Criminals & Underworld
Outlaws, Enforcers, and Masters of Deception
Criminals are the shadowy operators of the underworld — thugs, bandits, assassins, and spies who thrive in darkness. From hired muscle to master infiltrators, these NPCs bring intrigue, danger, and moral ambiguity to urban adventures and heist scenarios.
| 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.
Pack Tactics. The thug has advantage on attack rolls against a target if at least one of the thug's allies is within 5 feet and isn't incapacitated.
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 misses, the target still 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.

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.
Shortswords. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage and 7 (2d6) poison damage.
Sharpshooter's Shot (Recharge 5-6). The bandit fires a deadly shot at a creature it can see within 90 ft. The target must make a DC 17 Dexterity saving throw. On a failure, it takes 37 (15d4) piercing damage and is Dazed until the end of its next turn. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.
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.
Sharpshooter's Shot. The bandit uses or attempts to recharge its Sharpshooter's Shot ability. 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
Brutal Critical. The assassin scores a critical hit on an unmodified attack roll of 18-20. Additionally, a critical hit from the assassin deals an additional 21 (6d6) poison damage (do not apply crit modifier to this damage), and the creature dies if this attack reduces its hit points to 0.
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.
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.
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.
Toxic Poison. Immediately after hitting a creature with an attack, the assassin forces it to make a DC 16 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 or resistance, it is instead vulnerable to poison.
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 Acrobatics +9, 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
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 7 (3d4) poison damage. If the attack was made with advantage, it deals an additional 10 (3d6) piercing damage. On a hit, the target must make a DC 17 Constitution saving throw or become Weakened until the end of its next turn. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Concealed Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120ft., one target. Hit 8 (1d6 + 5) piercing damage and 7 (2d6) poison damage.
Bonus Actions
Cunning Action. The spy uses Dash, Disengage, or Hide.
Potion of Healing (2/day). The spy consumes a Potion of Superior Healing and regains 28 (8d4 + 8) hitpoints.
Reactions
Nimble Reaction (Recharge 4-6). When the spy is the only target of a melee attack, they can move up to half their speed without provoking opportunity attacks. If this movement leaves the spy outside the attacking creature's reach, then the attack misses.
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.
Nimble Reaction. The spy attempts to recharge its Nimble Reaction ability. 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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