Building Memorable Rivals

Want to make your D&D world feel more alive? Rival adventuring parties are the secret sauce. In this post, I’ll walk you through creating a fully fleshed-out rival NPC group using the Foe Foundry generator - complete with backstory, hooks, and statblocks.

Foe Foundry's Rival NPCs Toolkit

Foe Foundry lets you summon unforgettable NPC statblocks instantly. But an epic statblock is only half the equation. One of the most interesting ways to use Foe Foundry's unique NPC statblocks (like a Thug Overboss or a Knight of the Realm) is to have the NPC team up with others to create a Rival Adventuring Party.

I built The Ultimate Guide to Rival Adventuring Parties to give you the tools to easily create fun, interesting, and memorable rivals that your players will love to hate, or maybe even hate to love.

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 rival adventurers.

D&D Rival Adventuring Party in a Tavern Standoff

Summon your own Rival NPC Adventurers

Let's Try It Out

Let's create a Rival NPC group that we can instantly drop into our campaigns:

Rolling Up the Rivals

Let's start by rolling on the tables and create a rival adventuring party that we can introduce relatively early in the campaign, when the party is level 3 or so.

Element Roll Choice
Rival Party 4 Demon Hammers, goal to slay a fabled monster, wield cursed hammers containing fragments of slain fiends
Rival Introduction 5 Rival party is meeting with an important NPC right before or after the PCs
Previous Connection to PCs 4 One of the PCs once drank the rival’s leader under the table, or vice versa
Rival Adventure Hook 2 Competition - the rivals have been hired to complete the same task and the race is on. Who will get the job done first?
Linking Rival NPCs with Campaign Villains 6 Double Agents - The Rivals discover that they are working for the Villain and are considering switching sides

Interpreting the Rolls

I'm immediately inspired by these rolls to create a "race to kill the monster" adventure arc. Given that the Demon Hammers specialize in taking down fiends, it makes sense for the monster in question to be a fiend. Let's pick something interesting like a Vrock as our monster for this arc.

I also love the setup where the rivals are meeting an important NPC right before the PCs. I think this is a great way to frame their introduction. The PCs can arrive in town and meet with the contact who will tell them about the Vrock they've been hired to hunt down and slay, only to find out that the Demon Hammers, their competition, are already there.

The drinking challenge is also a fun and easy way to create an instant connection to the new NPCs. In this case, let's say that one of the Demon Hunters once drank one of the PCs under the table. I would pick the PC who is the most outgoing and engaging as the target of this connection to maximize the hook.

The double agent angle is interesting as well. Let's say that the Demon Hammers have been hired, unknowingly, by one of the campaign's Villains to slay the Vrock. Eventually, they can discover that they've been working for the villain the whole time and are in too deep, and may even seek out the PCs for advice on what to do.

Final Product: The Race to Slay the Vrock

The PCs arrive in the frontier town of Lurtra, a wealthy wine-growing region that has been troubled of late. A foul Vrock has been defiling the local vineyards, causing untold havoc. The PCs have been hired by a wealthy absentee vintner to slay the fiend, for the promised reward of 1000g.

Arrving in the town, the PCs meet up with their contact, Sister Elia, at the local temple. To the PC's surprise, they're not alone. The Demon Hammers are already here, getting a briefing. Sir Jordan, their grizzled leader, turns to the party and says "You're interrupting our briefing". A tall, muscled orc claps her arm on the knight's shoulder and turns to the party - "Boldrak, is that you? I'm surprised you can show your face around these parts after I drank you under the table last year! So you're our competition to take down this foul Vrock, eh?"

Demon Hammers Example Statblocks

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

We'll use the level 5 rival party composition. Since this is a group of demon slayers, we'll tweak the leader statblock from the table and change it from a Thug Overboss to a Knight.

Rival Role Statblock Notes
Sir Jordan Leader Knight Swore an oath to hunt down every fiend on the continent after his family was slain
Big Mamsy Brute Orc Reaver In love with her demon-slaying hammer
Crimsona Ambusher Spy Obsessed with rooting out demonic corruption in the local elites
Brother Heith Support Priest Cousin to Sister Elia, local to region
Gristle Pet Dire Wolf Loyal guardian of Big Mamsy

Leader

The Demon Hammers are led by Sir Jordan, a grizzled middle-aged Knight who swore an oath of retribution to hunt down every fiend on the continent after his family was slain by demons years ago.

Knight

Summoned with Foe Foundry

Medium Humanoid (Human, Knight)

AC 18 (Plate Armor) Initiative +0 (10)

HP 65 (10d8 + 20)

Speed 30 ft.

Mod Save
Str 18 +4 +4
Dex 10 +0 +0
Con 14 +2 +4
Mod Save
Int 10 +0 +0
Wis 12 +1 +1
Cha 14 +2 +2

Skills Athletics +6

Senses Passive Perception 11

Languages Common

CR 3 (700 XP; PB +2)

Actions

Multiattack. The knight makes two Greatsword attacks. It may replace one attack with a use of its Command the Attack.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 4 slashing damage.

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

Reactions

Interception. If a friendly creature within 15 ft becomes the target of an attack, the knight can move up to 15 ft and intercept the attack. The attack targets the knight instead of the original target.

Summon your own Knight

Brute

Big Mamsy, a nomadic Orc Reaver, worked a couple jobs with Sir Jordan and ended up falling in love with her demon-slaying hammer. It just smashes things so well!

Orc Reaver

Summoned with Foe Foundry

Small Humanoid (Orc)

AC 13 (Hide Armor) Initiative +1 (11)

HP 32 (5d6 + 15)

Speed 30 ft.

Mod Save
Str 16 +3 +3
Dex 13 +1 +1
Con 16 +3 +3
Mod Save
Int 7 -2 -2
Wis 9 -1 -1
Cha 10 +0 +0

Skills Intimidation +2

Senses Darkvision 60 ft., Passive Perception 9

Languages Common, Orc

CR 1 (200 XP; PB +2)

Traits

Bloodfury. When the orc becomes Bloodied it becomes Enraged for the next minute. An Enraged creature has resistance to bludgeoning, piercing, and slashing damage. Attacks against it have advantage and its attacks have advantage.

Actions

Multiattack. The orc makes two Wicked Greataxe or Javelin attacks.

Wicked Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) slashing damage.

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120ft., one target. Hit 6 (1d6 + 3) piercing damage.

Bonus Actions

Thunderwrath Tattoo (1/day). Immediately after hitting with a ranged attack, the orc unleashes the elemental fury imbued into its ancestral tattoo. It casts Shatter centered on the creature it hit with a DC of 11.

Summon your own Orc Reaver

Pet

Gristle is Big Mamsy's faithful Dire Wolf that she raised from a pup.

Dire Wolf

Summoned with Foe Foundry

Large Beast (Wolf)

AC 14 Initiative +2 (12)

HP 30 (4d10 + 8)

Speed 50 ft.

Mod Save
Str 15 +2 +2
Dex 15 +2 +2
Con 15 +2 +2
Mod Save
Int 3 -4 -4
Wis 12 +1 +1
Cha 6 -2 -2

Skills Stealth +4, Perception +5

Senses Darkvision 60 ft., Passive Perception 15

CR 1 (200 XP; PB +2)

Traits

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

Actions

Multiattack. The wolf makes two Snapping Jaws attacks.

Snapping Jaws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. On a hit, if the target is medium or smaller, the target is either Grappled (escape DC 12) or Prone

Bonus Actions

Wild Instinct (1/day). The wolf identifies the creature with the lowest Strength score that it can see. It then uses Dash towards that creature.

Summon your own Dire Wolf

Ambusher

Crimsona the Spy mostly keeps to herself until you really get to know her. She likes to keep her hood up at all times, even when it's a hot day. She's obsessed with keeping tabs on the politics of the nobility and is a bit of a conspiracy theorist, convinced that all the local nobles are under the influence of powerful fiends.

Spy

Summoned with Foe Foundry

Medium Humanoid (Human, Spy)

AC 12 Initiative +4 (14)

HP 26 (4d8 + 8)

Speed 30 ft., climb 30 ft.

Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 14 +2 +2
Mod Save
Int 13 +1 +1
Wis 12 +1 +1
Cha 12 +1 +1

Skills SleightOfHand +4, Stealth +4, Investigation +3, Insight +3, Perception +3, Deception +3

Senses Passive Perception 13

Languages Common

CR 1 (200 XP; PB +2)

Actions

Covert Blade. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) piercing damage and 5 (2d4) poison damage.

Concealed Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120ft., one target. Hit 5 (1d6 + 2) piercing damage and 7 (2d6) poison damage.

Spellcasting. The spy casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11):

1/day each: Charm Person

Bonus Actions

Cunning Action. The spy uses Dash, Disengage, or Hide.

Reactions

Quick Draw (1/day). On initiative count 20, the spy may make one ranged attack.

Summon your own Spy

Support

Brother Heith is a native Lurtran Priest and Sister Elia is his cousin. He's happy that his party is helping his hometown deal with this fiendish threat.

Priest

Summoned with Foe Foundry

Medium Humanoid (Priest)

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

HP 45 (7d8 + 14)

Speed 30 ft.

Mod Save
Str 14 +2 +2
Dex 10 +0 +0
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 16 +3 +3
Cha 10 +0 +0

Skills Religion +2, Medicine +5, Perception +5

Senses Passive Perception 15

Languages Common

CR 2 (450 XP; PB +2)

Actions

Multiattack. The priest makes two Mace attacks.

Mace. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage and 2 (1d4) radiant damage. On a hit, the target must make a DC 13 Constitution saving throw or be Blinded until the end of its next turn.

Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

1/day each: Cure Wounds, Detect Evil and Goodc, Lesser Restoration, Dispel Magic

Reactions

Guidance (3/day). The priest grants guidance to a friendly creature within 60 feet. The chosen creature may add a d4 to a failed d20 test.

Summon your own Priest

I hope this inspires you to create many fun and memorable Rival Adventuring Parties for your campaign! If you found this content helpful or inspiring, consider subscribing to get more free content just like this.

– Cordialgerm