# This section contains several general-use stat blocks specifically built for reskinning into whatever monsters you need for your combat encounters.

Markdown

This section contains several general-use stat blocks specifically built for reskinning into whatever monsters you need for your combat encounters.

Each stat block uses d8 Hit Dice, but can be used for creatures in a range of sizes. Each focuses on a primary ability score, but you can shift abilities as needed to better fit the story of the creature the stat block represents. Swap Strength and Intelligence to run a spellcaster instead of a melee combatant, or switch Dexterity and Strength to turn a shifty rogue into a powerful fighter.

A stat block's attack lets you choose the most appropriate type of damage for a creature, and you can easily increase an attack's reach or range. Ranges for attacks are given as a single number indicating maximum range, but you can modify that range or replace it with the normal and long range of a specific weapon as you wish.

The spread of challenge ratings of these stat blocks provides options for weak, moderate, and strong foes at any character level. Each stat block description includes comparisons between the stat block and characters of different levels, providing guidelines for when a stat block can serve as a boss, an elite foe (suitable for two characters against one creature), or a one-on-one combatant, or in larger groups of two to four monsters per character. All these setups are geared toward a hard encounter, but one that the characters should definitely be able to win.

## Minion (CR 1/8)

The low-CR minions represented by this stat block might include ravenous rats, weak skeletons, shifty bandits, or low-ranking cultists. A minion can serve as a one-on-one combatant against 1st-level characters, or can be deployed in large groups at 4th level or above. This stat block focuses on Dexterity as its primary ability.

MINION

Small or Medium Creature

Armor Class 11

Hit Points 9 (2d8)

Speed 30 ft.

STR | DEX | CON | INT | WIS | CHA
--- | --- | --- | --- | --- | ---
10 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 10 (+0)

Senses passive Perception 11

Challenge 1/8 (25 XP) Proficiency Bonus +2

ACTIONS

Attack. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d6 + 1) damage.

## Soldier (CR 1/2)

Representing seasoned guards, trained soldiers, powerful bandits, murderous humanoids, or armed undead, the soldier stat block works well as a boss at 1st level, an elite foe for two 2nd-level characters, or one-on-one combatants at 4th level, or in large groups at 6th level and above. Strength is this stat block's primary ability.

SOLDIER

Medium Creature

Armor Class 12 (leather armor or natural armor)

Hit Points 22 (4d8 + 4)

Speed 30 ft.

STR | DEX | CON | INT | WIS | CHA
--- | --- | --- | --- | --- | ---
14 (+2) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0)

Senses passive Perception 10

Challenge 1/2 (100 XP) Proficiency Bonus +2

ACTIONS

Attack. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (1d12 + 2) damage.

## Brute (CR 2)

Heavy-hitting veterans, capable bodyguards, low-ranking demons or devils, dangerous monsters in the wild, and powerful humanoids can all be represented by this stat block. A brute can serve as a boss against 2nd-level characters, an elite foe against two 4th-level characters, or a one-on-one opponent at 5th level, or in large groups at 10th level. This stat block relies on Strength.

BRUTE

Medium or Large Creature

Armor Class 13 (studded leather or natural armor)

Hit Points 45 (7d8 + 14)

Speed 30 ft.

STR | DEX | CON | INT | WIS | CHA
--- | --- | --- | --- | --- | ---
16 (+3) | 12 (+1) | 14 (+2) | 10 (+0) | 10 (+0) | 8 (−1)

Saving Throws Con +4

Skills Athletics +5

Senses passive Perception 10

Challenge 2 (450 XP) Proficiency Bonus +2

ACTIONS

Multiattack. The brute makes two attacks.

Attack. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 9 (1d12 + 3) damage.

## Specialist (CR 4)

This stat block can represent spies, assassins, hunters, and trained elite forces. The specialist serves as a boss for 4th-level characters, an elite opponent versus two 5th-level characters, or a one-on-one combatant for 10th-level characters, or in large groups against 16th-level characters. Dexterity is this stat block's primary ability.

SPECIALIST

Medium Creature

Armor Class 14

Hit Points 84 (13d8 + 26)

Speed 30 ft.

STR | DEX | CON | INT | WIS | CHA
--- | --- | --- | --- | --- | ---
12 (+1) | 18 (+4) | 14 (+2) | 10 (+0) | 14 (+2) | 12 (+1)

Saving Throws Dex +6, Wis +4

Skills Acrobatics +6, Perception +4, Stealth +6

Senses passive Perception 14

Challenge 4 (1,100 XP) Proficiency Bonus +2

ACTIONS

Multiattack. The specialist makes two attacks.

Attack. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 14 (3d6 + 4) damage.

## Myrmidon (CR 7)

Powerful elite bodyguards, high priests, wizards, warlocks, sorcerers, demons, and devils can all be represented by this stat block. A myrmidon can serve as a boss monster for 5th-level characters, an elite combatant against two characters of 7th level, or a one-on-one combatant against 14th-level characters, or in large groups against 20th-level characters. This stat block focuses on Intelligence.

MYRMIDON

Medium or Large creature

Armor Class 15 (chain shirt or natural armor)

Hit Points 130 (20d8 + 40)

Speed 30 ft.

STR | DEX | CON | INT | WIS | CHA
--- | --- | --- | --- | --- | ---
10 (+0) | 14 (+2) | 14 (+2) | 18 (+4) | 14 (+2) | 10 (+0)

Saving Throws Dex +5, Wis +5

Skills Perception +5

Senses passive Perception 15

Challenge 7 (2,900 XP) Proficiency Bonus +3

ACTIONS

Multiattack. The myrmidon makes three attacks.

Attack. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (3d8 + 4) damage.

## Sentinel (CR 11)

This stat block is a good fit for strong, often-otherworldly creatures such as demons, devils, impressive beings of the Outer Planes, guardian constructs, or powerful undead. The sentinel can serve as a boss for 7th-level characters, an elite foe against two 12th-level characters, or can stand one-on-one against 16th-level characters. This stat block focuses on Strength.

SENTINEL

Medium, Large, or Huge Creature

Armor Class 17 (natural armor or magical protection)

Hit Points 165 (22d8 + 66)

Speed 30 ft.

STR | DEX | CON | INT | WIS | CHA
--- | --- | --- | --- | --- | ---
20 (+5) | 16 (+3) | 16 (+3) | 10 (+0) | 14 (+2) | 10 (+0)

Saving Throws Str +9, Dex +7

Skills Perception +6

Senses passive Perception 16

Challenge 11 (7,200 XP) Proficiency Bonus +4

ACTIONS

Multiattack. The sentinel makes four attacks.

Attack. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (3d8 + 5) damage.

## Champion (CR 15)

Representing greater demons, devils, vampires, liches, or powerful spellcasters, the champion serves as a boss for 11th-level characters, an elite foe for two 15th-level characters, or a one-on-one challenge against 17th-level characters. This stat block focuses on Charisma.

CHAMPION

Medium, Large, or Huge Creature

Armor Class 19 (natural armor or magical protection)

Hit Points 212 (25d8 + 100)

Speed 30 ft.

STR | DEX | CON | INT | WIS | CHA
--- | --- | --- | --- | --- | ---
10 (+0) | 12 (+1) | 18 (+4) | 12 (+1) | 16 (+3) | 22 (+6)

Saving Throws Wis +8, Cha +11

Skills Perception +8

Senses passive Perception 18

Challenge 15 (13,000 XP) Proficiency Bonus +5

ACTIONS

Multiattack. The champion makes four attacks.

Attack. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 60 ft., one target. Hit: 24 (4d8 + 6) damage.