No More Boring Martial NPCs

The Monster Manual martial NPCs in 5E are the definition of "french vanilla" - monsters that offer few interesting or flavorful mechanical abilities.

That's a shame, because martial NPCs like Guards, Knights, Veterans, and Berserkers are some of the most useful statblocks for a DM! Shouldn't these commonly-used statblocks also offer fun, flavorful, and interesting mechanics?

Let's fix that with Foe Foundry. We've created dozens of flavorful and unique martial NPC statblocks and powers to spice up your battles: from disciplined shock infantry to griffin-riding knights.

Foe Foundry's Martial NPC Statblocks

Statblock Description Examples
Berserkers Battle-Frenzied Warriors of Blood and Glory Berserker (CR 2), Berserker Veteran (CR 4), Berserker Legend (CR 12)
Guards Watchful Sentries and Keepers of the Peace Guard (CR 1/8), Sergeant of the Watch (CR 1), Guard Captain (CR 4), Lord of the Watch (CR 8)
Knights Champions Bound by Armor and Oaths Knight (CR 3), Knight of the Realm (CR 6), Questing Knight (CR 12), Paragon Knight (CR 16)
Warriors Disciplined Soldiers of Steel and Strategy Shock Infantry (CR 1/8), Line Infantry (CR 1/8), Shock Infantry Veteran (CR 3), Line Infantry Veteran (CR 3), Warrior Commander (CR 10), Legendary Warrior (CR 14)

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Berserkers

Unleash the Bloodlust

See Berserkers for more statblocks, lore, tactics, and encounters

Battle-Frenzied Warriors of Blood and Glory

Berserkers are warriors gripped by a primal fury. Blood-soaked and unrelenting, a berserker is consumed by an adrenaline-fueled recklessness that drives them head-first into the fray.

Berserker

This brutal 5E Berserker is just one of several blood-soaked variants available in Foe Foundry — each one tuned for different tiers, and fully customizable to fit your battlefield.

Berserker

Summoned with Foe Foundry

Medium Humanoid (Berserker)

AC 15 (Berserker's Rage) Initiative +2 (12)

HP 45 (6d8 + 18)

Speed 30 ft.

Mod Save
Str 16 +3 +3
Dex 14 +2 +2
Con 16 +3 +3
Mod Save
Int 9 -1 -1
Wis 7 -2 -2
Cha 9 -1 -1

Skills Athletics +5

Immunities Frightened

Senses Passive Perception 8

Languages Common

CR 2 (450 XP; PB +2)

Traits

Bloodied Rage. When the berserker's current hit points are below 20, 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 two Greataxe attacks.

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

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.

5 Interesting Berserker Powers

Reckless Flurry

Actions

Reckless Flurry (Recharge 6). The berserker makes a reckless flurry of 3 Greataxe attacks. It may not hit the same target more than twice with this flurry. Attacks against the berserker have advantage until the end of the berserker's next turn.

Used by Berserker, Ghoul, Goblin, Orc

Reckless Flurry is like a barbarian's take on the classic Action Surge. It's a great showcase moment for the Berserker!

Overrun

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.

Used by Berserker, Chimera, Tough, Ogre, Orc, Owlbear, Zombie

Overrun creates dramatic moments when the Berserker punches through the front line and engages the squishy casters in the rear.

Bloodied Rage

Traits

Bloodied Rage. When the berserker's current hit points are below 40, then it may make an extra attack as part of its Multiattack.

Used by Balor, Berserker, Chimera, Dire Bunny, Tough, Golem, Ghoul, Goblin, Orc, Owlbear

Bloodied Rage is a nice little power because it will really ramp up the threat of the bloodied Berserker without slowing combat down.

Just A Scratch

Reactions

Just A Scratch (1/day). When the berserker is reduced to 20 hit points, it roars in defiance and gains 10 temporary hitpoints. While those temporary hitpoints are active, the berserker has advantage on all attack rolls and saving throws.

Used by Cultist, Berserker, Tough, Chimera, Orc

Just A Scratch is conceptually similar to a Barbarian's Rage ability but just grants temporary hitpoints, so you don't have to remember to halve incoming damage. It also empowers the Berserker with an advantage boost.

Challenge

Actions

Challenge. The knight 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 knight and the knight has advantage on any saves against effects or abilities caused by any creature not in the duel. The knight may only have one active duel at a time.

Used by Berserker, Orc, Skeleton

With Challenge, you can create an interesting duel between the Berserker and another PC. It's the perfect moment for some "Fight me bro" dialog.


Guards

Sound the Alarm

See Guards for more statblocks, lore, tactics, and encounters

Watchful Sentries and Keepers of the Peace

Guards serve in many positions, including lookouts, bouncers, caravan escorts, or the city watch. What they lack in elite training, they often make up for in numbers and authority. In corrupt cities, a badge is just a license to shake people down. In just ones, guards are the thread that holds society together.

From lowly watchmen to iron-fisted captains, Foe Foundry offers multiple 5E Guard statblocks built for urban intrigue and infiltration — and each can be tailored to your setting or power level.

Sergeant of the Watch

Summoned with Foe Foundry

Medium Humanoid (Guard)

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

HP 32 (5d8 + 10)

Speed 30 ft.

Mod Save
Str 14 +2 +2
Dex 11 +0 +0
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 12 +1 +1
Cha 10 +0 +0

Skills Perception +3

Senses Passive Perception 13

Languages Common

CR 1 (200 XP; PB +2)

Traits

Defensive Formation. The guard has advantage on attack roles if it has partial or full cover.

Actions

Multiattack. The guard makes two Crossbow or Spear attacks. It may replace one attack with a use of its Sound the Alarm.

Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400ft., one target. Hit 7 (1d10 + 2) piercing damage.

Spear. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 6 (1d8 + 2) piercing damage.

Sound the Alarm (1/day). The guard sounds the alarm if the alarm hasn't already been sounded. Each friendly creature that can hear the alarm within 60 feet gains 5 temporary hitpoints.

Bonus Actions

Potion of Healing (1/day). The guard consumes a Potion of Healing and regains 7 (2d4 + 2) hitpoints.

Guard

4 Interesting Powers for Guards

Call Reinforcements

Actions

Call Reinforcements (1/day). The guard summons 5 (2d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.

Used by Guard (CR 1/8), Guard Captain (CR 4), Lord of the Watch (CR 8), Sergeant of the Watch (CR 1)

Sound the Alarm

Actions

Sound the Alarm (1/day). The guard sounds the alarm if the alarm hasn't already been sounded. Each friendly creature that can hear the alarm within 60 feet gains 5 temporary hitpoints.

Used by Guard (CR 1/8), Guard Captain (CR 4), Lord of the Watch (CR 8), Sergeant of the Watch (CR 1)

Call Reinforcements and Sound the Alarm are great in high-stakes infiltration scenarios, especially if you telegraph that the Guard is about to reach for a horn or whistle to call for help, and give the PCs a round to try and stop it.

Defensive Formation

Traits

Defensive Formation. The guard has advantage on attack roles if it has partial or full cover.

Used by Guard (CR 1/8), Guard Captain (CR 4), Lord of the Watch (CR 8), Sergeant of the Watch (CR 1)

Protect the Target

Traits

Protect the Target. The guard has advantage on attack roles against creatures that have attacked or harmed what the guard is guarding.

Used by Guard (CR 1/8), Guard Captain (CR 4), Lord of the Watch (CR 8), Sergeant of the Watch (CR 1)

Defensive Formation and Protect the Target gives mechanical advantages for your guards to protect their wards.


Knights

Summon the Knights of the Realm

See Knights for more statblocks, lore, tactics, and encounters

Champions Bound by Armor and Oaths

Knights are elite warriors sworn to serve a cause greater than themselves. Many serve monarchs, faiths, or noble houses, while others pursue their own ideals. They are trained from youth in the arts of war, steeped in honor, and armored for battle. Whether rallying troops, dueling for glory, or riding into battle under sacred banners, knights blend martial skill with purpose.

The classic Knight gets a major upgrade here, with powerful variants and oath-driven abilities. Foe Foundry knights range from noble champions to divine juggernauts.

Knight

Knight

Summoned with Foe Foundry

Medium Humanoid (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, AnimalHandling +3

Immunities Frightened

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.

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.

Bonus Actions

Trusty Steed (1/day). The knight calls its trusty Warhorse to its side. The steed uses its movement and action to move next to the knight, who can then mount it as part of this bonus action. The Warhorse then acts as a Controlled Mount for the knight.

Disarming Attack (1/day). Immediately after hitting with an attack, the knight forces the target to make a DC 12 Strength saving throw. On a failure, the target must drop one item of the knight's choice that it is holding. The item lands at the target's feet.

6 Powers for Formidable Knights

Mounted Warrior

Bonus Actions

Trusty Steed (1/day). The knight calls its trusty Warhorse to its side. The steed uses its movement and action to move next to the knight, who can then mount it as part of this bonus action. The Warhorse then acts as a Controlled Mount for the knight.

Used by Knight (CR 3), Knight of the Realm (CR 6), Paragon Knight (CR 16), Questing Knight (CR 12)

One of the most frustrating aspects of the Monster Manual knight is that it doesn't include any special mounted abilities. Mounted Warrior is a nod to the fact that knights should be mounted!

Griffin Knight

Bonus Actions

Griffon Mount (1/day). The knight calls its bonded Griffon to its side. The Griffon joins initiative immediately after the knight and uses its movement and action to swoop in and pick up the knight. The Griffon then acts as an Independent Mount for the knight.

Used by Paragon Knight (CR 16)

What's cooler than riding a warhorse? How about a Griffin? Griffin Knight is great for high-CR knights like the legendary Paragon Knight.

Interception

Reactions

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

Used by Knight, Warrior, Orc, Skeleton

Interception creates more dynamic combat and is great if the knight is protecting another NPC.

Taunt

Traits

Taunt. On a hit, the target has disadvantage on attack rolls against any other creature until the end of its next turn.

Used by Animated Armor, Knight, Orc

Taunt is a classic ability to allow the knight to "Tank".

Rally the Troops

Actions

Rally the Troops (Recharge 5-6). The knight rallies all friendly creatures within 60 feet, granting them 5 temporary hit points.

Used by Scout, Knight, Orc

Knights are often leaders, and Rally the Troops is a nice way to show this off mechanically.

Divine Smite

Bonus Actions

Divine Smite (1/day). Immediately after hitting a target, the priest forces the target to make a DC 13 Constitution saving throw. On a failure, the target is Burning [5 (1d10) radiant]. A burning creature suffers 5 (1d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.

Used by Knight of the Realm (CR 6), Paragon Knight (CR 16), Questing Knight (CR 12)

Higher-CR knights have sworn powerful oaths, granting them divine powers like Divine Smite and Oath Adept.


Warriors

Hold the Line

See Warriors for more statblocks, lore, tactics, and encounters

Disciplined Soldiers of Steel and Strategy

When war breaks out, it's not dragons or owlbears who hold the line - it's warriors. These trained professionals earn their keep through disciplined combat. Whether hardened conscripts or elite bodyguards, they rely not on magic or miracles, but on discipline, coordination, and experience. Warriors know how to fight together, how to exploit terrain, and how to execute orders under fire.

Warrior

Whether you need disciplined infantry or hardened veterans, Foe Foundry's Shock Infantry Veteran is just one of many modular warrior statblocks ready for tactical combat in your 5E campaign.

Shock Infantry Veteran

Summoned with Foe Foundry

Medium 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 Greatsword or Crossbow attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.

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

Overpowering Strike (Recharge 5-6). The warrior makes an overpowering strike against a creature within 5 feet. The target must make a DC 14 Strength saving throw. On a failure, it takes 19 (3d12) slashing 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.

Disciplined. If the warrior misses an attack or fails a saving throw while another friendly creature is within 10 feet, it may use its reaction to re-roll the attack or saving throw.

3 Powers for Disciplined Warriors

Phalanx

Traits

Phalanx. The warrior gains a +1 bonus to its AC and d20 tests whenever another ally with this trait is within 5 feet.

Used by Kobold, Warrior, Skeleton

Disciplined

Reactions

Disciplined. If the warrior misses an attack or fails a saving throw while another friendly creature is within 10 feet, it may use its reaction to re-roll the attack or saving throw.

Used by Knight, Warrior, Skeleton

Coordinated Strike

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.

Used by Guard, Kobold, Warrior, Orc, Skeleton

Phalanx, Disciplined, and Coordinated Strike all play up the coordination and martial training of Warriors.


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