
  Senses passive Perception 15
  Languages Common, Thieves' Cant + 2 others
  Challenge 4 (1,100 XP)
  Cunning Action. On each of its turns, the infiltrator
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Sneak Attack (1/Turn). The infiltrator deals an extra
  17 (5d6) 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
  infiltrator that isn't incapacitated and the infiltrator
  doesn't have disadvantage on the attack roll.
  Actions
  Multiattack. The infiltrator makes two weapon
  attacks.
  Dagger. Melee or Ranged Weapon Attack: +7 to hit,
  reach 5ft. or range 20/60 ft., one target. Hit: 5 (1d4
  + 3) piercing damage.
  Informant
  Medium humanoid, any alignment
  Armor Class 12 (none)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 11 (+0) 12 (+1) 13 (+1) 12 (+1)
  Skills Deception +6, History + 3, Perception +3,
  Persuasion +6, Sleight of Hand +4, Stealth + 4
  Senses passive Perception 13
  Languages Common, Thieves' Cant, + 2 others
  Challenge 1/2 (100 XP)
  Cunning Action. On each of its turns, the informant
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Sneak Attack (1/Turn). The informant deals an extra
  3 (1d6) 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 informant
  that isn't incapacitated and the informant doesn't
  have disadvantage on the attack roll.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d4
  + 2) piercing damage.
  As an informant will readily remind anyone who
  thinks other, informants are not active agents. They
  are typically just shady people who work with spies,
  the local guards, the local thieves' guild, or whoever
  will pay them the right coin. In a scrape, something
  very valuable has to be on the line for an informant
  to stick around a fight. They are much more likely
  to flee as quickly as possible.
  Despite a lack of bravery, informants can be
  valuable friends and contacts. They typically know
  the word on the street and have several black
  market contacts. However, the average adventurer
  is cautioned not to trust informants any more than
  necessary.
  Thematic NPCs
  
  12
  Intelligence Agent
  Medium humanoid, any alignment
  Armor Class 16 (leather armor)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 20 (+5) 14 (+2) 14 (+2) 14 (+2) 16 (+3)
  Saves Dex +10, Int +7
  Skills Deception +13, History +7, Investigation +7,
  Perception +7, Persuasion +13, Sleight of Hand
  +15, Stealth +15
  Senses blindsight 10 ft., passive Perception 17
  Languages Common, Thieves' Cant + 4 others
  Challenge 13 (10,000 XP)
  Cunning Action. On each of its turns, the agent can
  use a bonus action to take the Dash, Disengage, or
  Hide action.
  Impostor. The agent must spend at least three
  hours listening to speech, examining handwriting,
  and observing mannerisms and can then
  impersonate the person. The agent's ruse is
  indiscernible to the casual observer. If a wary
  creature suspects something is a miss, the agent
  has advantage on any Charisma (Deception) checks
  made to avoid detection.
  Sneak Attack (1/Turn). The agent deals an extra 28
  (8d6) 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 dagger attacks.
  Dagger. Melee or Ranged Weapon Attack: +10 to
  hit, reach 5ft. or range 20/60 ft., one target. Hit: 7
  (1d4 + 5) piercing damage and the target must
  make a DC 19 Constitution saving throw, taking 42
  (12d6) poison damage on a failed save, or half as
  much damage on a successful one.
  Light Crossbow. Ranged Weapon Attack: +10 to hit,
  range 80/320 ft ., one target. Hit: 7 (1d8 + 5)
  piercing damage, and the target must make a DC
  19 Constitution saving throw, taking 42 (12d6)
  poison damage on a failed save, or half as much
  damage on a successful one.
  An intelligence agent uses Purple Worm poison, and
  adventurer who kills one might be lucky enough to
  find 1d4 unused vials on the agent or in their
  belongings although finding a spy's stash can be
  almost impossible.
  Legendary Operative
  Medium humanoid, any alignment
  Armor Class 18 (studded leather armor)
  Hit Points 163 (25d8 + 50)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 22 (+6) 14 (+2) 14 (+2) 14 (+2) 18 (+4)
  Saves Dex +12, Int +8, Wis +8
  Skills Deception +16, History +8, Investigation +8,
  Perception +8, Persuasion +16, Sleight of Hand
  +18, Stealth +18
  Senses blindsight 10 ft., passive Perception 18
  Languages Common, Thieves' Cant + 2 others
  Challenge 17 (18,000 XP)
  Cunning Action. On each of its turns, the operative
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Legendary Resistance (2/Day). If the operative fails a
  saving throw, it can choose to succeed instead.
  Sneak Attack (1/Turn). The operative deals an extra
  35 (10d6) 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
  operative that isn't incapacitated and the operative
  doesn't have disadvantage on the attack roll.
  Soul of Deceit. the operative's thoughts can’t be
  read by telepathy or other means, unless the
  operative allows it. The operative can present false
  thoughts by succeeding on a Charisma (Deception)
  check contested by the mind reader’s Wisdom
  (Insight) check. Additionally, no matter what the
  operative says, magic that would determine if the
  operative is telling the truth indicates it is being
  truthful if the operative so chooses, and the
  operative can’t be compelled to tell the truth by
  magic.
  Actions
  Multiattack. The operative makes two dagger
  attacks.
  Dagger. Melee or Ranged Weapon Attack: +12 to
  hit, reach 5ft. or range 20/60 ft., one target. Hit: 8
  (1d4 + 6) piercing damage and the target must
  make a DC 19 Constitution saving throw, taking 42
  (12d6) poison damage on a failed save, or half as
  much damage on a successful one.
  Light Crossbow. Ranged Weapon Attack: +12 to hit,
  range 80/320 ft ., one target. Hit: 7 (1d8 + 6)
  piercing damage, and the target must make a DC
  19 Constitution saving throw, taking 42 (12d6)
  poison damage on a failed save, or half as much
  damage on a successful one.
  Thematic NPCs
  
  Holy NPCs
  To go with the acolyte (CR 1/8), priest (CR 2), heterodox
  priest (CR 5), and war priest (CR 9). These statblocks
  represent priests and those of faith in the established church.
  Martyr and Reverend Martyr are both designed to be part
  paladin and part cleric. Curate and Saint are both entirely
  cleric.
  13
  Curate
  Medium humanoid, any good or neutral alignment
  Armor Class 15 (Chain Mail)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 8 (-1) 13 (+1) 10 (+0) 15 (+2) 12 (+1)
  Saving Throws Wis +4, Char +3
  Skills History +2, Medicine +4, Persuasion +3,
  Religion +2
  Senses passive Perception 12
  Languages Common, Celestial
  Challenge 1 (200 XP)
  Spellcasting. The curate is a 3rd-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 12, +4
  to hit with spell attacks). The curate has the
  following cleric spells prepared:
  Cantrips (at will): light, spare the dying  
  1st level (4 slots): healing word, cure wounds,
  sanctuary  
  2nd level (2 slots): gentle repose, lesser restoration
  Actions
  Mace. Melee Attack: +4 to hit, reach 5 ft., one
  target. Hit: 6 (1d8 + 2) bludgeoning damage.
  A curate is a normal cleric, but a little different from
  a priest. A curate is not a leader but a follower. Well
  behaved curates do paperwork, heal the sick, bash
  undead with their maces, and lay the dead to rest. A
  curate might be in charge of 1d6 acolytes at any
  time, and probably reports to a priest or another
  higher ranking church official.
  Martyr
  Medium humanoid, any alignment
  Armor Class 15 (Half-Plate)
  Hit Points 68 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 14 (+2)
  Saving Throws Wis +7, Cha +6
  Skills Athletics +7, Insight +7, Perception +7,
  Religion +3
  Senses passive Perception 13
  Languages Common, Celestial
  Challenge 5 (1,800 XP)
  Divine Eminence. As a bonus action, the martyr 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 martyr expends a spell
  slot of 2nd level or higher, the extra damage
  increases by ld6 for each level above 1st.
  Spellcasting. The martyr is a 7th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 15, +7
  to hit with spell attacks). The martyr has the
  following spells prepared:
  Cantrips (at will): light, spare the dying  
  1st level (4 slots): healing word, cure wounds,
  sanctuary, guiding bolt, bless  
  2nd level (3 slots): gentle repose, lesser
  restoration, aid  
  3rd level (3 slots): revivify, daylight  
  4th level (1 slots): divination  
  Actions
  Multiattack. The martyr makes two weapon attacks.
  Greatsword. Melee Attack: +7 to hit, reach 5 ft., one
  target. Hit: 10 (2d6 + 3) slashing damage.
  Guiding Bolt (costs 1 spell slot). Ranged Spell
  Attack:* +7 to hit, range 120 ft., one target. Hit: 14
  (4d6) radiant damage.
  Whether through a specific set of circumstances,
  random chance, or being called by their deity
  directly, the martyr sees their own life as forfeit.
  Their only purpose in life is to fight the good fight
  and help others, with little to no regard for their
  own health and well-being.
  A martyr will lead the fight in the battlefield, throw
  themselves headlong into a dungeon, or stand up
  to traveling adventurers who come into town and
  throw their weight around. Nothing pisses off a
  martyr like a traveling barbarian pushing around the
  townsfolk and being an ass.
  Thematic NPCs
  
  14
  Reverend Martyr
  Medium humanoid, any alignment
  Armor Class 10 (rags) or 18 (plate mail)
  Hit Points 187(25d8 + 75)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+0) 16 (+3) 8 (-1) 16 (+3) 14 (+2)
  Saving Throws Wis +9, Char +8
  Skills Athletics +10, Insight +9, Perception +9,
  Religion +5
  Senses passive Perception 13
  Languages Common, Celestial
  Challenge 14 (11,500 XP)
  Divine Eminence. As a bonus action, the martyr 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 martyr expends a spell
  slot of 2nd level or higher, the extra damage
  increases by ld6 for each level above 1st.
  Spellcasting. The martyr is a 15th-level spellcaster.
  Its spellcasting ability is Wisdom (spell save DC 17,
  +9 to hit with spell attacks). The martyr has the
  following cleric spells prepared:
  Cantrips (at will): light, spare the dying, guidance,
  sacred flame  
  1st level (4 slots): healing word, cure wounds,
  sanctuary, guiding bolt, bless  
  2nd level (3 slots): gentle repose, lesser
  restoration, aid  
  3rd level (3 slots): revivify, daylight  
  4th level (3 slots): divination  
  5th level (2 slots): mass cure wounds, holy weapon  
  6th level (1 slot): heal  
  7th level (1 slot): divine word  
  8th level (1 slot): holy aura  
  Actions
  Multiattack. The martyr makes two weapon attacks.
  Greatsword. Melee Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Guiding Bolt (costs 1 spell slot). Ranged Spell
  Attack:* +10 to hit, range 120 ft., one target. Hit:
  14 (4d6) radiant damage.
  Through the grace of their deity, the reverend martyr
  has managed to survive all of the scrapes they've
  been in over the years. However, their search for a
  righteous death hasn't abated, and they are as
  reckless as they are powerful.
  Saint
  Medium humanoid, any alignment
  Armor Class 18 (plate mail)
  Hit Points 225 (30d8 + 90)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 16 (+3) 16 (+3) 22 (+6) 16 (+3)
  Damage Resistances necrotic; bludgeoning,
  piercing, and slashing from nonmagical weapons
  Damage Immunities radiant
  Saving Throws Str +9, Dex +9, Con +9, Int +9, Wis
  +12, Cha +9
  Skills Animal Ken +12, Athletics +9, History +9,
  Insight +9, Perception +9, Persuasion +9,
  Religion +9
  Senses passive Perception 19
  Languages Common, Celestial
  Challenge 18 (20,000 XP)
  Spellcasting. The saint is a 20th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 20,
  +12 to hit with spell attacks). The saint has the
  following cleric spells prepared:
  Cantrips (at will): guidance, light, mending, sacred
  flame, word of radiance  
  1st level (4 slots): healing word, bless, detect evil
  and good, detect poison and disease, cure wounds,
  purify food and drink, sanctuary, guiding bolt  
  2nd level (3 slots): augury, gentle repose, lesser
  restoration, zone of truth  
  3rd level (3 slots): clairvoyance, create food and
  water, mass healing word, remove curse, revivify,
  spirit guardians, tongues, water walk  
  4th level (3 slots): banishment, divination  
  5th level (3 slots): Commune, dispel evil and good,
  flame strike, greater restoration, mass cure wounds,
  raise dead 6th level (2 slot): heal, harm, true seeing  
  7th level (2 slot): conjure celestial, divine word  
  8th level (1 slot): control weather  
  9th level (1 slot): mass heal, true resurrection  
  Turn Undead. As an action, each undead that can
  see or hear the saint within 30 feet of them must
  make a Wisdom saving throw. If the creature fails
  its saving throw, it is turned for 1 minute or until it
  takes any damage. Undead of CR 4 or lower who fail
  their saving throw are instantly destroyed.
  Actions
  Guiding Bolt (costs 1 spell slot). Ranged Spell
  Attack:* +12 to hit, range 120 ft., one target. Hit:
  14 (4d6) radiant damage.
  Thematic NPCs
  
  Military NPCs
  The other resources have many military-type NPCs,
  especially in Versatile NPCs. All of the NPCs in this section
  have some type of ability or focus that fills gaps in the
  existing statblocks. Medic heals, sapper blows up, novice
  soldier flees (and is 1/2 human/humanoid), infantry captain is
  great with some support, etc.
  15
  Infantry Captain
  Medium humanoid (any race), any alignment
  Armor Class 19 (splint mail, shield)
  Hit Points 91(14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
  Saving Throws Con +5, Cha +5
  Skills Athletics +6, History + 4, Perception +3,
  Persuasion +5
  Senses passive Perception 13
  Languages Any One Language
  Challenge 6
  Actions
  Multiattack. The captain makes three melee attacks.
  Longsword (One-handed). Melee Weapon Attack: +6
  to hit, reach 5ft., one target. Hit 7 (1d8 + 3)
  Longsword (Two-handed). Melee Weapon Attack: +6
  to hit, reach 5ft., one target. Hit 8 (1d10 + 3)
  Commander's Strike. The captain may make one
  attack as a bonus action. Additionally, one creature
  of the captain's choice within 60 feet of it which
  can hear and understand it may use their reaction
  to make one attack with advantage.
  Sound the Attack (Recharges after a short or long
  rest). up to 6 creatures of the captain's choice
  within 30 feet of it which can hear and understand
  it may use their reaction to move up to half of their
  movement speed and make one attack.
  Rally (Recharge 6). Up to 6 creatures of the captain's
  choice within 30 feet of it gain 5 temporary hit
  points. If any of them are frightened by a spell or
  ability that allows a saving throw to break the
  effect, those creatures may immediately make a
  saving throw to resist the effect.
  Legendary
  Swordmaster
  Medium humanoid, any alignment
  Armor Class 18 (studded leather)
  Hit Points 225 (30d8 + 90)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 22 (+6) 16 (+3) 14 (+2) 16 (+3) 16 (+3)
  Saving Throws Str +8, Dex +12
  Skills Acrobatics +12, Athletics +8, History +8,
  Intimidation +9, Perception +9,
  Senses passive Perception 12
  Languages Common
  Challenge 14 (11,500 XP)
  Battlemaster Maneuvers. Once per turn, the
  swordmaster can use one of the following effects:
  Lunging Attack: One of the swordmaster's
  attacks has a reach of 10 ft.
  Trip Attack: A larger or smaller creature hit by
  one of the swordmaster's attacks must make a
  DC 20 Strength save or be knocked prone.
  Sweeping Attack: When the swordmaster hits a
  creature with an attack, they may then make an
  additional attack to another creature within 5
  feet of the original target that is within reach.
  Menacing Attack: When the swordmaster hits a
  creature with an attack, the creature must make a
  DC 20 Wisdom save or be frightened until the
  end of the swordmaster's next turn.
  Form Over Force. The swordmaster can use its
  Dexterity score instead of Strength to attack and
  damage with the longsword.
  Actions
  Multiattack. The swordmaster makes four weapon
  attacks.
  Longsword. Melee Weapon Attack: +12 to hit, reach
  5ft., one target. Hit: 12 (1d8 + 8) piercing damage.
  Reaction
  Parry. When another creature damages the
  swordmaster, it can us its reaction to reduce the
  damage it takes by 13 (1d12 + 6).
  Riposte. When a creature misses the swordmaster
  with a melee attack, they can use their reaction to
  make a melee weapon attack against the target.
  Thematic NPCs
  
  16
  Medic
  Medium humanoid, any alignment
  Armor Class 15 (chain shirt)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+0)
  Skills Athletics +3, Medicine +4, Nature +2, Stealth
  +4
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Healer. When the medic uses a healer's kit to
  stabilize a dying creature, the creature then regains
  1 hit point. Also, as an action, the medic can spend
  one use of a healer’s kit to tend to a creature and
  restore 1d6 + 4 hit points to it, plus additional hit
  points equal to the creature’s maximum number of
  Hit Dice. The creature can’t regain hit points from
  this feature or the healer feat again until it finishes
  a short or long rest.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Light Crossbow Ranged Weapon Attack: +4 to hit,
  range 80/320 ft., one target. Hit 6 (1d8 + 2)
  piercing damage.
  While not masters of the battlefield, medics are the
  unsung heroes of wars. Braving the dangerous and
  chaotic environment of wars, medics go into the
  thick of it to lend aid to their allies. Some medics
  are members of the army, some are hired from local
  towns and hamlets, others are members of
  religious orders and sects who believe it is their
  duty to help others.
  In addition to healing the wounded, medics might
  also have other job functions as well such as caring
  for the wounded, stabilizing the unconscious,
  disposing of bodies, preparing healing ointments
  for scouting groups, or even just overseeing the
  overall health of the officers and commanders.
  No armed force is complete without medics in
  their number.
  Novice Soldier
  Medium humanoid, any alignment
  Armor Class 14 (chain shirt)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Skills Athletics +3, Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/2 (450 XP)
  Skittish: On each of its turns, the soldier may use its
  bonus action to take the Disengage action.
  Actions
  Spear (2 handed). Melee Weapon Attack: +3 to hit,
  reach 5ft., one target. Hit: 6 (1d8 + 1) piercing
  damage.
  Light Crossbow Ranged Weapon Attack: +3 to hit,
  range 80/320 ft., one target. Hit 6 (1d8 + 1)
  piercing damage.
  Not knowing what they got into, novice soldiers
  sometimes discover that discretion is the better
  part of valor.
  Thematic NPCs
  
  17
  Pikeman
  Medium humanoid, any alignment
  Armor Class 15 (scale mail)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
  Skills Athletics +4, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 1 (200 XP)
  Set Versus Charge. As a bonus action, the pikeman
  chooses a creature it can see that is at least 20 feet
  away from it. If that creature moves within it's
  pike's reach on its next turn, the pikeman can make
  a pike melee attack against it as a reaction. If the
  attack hits, the target takes an extra 1d10 slashing
  damage. The pikeman can't use this ability if the
  creature used the Disengage action before moving.
  Actions
  Multiattack. Pikeman makes two melee weapon
  attacks.
  Pike. Melee Weapon Attack: +4 to hit, reach 10 ft.,
  one target. Hit: 7 (1d10 + 2) slashing damage.
  Light Crossbow Ranged Weapon Attack: +3 to hit,
  range 80/320 ft., one target. Hit 5 (1d8 + 1)
  piercing damage.
  Coming from a long tradition of anti-cavalry units,
  pikemen are important units in mass warfare. In
  other situations, like underground cities and
  dungeons, pikemen can be useful because they can
  attack with melee from behind the first line of
  soldiers.
  On the open battlefield, pikemen watch their
  surroundings closely, being ever-ready to be
  charged. After all, without shields the pikeman's
  best defense is a good offense.
  Sapper
  Medium humanoid, any alignment
  Armor Class 14 (studded leather)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 14 (+2) 13 (+1) 10 (+0) 10 (+0)
  Skills Athletics +3, Investigation +3, Stealth +4,
  Survival +2
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Cunning Action: On each of its turns, the sapper
  may use its bonus action to take the Dash, Dodge,
  or Disengage action.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5ft., one target. Hit: 6 (1d6 + 1) piercing damage.
  Alchemist's Fire Ranged Weapon Attack: +4 to hit,
  range 20 ft., one target. Hit 2 (1d4) fire damage,
  the target continues to take damage every turn until
  it spends an action to make a DC 10 Dexterity
  check to extinguish the flames.
  Rig to Blow (Recharge 5-6) The sapper rigs together
  several vials of alchemist fire combined with
  explosive charges. The sapper sets the bundle
  down in a square adjacent to it. At the end of the
  sapper's turn (but after any legendary actions are
  resolved), the bomb explodes in a 10-foot radius.
  All creatures in that radius must make a DC 12
  Dexterity check or take 14 (6d4) fire damage,
  taking half on a successful save. The creatures
  continue to take 5 (2d4) fire damage at the start of
  each of their turns. A creature can end this damage
  by using its action to make a DC 12 Dexterity
  check to extinguish the flames.
  The average sapper often looks more like a human-
  sized piece of walking coal than a soldier. Covered
  in ash and soot from whatever activity they have
  most recently been engaged in, most members of
  an army will avoid these crazy individuals whenever
  possible.
  Less common than other units, sapper are not
  alchemists, but more like war-time engineers who
  have learned how to use alchemist's fire and other
  alchemical components to hurt the enemy. Often
  being covered in scars and burns and commonly
  missing fingers, sappers can make a difference in
  sieges with their knowledge of how to demolish
  enemy buildings and siege weapons.
  Thematic NPCs
  
  18
  Savage Infantry
  Medium humanoid, any alignment
  Armor Class 13 (padded armor)
  Hit Points 75 (10d8 + 30)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 16 (+3) 9 (-1) 12 (+1) 8 (-1)
  Skills Athletics +6, Stealth +4, Survival +4
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Aggressive. As a bonus action, the infantry can
  move up to its speed toward a hostile creature that
  it can see.
  Brute. A melee weapon deals one extra die of its
  damage when the infantry hits with it (included in
  the attack).
  Reckless. At the start of its turn, the infantry 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.
  Actions
  Multiattack. The infantry makes two weapon attacks.
  Battleaxe. Melee Weapon Attack: +6 to hit, reach
  5ft., one target. Hit: 16 (2d10 + 4) slashing
  damage.
  Javelin Ranged Weapon Attack: +6 to hit, range
  20/60 ft., one target. Hit 7 (1d6 + 4) piercing
  damage.
  Making up for a lack of intelligence and social
  graces with pure ferocity, savage infantry often
  come from barbarian tribes, or maybe just brutes in
  the normal infantry whose bloodlust and savagery
  has served them well over the years.
  Surviving through a combination of luck and brute
  force, these crazy warriors will often break through
  the front lines to draw first blood whenever
  possible. More common in mercenary contingents
  and outlander armies, these fierce warriors can be
  found in any army.
  When the approaching orc army thinks that
  humans and other humanoids are cowardly
  creatures who hide behind their armor, shields, and
  ranged weapons, the savage infantry are there to
  prove them wrong.
  Thematic NPCs
  
  Monastic NPCs
  There are only a handful of monk NPC templates, Brawler
  (CR 1/2) and Martial Arts Adept (CR 3) to name two (the only
  two?). This section outlines many more, especially the all-
  powerful grand master.
  19
  Grand Master
  Medium humanoid, any alignment
  Armor Class 20 (none)
  Hit Points 187 (25d8 + 75)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 22 (+6) 16 (+3) 14 (+2) 18 (+4) 14 (+2)
  Saving Throws St +8, Dex +12, Con +9, Int +8, Wis
  +10, Cha +8
  Damage Immunities poison
  Condition Immunities poisoned
  Skills Acrobatics +12, Insight +10, Medicine +10,
  Stealth +12
  Senses passive Perception 14
  Languages Common, understands all spoken languages
  Challenge 17 (18,000 XP)
  Cunning Actions. The master can take the Dodge,
  Disengage, or Dash action as a bonus action on their
  turn. If the master takes the dash action, it's jump
  distance is tripled (42 feet).
  Ki-Empowered Strikes. The master's unarmed strikes
  count as magical for the purposes of overcoming
  resistance and immunity to nonmagical attacks and
  damage.
  Quivering Palm (3/day). The master has the ability to set
  up lethal vibrations in someone’s body. When the
  master hits a creature with an unarmed strike, it starts
  these imperceptible vibrations, which last for 20 days.
  If the master uses their action to end the vibrations and
  the target is on the same plane of existence, the
  creature must make a DC 18 Constitution saving throw
  or it is reduced to 0 hit points.
  If it succeeds, it takes 55 (10d10) necrotic damage.
  Only one creature can be affected at a time. The master
  can choose to end the vibrations harmlessly without
  using an action.
  Tranquility. The master enters a special meditation that
  surrounds them with an aura of peace. At the end of a
  long rest, they gain the effect of a sanctuary spell that
  lasts until the start of their next long rest (the spell can
  end early as normal). The saving throw DC for the spell
  equals 18.
  Unarmored Defense. The master's AC equals 10 +
  Dexterity modifier + Wisdom modifier when wearing
  no armor and not using a shield.
  Unarmored Movement. The master has the ability to
  move along vertical surfaces and liquids without falling
  during their move.
  Actions
  Multiattack. The master makes 4 unarmed strike attacks
  or 3 dart attacks.
  Unarmed strike. Melee Weapon Attack: +12 to hit,
  reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning
  damage. If the target is a creature, the master can
  choose one of the following additional effects:
  The target must succeed on a DC 18 Strength saving
  throw or drop one item it is holding (master's
  choice).
  The target must succeed on a DC 18 Dexterity
  saving throw or be knocked prone.
  The target must succeed on a DC 18 Constitution
  saving throw or be stunned until the end of the
  master's next turn.
  Dart. Ranged Weapon Attack: +12 to hit, range
  20/60 ft., one target. Hit: 8 (ld4 + 6) piercing damage.
  Reactions
  Deflect Missiles. The master can us its reaction to
  deflect or catch missiles when hit by ranged attacks.
  The damage of the attack is reduced by 11 (1d10 + 6).
  The grand master has earned his or her title because it
  is the grand master. Often coming around only once in
  several generations, the grand master has learned to
  transcend their fleshly prison, achieving full
  enlightenment.
  Aside from a plethora of powerful abilities and effects,
  grand masters are teachers and mirrors of truth and
  discovery. Instead of being sources of knowledge, the
  grand master is there to guide their students to help
  discover their own truths and knowledge, just as their
  teachers did for them.
  The grand master doesn't solve problems, they
  empower their students to solve problems for
  themselves.
  Thematic NPCs
  
  20
  Sacred Fist
  Medium humanoid, any alignment
  Armor Class 17 (none)
  Hit Points 97 (15d8 + 30)
  Speed 55 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 10 (+0)
  Saving Throws Str +5, Dex +9, Con +7, Int +6, Wis
  +8, Cha +5
  Damage Immunities poison
  Condition Immunities poisoned
  Skills Acrobatics +4, Insight +3, Stealth +4
  Senses passive Perception 13
  Languages Common, understands all spoken
  languages
  Challenge 8 (3,900 XP)
  Cunning Actions. The fist can take the Dodge,
  Disengage, or Dash action as a bonus action on
  their turn. If the fist takes the dash action, it's jump
  distance is tripled (30 feet).
  Ki-Empowered Strikes. The fist's unarmed strikes
  count as magical for the purposes of overcoming
  resistance and immunity to nonmagical attacks and
  damage.
  Timeless Body. The fist's ki sustains them so that
  they suffer none of the frailty of old age and can't
  be aged magically. They can still die of old age,
  however. In addition, they no longer need food or
  water.
  Unarmored Defense. The fist's AC equals 10 +
  Dexterity modifier + Wisdom modifier when
  wearing no armor and not using a shield.
  Unarmored Movement. The fist has the ability to
  move along vertical surfaces and liquids without
  falling during their move.
  Actions
  Multiattack. The fist makes 4 unarmed strike attacks
  or 3 dart attacks.
  Unarmed strike. Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
  damage. If the target is a creature, the fist can
  choose one of the following additional effects:
  The target must succeed on a DC 15 Strength
  saving throw or drop one item it is holding (fist's
  choice).
  The target must succeed on a DC 15 Dexterity
  saving throw or be knocked prone.
  The target must succeed on a DC 15
  Constitution saving throw or be stunned until the
  end of the fist's next turn.
  Dart. Ranged Weapon Attack: +9 to hit, range
  20/60 ft., one target. Hit: 6 (ld4 + 4) piercing
  damage.
  Reactions
  Deflect Missiles. The fist can us its reaction to
  deflect or catch missiles when hit by ranged
  attacks. The damage of the attack is reduced by 9
  (1d10 + 4).
  Unlike the other monks, a sacred fist is named for a
  specific purpose. Whether to seek out an enemy,
  punish with wicked, or protect a place of
  importance or power. Due to their ability to survive
  without food or drink, some sacred fists are taken
  to remote or virtually inaccessible locations and
  tasked as guardians of ancient libraries, temples,
  tombs, or vaults.
  Different from the holy orders, monks are often
  more neutral than good or evil. As a result, if a
  sacred fist has given an oath to protect something,
  they are unlikely to let anyone have access to it.
  In combat, sacred fists are dangerous combatants
  who are difficult to pin down and who will easily
  take advantage of their mobility to avoid larger,
  slower targets while picking off more less-armored,
  more dangerous targets first like spellcasters,
  rogues, and archers.
  Thematic NPCs
  
  21
  Temple Acolyte
  Medium humanoid, any alignment
  Armor Class 14 (none)
  Hit Points 16 (3d8 + 3)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 10 (+0)
  Skills Acrobatics +4, Insight +3, Stealth +4
  Senses passive Perception 12
  Languages Common
  Challenge 1/2 (450 XP)
  Unarmored Defense. The acolyte's AC equals 10 +
  Dexterity modifier + Wisdom modifier when
  wearing no armor and not using a shield.
  Actions
  Multiattack. The acolyte makes 2 unarmed strike
  attacks or 2 dart attacks.
  Unarmed strike. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
  damage. If the target is a creature, the acolyte can
  choose one of the following additional effects:
  The target must succeed on a DC 12 Strength
  saving throw or drop one item it is holding
  (acolyte's choice).
  The target must succeed on a DC 12 Dexterity
  saving throw or be knocked prone.
  The target must succeed on a DC 12
  Constitution saving throw or be stunned until the
  end of the acolyte's next turn.
  Dart. Ranged Weapon Attack: +4 to hit, range
  20/60 ft., one target. Hit: 4 (ld4 + 2) piercing
  damage.
  Reactions
  Deflect Missiles. The acolyte can us its reaction to
  deflect or catch missiles when hit by ranged
  attacks. The damage of the attack is reduced by 7
  (1d10 + 2).
  As opposed to holy acolytes, temple acolytes are
  trained in hand to hand combat, but mostly they are
  free labor. Temple acolytes tend the grounds, cook,
  clean, and perform all of the needed day to day
  functions of their temple or monastery in hopes
  that such mundane and banal chores will eventually
  lead to enlightenment.
  Thematic NPCs
  
  Seafaring NPCs
  These are some seafaring NPCs. I normally use brigands
  (CR 1/8) and brigand leader (CR 2) for pirate and pirate
  captains, but these NPC statblocks are specifically for pirates
  and sailors. These stablocks make use of the mariner feat
  from Unearthed Arcana. I hope that makes it into print at
  some point.
   
   
  22
  Deck Boss
  Medium humanoid, any alignment
  Armor Class 16 (studded leather armor)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 14 (+2)
  Skills Athletics +7, Deception +6, Intimidation +6,
  Perception +4, Persuasion +6,
  Senses passive Perception 15
  Languages Common, Thieves' Cant
  Challenge 6 (2,300 XP)
  Brute. The boss does an extra die of damage with
  melee attacks.
  Charger. When the boss uses its action to dash, is
  can use a bonus action to make one melee weapon
  attack or to shove a creature. If it moves at least 10
  feet in a straight line immediately before taking this
  bonus action, the boss can either gain a +5 bonus
  to the attack's damage roll or push the target up to
  10 feet away from it.
  Crossbow Expert. The boss ignores the loading
  property of crossbows.
  Mariner. As long as the boss is not wearing heavy
  armor or using a shield, it has a swimming and
  climbing speed equal to its normal speed, and gains
  a +1 to AC.
  Tavern Brawler. If the boss hits a creature with an
  unarmed strike or improvised weapon, it can use a
  bonus action to attempt to grapple the target.
  Actions
  Multiattack. The boss makes three melee weapon
  attacks or two ranged weapon attacks.
  Mace. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 12 (2d8 + 3) bludgeoning damage.
  Whip. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 8 (2d4 + 3) piercing damage.
  Improvised Weapon or Unarmed Strike. Melee
  Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 8 (2d4 + 3) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +7 to hit,
  range 100/400 ft., one target. Hit: 8 (ld10 + 3)
  piercing damage.
  Also good as a first mate, the deck boss helps keep
  order on the ship. Whether a pirate ship, slaver
  ship, war galley or just normal merchant feighter,
  life at sea is hard and in addition to the leadership
  provided by the ship's captain, the deck boss
  bolsters that with a health dose of fear.
  A brutish person and practiced wrestler, the deck
  boss answers even possible insubordination by
  tossing the offender overboard.
  Thematic NPCs
  
  Pirate Names
  Taken from fantasynmegenerators.com, here as
  some example pirate names.
  Male
  Ardley 'The Bright' Barrie
  Nickleby 'Buccaneer' Xensor
  Manley 'Temptation' Ward
  Everild 'Golden Tooth' Yao
  Graydon 'Merry' Jasper
  True 'Mumbling' Burlingame
  Sheffield 'Fearless' Upir
  Presley 'The Fool' Balthier
  Female
  Cherry 'The Witch' Swet
  Shandy 'Shaded' Zeddicus
  Rosalie 'The Sour' Rhys
  Bulah 'The Stubborn' Seth
  Fleta 'Treasure' Granite
  Beck 'Vicious' Bryce
  Alene 'Phantasm' Armstead
  Bridget 'Devil's Smile' Buckley
  23
  Infamous Pirate
  Captain
  Medium humanoid, any alignment
  Armor Class 17 (studded leather armor)
  Hit Points X (20d8 + 40)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 16 (+3)
  Saving Throws Dex +9, Int +6, Wis +7
  Skills Acrobatics +9, Athletics +6, Deception +8,
  Insight +7, Intimidation +8, Perception +7,
  Persuasion +8, Sleight of Hand +9, Stealth +9
  Senses passive Perception 17
  Languages Common, Thieves' Cant
  Challenge 9 (5,000 XP)
  Crossbow Expert. Hand crossbows count as melee
  weapons for the captain, and it ignores the loading
  property.
  Cunning Action. On each of its turns, the captain
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Mariner. As long as the captain is not wearing heavy
  armor or using a shield, it has a swimming and
  climbing speed equal to its normal speed, and gains
  a +1 to AC.
  Panache. As an action, the captain can make a
  Charisma (Persuasion) check contested by a
  creature's Wisdom (Insight) check. The creature
  must be able to hear and understand the captain. If
  the captain succeeds, the creature has disadvantage
  on attack rolls against targets other than the
  captain and can't make opportunity attacks against
  targets other than the captain. This effect lasts for 1
  minute, until one of captain's companions attacks
  the target or affects it with a spell, or until the
  captain and the target are more than 60 feet apart.
  Rakish Audacity. The captain adds it's Charisma
  bonus to initiative rolls.
  Sneak Attack (1/Turn). The captain deals an extra 21
  (6d6) damage when it hits a target with a weapon
  attack and has advantage on the attack roll, when
  the target is within 5 feet of an ally of the captain
  that isn't incapacitated and the captain doesn't
  have disadvantage on the attack roll, or if no
  creature other than the target is within 5 feet of the
  captain.
  Actions
  Multiattack. The captain makes two rapier attacks
  and one whip or hand crossbow attack, two hand
  crossbow attacks, or two whip attacks.
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Whip. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit: 6 (1d4 + 4) piercing damage.
  Hand Crossbow. Melee or Ranged Weapon Attack:
  +9 to hit, range 20/60 ft., one target. Hit: 7 (ld6 +
  4) piercing damage.
  Reactions
  Uncanny Dodge. When the captain is hit by a source
  of damage it can see, it can use its reaction to take
  1/2 damage from the attack.
  Being a pirate captain in general takes guts but
  being an infamous pirate captain takes real stones.
  Not only are these captains vicious, violent,
  uncompromising, and masters of sea warfare, they
  are also very good at it.
  Traveling adventurers paying for passage on an
  infamous pirate captain's ship would be wise to be
  polite, or they might find themselves being tossed
  overboard or worse.
  Thematic NPCs
  
  Pirate Ship Names
  Taken from fantasynmegenerators.com, here as
  some example pirate ship names:
  The Speedy Plunder
  The Good Fear
  The Sudden Treasure
  The Bearded Privateer
  The Red Knave
  The Dirty Hind
  The Victory Abandoned
  The Night Hangman
  The Gold Privateer
  The New Rover
  The Disgraced Servant
  The Howling Revenge
  The Poison Murderer
  The Seas' Hangman
  The Dishonorable Seas
  The Loyal Squid
  The Murderous Minnow
  24
  Legendary Pirate
  Captain
  Medium humanoid, any alignment
  Armor Class 19 (studded leather armor)
  Hit Points 210 (28d8 + 84)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 22 (+6) 16 (+3) 14 (+2) 14 (+2) 18 (+3)
  Saving Throws Dex +10, Int +8, Wis +8
  Skills Acrobatics +18, Athletics +8, Deception +9,
  Intimidation +9, Perception +8, Persuasion +15,
  Sleight of Hand +18, Stealth +18
  Senses blindsight 10 ft., passive Perception 18
  Languages Common, Thieves' Cant
  Challenge 15 (13,000 XP)
  Crossbow Expert. Hand crossbows count as melee
  weapons for the captain, and it ignores the loading
  property.
  Cunning Action. On each of its turns, the captain
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Mariner. As long as the captain is not wearing heavy
  armor or using a shield, it has a swimming and
  climbing speed equal to its normal speed, and gains
  a +1 to AC.
  Panache. As an action, the captain can make a
  Charisma (Persuasion) check contested by a
  creature's Wisdom (Insight) check. The creature
  must be able to hear and understand the captain. If
  the captain succeeds, the creature has disadvantage
  on attack rolls against targets other than the
  captain and can't make opportunity attacks against
  targets other than the captain. This effect lasts for 1
  minute, until one of the captain's companions
  attacks the target or affects it with a spell, or until
  the captain and the target are more than 60 feet
  apart.
  Rakish Audacity. The captain adds it's Charisma
  bonus to initiative rolls.
  Sneak Attack (1/Turn). The captain deals an extra 35
  (10d6) damage when it hits a target with a weapon
  attack and has advantage on the attack roll, when
  the target is within 5 feet of an ally of the captain
  that isn't incapacitated and the captain doesn't
  have disadvantage on the attack roll, or if no
  creature other than the target is within 5 feet of the
  captain.
  Actions
  Multiattack. The captain makes two rapier attacks
  and one whip or hand crossbow attack, two hand
  crossbow attacks, or two whip attacks.
  Rapier. Melee Weapon Attack: +12 to hit, reach 5
  ft., one target. Hit: 10 (1d8 + 6) piercing damage.
  Whip. Melee Weapon Attack: +12 to hit, reach 10
  ft., one target. Hit: 8 (1d4 + 6) piercing damage.
  Hand Crossbow. Melee or Ranged Weapon Attack:
  +9 to hit, range 20/60 ft., one target. Hit: 9 (ld6 +
  6) piercing damage.
  Reactions
  Uncanny Dodge. When the captain is hit by a source
  of damage it can see, it can use its reaction to take
  1/2 damage from the attack.
  More feared, or at least as feared, on the seas as the
  kraken itself, legendary pirate captains only come
  about every so often. While possibly not, a
  legendary pirate captain is most likely a very evil
  person, as it is only through such a reputation that
  they truly become feared. As witty and charming as
  they are deadly, only a fool would pick a fight with
  such a person.
  Beyond that, each legendary pirate captain also has
  a treasure, or treasures, worth more than some
  kingdoms themselves. Many a traveling adventurer
  has gone looking for such treasures only to find the
  treasure's owner has returned.
  Thematic NPCs
  
   
  25
  Sailor
  Medium humanoid, any alignment
  Armor Class 13 (leather armor)
  Hit Points 17 (3d8 + 3)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 12 (+2) 10 (+0) 10 (+0) 8 (-1)
  Skills Athletics +3, Perception +2
  Senses passive Perception 13
  Languages Common
  Challenge 1/4 (50 XP)
  Mariner. As long as the sailor is not wearing heavy
  armor or using a shield, it has a swimming and
  climbing speed equal to its normal speed, and gains
  a +1 to AC.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or 20/60 ft., one target. Hit: 3 (1d4 + 1)
  piercing damage.
  Javelin. Ranged Weapon Attack: +3 to hit, 20/60 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage.
  Whether impressed into service or because they
  voluntarily entered the trade, being a sailor is hardly
  the safest and easiest profession available in the
  known realms. The life is fraught with peril, if not
  from harpies, krakens, Kua-Toa, pirates and other
  terrors of the sea, even a sailor's comrades might
  be the end of them. As a result, sailor's often adopt
  a "work hard, play hard" mentality.
  In combat, a sailor is likely to avoid melee combat
  whenever possible. Instead, they will throw daggers
  or javelins at opponents, fleeing when necessary.
  Pirate
  Medium humanoid, any alignment
  Armor Class 13 (none)
  Hit Points 28 (5d8 + 5)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 12 (+1)
  Skills Athletics +3, Acrobatics +6, Sleight of Hand
  +4, Perception +5, Intimidation +3
  Senses passive Perception 15
  Languages Common, Thieves' Cant
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the pirate can
  use a bonus action to take the Dash, Disengage, or
  Hide action.
  Mariner. As long as the pirate is not wearing heavy
  armor or using a shield, it has a swimming and
  climbing speed equal to its normal speed, and gains
  a +1 to AC.
  Actions
  Multiattack. The pirate makes two attacks, one with
  it's rapier and one with it's dagger.
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Dagger. Melee Weapon Attack: +4, reach 5ft. or
  range 20/60 ft., one target. Hit: 4 (1d4 + 2)
  piercing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit,
  range 20/60 ft., one target. Hit: 6 (ld8 + 2) piercing
  damage.
  Whether out of desperation, or due to a major lack
  of critical thinking skills, pirates are the crazy ones
  in an environment full of crazy people. As if being a
  sailor wasn't dangerous enough, pirates actually go
  looking for danger and the spoils available for those
  who brave the dangers and live.
  Life at sea is hard on people, and most pirates don't
  live past 1/3 of their race's average life expectancy.
  Whether brave or foolhardy, most pirates fight like
  it's their last day to live.
  Thematic NPCs
  
  26
  Pirate Captain
  Medium humanoid, any alignment
  Armor Class 16 (studded leather armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 17 (+3) 14 (+2) 12 (+1) 12 (+1) 15 (+2)
  Skills Acrobatics +11, Athletics +5, Deception +5,
  Insight +5, Intimidation +10, Perception +5,
  Persuasion +6, Sleight of Hand +11, Stealth +11
  Senses passive Perception 15
  Languages Common, Thieves' Cant
  Challenge 5 (1,800 XP)
  Crossbow Expert. Hand crossbows count as melee
  weapons for the captain, and it ignores the loading
  property.
  Cunning Action. On each of its turns, the captain
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Mariner. As long as the captain is not wearing heavy
  armor or using a shield, it has a swimming and
  climbing speed equal to its normal speed, and gains
  a +1 to AC.
  Rakish Audacity. The captain adds it's Charisma
  bonus to initiative rolls.
  Sneak Attack (1/Turn). The captain deals an extra 14
  (4d6) damage when it hits a target with a weapon
  attack and has advantage on the attack roll, when
  the target is within 5 feet of an ally of the captain
  that isn't incapacitated and the captain doesn't
  have disadvantage on the attack roll, or if no
  creature other than the target is within 5 feet of the
  captain.
  Actions
  Multiattack. The captain makes two rapier attacks
  and one hand crossbow attack, or two hand
  crossbow attacks.
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Hand Crossbow. Melee or Ranged Weapon Attack:
  +7 to hit, range 20/60 ft., one target. Hit: 6 (ld6 +
  3) piercing damage.
  Reactions
  Uncanny Dodge. When the captain is hit by a source
  of damage it can see, it can use its reaction to take
  1/2 damage from the attack.
  Privateer
  Medium humanoid, any alignment
  Armor Class 13 (none)
  Hit Points 28 (5d8 + 5)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 12 (+1)
  Skills Athletics +3, Intimidation +3, Perception +2,
  Persuasion +3, Sleight of Hand +4, Stealth +4
  Senses passive Perception 15
  Languages Common, Thieves' Cant
  Challenge 1 (200 XP)
  Crossbow Expert. Hand crossbows count as melee
  weapons for the privateer, and it ignores the
  loading property.
  Cunning Action. On each of its turns, the privateer
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Mariner. As long as the privateer is not wearing
  heavy armor or using a shield, it has a swimming
  and climbing speed equal to its normal speed, and
  gains a +1 to AC.
  Pack Tactics. The privateer has advantage on an
  attack roll against a creature if at least one of the
  privateer's allies is within 5 feet of the creature and
  the ally isn't incapacitated.
  Actions
  Multiattack. The privateer makes two scimitar
  attacks, two hand crossbow attacks, or one scimitar
  and one hand crossbow attack.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Melee or Ranged Weapon Attack:
  +4 to hit, range 20/60 ft., one target. Hit: 5 (ld6 +
  2) piercing damage.
  Net. Melee Weapon Attack: +6, reach 5ft. or range
  5/15 ft., one target. A Large or smaller creature hit
  by a net is restrained until it is freed. A net has no
  effect on creatures that are formless, or creatures
  that are Huge or larger. A creature can use its
  action to make a DC 10 Strength check, freeing
  itself or another creature within its reach on a
  success. Dealing 5 slashing damage to the net (AC
  10) also frees the creature without harming it,
  ending the effect and destroying the net.
  Thematic NPCs
  
  WANTED
  Pirate Captain Dearth "The Mad" Cromwell (Pirate Captain CR
  5) and his first mate Josephine 'Brown Tooth' (Deck Boss CR
  6) have remained at large on the western sea for the last
  decade.
  With a contingent of dangerous pirates (1d4 Veteran
  Privateers CR 4, 2d4 Privateers CR 1, 2d6 Pirates CR 1, and
  3d6 Sailors CR 1/4), the local crown has offered a bounty of
  5,000 gold for their successful capture or deaths.
  Rumors are that Captain Cromwell and his crew have
  amassed a sizeable treasure over the years to the adventurer or
  bounty hunter willing to take it.
  They were last seen in port in the small village of Whitehead
  Beach, sailing south in their ship the Gallow's Friend.
  Any information leading to their arrest will be is worth a
  reward of 100 gold pieces.
  27
  Veteran Privateer
  Medium humanoid, any alignment
  Armor Class 16 (studded leather armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 12 (+1)
  Skills Athletics +5, Intimidation +4, Perception +3,
  Persuasion +4, Sleight of Hand +6, Stealth +6
  Senses passive Perception 15
  Languages Common, Thieves' Cant
  Challenge 4 (1,100 XP)
  Crossbow Expert. Hand crossbows count as melee
  weapons for the privateer, and it ignores the
  loading property.
  Cunning Action. On each of its turns, the privateer
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Mariner. As long as the privateer is not wearing
  heavy armor or using a shield, it has a swimming
  and climbing speed equal to its normal speed, and
  gains a +1 to AC.
  Pack Tactics. The privateer has advantage on an
  attack roll against a creature if at least one of the
  privateer's allies is within 5 feet of the creature and
  the ally isn't incapacitated.
  Sneak Attack (1/Turn). The privateer 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
  privateer that isn't incapacitated and the privateer
  doesn't have disadvantage on the attack roll.
  Actions
  Multiattack. The privateer makes two scimitar
  attacks, two hand crossbow attacks, or one scimitar
  and one crossbow attack.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Hand Crossbow. Melee or Ranged Weapon Attack:
  +6 to hit, range 20/60 ft., one target. Hit: 6 (ld6 +
  3) piercing damage.
  Net. Melee Weapon Attack: +6, reach 5ft. or range
  5/15 ft., one target. A Large or smaller creature hit
  by a net is restrained until it is freed. A net has no
  effect on creatures that are formless, or creatures
  that are Huge or larger. A creature can use its
  action to make a DC 10 Strength check, freeing
  itself or another creature within its reach on a
  success. Dealing 5 slashing damage to the net (AC
  10) also frees the creature without harming it,
  ending the effect and destroying the net.
  While pirates and pirate captains are fierce in their
  own right, privateers and veteran privateers
  specialize in teamwork and working together.
  They've learned that fortune favors the force with
  both overwhelming numbers and a single mindset.
  As a result, privateers will use the ship environment
  to their advantage, climbing up rigging, firing at
  nearby enemies with their hand crossbows,
  entangling opponents with nets, and distracting
  nearby opponents so that their allies can sneak in
  some deadly stabs or crossbow shots.
  Thematic NPCs
  
  Unholy NPCs
  Aside from cultists (CR 1/8) and cult fanatics (CR 2), these
  NPC statblocks represent priests of the unholy. In my games
  and settings, there are always places where organized evil
  religions exist. These statsblock represent organized
  religious entities in evil churches. The base unholy stablocks
  are for those of the Death Domain as printed in the DMG.
  Quick Undead Computations
  3 x 3rd level slots for animate dead = +12 zombies
  or skeletons. 3 x 4th level slots = +18 zombies or
  skeletons. 2 x 5th level slots = +16 zombies or
  skeletons. 2 x 6th level slots = +6 ghouls. 1 x 7th
  level slot = +4 ghouls. 1 x 8th level slot = +5
  ghouls, +2 ghasts, or +2 wights. 1 x 9th level slot =
  +6 ghouls, + 3 ghasts or wights, or +2 mummies.
  Using all of its spell slots of 3rd level and above,
  an unholy archbishop could have a standing army
  of:
  46 skeletons (CR 1/4)
  10 ghouls (CR 1)
  5 wights (CR 3)
  Using all of its spell slots for 3rd level and above,
  an unholy bishop could have a standing armory of:
  46 skeletons (CR 1/4)
  10 ghouls (CR 1)
  2 wights (CR 3)
  Meanwhile an unholy deacon would only have a
  standing army of:
  18 skeletons (CR 1/4)
  28
  Unholy Archbishop,
  Servant of Death
  Medium humanoid, any evil alignment
  Armor Class 19 (half plate, shield)
  Hit Points 255 (30d8 + 120)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 16 (+3) 18 (+4) 14 (+2) 22 (+6) 14 (+2)
  Damage Resistances necrotic, cold
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Saving Throws Cons +10, Wis +12, Char +8
  Skills Arcane +8, Deception +8, History +8, Insight
  +8, Perception +12, Persuasion +5, Religion +8
  Senses passive Perception 22
  Languages Common, Abyssal, Infernal
  Challenge 17 (18,000 XP)
  Inescapable Destruction. Necrotic damage dealt by
  the archbishop ignores resistance to necrotic
  damage.
  Spellcasting. The archbishop is a 20th-level
  spellcaster. Its spellcasting ability is Wisdom (spell
  save DC 18, +10 to hit with spell attacks). The
  archbishop has the following cleric spells prepared:
  Cantrips (at will): chill touch, thaumaturgy,
  resistance, toll the dead, mending  
  1st level (4 slots): false life, ray of sickness, bane,
  detect evil and good, inflict wounds, command,
  cure wounds  
  2nd level (3 slots): blindness/deafness, ray of
  enfeeblement, hold person, locate object  
  3rd level (3 slots): animate dead, vampiric touch,
  bestow curse, dispel magic, speak with dead,
  clairvoyance  
  4th level (3 slots): blight, death ward, freedom of
  movement, locate creature  
  5th level (2 slots): antilife shell, cloudkill, scrying,
  insect plague, geas, contagion  
  6th level (2 slot): harm, create undead, planar ally  
  7th level (2 slot): symbol, fire storm, divine word  
  8th level (1 slot): earthquake, antimagic field  
  9th level (1 slot): gate
  Touch of Death (3/day). When the archbishop hits a
  creature with a melee attack, it deals an extra 45
  points of necrotic damage.
  Actions
  Multiattack. The archbishop makes two weapon
  attacks.
  Scimitar. Melee Attack: +9 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) slashing damage + 9 (2d8)
  necrotic damage.
  Chill Touch. Ranged Spell Attack: +12 to hit, range
  120 ft., two targets. Hit: 18 (4d8) necrotic damage,
  on a hit, the target takes 4d8 necrotic damage, and
  it can't regain hit points until the start of the unholy
  archbishop's next turn. Until then, the hand clings
  to the target. If the unholy archbishop hits an
  undead target, it also has disadvantage on attack
  rolls against the unholy archbishop until the end of
  the bishop's next turn.
  Serving one of the lawful evil or neutral evil gods
  who espouse death, the unholy archbishop is a
  threat to life itself wherever it goes. Looking more
  like the undead who follow it that a normal
  humanoid, the unholy bishop is feared by all who
  heard of it.
  Thematic NPCs
  
  Gods of Death
  Evil gods of death from different settings. The
  unholy clergy NPCs could be in service of any of
  these gods, depending upon the setting.
  Forgotten Realms
  Bhaal, god of murder (NE)
  Myrkul, god of death (NE)
  Shar, goddess of darkness and loss (NE)
  Talona, goddess of disease and poison (CE)
  Greyhawk
  Incabulos, god of plague and famine (NE)
  Iuz, god of pain and oppression (CE)
  Nerull, god of death (NE)
  Dragonlance
  Takhisis, goddess of night and hatred (LE)
  Chemosh, god of the undead (LE)
  Morgion, god of disease and secrecy (NE)
  Eberron
  The Keeper, god of greed and death (NE)
  Nonhuman Dieties
  Blibdoolpoolp, kuo-toa goddess (NE)
  Laogzed, troglodyte god of hunger (CE)
  Dragon Pantheon
  Faluzure, lesser god of energy draining,
  undeath, decay, and exhaustion (?E)
  Null, god of death, fate, knowledge, law, and
  scalykind (LE)
  Tiamatt, goddess of evil dragons, greed, tyranny,
  and vengeance (LE)
  Kalzareinad, the keeper of dark wonders, dragon
  god of uncaring, evil, or selfish use of magic,
  god of dark secrets (NE)
  Historical Gods
  Celtic - Arawn, god of life and death (NE)
  Greek - Hades, god of the underworld (LE)
  Egyptian - Set, god of darkness and desert
  storms (CE)
  Norse - Hel, goddess of the underworld (NE)
  29
  Unholy Bishop
  Medium humanoid, any evil alignment
  Armor Class 19 (half plate, shield)
  Hit Points 187(25d8 + 75)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 16 (+3) 12 (+1) 20 (+5) 14 (+2)
  Saving Throws Wis +10, Char +7
  Skills Arcane +5, Deception +7, Insight +10,
  Perception +10, Persuasion +7, Religion +5
  Senses passive Perception 20
  Languages Common, Abyssal, Infernal
  Challenge 15 (13,000 XP)
  Inescapable Destruction. Necrotic damage dealt by
  the bishop ignores resistance to necrotic damage.
  Spellcasting. The bishop is a 15th-level spellcaster.
  Its spellcasting ability is Wisdom (spell save DC 18,
  +10 to hit with spell attacks). The bishop has the
  following cleric spells prepared:
  Cantrips (at will): chill touch, thaumaturgy,
  resistance, toll the dead, mending  
  1st level (4 slots): false life, ray of sickness, bane,
  detect evil and good, inflict wounds, command,
  cure wounds  
  2nd level (3 slots): blindness/deafness, ray of
  enfeeblement, hold person, locate object  
  3rd level (3 slots): animate dead, vampiric touch,
  bestow curse, dispel magic, speak with dead  
  4th level (3 slots): blight, death ward, freedom of
  movement, locate creature  
  5th level (2 slots): antilife shell, cloudkill, scrying,
  insect plague, geas  
  6th level (1 slot): harm, create undead  
  7th level (1 slot): symbol, fire storm  
  8th level (1 slot): earthquake  
  Touch of Death (3/day). When the bishop hits a
  creature with a melee attack, it deals an extra 35
  points of necrotic damage.
  Actions
  Multiattack. The bishop makes two weapon attacks.
  Scimitar. Melee Attack: +7 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) slashing damage + 9 (2d8)
  necrotic damage.
  Chill Touch. Ranged Spell Attack: +10 to hit, range
  120 ft., two targets. Hit: 13 (3d8) necrotic damage,
  on a hit, the target takes 3d8 necrotic damage, and
  it can't regain hit points until the start of the
  bishop's next turn. Until then, the hand clings to
  the target. If the bishop hits an undead target, it
  also has disadvantage on attack rolls against the
  bishop until the end of the bishop's next turn.
  Thematic NPCs
  
  30
  Unholy Curate
  Medium humanoid, any evil alignment
  Armor Class 15 (chain shirt)
  Hit Points 28 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 12 (+1)
  Saving Throws Wis +4, Char +4
  Skills Religion +3, History +3, Intimidation +4,
  Medicine +4
  Senses passive Perception 12
  Languages Common, Abyssal, Infernal
  Challenge 2 (450 XP)
  Spellcasting. The curate is a 3rd-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 12, +4
  to hit with spell attacks). The curate has the
  following cleric spells prepared:
  Cantrips (at will): thaumaturgy, toll the dead, chill
  touch  
  1st level (4 slots): false life, ray of sickness, bane,
  inflict wounds, detect evil and good  
  2nd level (2 slots): blindness/deafness, ray of
  enfeeblement, hold person, augury  
  Touch of Death (1/day). When the curate hits a
  creature with a melee attack, it deals an extra 11
  points of necrotic damage.
  Actions
  Scimitar. Melee Attack: +4 to hit, reach 5 ft. , one
  target. Hit: 5 (1d6 + 2) slashing damage.
  Chill Touch. Ranged Spell Attack: +4 to hit, range
  120 ft., Two targets. Hit: 4 (1d8) necrotic damage,
  on a hit, the target takes 1d8 necrotic damage, and
  it can't regain hit points until the start of the
  curate's next turn. Until then, the hand clings to the
  target. If the curate hits an undead target, it also has
  disadvantage on attack rolls against the curate until
  the end of the curate's next turn.
  Not quite the lowest tier of the religious pyramid,
  unholy curates are doing better than acolytes and
  cultists (and the walking dead), but they still have a
  lot of room to advance. Life is competitive at the
  low levels, and rather than digging graves, unholy
  curates spend a fair amount of time undigging
  them.
  Typical daily activities for unholy curates include
  keeping an eye out for good adventurers,
  terrorizing the local peasants, and practicing
  necromantic magics.
  Unholy Deacon
  Medium humanoid, any evil alignment
  Armor Class 19 (half plate, shield)
  Hit Points 68 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
  Saving Throws Wis +7, Cha +5
  Skills Arcane +4, Deception + 5, Insight +7,
  Perception +7, Persuasion +5, Religion +4
  Senses passive Perception 17
  Languages Common, Abyssal, Infernal
  Challenge 9 (5,000 XP)
  Inescapable Destruction. Necrotic damage dealt by
  the deacon ignores resistance to necrotic damage.
  Spellcasting. The deacon is a 7th-level spellcaster.
  Its spellcasting ability is Wisdom (spell save DC 15,
  +7 to hit with spell attacks). The deacon has the
  following cleric spells prepared:
  Cantrips (at will): chill touch, thaumaturgy,
  resistance, toll the dead, mending  
  1st level (4 slots): false life, ray of sickness, bane,
  detect evil and good, inflict wounds, command  
  2nd level (2 slots): blindness/deafness, ray of
  enfeeblement, hold person, locate object  
  3rd level (3 slots): animate dead, vampiric touch,
  bestow curse, dispel magic, speak with dead  
  4th level (1 slots): blight, death ward, freedom of
  movement  
  Touch of Death (2/day). When the deacon hits a
  creature with a melee attack, it deals an extra 19
  points of necrotic damage.
  Actions
  Multiattack. The deacon makes two weapon attacks.
  Scimitar. Melee Attack: +6 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) slashing damage + 4 (1d8)
  necrotic damage.
  Chill Touch. Ranged Spell Attack: +7 to hit, range
  120 ft., two targets. Hit: 9 (2d8) necrotic damage,
  on a hit, the target takes 2d8 necrotic damage, and
  it can't regain hit points until the start of the
  deacon's next turn. Until then, the hand clings to
  the target. If the deacon hits an undead target, it
  also has disadvantage on attack rolls against the
  deacon until the end of the deacon's next turn.
  Thematic NPCs
  
  Urban NPCs
  Aside from Commoner (CR 0) and the other statblocks, I was
  looking for some social-urban stats. Normal-ish people my
  party might come across. Some of these stats are outright
  silly, others are a bit more serious. Have a problem with
  murder-hobos? The real answer is to talk to them about it.
  For some fun, this section has a beefy bartender, a legendary
  beefy bartender, a dishonored veteran, and more. Have fun!
   
  Silly vs Serious
  This section has both serious and silly stats. If you
  are one of those people who wants to avoid silly
  things like Camelot, here's a quick guide to which
  Urban NPCs are silly and which aren't.
  Beefy Bartender - very silly
  Beggar - not that silly
  Charmer - not that silly
  Diplomat - very silly
  Dishonored Veteran - serious
  Gangster - serious
  Hulking Slave - serious
  Knowledgeable Elder - serious
  Legendary Beefy Bartender - very, very silly
  Normal Bartender - not that silly
  Talented Child Pickpocket - not that silly
  Town Cryer - very silly
  Veteran Scammer - not that silly
  Wee Con Artist - serious
  31
  Beefy Bartender
  Medium humanoid, any alignment
  The gigantic bartender nods as you walk in.
  Armor Class 14 (none)
  Hit Points 105 (14d8 + 42)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 12 (+1)
  Damage Resistances bludgeoning, piercing, and
  slashing damage
  Saving Throws Str +11, Con +10
  Skills Athletics + 8, Insight +5, Intimidation +5,
  Perception +5, Persuasion +5
  Senses passive Perception 18
  Languages Common, Thieves' Cant
  Challenge 8 (3,900 XP)
  Bouncer. The bartender can move grappled targets
  at its normal speed.
  Brute. The bartender does an one extra die of
  damage with attacks.
  Rager. The bartender adds +3 damage to Strength
  attacks, has advantage on Strength checks, and has
  resistance to bludgeoning, piercing, and slashing
  damage.
  Reckless. At the start of its turn, the bartender 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.
  Tavern Brawler. If the bartender hits a creature with
  an unarmed strike or improvised weapon, it can use
  a bonus action to attempt to grapple the target.
  Unarmored Defense. The bartender's armor class
  equals 10 + its Dexterity modifier + its Constitution
  modifier if it not wearing any armor or using a
  shield.
  Actions
  Multiattack. The bartender makes two weapon
  attacks.
  Improvised Weapon or Unarmed Strike. Melee or
  Ranged Weapon Attack: +8 to hit, reach 5 ft. or
  ranged 20/60 feet., one target. Hit: 12 (2d4 + 7)
  bludgeoning damage. If the bartender moves more
  than 10 feet in a straight line before attacking a
  target and then hits, it then automatically shoves
  the creature 10 feet away in the opposite direction
  or deals an additional 5 points of damage on the
  hit.
  Thematic NPCs
  
  32
  Beggar
  Medium humanoid, neutral cautious
  Armor Class 10 (none)
  Hit Points 11 (2d8 +2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 10 (+0)
  12 (+1) 9 (-1) 14 (+2)
  9 (-1)
  Skills Insight +6, Perception +6, Persuasion +1
  Senses passive Perception 16
  Languages Common, Thieves' Cant
  Challenge 0 (0 XP)
  Watchful Observer. If is the beggar is doing nothing
  else, it has advantage on perception rolls to
  observe its surroundings and insight rolls to watch
  the interactions of others.
  Charmer
  Medium humanoid, chaotic kinky
  Armor Class 11 (none)
  Hit Points 13 (3d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 12 (+1) 11 (+0) 9 (-1) 12 (+1) 14 (+2)
  Skills Deception +6, Insight +3, Perception +3,
  Persuasion +6, Sleight of Hand +3
  Senses passive Perception 11
  Languages Common + 2 others
  Challenge 1/8 (3,900 XP)
  Cunning Action. On each of its turns, the charmer
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Distracting Presence. As an action, the charmer talks
  to up to 5 creatures it can communicate with, they
  do not need to speak the same language. Each of
  the targets must make a DC 12 Wisdom (Insight)
  check or be distracted for 1d4 turns. Distracted
  creatures have disadvantage on perception checks,
  and their passive perception is lowered by 5.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5ft. or range 20/60 ft., one target. Hit: 3 (1d4
  + 1) piercing damage.
  Diplomat
  Medium humanoid, lawful arrogant
  Armor Class 10 (none)
  Hit Points 11 (2d8 +2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 10 (+0) 12 (+1) 14 (+2) 13 (+1) 15 (+2)
  Skills Deception +4, History +4, Intimidation +6,
  Persuasion +4
  Senses passive Perception 11
  Languages Common + 3 others
  Challenge 0 (0 XP)
  Stories of the Past. Characters listening to the
  diplomat talk about politics for more than 1 minute
  must make a DC 12 Save (Player's choice but must
  explain) or zone out for the rest of the
  conversation. While zoned out, choose one of the
  following to happen to a random zoned out
  character.
  While you weren't paying attention, the diplomat...
  fixed your armor. (dwarf)
  braided your hair. (elf)
  took 1d4 coins from your moneypouch.
  (halfling)
  built you a clockwork toy. (rock gnome)
  gave you a little pet bird. (forest gnome)
  beat you in an army wrestling match. (half-orc)
  drank a glass of wine with you. (half-elf)
  bought your eternal soul for a gold piece.
  (tiefling)
  set your hair on fire. (fire genasi)
  gave you a seal shell. (water genasi)
  took you on a hike. (goliath)
  Actions
  Shortsword. Melee Weapon Attack: +2 to hit, reach
  5ft., one target. Hit: 3 (1d6) piercing damage.
  Thematic NPCs
  
  33
  Dishonored Veteran
  Humanoid, any alignment
  Armor Class 13 (chain shirt)
  Hit Points 120 (16d8 + 48)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 11 (+0) 16 (+3) 10 (+0) 14 (+2) 9 (-1)
  Saving Throws Con +6, Str +8
  Skills Athletics +8, Insight +6, Perception +6
  Senses passive Perception 16
  Languages Common
  Challenge 7 (2,900 XP)
  Aggressive. As a bonus action, the veteran can
  move up to its speed toward a hostile creature that
  it can see.
  Wounded Fury. While it has 1/2 of its hit points
  maximum or fewer, the veteran has advantage on
  melee attack rolls. In addition, it deals an extra 7
  (2d6) damage to any target it hits with a melee
  attack and is immune to charm and fear effects.
  Actions
  Multiattack. The veteran makes three weapon
  attacks.
  Battleaxe. Melee Weapon Attack: +8 to hit, reach
  5ft., one target. Hit 8 (1d8 + 4) slashing damage, or
  9 (1d10 + 4) slashing damage if used with two
  hands to make a melee attack.
  Gangster
  Medium humanoid, any alignment
  Armor Class 14 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 14 (+2) 9 (-1) 10 (+0) 14 (+2)
  Saving Throws Dex +5, Int +2
  Skills Athletics +6, Deception +5, Intimidation +5,
  Perception +3, Stealth +5
  Senses passive Perception 13
  Languages Common, Thieves' Cant
  Challenge 3 (700 XP)
  Cunning Action. On each of its turns, the gangster
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Menacing Strike (1/turn). When the gangster hits a
  creature with an attack, the creature must make a
  DC 14 Wisdom save or be frightened until the end
  of the gangster's next turn.
  Sneak Attack (1/Turn). The gangster 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
  gangster that isn't incapacitated and the gangster
  doesn't have disadvantage on the attack roll.
  Actions
  Multiattack. The gangster makes two shortsword
  attacks and one melee dagger attack or throws two
  daggers.
  Shortsword. Melee Weapon Attack: +6 to hit, reach
  5ft., one target. Hit 6 (1d6 + 3) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  range 20/60 ft., one target. Hit 6 (1d6 + 3)
  piercing damage.
  Thematic NPCs
  
  34
  Hulking Slave
  Medium or large humanoid, any alignment
  Armor Class 10
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+1) 15 (+2) 8 (-1) 10 (+0) 9 (-1)
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Brute. A melee weapon deals one extra die of its
  damage when the slave hits with it (included in the
  attack).
  Powerful Build. If medium sized, the slave counts as
  one size larger when determining carrying capacity
  and the weight they can push, drag, or lift.
  Reckless. At the start of its turn, the slave 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.
  Actions
  Multiattack. The slave makes two fist attacks per
  turn.
  Fist. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit 9 (2d4 + 4) bludgeoning damage.
  Boulder. Range Weapon Attack:* +4 to hit, range
  20/40 ft., 13 (2d8 + 4) bludgeoning damage.
  Knowledgeable Elder
  Medium humanoid, any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 10 (+0) 10 (+0) 16 (+3) 17 (+3) 15 (+2)
  Saving Throws Wis +5
  Skills Arcana +5, Deception +4, History +5, Insight
  +7, Intimidation +4, Perception +7, Religion +5
  Senses passive Perception 17
  Languages Common + 3 others
  Challenge 0 (0 XP)
  Actions
  Dagger. Melee or Ranged Weapon Attack: +2 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 2
  (1d4) piercing damage.
  Thematic NPCs
  
  35
  Legendary Beefy
  Bartender
  Medium or large humanoid, any alignment
  The gigantic bartender nods as you walk in.
  Armor Class 16 (none)
  Hit Points 170 (20d8 + 80)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 14 (+2)
  Saving Throws Str +11, Dex +8, Con +10, Int +8,
  Wis +8, Char +8
  Damage Resistances bludgeoning, piercing, and
  slashing damage
  Condition Immunities charmed, stunned, paralyzed,
  poisoned
  Skills Athletics +11, Insight +8, Intimidation +8,
  Perception +8, Persuasion +8
  Senses passive Perception 18
  Languages Common, Thieves' Cant
  Challenge 15 (13,000 XP)
  Bouncer. The bartender can move grappled targets
  at its normal speed.
  Brute. The bartender does an two extra die of
  damage with attacks.
  Rager. The bartender adds +4 damage to Strength
  attacks, has advantage on Strength checks, and has
  resistance to bludgeoning, piercing, and slashing
  damage.
  Reckless. At the start of its turn, the bartender 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.
  Tavern Brawler. If the bartender hits a creature with
  an unarmed strike or improvised weapon, it can use
  a bonus action to attempt to grapple the target.
  Unarmored Defense. The bartender's armor class
  equals 10 + its Dexterity modifier + its Constitution
  modifier if it not wearing any armor or using a
  shield.
  Actions
  Multiattack. The bartender makes three weapon
  attacks.
  Improvised Weapon or Unarmed Strike. Melee or
  Ranged Weapon Attack: +11 to hit, reach 5 ft. or
  ranged 20/60 feet., one target. Hit: 16 (3d4 + 9)
  bludgeoning damage. If the bartender moves more
  than 10 feet in a straight line before attacking a
  target and then hits, it then automatically shoves
  the creature 10 feet away in the opposite direction
  or deals an additional 5 points of damage on the
  hit.
  Towering over the party, this massive bartender is a
  hulking beast of a person. Rumor has it, legendary
  beefy bartender is rumored to once have been a
  legendary barbarian in their day. Now retired to run
  an inn or bar, the LBB is happy serving drinks,
  listening to bards, and cracking the heads of uppity
  adventurers who come into their establishment and
  start trouble.
  Thematic NPCs
  
  36
  36
  Normal Bartender
  Medium humanoid, true neutral
  Armor Class 10 (none)
  Hit Points 13 (3d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 15 (+2)
  Skills Acrobatics +4, Insight +4, Perception +3,
  Persuasion +3
  Senses passive Perception 13
  Languages Common + 2 others
  Challenge 0 (0 XP)
  Run for cover. The bartender has advantage on
  initiative. The bartender can use a bonus action to
  use the Dash, Disengage, or Dodge action, all the
  while shouting "GUARDS, GUARDS, GUARDS!".
  The bartender can shout the word "GUARDS!"
  while they take any bonus action, action, or move.
  Talented Child
  Pickpocket
  Small humanoid, chaotic desperate
  Armor Class 12 (none)
  Hit Points 7 (2d8 -2)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 15 (+2) 8 (-1) 7 (-2) 11 (+0)
  12 (+1)
  Skills Perception +2, Persuasion +3, Sleight of Hand
  +6, Stealth +6,
  Senses passive Perception 12
  Languages Common, Theives' Cant
  Challenge 0 (0 XP)
  Cunning Action. On each of its turns, the
  pickpocket can use a bonus action to take the
  Dash, Disengage, or Hide action.
  Opportunist. The pickpocket has advantage on
  sleight of hand and stealth checks on targets who
  aren't paying attention to it.
  Actions
  Rock. Ranged Weapon Attack: +0 to hit, reach 5ft.
  or range 10/20 ft., one target. Hit: 1 (1d2)
  bludgeoning damage.
  Town Cryer
  Medium humanoid, lawful sad
  Armor Class 9 (none)
  Hit Points 3 (1d8 -1)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  9 (-1)
  9 (-1)
  9 (-1)
  9 (-1)
  12 (+1)
  Skills Persuasion +3
  Senses passive Perception 10
  Languages Common, Thieves' Cant
  Challenge 0 (0 XP)
  Incessantly Crying. Anyone who comes within 5 feet
  of the cryer must make a DC 11 Wisdom save or
  lose 1d4 temporary hit points as the alligator tears
  of the cryer eat through those HP.
  Braving the Tears. If party members talk to the cryer,
  they must each make a DC 11 Constitution check
  or they take a point of exhaustion as the cryer tells
  them their woe tale.
  Reward for the Empathic. The cryer stops crying and
  feels better. They relay information about rumors of
  a magical item in an abandoned place in town if the
  party feels they have the mettle to go retrieve it.
  Veteran Scammer
  Medium humanoid, chaotic greedy
  Armor Class 13 (none)
  Hit Points 14 (4d8 -4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 16 (+3) 9 (-1) 10 (+0) 12 (+1) 16 (+3)
  Skills Deception +7, Perception +3, Performance
  +7, Persuasion +5, Sleight of Hand +5, Stealth
  +5
  Senses passive Perception 13
  Languages Common, Thieves' Cant
  Challenge 0 (0 XP)
  Cunning Action. On each of its turns, the scammer
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Thematic NPCs
  Thematic NPCs
  
  37
  Wee Con Artist
  Small humanoid, any alignment
  Armor Class 12
  Hit Points 31 (7d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 17 (+3)
  Skills Acrobatics +6, Deception +7, Insight +3,
  Perception +3, Performance +5, Persuasion +7,
  Sleight of Hand +6
  Senses passive Perception 13
  Languages Common and Undercommon + 1 other
  Challenge 1/2 (100 XP)
  Cunning Action. On each of its turns, the con artist
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Nimble. The con artist can move through the space
  of any enemy that is medium or larger.
  Sneak Attack (1/Turn). The con artist 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
  con artist that isn't incapacitated and the wee con
  artist doesn't have disadvantage on the attack roll.
  Actions
  Sand in the Eyes. Melee Weapon Attack: +4 to hit,
  reach 5ft., one target. Hit 2 (1d4) piercing damage
  and the target must make a DC 12 Constitution
  save or be blinded until they spend an action
  rubbing their eyes.
  Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
  one target. Hit 4 (1d4 + 2) piercing damage.
  Thematic NPCs
  
  Wilderness NPCs
  This section is NPCs for wilderness encounters that do not
  involve giants, hags, dire wolves, etc. The following are
  various wilderness NPCs to be encountered in camps,
  hamlets, very small villages, or even in cabins in the woods.
  The forest witch and witch doctor specifically are unique
  spellcasting classes, as their spells do not come from a
  specific list. Instead, they have spells based upon specific
  schools of magic.
  38
  Forest Witch
  Medium humanoid, any alignment
  Armor Class 12 (none)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 10 (+10)
  Saving Throws Int +8, Wis +5
  Skills Medicine +5, Nature +9, Perception +5
  Senses passive Perception 15
  Languages Common, Sylvan, Abyssal, Primordial
  Challenge 4 (1,100 XP)
  Spellcasting. The witch is a 9th-level spellcaster. The
  witch's spellcasting ability is Intelligence (spell save
  DC 16, +8 to hit with spell attacks). The witch
  knows the following spells:
  Cantrips (at will): druidcraft, shillelagh, ray of frost,
  dancing lights  
  1st level (4 slots): cure wounds, detect magic,
  identify, jump  
  2nd level (3 slots): see invisibility, detect thoughts  
  3rd level (3 slots): fly, lightning bolt, mass healing
  word  
  4th level (3 slots): giant Insect, polymorph  
  5th level (1 slots): contact Other Plane, reincarnate  
  Actions
  Shillelagh. Melee Weapon Attack: +8 to hit, reach
  5ft., one target. Hit: 8 (1d8 +4) bludgeoning
  damage.
  Ray of Frost. Range Spell Attack: +8 to hit, range 60
  ft., one target. Hit: 9 (2d8) cold damage.
  Holistic Healer
  Medium humanoid, any alignment
  Armor Class 11 (none)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 10 (+0) 12 (+1) 15 (+2) 12 (+1)
  Skills Animal Handling +4, Medicine +4, Nature +3,
  Survival +4
  Senses passive Perception 12
  Languages Common
  Challenge 0 (0 XP)
  Natural Remedies. Given 1 round and supplies, the
  healer can apply herbs and ointments to a target,
  healing them for 1d4 +4 hit points. A person can
  only benefit from this healing 1/long rest.
  Actions
  Staff. Melee Weapon Attack: +2 to hit, reach 5ft.,
  one target. Hit: 3 (1d6) bludgeoning damage.
  The old man or lady down the road, the young boy
  or girl who spends way to much time out in nature
  collecting plants, the disabled war veteran who has
  a bunch of dried roots hanging in his or her
  window, the holistic healer can take on many forms.
  The core of this character is that they do not heal
  with magic but know how. Their reception and
  willing to heal the party or others beyond their
  community will often be determined by how they
  are treated.
  A crafty holistic healer might even have 1d4
  potions of poison lying around to give to those
  who might mistreat them.
  Thematic NPCs
  
  Outlaw Names
  Taken from fantasynmegenerators.com, example
  outlaw names:
  Billy Eyepatch
  Lyndon Bulletproof
  Grady the Bull
  Scot Two Face
  Fredrick Ghost
  Straight Jacket Dominik
  Two Face Curtis
  Lunatic Robin
  Shark Aaron
  Mad Man Colby
  Ashi Ghost
  Felicity the Nightmare
  Lillie the Beast
  Erika the Heist
  Wild Serenity
  Razortooth Sydnee
  Pickpocket Reese
  Rusty Charity
  Bullseye Macy
  39
  Outlaw
  Medium humanoid, any alignment
  Armor Class 16 (studded leather)
  Hit Points 82 (11d8 + 33)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 18 (+4) 14 (+3) 9 (-1) 14 (+2) 12 (+1)
  Saving Throws Str +3, Dex +5
  Skills Acrobatics +8, Animal Handling +6,
  Deception +5, Perception +6, Stealth +8,
  Survival +5
  Senses passive Perception 16
  Languages Common
  Challenge 7 (2,900 XP)
  Combat Maneuvers. Once per turn, the outlaw can
  use one of the following effects:
  Trip Attack: A larger or smaller creature hit by
  one of the outlaw 's attacks must make a DC 15
  Strength save or be knocked prone.
  Menacing Attack: When the outlaw hits a
  creature with an attack, the creature must make a
  DC 15 Wisdom save or be frightened until the
  end of the outlaw 's next turn.
  Disarming Attack: When the outlaw hits a
  creature with a weapon attack, the target must
  make a DC 15 Strength check or drop a weapon
  of the outlaw's choice which lands at the
  creature's feet.
  Cunning Action. On each of its turns, the outlaw
  can use a bonus action to take the Dash,
  Disengage, or Hide action.
  Sneak Attack (1/Turn). The outlaw deals an extra 10
  (3d6) damage when it hits a target with a weapon
  attack and has advantage on the attack roll, when
  the target is within 5 feet of an ally of the outlaw
  that isn't incapacitated and the outlaw doesn't have
  disadvantage on the attack roll, or if no creature
  other than the target is within 5 feet of the outlaw.
  Actions
  Multiattack. The outlaw makes three shortsword
  attacks or two longbow attacks.
  Shortsword. Melee Weapon Attack: +8 to hit, reach
  5ft., one target. Hit: 7 (1d6 + 4) piercing damage,
  and the target must succeed on a DC 11
  Constitution saving throw, taking 10 (3d6) poison
  damage on a failed save, or half as much damage on
  a successful one.
  Long Bow. Range Weapon Attack: +8 to hit, range
  80/320 ft., one target. Hit: 8 (1d8 +4) piercing
  damage, and the target must succeed on a DC 11
  Constitution saving throw, taking 10 (3d6) poison
  damage on a failed save, or half as much damage on
  a successful one.
  Reaction
  Parry. When another creature damages the outlaw,
  the outlaw can us its reaction to reduce the damage
  by 1d12+4.
  The outlaw isn't in the wilderness by choice. The
  outlaw is on the run either on their own or with a
  small group of allies who may or may not know
  their true identity. If confronted, the outlaw will not
  hesitate to run if things get tough, after all that's
  what they are doing in the wilderness in the first
  place.
  The outlaw's combat maneuvers, combined with
  their cunning action, can make them a difficult foe
  to take down although their real advantage lay in
  their damage output. The outlaw is most likely to
  try and take out the weakest foe possible, then flee
  if they don't have backup.
  Outlaws are commonly in the company of Brigands
  (CR 1/8), Brigand Captains (CR 2) and other low-
  lifes who take to the woods.
  Thematic NPCs
  
  40
  Trapper
  Medium humanoid, any alignment
  Armor Class 13 (leather armor)
  Hit Points 16 (3d8 +3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 12 (+1) 10 (+0) 13 (+1) 10 (+0)
  Skills Animal Handling +3, Nature +2, Perception
  +3, Stealth +4, Survival +3
  Senses passive Perception 13
  Languages Common
  Challenge 1/8 (3,900 XP)
  Trapper. Given 1 minute and supplies, the trapper
  can create a trap large enough to restrain a large or
  smaller creature. The DC to spot and escape the
  trap is 11.
  Actions
  Hand Axe. Melee Weapon Attack: +3 to hit, reach
  5ft., one target. Hit: 4 (1d6 +1) slashing damage.
  Short Bow. Range Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 5 (1d6 +2) piercing
  damage.
  Veteran Wilderness
  Guide
  Medium humanoid, any alignment
  Armor Class 15 (leather armor)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
  Saving Throws Str +5, Dex +8
  Skills Animal Handling +7, Athletics +5, Nature +4,
  Perception +7, Survival +7
  Senses passive Perception 17
  Languages Common + 2 others
  Challenge 6 (2,300 XP)
  Eagle Eye. The guide has advantage on Perception
  checks (sight), and does not suffer penalties for
  shooting at targets with 1/2 or 3/4 cover.
  Natural Healer (3/day). Using herbs and other natural
  components, the guide can cast cure wounds at 1st
  level, Wisdom is its spellcasting ability for the
  purpose of this spell.
  Stealthy Aura (3/day). For the next hour, up to 10
  creatures within 30 feet of the guide gain a +10 to
  their stealth checks.
  Wilderness Guide. The guide ignores difficult terrain
  movement penalties and cannot get lost in the wild.
  Actions
  Multiatttack. The guide makes three weapon attacks.
  Shortsword. Melee Weapon Attack: +8 to hit, reach
  5ft., one target. Hit 7 (1d6 + 4) piercing damage
  plus 3 (1d6) force damage.
  Longbow. Ranged Weapon Attack: +8 to hit, range
  100/400 ft., one target. Hit 8 (1d8 + 4) piercing
  damage plus 3 (1d6) force damage.
  Warrior Shepherd
  Medium humanoid, any alignment
  Armor Class 13 (leather armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 14 (+2) 8 (-1) 13 (+2) 10 (+0)
  Skills Animal handling +4, Athletics +2, Perception
  +4, Survival +4
  Senses passive Perception 14
  Languages Common
  Challenge 1/2 (100 XP)
  Pack Tactics. The shepherd has advantage on an
  attack roll against a creature if at least one of the
  shepherd's allies is within 5 feet of the creature and
  the ally isn't incapacitated.
  Actions
  Longsword. Melee Weapon Attack: +4 to hit, reach
  5ft., one target. Hit 6 (1d8 + 2) slashing damage, or
  7 (1d10 +2) if used with two hands to make a
  melee attack.
  Longbow. Ranged Weapon Attack: +4 to hit, range
  150/600 ft., one target. Hit 6 (1d8 + 2) piercing
  damage.
  Thematic NPCs
  
  41
  Wildling
  Medium humanoid, any alignment
  Armor Class 13 (hide)
  Hit Points 58 (9d8 + 18)
  Speed 40 ft., climb 40 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 8 (-1)
  Saving Throws Con +7
  Skills Athletics +6, Perception +5, Stealth +4,
  Survival +5
  Senses passive Perception 15
  Languages Unfamiliar dialect of Common
  Challenge 2 (450 XP)
  Aggressive. The wildling can us a bonus action to
  move up to its movement towards an enemy.
  Brute. The wildling does an one extra die of damage
  with melee weapon attacks.
  Reel-em In. The wildling can use its bonus action
  and pull a creature previously hit by a javelin whose
  line it can reach, 10 feet closer to it. The creature
  can resist by making a contested Strength
  (Athletics) check.
  Actions
  Multiattack. The wildling makes three claw glove
  attacks or two javelin attacks.
  Claw gloves. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 8 (2d4 +3) slashing damage.
  Roped, Barbed Javelins. Ranged Weapon Attack: +6
  to hit, range 20/60 ft., one target. Hit: 6 (1d6 +3)
  piercing damage. Once hit, the creature then has a
  javelin sticking out of it, it must use an action to
  remove the barbed using a DC 11 Wisdom
  (Medicine) check, taking 1d4 piercing damage on a
  fail. Alternatively, it can strike the rope (AC 14, hit
  points 2). The creature cannot move beyond 60
  feet from the wildling until it does, but it still has
  the javelin embedded in it.
  Witch Doctor
  Medium humanoid, any alignment
  Armor Class 13
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 14 (+2) 18 (+0) 12 (+1) 8 (-1)
  Saving Throws Int +9, Wis +6
  Skills Medicine +6
  Senses passive Perception 16
  Languages Common, Abyssal, Primordial
  Challenge 6 (2,300 XP)
  Spellcasting. The doctor is a 14th-level spellcaster.
  Its spellcasting ability is Intelligence (spell save DC
  17, +9 to hit with spell attacks). The doctor knows
  the following spells:
  Cantrips (at will): chill touch, minor illusion, spare
  the dying, toll the dead  
  1st level (4 slots): ray of sickness, inflict wounds,
  silent image, disguise self, cause fear  
  2nd level (3 slots): blur, mirror image,
  blindness/deafness  
  3rd level (3 slots): animate dead, fear, vampiric
  touch  
  4th level (3 slots): phantasmal killer, blight  
  5th level (2 slots): dream, raise dead  
  6th level (1 slot): magic jar, create undead  
  7th level (1 slot): simulacrum  
  Actions
  Ray of Frost. Range Spell Attack: +9 to hit, range 60
  ft., one target. Hit: 13 (3d8) cold damage.
  Chill Touch. Range Spell Attack: +9 to hit, range
  120 ft., one target. Hit: 13 (3d8) necrotic damage
  and can't regain hit points until the start of the
  doctor's next turn. If the doctor hits an undead
  target, it also has disadvantage on attack rolls
  against the doctor until the end of its next turn.
  Thematic NPCs
  
  Appendix A: NPC Template
  42
  Spellcasting NPC
  Medium humanoid, any alignment
  Armor Class 10 (type)
  Hit Points X (Xd8 + X)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Saving Throws Save +X
  Skills Skill +X
  Senses passive Perception X
  Languages Common
  Challenge X (X XP)
  Innate Spellcasting. The X's innate spellcasting
  ability is Intelligence. The X can innately cast the
  following spells (spell save DC X), requiring no
  material components:
  At will: 
  Cantrips: 
  3/day each: 
  2/day each: 
  1/day each: **  
  Spellcasting. The X is a Xth-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC X, +X
  to hit with spell attacks). The X has the following
  cleric spells prepared:
  Cantrips (at will): 
  1st level (4 slots): 
  2nd level (3 slots): 
  3rd level (3 slots): 
  4th level (3 slots): 
  5th level (3 slots): 
  6th level (2 slot): 
  7th level (2 slot): 
  8th level (1 slot): 
  9th level (1 slot): 
  Actions
  X. Melee or Ranged Spell Attack: +X to hit, reach X
  ft. or range X/X ft., one target. Hit: X (XdX) X
  damage.
  Thematic NPCs
  
  Appendix B: Legendary
  Actions
  I did not build out legendary actions for the higher-level
  NPCs in this supplement, but I thought I'd address the issue
  here. From looking at the MM and other sources, legendary
  actions aren't given out automatically because a creature had
  a high CR. For example, the Balor (CR 19) and Death Knight
  (CR 17) from the MM don't have legendary actions
  meanwhile the Vampire (CR 13) does. Therefore, it makes
  sense that legendary actions are instead given to creatures
  meant to feel like main antagonists, like the real bad guys.
  For more information see page 11 of the MM.
  Instead of making legendary actions for these NPCs, I
  decided instead to compile some examples. If you'd like one
  of these statblocks to be a more threatening antagonist, build
  out some legendary actions for them.
  What Legendary Actions should
  NPCs get?
  In order to get a good handle on legendary actions, I looked
  through the MM and VGtM to see what legendary actions
  were given to all of the creatures in there. I made a list
  summarizing what types of legendary actions those get.
  Standard creatures with legendary actions get 3.
  "The creature 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 creature regains spent legendary actions at the start of
  its turn."
  Here are some examples:
  Make a regular attack (1 action)
  Move up to 1/2 its speed (1 action)
  Move up to its speed (1 action)
  Grapple or shove a creature (1 action)
  Make a powerful attack, such as a bite (2 actions)
  Make a skill check (1 action)
  Cast a Cantrip (1 action)
  Cast a spell (3 actions)
  Cast a 1st level spell (1 action)
  Cast a 2nd level spell (2 actions)
  Cast a 3rd level spell (3 actions)
  Use a uniue ability, like a minor buff (1 action)
  Use a unique ability, usually an attack with a minor side
  effect or a major buff (2 actions)
  Use a unique ability, usually a powerful debuff of some
  kind or a self-heal (3 actions)
  For the NPCs in this supplement, some other possible
  legendary actions include
  Move up to its speed or 1/2 its speed without provoking
  attacks of opportunity (1 action)
  Drink a healing potion (2 actions)
  Take the Dodge action (2 actions)
  Use the Help action (1 action)
  Drink a potion (2 actions)
  Adding Legendary
  Resistance
  Adding legendary resistance to a creature has the following
  effect on CR:
  "Each per-day use of this trait increases the monster's
  effective hit points based on the expected challenge rating: 1-
  4, 10 hp; 5-10, 20 hp; 11 or higher, 30 hp."
  Based on this, adding 2-3 uses of legendary resistance to a
  creature can be expected to increase its CR by up to 1.
  43
  Thematic NPCs
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Thematic NPCs v1.1.pdf