DM Resource: Humanoids by CR
Humanoids* by CR
I created this for making encounters and for scaling up (or down) encounters as my Tier 2-3 players blow through things.
Commoner CR0 (MM 345)
The most common of the common
AC 10; HP 4; 1Att: Club +2 (2:1d4)B
https://roll20.net/compendium/dnd5e/Commoner#content
Bandit CR1/8 (MM 343)
The better, badder, commoner
AC 12; HP 11; 1Att: Scimitar +3 (4:1d6+1)S
https://roll20.net/compendium/dnd5e/Bandit#content
Cultist CR1/8 (MM 345)
Already in a cult, so resistant to joining yours.
AC 12; HP 9; 1Att: Scimitar +3 (4:1d6+1)S
https://roll20.net/compendium/dnd5e/Cultist#content
Guard CR1/8 (MM 347)
Bandit with armour and spears!
AC 16; HP 11; 1Att: Spear +3 (4:1d6+1)P
https://roll20.net/compendium/dnd5e/Guard#content
Kobald CR1/8 (MM 194)
Pack Tactics
AC 12; HP 5; 1Att: Dagger +4 (4:1d4+2)P 20/60; Sling +4 (4:1d4+2)P 30/120
https://roll20.net/compendium/dnd5e/Monsters:Kobold/#h-Kobold
Merfolk CR1/8 (MM 218)
Underwater Bandit!
AC 11; HP 11; 1Att Spear +2 (4:1d8)P 20/60
https://roll20.net/compendium/dnd5e/Merfolk#content
Noble CR1/8 (MM 348)
Commoner with Attitude (and an AC)
AC 15; HP 9; 1Att: Rapier +3 (5:1d8+1)P
https://roll20.net/compendium/dnd5e/Monsters:Noble/#h-Noble
Tribal Warrior CR1/8 (MM 350)
Pact Tactics and Spears
AC 12; HP 11; 1Att: Spear +3 (5:1d8+1)P 20/60
https://roll20.net/compendium/dnd5e/Tribal%20Warrior#content
Acolyte CR1/4 (MM 342)
Heal bot of Cure Wounds! (lvl1)
AC 10; HP 9; 1Att: Club +2 (2:1d4); Spellcasting
https://roll20.net/compendium/dnd5e/Monsters:Acolyte/#h-Acolyte
Derro CR1/4 (MTF 158)
Magic Resistance
AC 13; HP 13; Hooked Spear +2 (1:1d4-1)P DC 9 STR or Prone
Drow CR1/4 (MM 128)
Shortswords and Darkness & Faerie Fire!
AC 15; HP 13; 1Att: Shortsword +4 (5:1d6+2)P; Hand Xbow +4 (4:1d6+2)P 30/120 DC 13 Con poisoned (1hr). Fail by 5+ = Unconscious.
https://roll20.net/compendium/dnd5e/Monsters:Drow/#h-Drow
Goblin CR1/4 (MM 166)
Basic Rogue
AC 15; HP 7; 1Att Scimitar +4 (5:1d6+2)S; Shortbow +4 (5:1d6+2)P 80/320
https://roll20.net/compendium/dnd5e/Monsters:Goblin/#h-Goblin
Gnoll CR1/2 (MM 163)
Guard upgrade that bites, and rampages (at 0hp)
AC 15; HP 22; 1Att: Bite +4 (4:1d4+2)P; Spear +4 (6:1d8+2)P 20/60; Longbow +3 (5:1d8+1)P 150/600
https://roll20.net/compendium/dnd5e/Monsters:Gnoll/#h-Gnoll
Hobgoblin CR1/2 (MM 186)
Guard with a Longsword – and extra dmg every turn.
AC 18; HP 11; 1Att: Longsword +3 (5:1d8+1)S; Longbow +3 (5:1d8+1) 150/600
https://roll20.net/compendium/dnd5e/Hobgoblin#content
Lizardfolk CR1/2 (MM 204)
Multiattack & Spiked Shield
AC 15; HP 22; 2Att: Bite +4 (5:1d6+2)P; Heavy Club +4 (5:1d6+2)B; Javelin +4 (5:1d6+2)P 30/120; Spiked Shield +4 (5:1d6+2)P
https://roll20.net/compendium/dnd5e/Monsters:Lizardfolk/#h-Lizardfolk
Orc CR1/2 (MM)
Double move as a bonus action
AC 13; HP 15; 1Att: Greataxe +5 (9:1d12+3)S; Javelin +5 (6:1d6+3)P 30/120
https://roll20.net/compendium/dnd5e/Monsters:Orc/#h-Orc
Sahuagin CR1/2 (MM)
Fishfolk (shark-folk really)- Advantage vs anyone injured
AC 12; HP 22; 2Att: Bite +3 (3:1d4+1)P; Claws +3 (3:1d4+1)S; Spear +3 (4:1d6+1)P 20/60
https://roll20.net/compendium/dnd5e/Sahuagin#content
Scout CR1/2 (MM 349)
Keen Senese & Multiattack
AC 13; HP 16; 2Att: Shortsword +4 (5:1d6+2)S; Longbow +4 (6:1d8+2)P 150/600
https://roll20.net/compendium/dnd5e/Scout#content
Thug CR1/2 (MM 350)
Pack Tactics and multiattack [and my favourite go-to lacky for mid-high level PC’s]
AC 11; HP 32; 2Att: Mace +4 (5:1d6+2)B; Heavy Xbow +2 (5:1d10)P 100/400
https://roll20.net/compendium/dnd5e/Thug#content
Bugbear CR1 (MM 33)
Surprise, Extra dmg (7:2d6)!
AC 16; HP 27; 1Att: Morningstar +4 (11:2d8+2)P; Javelin +4 (9:2d6+2)P 30/120
https://roll20.net/compendium/dnd5e/Bugbear#content
Duergar CR1 (MM 122)
Enlarged [doubled dmg dice] and Invisible!
AC 16; HP 26; 1Att: War Pick +4 (6:1d8)P; Javelin +4 (5: 1d6+2)P
https://roll20.net/compendium/dnd5e/Monsters:Duergar/#h-Duergar
Duergar Soulblade CR1 (MTF 190)
Enlarged [doubled dmg dice] and Invisible, Jedi/Sith, with Hunters Mark
AC 14; HP 18; 1Att Soulblade +5 (6:1d6+3)
Goblin Boss CR1 (MM 166)
Goblin Rogue with 2 attacks
AC 17; HP 21; 2Att: Scimitar +4 (5:1d6+2)S; Javelin +2 (3:1d6) 30/120
Meazel CR1 (MTF 214)
Stealthy (+5 advantage) assassin with Shadow Teleport (500ft).
AC 13; HP 35; 1Att Garrote +5 (6(1d6+3)B + grappled DC13: 10(2d6+3)B each rnd; Shortsword +5 (6(1d6+3)P + 3(1d6)necrotic).
Spy CR1 (MM 349)
Cunning Action, Sneak Attack, & Mutliattack
AC 12; HP 27; 2Att: Shortsword +4 (5:1d6+2)S; Hand Xbow +4 (5:1d6+2)P 30/120
https://roll20.net/compendium/dnd5e/Monsters:Spy/#h-Spy
Bandit Captain CR2 (MM 344)
Private sector Noble – Parry. multiattack
AC 13; HP 65; 3Att: Scimitar +5 (6:1d6+3)S; Dagger +5 (1d4+3)P
https://roll20.net/compendium/dnd5e/Bandit%20Captain#content
Bard (CR2 (VGM 211)
AC 15; HP 44; 1Att: shortsword +4 (5:1d6+2)P; Shortbow +4 (5:1d6+2)P 80/320; Spellcasting
Berserker CR2 (MM 344)
Advantage for and against attacks
https://roll20.net/compendium/dnd5e/Berserker#content
Cult Fanatic CR2 (MM 345)
Cultist with Spellcasting (lvl4) & Multiattack with daggers
AC 13; HP 33; 2Att: +4 (4:1d4+2)P; Spellcasting
https://roll20.net/compendium/dnd5e/Cult%20Fanatic#content
Druid CR2 (MM 346)
Has the spellcasting, but not the Wildshape…
AC 11; HP 27; 1Att Shillelagh +2 (6:1d8+2)B; Spellcasting
https://roll20.net/compendium/dnd5e/Monsters:Druid/#h-Druid
Duergar Hammerer CR2 (MTF 188)
Humanoid and Construct – Because there’s a Duergar strapped inside (like permanently).
AC 17; HP 33; 2Att: Claw +5 (6:1d6+3)S; Hammer +5 (10:2d6+3)B
Duergar Stone Guard CR2 (MTF 191)
Centurion of the Duergar. Phalanx Formation. “Keep those shields up!”
AC 18; HP 39; 1Att: Shortsword +6 (7:1d6+4)P; Javelin +6 (7:1d6+4)P
Duergar Kavalrachni CR2 (MTF 189)
Duergar Cavalry, riding Steeders
AC 16; HP 26; 2Att War Pick +4 (6(1d8+2)P +5(2d4)Poison)
Duergar Mind Master CR2 (MTF 189)
Duergar psionic spy’s
AC 14; HP 39; 2Att: Mind-Poison Dagger +5 (5(1d4+3)P + 14(4d6)Psychic
Duergar Xarrorn CR2 (MTF 193)
Psionic Artificer
AC 18; HP 26; 1Att: Fire Lance +5 (9(1d12+3)P + 3(1d6)Fire); Fire Spray: 15ft cone OR 30ft line, DC12 DEX 1/2 (10:3d6)Fire.
Priest CR2
What happens to Acolyts who don’t wash out – they become kick ass heal bots – with Spirit Guardians (lvl5)
AC 13; HP 27; 1Att: Mace +2 (3:1d6)B; Spellcasting
https://roll20.net/compendium/dnd5e/Priest#content
Wererat CR2 (MM 209)
Human\Rat hybrid
AC 12; HP 33; 2Att: Bite +4 (4:1d4+2)P + curse; Shortsword +4 (5:1D6+2)P; Hand Xbow +4 (5:1D6+2)P
https://roll20.net/compendium/dnd5e/Wererat#content
Archer CR3 (VGM 210)
AC 16; HP 75; 2Att: Shortsword +6 (7:1d6+4)P; Longbow +6 (13:1d8 +1d10 +4)P
Bugbear Chief CR3 (MM 33)
Surprise, Extra dmg (7:2d6)! And advantage vs charm, fear, paralyzed, poisoned, stuffed, sleep.
AC 17; HP 65; 2Att: Morningstar +5 (12:2d8+3)P; Javelin +4 (10:2d6+3)P 30/120
Derro Savant CR3 (MTF 159)
AC 13; HP 36; 1Att Quarterstaff +1 (2:1d6-1)B; Spellcasting
Duergar Screamer CR3 (MTF 190)
Construct with a gossip hound trapped inside.
AC 15; HP 38; 2Att: 1x Drill +6 (10:1d12+4)P; 1x Sonic Scream: 15ft cube DC 11 STR (7:2d6)Thunder & knocked Prone
Giff CR3 (MTF 204)
Hippo-headed humanoids
AC 16; HP 60; 2Att: Longsword +6 (8:1d8+4)S; Musket +4 (7:1d12+2)P 40/120; Pistol +4 (7:1d10+2)P 30/90; Frag Grenade: Rng 60, 20ft AOE, DC15 DEX 1/2, 17(5d6)P.
Knight CR3 (MM 347)
Multiattack greatweapons
AC 18; HP 52; 2Att: Greatsword +5 (10:2d6+3PS; Heavy Xbow +2 (5:1d10)P 100/400
https://roll20.net/compendium/dnd5e/Monsters:Knight/#h-Knight
Martial Arts Adept CR3 (VGM 216)
AC 16; HP 60; 3Att: Unarmed Strike +5 (7:1d8+3)B +; Dart +5 (5:1d4+3)P 20/60
Swashbuckler CR3 (VGM 217)
Rogue…Swashbuckler…
AC 17; HP 66; 3Att: 2x Rapier +6 (81d8+4)P; 1x Dagger +6 (6:1d4+4)P 20/60
Veteran CR3 (MM 350)
Not quite as good as a knight – but close.
AC 17; HP 58; 3Att: Longsword +5 (7:1d8+3)S; Shortsword +5 (6:1d6+3)P; Heavy Xbow +3 (6:1d10+1)P 100/400
https://roll20.net/compendium/dnd5e/Veteran#content
Werewolf CR3 (MM 211)
Human/wolf hybrid – so much better than a rat.
AC 12; HP 58; 2Att: Bite +4 (6:1d8+2)P + Curse; Claws +4 (7:2d4+2)S; Spear +4 (5:1d6+2)P 20/60
https://roll20.net/compendium/dnd5e/Werewolf#h-Werewolf
Warlock of the Archfey CR4 (VGM 219)
AC 14; HP 49; 1Att Dagger +3 (4:1d4+2)P; Spellcasting
Wereboar CR4 (MM 209)
Human/boar hybrid – not as cool as a wolf, but more powerful
AC 11; HP 78; 2Att: Maul +5 (10:2d6+3)B; Tusks +5 (10:2d6+3)S + Curse; Shapchange
https://roll20.net/compendium/dnd5e/Wereboar#content
Weretiger CR4 (MM 210)
Cooler and more powerful than a werewolf
AC 12; HP 120; 2Att: Bite +5 (8:1d10+3)P + Curse; Claw +5 (7:1d8+3)S; Scimitar +5 (6:1d6+3)S; Longbow +4 (6:1d8+2)P; Shape Change
https://roll20.net/compendium/dnd5e/Weretiger#content
Drow Elite Warrior CR5 (MM128)
Darkness, Faerie Fire, Levitate; Parry (+3 AC vs. 1 melee Att)
AC 18; HP 71; 2Att: Shortsword +7 (7:1d6+4)P; Hand Xbow +7 (7:1d6+4)P 30/120 DC 13 Con poisoned (1hr). Fail by 5+ = Unconscious.
Gladiator CR5 (MM 346)
Brutal warriors
AC 16; HP 112; 3Att: Spear +7 (11:2d6+4)P; Shield Bash +7 (9:2d4+4)B
https://roll20.net/compendium/dnd5e/Monsters:Gladiator/#h-Gladiator
Kraken Priest CR5 (VGM 215)
AC 10; HP 75; 1Att: Thunderous Touch +5 (27:5d10) Thunder dmg; Spellcasting
Half-Red Dragon Veteran CR5 (MM 180)
Heavy armour dragonborn – just with much more serious breath weapon
AC 18; HP 65; 3Att: 2xLongsword +5 (7:1d8+3)S; 1xShortsword +5 (6:1d6+3)P; Heavy Xbow +3 (6:1d10+1)P 100/400; Firebreath DC 15 Dex 1/2 (24:7d6)Fire
https://roll20.net/compendium/dnd5e/Half-Red%20Dragon%20Veteran#content
Master Thief CR5 (CGM 216)
Rogue Thief, sneak att (14:4d6)
AC 16; HP 84; 3Att: Shortsword +7 (7:1d6+4)P; Light Xbow +7 (8:1d8+4)P 80/320
Werebear CR5 (MM 208)
Yay, Greataxe in a clawed hand!
AC 11; 2Att: Bit +7 (15:2d10+4)P, DC 14 Con of Cursed; Claw +7 (13:2d8+4)S; Greataxe +7 (10:1d12+4)S; Shape change
https://roll20.net/compendium/dnd5e/Werebear#content
Duergar Warlord CR6 (MTF 192)
AC 20; HP 75; 3Att+: Psychic Hammer +7 (9(1d10+4)B + 5(1d10)psychic); Javelin +7 (7:1d6+4)P30/120; Call to Attack (3 allies).
Mage CR6 (MM 347)
Spellcasting (lvl9), Greater Invisibility, Fireball, Fireball, Fireball, Cone of Cold, Fireball
AC 15; HP 40; 1Att Dagger +5 (4:1d4+2); Spellcasting
https://roll20.net/compendium/dnd5e/Mage#content
Warlock of the Great Old One CR6 (VGM 220)
AC 15; HP 91; 1Att Dagger +5 (4:1d4+2)P 20/60
Drow Mage CR7 (MM129)
Magic Missile, Shield, misty step, web, lighting bolt, Evards black tentacles, cloudkill; A high likelyhood of a Shadow Demon (MM 64) or Quasit (MM 63)
AC 15; HP 45; 1Att: Staff +2 (3:1d8-1)B + 3 Poison dmg; Spellcasting
Warlock of the Fiend CR7 (VGM 219)
AC 15; HP 78; 1Att Mace +3 (13: 3(1d6)B + 10(3d6)Fire); Spellcasting
Assassin CR8 (MM 343)
A tier 2 Rogue/Assassin…
AC 15; HP 78; 2Att: Shortsword +6 (6:1d6+3)S; Light Xbow +6 (7:1d8+3)P; Sneak Att (14:4d6).
https://roll20.net/compendium/dnd5e/Monsters:Assassin/#h-Assassin
BlackGuard CR8 (VGM 211)
A mean paladin
AC 18; HP 153; 2Att: Glaive (reach!) +7 (9:1d10+4)S; Shortbow +6 (3:1d6)P; Spellcasting
Drow Priestess of Lolth CR8 (MM 129)
Ray of Sickness, Web, Dispel Magic, Freedom of Movement, Insect plague, Mass cure wounds, darkness, faerie fire, levitate. Summons Yochlol demon (MM 65)
AC 16; HP 71; 2Att: Scourge +5 (5:1d6+2)P + (17:5d6) Poison dmg.
Champion CR9 (VGM 212)
AC 18; HP 143; 3Att: Greatsword +11 (12:2d6+5)S; Shortbow +8 (5:1d6+2)P
Drow House Captain CR9 (MTF 184)
Drow ass-kicking Scimitars
AC 16; HP 162; 3Att: 2x Scimitar +8 (7(1d6+4)S + 14(4d6)poison; Whip +8 (6:1d4+4); Spellcasting
Gloom Weaver CR9 (MTF 224)
Fey Warlocks
AC 17; HP 104; 2Att+Spell: Shadow Spear +8 (8(1d8+4)P + 26(4d12)necrotic); Spellcaster
War Priest CR9 (VGM 219)
AC 18; HP 117; 2Att: Maul +7 (10:2d6+3)B; Spellcasting
http://chisaipete.github.io/bestiary/creatures/war-priest
Githyanki Enlightened (MTF 208)
Gith Psion-Monks
AC 18; HP 112; 3Att Unarmed Strike +8 (13(2d8+4)B + 13(3d8)psychic); Temporal Strike (re:6) +8 (13(2d8+4)B + 52(8d12)psychic, DC 16 WIS banished 1 rnd.
Githyanki Gish CR10 (MTF 205)
Psychic Warriors
AC 17; HP 123; 2Att Longsword +7 (8(1d10+3)S + 18(4d8)psychic); Psionics
Drow Shadowblade CR11 (MTF 187)
Drow Tier 3 Rogue
AC 17; HP 150; 2Att: Shadow Sword +9 (28:8(1d6+5)P + 10(3d6)necrotic + 10(3d6)poison); Hand Xbow +9 (8:1d6+5)
Soul Monger CR11 (MTF 226)
AC 15; HP 123; 2Att Phantasmal Dagger +7 (13(4d4+3)P + 19(3d12)necrotic; Wave of Weariness (re:4-6) 60ft cube DC 16 CON 1/2 (45:10d8)psychic + 1 Exhaustion; Spellcaster.
Archmage CR12 (MM 342)
18th lvl spellcaster. Timestop, mage armor, stoneskin, mind blank, cone of cold, Fireball and\or Lightning bolt until everyone is dead.
AC 15; HP 99; 1Att: Dagger +6 (4:1d4+)P
https://roll20.net/compendium/dnd5e/Archmage#content
Duergar Despot CR12 (MTF 188)
Counterspell, misty step, stinking cloud, and Psychic Engine (14:4d6) Psychic dmg in 5ft rad. on Crits and 0HP
AC 21; HP 119; 4Att: 2x Iron Fist +9 (14:2d8+5)B + DC 17 STR or Thrown 30ft + 10(3d6)B; 2x Stomping Foot +9 9(1d8+5)B or 18(3d8+5)B to Prone targets.
Githyanki Kith’rak CR12 (MTF 205)
Githyanki Lieutenant [EPT: Heréksa] (leads 100 warriors)
AC 18; HP 180; 3Att Greatsword +8 (11(2d6+4)S + 17(5d6)psychic; Psionics
Warlord CR12 (VGM 220)
High level Fighter! Regen, Legendary Actions, etc.
AC 18; HP 229; 2Att: Greatsword +9 (12:2d6+5)S; Shortbow +7 (6:1d8+3)P
Drow Arachnomancer CR13 (MTF 182)
Warlock (lvl16)\Werespider
AC 15; HP 162; 2Att: Poisonous Touch +8 (28:8d6)Poison; Bite +7 (12:2d8+3)P + DC15 CON 1/2 (26:4d12)Poison; Web +8 Restrained 30/60; Spellcasting
Drow Inquisitor CR14 (MTF 184)
She knows you’re lying. Spellcaster (lvl12)
AC 16; HP 143; 3Att: Death Lance +10 (8:1d6+5)P + (18:4d8)Poison; Spellcasting
Githyanki Supreme Commander CR14 (MTF 206)
Githyanki General [EPT: Kérdu] (directs forces of 100 warriors). Legendary Actions!
AC 18; HP 187; 2Att Silver Greatsword +12 (14(2d6+7)S + 17(5d6)psychic); Psionics.
Drow Favored Consort CR18 (MTF 183)
Fighter (Eldritch Knight /Spellcaster
AC 15; HP 225; 3Att: Scimitar +11 (8(1d6+5)S + 18(4d8)Poison); Hand Xbow +11 (8:1d6+5) + DC13 CON Poisoned
Drow Matron Mother CR20 (MTF 186)
NOW you’re in deep shit. Spellcasting (lvl20), Summon Demons, Legendary Actions.
AC 17; HP 262; 2Att: Demon Staff +10 (7:1d6+4)B +14(4d6)Psychic; Tentacle Rod +9 (3: 1d6) + Special; Spellcasting
Spellcasters – Arcane
Apprentice Wizard CR 1/4 (VGM 209)
FirebolT, burning hands, shield.
AC 10; HP 9; 1Att: Dagger +2 (2:1d4)P 20/60; Spellcasting
Derro Savant CR3 (MTF 159)
AC 13; HP 36; 1Att Quarterstaff +1 (2:1d6-1)B; Spellcasting
Illusionist CR 3 (VGM 214)
Poison spray, MM, Phantasmal force, Phantasmal Killer +
AC 15; HP 38; 1Att: Quarterstaff +2 (3:1d8-1)B; Spellcasting
Warlock of the Archfey CR4 (VGM 219)
AC 14; HP 49; 1Att Dagger +3 (4:1d4+2)P; Spellcasting
Enchanter CR 5 (VGM 213)
AC 15; HP 40; 1Att: Quarterstaff +3 (3:1d8-1)B; Spellcasting
Transmuter CR 5 (VGM 218)
AC 15; HP 40; 1Att: Quarterstaff +3 (3:1d8-1)B; Spellcasting
Conjurer CR 6 (VGM 212)
AC 15; HP 40; 1Att: Quarterstaff +3 (3:1d8-1)B; Spellcasting
Mage CR6 (MM 347)
Spellcasting (lvl9), Greater Invisibility, Fireball, Fireball, Fireball, Cone of Cold, Fireball
AC 15; HP 40; 1Att Dagger +5 (4:1d4+2); Spellcasting
https://roll20.net/compendium/dnd5e/Mage#content
Warlock of the Great Old One CR6 (VGM 220)
AC 15; HP 91; 1Att Dagger +5 (4:1d4+2)P 20/60
Drow Mage CR7 (MM129)
Magic Missile, Shield, misty step, web, lighting bolt, Evards black tentacles, cloudkill; A high likelyhood of a Shadow Demon (MM 64) or Quasit (MM 63)
AC 15; HP 45; 1Att: Staff +2 (3:1d8-1)B + 3 Poison dmg; Spellcasting
Shadow Dancer CR7 (MTF 225)
Dancer of death.
AC 15; HP 71; 3Att Spiked Chain +6 (10:2d6+3 + DC 14 DEX or Grappled, knocked prone, 22(4d10)necrotic.
Warlock of the Fiend CR7 (VGM 219)
AC 15; HP 78; 1Att Mace +3 (13: 3(1d6)B + 10(3d6)Fire); Spellcasting
Diviner CR 8 (VGM 213)
AC 15; HP 67; 1Att: Quarterstaff +4 (3:1d8-1)B; Spellcasting
Evoker CR 9 (VGM 214)
AC 15; HP 66; 1Att: Quarterstaff +3 (3:1d8-1)B; Spellcasting
Necromancer CR 9 (VGM 217)
AC 15; HP 66; 1Att: Withering Touch +7 (5:2d4)necrotic dmg; Spellcasting
Githyanki Gish CR10 (MTF 205)
Psychic Warriors
AC 17; HP 123; 2Att Longsword +7 (8(1d10+3)S + 18(4d8)psychic); Psionics
Archmage CR 12 (MM 342)
18th lvl spellcaster. Timestop, mage armor, stoneskin, mind blank, cone of cold, Fireball and\or Lightning bolt until everyone is dead.
AC 15; HP 99; 1Att Dagger +6 (4:1d4+2)P 20/60
https://roll20.net/compendium/dnd5e/Archmage#content
Drow Arachnomancer CR13 (MTF 182)
Warlock (lvl16)\Werespider
AC 15; HP 162; 2Att: Poisonous Touch +8 (28:8d6)Poison; Bite +7 (12:2d8+3)P + DC15 CON 1/2 (26:4d12)Poison; Web +8 Restrained 30/60; Spellcasting
Drow Arachnomancer CR13 (MTF 182)
Warlock (lvl16)\Werespider
AC 15; HP 162; 2Att: Poisonous Touch +8 (28:8d6)Poison; Bite +7 (12:2d8+3)P + DC15 CON 1/2 (26:4d12)Poison; Web +8 Restrained 30/60; Spellcasting
Drow Inquisitor CR14 (MTF 184)
She knows you’re lying. Spellcaster (lvl12)
AC 16; HP 143; 3Att: Death Lance +10 (8:1d6+5)P + (18:4d8)Poison; Spellcasting
Githyanki Supreme Commander CR14 (MTF 206)
Githyanki General [EPT: Kérdu] (directs forces of 100 warriors). Legendary Actions!
AC 18; HP 187; 2Att Silver Greatsword +12 (14(2d6+7)S + 17(5d6)psychic); Psionics.
Githyanki Anarch CR16 (MTF 207)
The True Supreme Commanders – they lead Gith communities and fortresses. Legendary Actions!
AC 20; HP 144; 3Att Unarmed Strike +10 (14(2d8+5)B + 18(4d8)psychic); Psionics
Drow Favored Consort CR18 (MTF 183)
Fighter (Eldritch Knight /Spellcaster
AC 15; HP 225; 3Att: Scimitar +11 (8(1d6+5)S + 18(4d8)Poison); Hand Xbow +11 (8:1d6+5) + DC13 CON Poisoned
Spellcasters – Divine
Acolyte CR1/4 (MM 342)
Heal bot of Cure Wounds! (lvl1)
AC 10; HP 9; 1Att: Club +2 (2:1d4); Spellcasting
https://roll20.net/compendium/dnd5e/Monsters:Acolyte/#h-Acolyte
Cult Fanatic CR2 (MM 345)
Cultist with Spellcasting (lvl4) & Multiattack with daggers
AC 13; HP 33; 2Att: +4 (4:1d4+2)P; Spellcasting
https://roll20.net/compendium/dnd5e/Cult%20Fanatic#content
Druid CR2 (MM 346)
Has the spellcasting, but not the Wildshape…
AC 11; HP 27; 1Att Shillelagh +2 (6:1d8+2)B; Spellcasting
https://roll20.net/compendium/dnd5e/Monsters:Druid/#h-Druid
Priest CR2
What happens to Acolyts who don’t wash out – they become kick ass heal bots – with Spirit Guardians (lvl5)
AC 13; HP 27; 1Att: Mace +2 (3:1d6)B; Spellcasting
https://roll20.net/compendium/dnd5e/Priest#content
Kraken Priest CR5 (VGM 215)
AC 10; HP 75; 1Att: Thunderous Touch +5 (27:5d10) Thunder dmg; Spellcasting
Drow Priestess of Lolth CR8 (MM 129)
Ray of Sickness, Web, Dispel Magic, Freedom of Movement, Insect plague, Mass cure wounds, darkness, faerie fire, levitate. Summons Yochlol demon (MM 65)
AC 16; HP 71; 2Att: Scourge +5 (5:1d6+2)P + (17:5d6) Poison dmg.
Gloom Weaver CR9 (MTF 224)
Fey Warlocks
AC 17; HP 104; 2Att+Spell: Shadow Spear +8 (8(1d8+4)P + 26(4d12)necrotic); Spellcaster
War Priest CR9 (VGM 219)
AC 18; HP 117; 2Att: Maul +7 (10:2d6+3)B; Spellcasting
Archdruid CR12 (VGM 210)
AC 16; HP 132; 1Att: Scimitar +6 (5:1d6+2)S; Spellcasting; Shape Change
Drow Matron Mother CR20 (MTF 186)
NOW you’re in deep shit. Spellcasting (lvl20), Summon Demons, Legendary Actions.
AC 17; HP 262; 2Att: Demon Staff +10 (7:1d6+4)B +14(4d6)Psychic; Tentacle Rod +9 (3: 1d6) + Special; Spellcasting
References
MM – Monster Manual 5e (unless its in with other spells, then its Magic Missile)
MTF – Mordenkainen’s Tome of Foes
PHB – Rules of the Game 5e
VGM – Volo’s Guide to Monsters
Humanoids* – I use this term for anything that is medium sized with 2 arms, 2 legs, torso, head, and living.
B – Bludgeoning
S – Slashing
P – Piercing
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