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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!
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 |
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:
- Halisera Drogo herself can be a Berserker Commander (CR8), perfect when they get to level 5
- She has conventional forces composed of Shock Infantry and Line Infantry with some Shock Infantry Veterans and Line Infantry Veterans sprinkled in
- She has bound some Phase Spiders to her will using the power of the gauntlets
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 FoundryMedium Humanoid (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
Immunities Frightened
Senses Passive Perception 12
Languages Common
CR 8 (3,900 XP; PB +3)
Traits
Mortal Vow. The berserker has sworn a sacred vow. If the vow is threatened or violated by an enemy, the berserker immediately gains 55 temp hp and takes an additional turn after the current turn ends.
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 two attacks with a use of its Challenge or Toss.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (1d12 + 5) slashing damage and 7 (2d6) lightning damage.
Challenge. The berserker challenges another creature within 30 feet to the duel. The duel concludes when one of the targets is reduced to 0 hit points, is incapacitated, or dies. Any creature not part of the duel has disadvantage on attack rolls against the berserker and the berserker has advantage on any saves against effects or abilities caused by any creature not in the duel. The berserker may only have one active duel at a time.
Toss. The berserker attempts to toss a medium or smaller creature within 5 feet. The creature must make a DC 16 Strength saving throw. On a failure, it takes 28 (8d6) bludgeoning damage and is thrown up to 25 feet and falls Prone. If the thrown creature collides with another creature, then that other creature must make a DC 16 Dexterity saving throw. On a failure, the other creature takes half the damage.
Reactions
Relentless Endurance. When the berserker is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
Troops
Line Infantry
Summoned with Foe FoundryMedium Humanoid (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
Polearm. Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit 6 (1d10 + 1) slashing damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320ft., one target. Hit 4 (1d6 + 1) 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
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 FoundryMedium Humanoid (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)
Traits
Phalanx. The warrior gains a +1 bonus to its AC and d20 tests whenever another ally with this trait is within 5 feet.
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 8 (2d6 + 1) bludgeoning damage and is knocked Prone. On a success, it instead takes half damage.
Line Infantry Veteran
Summoned with Foe FoundryMedium Humanoid (Warrior)
AC 19 (Splint Armor, Shield) 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 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.
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.
Bonus Actions
Shield Slam. The warrior shoves a creature within 5 feet. It must make a DC 14 Strength save or be pushed up to 5 feet and fall Prone.
Shock Infantry Veteran
Summoned with Foe FoundryMedium Humanoid (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 Greataxe or Crossbow attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage. On a hit, the target is pushed up to 10 feet horizontally.
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.
Bonus Actions
Lunge (1/day). The warrior uses Dash and can make its next attack with advantage and an additional 5 feet of reach.
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
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