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) |
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.
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 FoundryMedium 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 FoundryMedium 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.
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
Summoned with Foe FoundryMedium 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.
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.
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 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 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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