Soldiers & Fighters

Battle-Hardened Warriors of Duty, Honor, or Fortune

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)

What are Soldiers and Fighter Statblocks?

Soldiers and fighters are martial NPCs who rely on steel, strategy, and resolve - not spells or sorcery. They are the backbone of armies, mercenary bands, and city watch patrols, bringing structure, discipline, or brute strength to every encounter.

Whether you need elite infantry for a war campaign, blood-mad berserkers to storm the gates, or guards to complicate a stealth mission, these statblocks offer flexible martial foes for every tier of play. Unlike monsters or mages, these foes think like warriors - fighting in formation, holding chokepoints, and executing tactical orders under pressure.

Use these statblocks to bring martial realism and grounded combat drama to your 5E adventures.


Berserkers

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.

Unlike disciplined soldier NPCs such as Warriors or Guards, Berserkers don't march or form ranks. They crash into battle as howling shock troops, disrupting formations and challenging the strongest enemy they can find. Their armor is light, their weapons heavy, and their bravado is absolute.

Some fight for personal glory, others out of grief, vengeance, or sheer bloodlust. Many serve in tribal warbands led by Berserker Commanders - scarred veterans who inspire their kin with primal chants, brutal rituals, and the promise of a glorious death. These commanders channel strange rites and primal magic that heightens their prowess and binds their followers to them.

To a berserker, a good death is the only kind worth having. To fall in battle, weapon in hand, is the highest calling and the only way to earn a place amongst the storied heroes of old.

Discover raging Berserker statblocks and lore or take a look at this example Berserker Veteran:

Berserker Veteran

Summoned with Foe Foundry

Medium Humanoid (Berserker)

AC 15 (Berserker's Rage) Initiative +2 (12)

HP 82 (11d8 + 33)

Speed 30 ft.

Mod Save
Str 18 +4 +6
Dex 14 +2 +2
Con 16 +3 +5
Mod Save
Int 9 -1 -1
Wis 8 -1 -1
Cha 9 -1 -1

Skills Athletics +6, Perception +1

Immunities Frightened

Senses Passive Perception 11

Languages Common

CR 4 (1,100 XP; PB +2)

Traits

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: +6 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage and 7 (2d6) cold damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 4 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.

Reactions

Just A Scratch (1/day). When the berserker is reduced to 40 hit points, it roars in defiance and gains 20 temporary hitpoints. While those temporary hitpoints are active, the berserker has advantage on all attack rolls and saving throws.

Summon your own Berserker Veteran

Illustration of a 5E berserker - a furious, blood-soaked warrior charging into battle with a greataxe, ideal for tabletop RPG encounters


Guards

Watchful Sentries and Keepers of the Peace

Guards protect people, places, and posessions. Sometimes for coin, sometimes out of duty, and sometimes because it’s the only job in town. They're not elite warriors, but they are trained to be observant and to act quickly when trouble starts.

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.

Whether manning a city gate or shadowing a suspicious group of mercenaries, guards are omnipresent in the lives of adventurers, and often the first line of defense when plans go sideways.

Explore the Guard NPC statblocks or take a look at this example Sergeant of the Watch:

Sergeant of the Watch

Summoned with Foe Foundry

Medium 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

Protect the Target. The guard has advantage on attack roles against creatures that have attacked or harmed what the guard is guarding.

Actions

Multiattack. The guard makes two Crossbow or Spear attacks. It may replace one attack with a use of its Call Reinforcements.

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.

Call Reinforcements (1/day). The guard summons 7 (3d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.

Bonus Actions

Potion of Healing (1/day). The guard consumes a Potion of Healing and regains 7 (2d4 + 2) hitpoints.

Summon your own Sergeant of the Watch

A 5E guard NPC stands guard


Knights

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.

Most are cavalry soldiers, but not all knights ride Warhorses. Some fight on foot or from the backs of exotic beasts such as a Griffon. A knight may command soldiers, uphold ancient codes, or seek redemption on a perilous quest. At higher ranks, knights swear divine oaths that grant them miraculous powers fueled by faith, conviction, or zeal.

Discover knight statblocks and tactics or check out an example knight statblock, the Knight of the Realm.

Knight of the Realm

Summoned with Foe Foundry

Medium Humanoid (Knight)

AC 18 (Plate Armor) Initiative +4 (14)

HP 110 (17d8 + 34)

Speed 30 ft.

Mod Save
Str 18 +4 +7
Dex 12 +1 +1
Con 14 +2 +5
Mod Save
Int 12 +1 +1
Wis 17 +3 +6
Cha 15 +2 +5

Skills Athletics +10, Perception +6, Persuasion +5

Immunities Charmed, Frightened

Senses Passive Perception 16

Languages Common

CR 6 (2,300 XP; PB +3)

Traits

Zone of Control. Any creature that attempts to Disengage from the knight must make a DC 13 Strength save or have their speed reduced to 0 until the end of their next turn.

Actions

Multiattack. The knight makes three Blessed Blade attacks. It may replace two attacks with a use of its Inspiring Commander or Spellcasting.

Blessed Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 3 (1d6) radiant damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 4 slashing damage.

Inspiring Commander (1/day). The knight inspires other creatures of its choice within 30 feet that can hear and understand it. For the next minute, inspired creatures gain a +3 bonus to attack rolls and saving throws.

Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

1/day each: Lesser Restoration, Command (3rd), Cure Wounds (3rd)

Bonus Actions

Divine Smite (1/day). Immediately after hitting a target, the knight forces the target to make a DC 15 Constitution saving throw. On a failure, the target is Burning [11 (2d10) radiant]. A burning creature suffers 11 (2d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.

Summon your own Knight of the Realm

A knight clad in plate mail stands ready to uphold their sacred oath - for 5E paladins, martial NPCs, and oathbound foes

Warriors

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.

They are the backbone of armies, mercenary bands, and noble retinues. Some serve their liege proudly, while others sell their blades to the highest bidder. From shield-bearing infantry to field commanders, warriors exemplify martial discipline honed by battle.

Explore warrior statblocks and tactics or check out an example warrior statblock, the Shock Infantry Veteran.

Shock Infantry Veteran

Summoned with Foe Foundry

Medium 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 Maul or Crossbow attacks.

Maul. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) bludgeoning damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 4 bludgeoning damage.

Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400ft., one target. Hit 9 (1d10 + 4) piercing 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.

Summon your own Shock Infantry Veteran

A battlefield commander raises their sword as soldiers form ranks behind them—ideal for 5E war-themed NPCs and martial encounters.


Martial Encounters for 5E

These 5E martial encounter ideas are designed to bring grounded, gritty realism to your urban campaigns, military missions, and war-torn adventures. Whether you need tension at the city gates or battlefield chaos, these plot seeds showcase how martial NPCs like Warriors, Guards, and Berserkers complicate the lives of adventurers.

More Encounters

See Warrior Encounters, Berserker Encounters, and Guard Encounters for more martial NPC encounter ideas for your 5E campaign.

d6 Martial Encounter
1 A citizen points and yells "There they are, those are the murderers!" to a nearby Sergeant of the Watch and her patrol of Guards.
2 The PCs are framed for a noble's murder by Doppelgangers and are pursued through the city by a vengeful Lord of the Watch. To clear their names, they must unearth the conspiracy behind the false accusation.
3 The only bridge over a dangerous chasm is guarded by a Berserker Legend who will only let worthy combatants pass. She took a vow to never let a coward pass.
4 A Death Cultist Grand Master and his cult have robbed the grave of a Berserker Legend to resurrect the warrior as an undead servant. The party must retrieve his relic weapons from feuding war-chieftains before the cult completes the ritual.
5 A rival adventuring party led by a Warrior Commander interrupts the PCs’ next job — they've been hired to complete it as well!
6 A disbanded regiment has turned to banditry, led by a bitter Legendary Warrior who believes their kingdom betrayed them after not paying the soldier's backpay.