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 +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. On a hit, the target must make a DC 13 Strength saving throw or be knocked Prone
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100ft., one target. Hit 14 (2d10 + 3) piercing damage.
Toss. The thug attempts to toss a medium or smaller creature within 5 feet. The creature must make a DC 13 Strength saving throw. On a failure, it takes 10 (3d6) bludgeoning damage and is thrown up to 10 feet and falls Prone. If the thrown creature collides with another creature, then that other creature must make a DC 13 Dexterity saving throw. On a failure, the other creature takes half the damage.
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.
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
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
Cheap Shot. The bandit attempts to strike a creature within 5 ft with a cheap shot. The target must make a DC 17 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
Kick the Lickspittle. If the bandit fails a d20 test, they can use a reaction to blame a nearby ally within 5 feet. The ally must be a smaller size or lower CR than the bandit. The ally takes 5 (2d4) bludgeoning damage and the the bandit adds this total to the attack or saving throw, potentially turning a failure or miss into a success.
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 | 18 | +4 | +8 |
Wis | 18 | +4 | +8 |
Cha | 18 | +4 | +4 |
Skills Acrobatics +10, Stealth +14, Investigation +8, Perception +12
Senses Passive Perception 22
Languages Common
CR 12 (8,400 XP; PB +4)
Traits
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds and half damage if it fails.
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.
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.
Poisonous Grenade (1/day). The assassin hurls a Poisonous Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 16 Dexterity saving throw or take 40 (16d4) poison damage. On a success, the creature takes half as much damage.
Bonus Actions
Cunning Action. The assassin uses Dash, Disengage, or Hide.
Reactions
Identify Weakness. When an ally that the assassin can see misses an attack against a hostile target, the assassin can make an Investigation check with a DC equal to the hostile target's AC. On a success, the attack hits instead of missing.
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.
Poisonous Grenade. The assassin uses Poisonous Grenade. 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
Deadly Ambusher. On the first turn of combat, the spy 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 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.
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.
Toxic Poison. Immediately after hitting a creature with an attack, the spy forces it to make a DC 15 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.
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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