The Villains the DMG Forgot

The 2024 Dungeon Master’s Guide makes big strides in teaching new DMs how to run adventures, but quietly removes a fan-favorite feature: the villain creation tables. Tools that once helped GMs create flavorful D&D villains, evil factions, and Big Bads are nowhere to be found in the new edition.

This is fine for new DMs if the assumption is that they're running a pre-written module or adventure, where the main villain, or "Big Bad Evil Guy" (BBEG), is already defined. But what about DMs who want to craft their own epic antagonist, faction, or campaign-worthy threat? The new DMG doesn't give you much.

Luckily there's room for the community to create tools to share with DMs!

Foe Foundry's Villain Toolkit

Foe Foundry lets you summon unforgettable monsters instantly. But an epic statblock for your villain is only half the equation.

I built Creating Awesome Villains to give you the tools the DMG forgot:

  • 20 villain archetypes with threats for every tier of play, ranging from an Ancient Dragon Alliance to Misguided Zealouts
  • 20 Themed monster groups to spice up your villainous faction
  • 20 villainous goals to keep your campaign moving forward
  • Villain Ideals, Bonds, Flaws, and Personalities for interesting and unique motivations
  • Spicy Twists to shake things up

Whether you're running a sandbox, prepping for a one-shot, or building a campaign arc around a single enemy, these tables make it easy and fun to summon your own BBEG. With over 200 mix-and-match options across themes, goals, and personality you'll never run into the same villain twice!

An epic villain strides forth ready to conquery the world

Summon your own Awesome Villains

Let's Try It Out

Let's create a Tier 1 threat for our campaign using these tables.

Rolling Up a Threat

Let's start by rolling on the tables:

Element Roll Choice
Threat 2 Invasion: Pillaging Horde
Monsters 3 Webbed: Giant Spider, Ettercap, or Phase Spider
Ways To Use 2 Unwilling Allies
Villain Goal 9 Erect dread monoliths of absolute power
Ideals 6 Nationalism
Bonds 35 Entitlement - "I deserve to be the strongest/richest/wisest/most powerful"
Flaws 2 If I want something, I have to do it myself. Everyone else is incompetent
Personality 7 Haughty; overly elaborate gestures; smells strongly of cinnamon
Relation to PCs 7 The villain was once responsible for protecting the PC, or vice versa
Spicy Twist 2 Villain is actually trying to stop an even worse threat (15) Cursed Kingdom
Name 20,2 Halisera Drogo - The Iron Fist
Sidekick 4 Shield Guardian butler that projects the villain's voice

Halisera Drogo the Iron Fist - a unique villain created with Foe Foundry

Interpreting the Rolls

Right off the bat I'm interested by the fact that we have a lawful villain whose ideal is nationalism and is leading an invasion of a pillaging horde of unwitting spiders. Halisera Drogo is very interested in uniting her people into a single, powerful kingdom. And she wants to do this because of an ancient curse affecting the region that she believes can only be broken by a leader powerful enough to unite all the fractured clans of the region together.

Since she's connected to the PCs, I think it makes sense for Halisera to be a local strong-woman. Perhaps she was the leader of a mercenary company the PCs were part of formerly.

She's famous for Lawbearer Gauntlets, powerful magical items that allow her to bind foes she has defeated to her will. Hence her nickname "The Iron Fist". She grew tired of the constant petty squabling of the clans and the fact that no one was making any progress towards breaking the ancient curse laid on the continent and decided everyone else is incompetent and she'll have to take matters into her own hand.

To do this, she has bound an army of Phase Spiders to her will through the power of her Lawbearer Gauntlets and she is planning on invading each of the clans, defeating their chieftan and binding him to her will, and erecting a dread Oathstone in the center of town that binds the clansmen to her will.

Only then will she be powerful enough to break the ancient curse that drains the vitality from the land...

Given that this is a Tier 1 villain, I'm thinking her forces can consist of:

Final Product: Ironbound Horde

The Duchy of Florenza has long been afflicted by an ancient curse that dooms its scattered clans to interminable conflict. Generation after generation of petty wars have weakened the land and its people.

That is, until a local strongwoman began her meteoric rise to power. Halisera Drogo the "Iron Fist", wielding the magical Lawbearer Gauntlets, has decided that only she is capable of ending this ancient curse. And the only way to do so is to conquer each and every one of the clans and force them to submit to her rule. Using an army of enslaved Phase Spiders that she has bound to her, she has begun conquering neighboring clans. In the center of each town that she conquers, she erects a dread Oathstone and forces the inhabitants to magically swear allegiance to her. So far, she has conquered almost half of the Duchy. Who remains with the power or will to resist her tyrannical rule?

Enter the PCs, former mercenaries serving under Halisera. How will they deal with their former mentor?

Example Statblocks

Here are example statblocks, pulled from the Foe Foundry Monster Generator, ready to drop in to your campaign.

Halisera Drogo, the Iron Fist

A Berserker Commander is perfect for our main villain.

Berserker Commander

Summoned with Foe Foundry

Medium Humanoid (Human, Berserker)

AC 17 (Berserker's Rage) Initiative +6 (16)

HP 136 (16d8 + 64)

Speed 30 ft.

Mod Save
Str 20 +5 +8
Dex 16 +3 +3
Con 18 +4 +7
Mod Save
Int 11 +0 +0
Wis 9 -1 -1
Cha 11 +0 +0

Skills Athletics +8, Perception +2

Senses Passive Perception 12

Languages Common

CR 8 (3,900 XP; PB +3)

Traits

Bloodied Rage. When the berserker's current hit points are below 70, then it may make an extra attack as part of its Multiattack.

Reckless. At the start of their turn, the berserker can gain advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have advantage until the start of their next turn.

Actions

Multiattack. The berserker makes three Greataxe attacks. It may replace one attack with a use of its Command the Attack.

Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (1d12 + 5) slashing damage and 7 (2d6) cold damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 5 slashing damage.

Command the Attack (Recharge 5-6). The berserker issues a command to all allied creatures within 30 feet. Creatures who can see or hear the berserker can use their reaction to make a single weapon attack with advantage.

Bonus Actions

Overrun (1/day). Immediately after the berserker hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.

Summon your own Berserker Commander

Troops

Line Infantry

Summoned with Foe Foundry

Medium Humanoid (Human, Warrior)

AC 15 (Chain Shirt, Shield) Initiative +0 (10)

HP 9 (2d8)

Speed 30 ft.

Mod Save
Str 12 +1 +1
Dex 10 +0 +0
Con 10 +0 +0
Mod Save
Int 8 -1 -1
Wis 11 +0 +0
Cha 8 -1 -1

Skills Athletics +3

Senses Passive Perception 10

Languages Common

CR 1/8 (25 XP; PB +2)

Traits

Pack Tactics. The warrior has advantage on attack rolls against a target if at least one of the warrior's allies is within 5 feet and isn't incapacitated.

Actions

Spear. Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit 5 (1d8 + 1) piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320ft., one target. Hit 4 (1d6 + 1) piercing damage.

Bonus Actions

Disarming Attack (Recharge 5-6). Immediately after hitting with an attack, the warrior forces the target to make a DC 10 Strength saving throw. On a failure, the target must drop one item of the warrior's choice that it is holding. The item lands at the target's feet.

Shock Infantry

Summoned with Foe Foundry

Medium Humanoid (Human, Warrior)

AC 13 (Chain Shirt) Initiative +0 (10)

HP 9 (2d8)

Speed 30 ft.

Mod Save
Str 12 +1 +1
Dex 10 +0 +0
Con 10 +0 +0
Mod Save
Int 8 -1 -1
Wis 11 +0 +0
Cha 8 -1 -1

Skills Athletics +3

Senses Passive Perception 10

Languages Common

CR 1/8 (25 XP; PB +2)

Actions

Maul. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 7 (1d12 + 1) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320ft., one target. Hit 4 (1d6 + 1) piercing damage.

Overpowering Strike (1/day). The warrior makes an overpowering strike against a creature within 5 feet. The target must make a DC 11 Strength saving throw. On a failure, it takes 6 (1d12) bludgeoning damage and is knocked Prone. On a success, it instead takes half damage.

Reactions

Coordinated Strike. Whenever an ally within 5 feet misses an attack and the warrior is within 5 feet of the target, the warrior can use their reaction to make an attack against the target. This ability can only trigger once per round for each such group of allies with this trait.

Line Infantry Veteran

Summoned with Foe Foundry

Medium Humanoid (Human, Warrior)

AC 17 (Splint Armor) Initiative +3 (13)

HP 65 (10d8 + 20)

Speed 30 ft.

Mod Save
Str 18 +4 +6
Dex 12 +1 +1
Con 14 +2 +2
Mod Save
Int 8 -1 -1
Wis 13 +1 +1
Cha 8 -1 -1

Skills Athletics +6, Perception +3

Senses Passive Perception 13

Languages Common

CR 3 (700 XP; PB +2)

Traits

Expert Duelist. If the warrior makes a melee attack against a creature, then that creature can't make opportunity attacks against the warrior until the end of the warrior's turn.

Actions

Multiattack. The warrior makes two Polearm or Crossbow attacks. It may replace one attack with a use of its Break Magic.

Polearm. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 9 (1d10 + 4) slashing damage.

Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400ft., one target. Hit 9 (1d10 + 4) piercing damage.

Break Magic (1/day). The warrior ends all spell effects created by a 5th-level or lower spell slot on a creature, object, or point it can see within 30 feet.

Bonus Actions

Lunge (1/day). The warrior uses Dash and can make its next attack with advantage and an additional 5 feet of reach.

Shock Infantry Veteran

Summoned with Foe Foundry

Medium Humanoid (Human, Warrior)

AC 17 (Splint Armor) Initiative +3 (13)

HP 65 (10d8 + 20)

Speed 30 ft.

Mod Save
Str 18 +4 +6
Dex 12 +1 +1
Con 14 +2 +2
Mod Save
Int 8 -1 -1
Wis 13 +1 +1
Cha 8 -1 -1

Skills Athletics +6, Perception +3

Senses Passive Perception 13

Languages Common

CR 3 (700 XP; PB +2)

Actions

Multiattack. The warrior makes two Maul or Crossbow attacks.

Maul. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) bludgeoning damage. On a hit, the target must make a DC 14 Strength saving throw or be knocked Prone

Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400ft., one target. Hit 9 (1d10 + 4) piercing damage.

Mighty Leap (Recharge 5-6). The warrior can use its action to jump up to half its speed horizontally and up to half its speed vertically without provoking opportunity attacks, and can land in a space containing one or more creatures. Each creature in its space when the warrior lands makes a DC 14 Dexterity saving throw, taking 14 (4d6) bludgeoning damage and being knocked Prone on a failure. On a success, the creature takes half damage and is pushed 5 feet to a space of its choice.

Reactions

Coordinated Strike. Whenever an ally within 5 feet misses an attack and the warrior is within 5 feet of the target, the warrior can use their reaction to make an attack against the target. This ability can only trigger once per round for each such group of allies with this trait.


I hope this inspires you to create many fun and memorable villains for your campaign! Looking for your own unforgettable villain?

Use the Foe Foundry: Awesome Villains Toolkit to rolle one up in seconds

Your next Big Bad is waiting.

– Cordialgerm