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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

Commoner

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

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

fireball

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

Clerics

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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