Criminals & Underworld
Outlaws, Enforcers, and Masters of Deception
Statblock Type | Description | Examples |
---|---|---|
Thugs | Brutal Enforcers and Hired Muscle | Thug, Veteran Thug, Thug Boss, Thug Legend |
Bandits | Outlaws of the Roads and Wilds | Bandit, Bandit Captain, Bandit Crime Lord |
Assassins | Deadly Killers and Masters of Poison | Contract Killer, Assassin, Assassin Legend |
Spies | Infiltrators, Informants, and Masters of Deception | Spy, Elite Spy, Spy Master |
What are Criminals & Underworld Statblocks?
Criminals are the shadowy operators who thrive where law and order falter. They are thieves, assassins, smugglers, and masterminds who manipulate the world from the shadows. Whether running a thieves' guild, orchestrating a heist, or carrying out a contract killing, these NPCs bring intrigue, danger, and moral ambiguity to your campaign. Foe Foundry provides a complete collection of 5E criminal statblocks - Thugs, Bandits,Assassins, and Spies - so you can easily add flavorful criminal NPCs to your adventures.
These free criminal statblocks are perfect for urban adventures, heist scenarios, and stories of betrayal and ambition. Use them to populate the underbelly of your cities, complicate political plots, or challenge your party with foes who fight with cunning, not brute force. Instantly access downloadable statblocks, encounter ideas, and rich lore for D&D 5E, making it easy to bring gritty underworld drama and criminal intrigue to life in your campaign.
Thugs
Brutal Enforcers and Hired Muscle
Thugs are the rough-edged underbelly of the adventuring world—ruthless enforcers who rely on intimidation and violence. They work for coin or coercion, serving as hired muscle for crime lords, corrupt officials, or anyone with gold to spare. Power and survival are their only creed. Thugs thrive in back alleys, dockside taverns, and lawless frontiers, banding together into gangs ruled by fear.
Explore thug statblocks and tactics or check out an example thug statblock, the Thug Boss.
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 +5
Senses Passive Perception 9
Languages Common
CR 2 (450 XP; PB +2)
Actions
Multiattack. The thug makes two Maul attacks. It may replace one attack with a use of its Fling Filth.
Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) bludgeoning damage. The attack deals an additional 2 (1d4) bludgeoning damage if the target is at or below half-health.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100ft., one target. Hit 14 (2d10 + 3) piercing damage.
Fling Filth. The thug flings filth at a creature within 10 feet. The target must make a DC 11 Dexterity saving throw or be Blinded until the end of its next turn.
Bonus Actions
Charge (1/day). The thug uses Dash and moves towards a hostile creature. Up to one creature that is within 5 ft of the path must make a DC 13 Strength saving throw or be knocked Prone.
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.
Bandits
Outlaws of the Roads and Wilds
Bandits are opportunists gnawing away at the grand fabric of civilization, thriving anywhere trade moves and law grows thin. They excel at ambush, intimidation, and violence, making even the boldest traveler learn that coin is lighter than blood. Bandit gangs operate in lawless or remote areas, exploiting terrain and local knowledge to set up concealed camps and escape routes.
Discover bandit statblocks and lore or take a look at this example Bandit Crime Lord:
Bandit Crime Lord
Summoned with Foe FoundryMedium Humanoid (Bandit)
AC 19 (Studded Leather Armor +2) Initiative +13 (23)
HP 221 (26d8 + 104)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 15 | +2 | +6 |
Dex | 20 | +5 | +9 |
Con | 18 | +4 | +8 |
Mod | Save | ||
---|---|---|---|
Int | 14 | +2 | +2 |
Wis | 12 | +1 | +5 |
Cha | 14 | +2 | +2 |
Skills Athletics +6, Stealth +13, Perception +5, Deception +6
Senses Passive Perception 15
Languages Common
CR 11 (7,200 XP; PB +4)
Traits
Fanatic Followers. Whenever the bandit would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the bandit. The ally is hit by the attack instead. If the ally is killed by this attack, then the bandit gains 20 temporary hp.
Mob Boss. The bandit has advantage on d20 tests as long as at least two other lower-CR allies are within 10 feet.
Legendary Prowess (3/day). The bandit can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Multiattack. The bandit makes two Pistol or Shortswords attacks.
Pistol. Ranged Weapon Attack: +9 to hit, range 30/90ft., one target. Hit 16 (2d10 + 5) piercing damage and 5 (2d4) poison damage. On a hit, the target's speed is reduced by half until the end of its next turn.
Shortswords. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage and 7 (2d6) poison damage.
Bonus Actions
Deadeye Shot (3/day). The bandit gains advantage on the next attack it makes until end of turn.
Legendary Actions (3)
Attack. The bandit makes a Pistol or Shortswords attack.
Replenish. The bandit gains 10 temporary hitpoints. It can't take this action again until the start of its next turn.
Sneak. The bandit moves up to half its movement and uses Hide.
Assassins
Deadly Killers and Masters of Poison
Assassins are highly trained killers who strike from the shadows. Many are mercenaries, slaying for coin, while others kill to advance political or ideological aims. 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.
Explore assassin statblocks and tactics or check out an example assassin statblock, the Assassin Legend.
Assassin Legend
Summoned with Foe FoundryMedium Humanoid (Assassin)
AC 19 (Studded Leather Armor +2) Initiative +14 (24)
HP 190 (20d8 + 100)
Speed 30 ft., climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 22 | +6 | +10 |
Con | 20 | +5 | +9 |
Mod | Save | ||
---|---|---|---|
Int | 16 | +3 | +7 |
Wis | 16 | +3 | +7 |
Cha | 16 | +3 | +3 |
Skills Acrobatics +10, Stealth +14, Perception +11
Senses Passive Perception 21
Languages Common
CR 12 (8,400 XP; PB +4)
Traits
Indirect Fire. The assassin can perform its ranged attacks indirectly, such as by arcing or curving shots. It ignores half and three-quarters cover. These attacks are often unexpected. If it makes a ranged attack against a creature with half or three-quarters cover that is not yet aware of this ability, the attack is made at advantage. Any creature that can see the attack occuring is then aware of this ability.
Legendary Prowess (3/day). The assassin can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Multiattack. The assassin makes two Poisoned Dagger or Poisoned Hand Crossbow attacks. It may replace one attack with a use of its Dread Gaze.
Poisoned Dagger. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 11 (2d4 + 6) piercing damage and 7 (3d4) poison damage. On a hit, the target must make a DC 18 Constitution saving throw or become Poisoned until the end of its next turn.
Poisoned Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120ft., one target. Hit 9 (1d6 + 6) piercing damage and 7 (2d6) poison damage.
Dread Gaze. The assassin targets one creature it can see within 60 feet. If the target can see the assassin it must succeed on a DC 18 Wisdom save or become Frightened of the the assassin (save ends at end of turn). If the target fails the save by 5 or more, it is also Paralyzed while frightened in this way. A creature that succeeds on the save is immune to this effect for 1 hour.
Bonus Actions
Cunning Action. The assassin uses Dash, Disengage, or Hide.
Reactions
Quick Draw (3/day). On initiative count 20, the assassin may make one ranged attack.
Legendary Actions (3)
Attack. The assassin makes a Poisoned Dagger or Poisoned Hand Crossbow attack.
Dart. The assassin moves up to its speed without provoking attacks of opportunity.
Replenish. The assassin gains 10 temporary hitpoints. It can't take this action again until the start of its next turn.
Spies
Infiltrators, Informants, and Masters of Deception
Spies operate in the shadows, gathering secrets and manipulating events from behind closed doors. Kings, guilds, and cults employ these covert agents to ferret out information and spread lies. Spies are masters of trickery and deceit, veiling themselves in charm and lies, striking only when necessary and always covering their tracks.
Discover spy statblocks and intrigue or check out an example spy statblock, the Spy Master.
Spy Master
Summoned with Foe FoundryMedium Humanoid (Spy)
AC 20 (Studded Leather Armor +3) Initiative +13 (23)
HP 187 (22d8 + 88)
Speed 30 ft., climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 20 | +5 | +9 |
Con | 18 | +4 | +8 |
Mod | Save | ||
---|---|---|---|
Int | 15 | +2 | +6 |
Wis | 15 | +2 | +6 |
Cha | 15 | +2 | +2 |
Skills SleightOfHand +9, Stealth +13, Investigation +6, Insight +6, Perception +10, Deception +6
Senses Passive Perception 20
Languages Common
CR 10 (5,900 XP; PB +4)
Traits
Hard to Pin Down. The spy 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 spy.
Legendary Prowess (3/day). The spy can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Covert Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing damage and 10 (4d4) poison damage. On a hit, the target must make a DC 17 Constitution saving throw or become Poisoned until the end of its next turn.
Concealed Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120ft., one target. Hit 8 (1d6 + 5) piercing damage and 10 (3d6) poison damage.
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Smoke Bomb (1/day). The spy 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.
Potion of Healing (2/day). The spy consumes a Potion of Superior Healing and regains 28 (8d4 + 8) hitpoints.
Legendary Actions (3)
Attack. The spy makes a Covert Blade or Concealed Crossbow attack.
Dart. The spy moves up to its speed without provoking attacks of opportunity.
Replenish. The spy gains 10 temporary hitpoints. It can't take this action again until the start of its next turn.
Criminal Encounter Ideas
d6 | Encounter |
---|---|
1 | The party finds a group of hopelessly intoxicated Thugs bullying the innkeeper for free liquor in a dockside tavern. |
2 | A rogueish Bandit Captain threatens to cut the bridge unless the party pays the crossing toll. |
3 | The PCs are framed for an assassination and must evade the city watch while uncovering the true Assassin Legend behind the plot. |
4 | A charismatic traveler befriends the party, secretly an Elite Spy sent to monitor their progress. |
5 | The party stumbles into a turf war about to explode between two rival Brawler gangs, who try to recruit the PCs to their side. |
6 | A notorious Bandit Crime Lord acts as judge in a crude "court" with tree stumps for benches, inviting the party to join the jury. |
Criminal Adventure Hooks
d6 | Adventure Hook |
---|---|
1 | Years ago, the PCs humiliated a low-level gang of thugs. Now, that foe has returned as a Thug Overboss and has sent the PCs an "invitation they can't refuse." |
2 | The PCs are hired by a local magistrate to hunt down a famed Bandit Crime Lord who has thrice stolen the magistrate's tax harvest. |
3 | A paranoid noble hires the PCs to protect him at night. His fears turn out to be true, as a Contract Killer bursts into the manor. |
4 | The kingdom faces defeat due to leaked battle plans. The Queen's council secretly hires the PCs to unmask a network of enemy Spies. |
5 | A network of street gangs has splintered into civil war after their Thug Overboss died under suspicious circumstances. The party is hired to put an end to the chaos. |
6 | A beautiful woman begs the heroes to help protect her from a ruthless Assassin that stalks her at night. Her tale is only half lies, as it turns out she is the assassin and the party her prey. |
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