Bring the Shadows to Life with Criminal NPCs
The criminal underworld is the lifeblood of intrigue, danger, and chaos in any campaign. Whether your party is sneaking through shadowy alleys, negotiating with thieves' guilds, or dodging assassins sent by a vengeful noble, you'll want statblocks that can deliver the fantasy. In official 5E, criminal NPCs are a bit bland and don't have many unique flavorful abilities. But in Foe Foundry, criminals are cunning, ruthless, and full of tricks that make every encounter memorable.
Foe Foundry Criminal Statblocks
With Foe Foundry you can generate hundreds of different versions of these statblocks by combining unique and interesting powers. These are just a couple examples. With the Foe Foundry Monster Generator you can re-forge any of these statblocks with the roll of a die.
Family | Description | Examples |
---|---|---|
Assassins | Deadly Killers and Masters of Poison | Assassin (CR 8), Contract Killer (CR 5), Assassin Legend (CR 12) |
Bandits | Sneaky Outlaws and Opportunists | Bandit (CR 1/8), Bandit Captain (CR 2), Bandit Crime Lord (CR 7) |
Thugs | Brutal Enforcers and Hired Muscle | Thug (CR 1), Elite Thug (CR 4), Thug Overboss (CR 8) |
Spies | Infiltrators and Masters of Deception | Spy (CR 1), Elite Spy (CR 5), Spy Master (CR 10) |
Assassins
Deadly Killers and Masters of Poison
Assassins are highly trained killers who strike from the shadows. Masters of stealth, deception, and toxins, assassins ensure their victim is neutralized before a fight even begins. Some operate alone, while others belong to secretive guilds enforcing strict codes of secrecy.
Assassin
Summoned with Foe FoundryMedium Humanoid (Assassin)
AC 17 (Studded Leather Armor) Initiative +11 (21)
HP 112 (15d8 + 45)
Speed 30 ft., climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 20 | +5 | +8 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 15 | +2 | +5 |
Wis | 15 | +2 | +2 |
Cha | 15 | +2 | +2 |
Skills Acrobatics +8, Stealth +11, Perception +8
Senses Passive Perception 18
Languages Common
CR 8 (3,900 XP; PB +3)
Traits
Deadly Ambusher. On the first turn of combat, the assassin has advantage on any attack rolls against targets with lower initiative than it, and it scores a critical hit on a score of 19 or 20.
Hard to Pin Down. The assassin is difficult to pin down. Ranged attacks against it are made at disadvantage if there is not at least one hostile creature within 10 feet of the assassin.
Actions
Multiattack. The assassin makes two Poisoned Dagger or Poisoned Hand Crossbow attacks.
Poisoned Dagger. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing damage and 17 (5d6) poison damage.
Poisoned Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120ft., one target. Hit 12 (2d6 + 5) piercing damage and 14 (4d6) poison damage.
Bonus Actions
Cunning Action. The assassin uses Dash, Disengage, or Hide.
Toxic Poison. Immediately after hitting a creature with an attack, the assassin forces it to make a DC 14 Constitution saving throw. On a failure, it gains Susceptible to Poison (save ends at end of turn). A creature susceptible to poison ignores any immunity or resistance to poison that it may have. If it had no such immunity, it is instead vulnerable to poison.
Bandits
Sneaky Outlaws and Opportunists
Bandits are outlaws who thrive on ambushes, hit-and-run tactics, and fighting dirty. Whether highway robbers, pirates, or freedom fighters, bandits rely on numbers, cunning, and opportunism to survive in a world stacked against them.
Bandit
Summoned with Foe FoundryMedium Humanoid (Bandit)
AC 13 (Studded Leather Armor) Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 12 | +1 | +1 |
Con | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 10 | +0 | +0 |
Cha | 9 | -1 | -1 |
Skills Stealth +3
Senses Passive Perception 10
Languages Common
CR 1/8 (25 XP; PB +2)
Actions
Shortswords. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 8 (2d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400ft., one target. Hit 6 (1d10 + 1) piercing damage.
Bonus Actions
Cheap Shot. The bandit attempts to strike a creature within 5 ft with a cheap shot. The target must make a DC 11 Strength or Dexterity save (target's choice). On a failure, the target's speed is reduced to zero until the end of its next turn. A creature that is Prone makes this save at disadvantage.
Reactions
Grovel and Beg (1/day). If the bandit is Bloodied and becomes the target of a spell, ability, or attack, then it falls Prone and begs pitifully. If the source of the attack, spell, or ability is within 30 feet, it must make a DC 10 Wisdom saving throw. On a failure, it must change the target of the spell, ability, or attac. This counts as a Charmed effect.
Thugs
Brutal Enforcers and Hired Muscle
Thugs are the muscle behind the mob. They fight in packs, use overwhelming force, and aren't afraid to get their hands dirty. Whether shaking down shopkeepers or enforcing a crime lord’s will, thugs dominate the battlefield with raw strength and ruthless tactics.
Thug Boss
Summoned with Foe FoundryMedium Humanoid (Thug)
AC 17 (Splint Armor) Initiative +1 (11)
HP 45 (7d8 + 14)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 16 | +3 | +5 |
Dex | 12 | +1 | +1 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 9 | -1 | -1 |
Cha | 12 | +1 | +1 |
Skills Intimidation +3
Senses Passive Perception 9
Languages Common
CR 2 (450 XP; PB +2)
Traits
Mob Boss. The thug has advantage on d20 tests as long as at least two other lower-CR allies are within 10 feet.
Actions
Multiattack. The thug makes two Maul attacks.
Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) bludgeoning damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 3 bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100ft., one target. Hit 14 (2d10 + 3) piercing damage.
Bonus Actions
Overrun (1/day). Immediately after the thug 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.
Reactions
Exploit the Chaos. If a nearby enemy within 15 feet misses an attack against a friendly creature, the thug can use its reaction to dart forward up to 15 feet and make an attack against that creature.
Spies
Infiltrators and Masters of Deception
Spies slip past guards, steal secrets, and vanish before anyone knows they were there. Masters of disguise, stealth, and manipulation, spies are perfect for campaigns full of court intrigue, heists, and espionage.
Spy
Summoned with Foe FoundryMedium Humanoid (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 | 14 | +2 | +2 |
Cha | 14 | +2 | +2 |
Skills SleightOfHand +4, Stealth +4, Investigation +5, Insight +4, Perception +6, Deception +4
Senses Passive Perception 16
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. If the attack was made with advantage, it deals an additional 3 (1d6) piercing 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.
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Reactions
Identify Weakness. When an ally that the spy can see misses an attack against a hostile target, the spy can make an Investigation check with a DC equal to the hostile target's AC. On a success, the attack hits instead of missing.
10 Powers for Dangerous Criminals
Exploit the Chaos
Reactions
Exploit the Chaos. If a nearby enemy within 15 feet misses an attack against a friendly creature, the thug can use its reaction to dart forward up to 15 feet and make an attack against that creature.
Exploit the Chaos is a more interesting variant of Pack Tactics that highlights the brawl-like aspect of fighting thugs and bandits.
Toxic Poison
Bonus Actions
Toxic Poison. Immediately after hitting a creature with an attack, the hydra forces it to make a DC 14 Constitution saving throw. On a failure, it gains Susceptible to Poison (save ends at end of turn). A creature susceptible to poison ignores any immunity or resistance to poison that it may have. If it had no such immunity, it is instead vulnerable to poison.
Toxic Poison adds a dangerous edge to poison attacks, forcing the party to worry about every scratch or stab. Great for assassins who want to make every hit count.
Smoke Bomb
Bonus Actions
Smoke Bomb (1/day). The thug throws a smoke bomb at a point they can see within 30 feet. A thick obscuring cloud of smoke billows forth and fills a 10 ft radius sphere. The smoke lasts for 4 (1d4 + 2) rounds and can be dispersed with a light wind.
Used by Bandit, Bugbear, Spy, Kobold
Smoke Bomb creates a cloud of smoke, granting advantage on Stealth and letting criminals escape or reposition. Bandits and spies use this to make a quick getaway or set up an ambush.
Cheap Shot
Bonus Actions
Cheap Shot. The spy attempts to strike a creature within 5 ft with a cheap shot. The target must make a DC 12 Strength or Dexterity save (target's choice). On a failure, the target's speed is reduced to zero until the end of its next turn. A creature that is Prone makes this save at disadvantage.
Used by Bandit, Thug, Bugbear, Goblin
Cheap Shot delivers a dirty attack that can catch the PCs unaware. It's a nice flavorful way to show off how criminals don't fight fair.
Vanish
Bonus Actions
Vanish. The spy can hide as a bonus action even if only lightly obscured.
Used by Bandit, Bugbear, Scout, Orc, Simulacrum
Vanish lets criminals disappear from sight, even in the middle of combat. Spies and assassins use this to escape, reposition, or set up a surprise attack.
Brutal Critical
Traits
Brutal Critical. The berserker scores a critical hit on an unmodified attack roll of 19-20. Additionally, a critical hit from the berserker deals an additional 7 (2d6) slashing damage (do not apply crit modifier to this damage), and the creature dies if this attack reduces its hit points to 0.
Used by Assassin, Orc, Owlbear
Brutal Critical turns a critical hit into a devastating blow. Assassins use this to finish off wounded targets and make their presence felt.
Identify Weakness
Reactions
Identify Weakness. When an ally that the spy can see misses an attack against a hostile target, the spy can make an Investigation check with a DC equal to the hostile target's AC. On a success, the attack hits instead of missing.
Used by Assassin, Spy, Scout, Manticore, Ogre
Identify Weakness is a great way to show off the cunning and guile of your Spy and Assassin NPCs.
Sneaky Strike
Traits
Sneaky Strike. If the attack was made with advantage, it deals an additional 3 (1d6) piercing damage.
Sneaky Strike deals extra damage when attacking from stealth or surprise. Spies and assassins use this to punish careless adventurers and reward clever tactics.
Intimidate
Bonus Actions
Intimidate (Recharge 5-6). The thug chooses a target that can hear them within 60 ft. The target must make a contested Insight check against the thug's Intimidation. On a failure, the target is Frightened of the thug for 1 minute (save ends at end of turn). While Frightened in this way, attacks made against the target have advantage.
Used by Balor, Bandit, Guard, Orc, Thug
Intimidate demoralizes foes, causing disadvantage or forcing a retreat. Mob bosses and bandit leaders use this to break the party’s morale before the fight even starts.
Cunning Action
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Cunning Action gives criminals the ability to Dash, Disengage, or Hide as a bonus action. Assassins and spies use this to stay mobile and keep the party guessing. This is an SRD Classic and not innovative in any way, but it's a classic for a reason!
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