TEXT: EN World EN5IDER | Epic Threats: High-Level NPCs
   
  writing  James Introcaso
   color art  Phil Stone
   
  editing  James J. Haeck
   
  layout  Eric Life-Putnam
  A
  s mAny fifth edition cAmpAigns reAch the 
    upper levels of the game, Game Masters 
    are finding the lack of high challenge 
  rating monsters fails to provide a variety of 
  encounters. While bounded accuracy allows 
  hordes of lower challenge rating monsters to 
  create a threat to high-level player characters, 
  more high-CR monsters are needed to give 
  your legendary encounters variety. Epic Threats 
  provides creatures to bolster the ranks of creatures 
  challenge rating 11 and higher, starting with five 
  new non-player characters. 
  High 
  LEVEL 
  NPCs
  EPIC THREATS
  EN World EN5IDER | Epic Threats: High-Level NPCs
  
  Epic Threats: High-Level NPCs | EN World EN5IDER
  Improved War Magic: When the blademaster uses an 
  action to cast a spell, it may make one weapon attack 
  as a bonus action.
  Magic Resistance: The blademaster has advantage 
  on saving throws against spells and other magical 
  effects.
  Magic Weapons: The blademaster’s weapon attacks 
  are magical.
  Steel Focus: The blademaster has advantage on 
  Constitution saving throws made to maintain concen-
  tration on spells.
  Superior Heavy Armor Master: While wearing heavy 
  armor, the blademaster reduces any bludgeoning, 
  piercing, or slashing damage taken from nonmagical 
  weapons by 5.
  Spellcasting: The arcane blademaster is a 20th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 19, +11 to hit with spell attacks). The 
  arcane blademaster has the following wizard spells 
  prepared:
  Cantrips (at-will): acid splash, blade ward, fire bolt, 
  shocking grasp, true strike
  1st level (4 slots): burning hands, charm person, 
  magic missile, sleep
  2nd level (3 slots): magic weapon, misty step, see 
  invisibility
  3rd level (3 slots): dispel magic, fireball, fly, lightning 
  bolt, tongues
  4th level (3 slots): fire shield, stoneskin, wall of fire
  5th level (3 slots): cone of cold, conjure elemental, 
  hold monster, telekinesis
  6th level (2 slots): globe of invulnerability, sunbeam
  7th level (2 slots): prismatic spray, teleport
  8th level (1 slot): power word stun
  9th level (1 slot): meteor swarm
  RECOMMENDED MAGIC ITEMS
  The arcane blademaster may be equipped with one 
  or more of the following magic items at the GM’s 
  discretion: +3 longsword, dwarven plate, ring of mind 
  shielding, and two potions of supreme healing.
  Years of practicing magic and combat are not 
  enough to make an arcane blademaster. Only 
  those rare individuals with a talent for both spells 
  and swordplay have the potential, but even they 
  undergo decades of study and training to truly be 
  called a blademaster.
  Arcane Blademaster
  XP 25,000 
  CR 20 
  Medium humanoid (any race), any alignment
  Initiative: +1
  DEFENSE
  AC: 20 (plate and shield)
  hp: 256 (27d8 + 135)
  Saving Throws: Con +11, Int +11, Wis +8
  OFFENSE
  Speed: 30 ft.
  Multiattack: The arcane blademaster makes four 
  attacks.
  Melee Attack—Longsword: Melee Weapon Attack: +11 
  to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing 
  damage.
  Ranged Attack—Longbow: Ranged Weapon Attack: 
  +7 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage.
  STATISTICS
  Str  20 (+5) 
  Dex 12 (+1) 
  Con 20 (+5)
  Int 20 (+5) 
  Wis 14 (+2) 
  Cha 12 (+1)
  Languages: any six languages
  Skills: Arcana +11, Athletics +11
  Senses: passive Perception 12
  TRAITS
  Blade Channeling: Once per turn when the blade-
  master hits a target with a melee weapon attack, it 
  can cast a cantrip which requires a spell attack roll 
  against the target. This spell attack automatically 
  hits.
  Epic Threats: High-Level NPCs | EN World EN5IDER
  
  EN World EN5IDER | Epic Threats: High-Level NPCs
  Ascetic grandmasters lead some of the finest 
  monasteries in the world or travel as hermits 
  seeking worthy challenges and students. They 
  appear unassuming, but challenging the speed 
  and strength of these legendary martial artists is 
  akin to challenging a hurricane.
  Ascetic Grandmaster
  XP 15,000 
  CR 16
  Medium humanoid (any race), any alignment
  Initiative: +5
  DEFENSE
  AC: 20 (Unarmored defense)
  hp: 172 (23d8 + 69)
  Saving Throws: Str +8, Dex +10, Con +8, Int +7, Wis +10, 
  Cha +8
  Damage Resistances: bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunity: poison
  Condition Immunities: charmed, frightened, and 
  poisoned
  OFFENSE
  Speed: 60 ft.
  Multiattack: The ascetic grandmaster makes six melee 
  attacks.
  Melee Attack—Unarmed Strike: Melee Weapon Attack: 
  +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 5) 
  bludgeoning damage.
  STATISTICS
  Str 16 (+3) 
  Dex 20 (+5) 
  Con 16 (+3)
  Int 10 (+0) 
  Wis 20 (+5) 
  Cha 10 (+0)
  Languages: any one language (usually Common)
  Skills: Acrobatics +10, Athletics +8, Perception +10, 
  Stealth +10
  Senses: passive Perception 20
  TRAITS 
  Athlete: The grandmaster only uses 5 feet of move-
  ment when standing from prone, climbs at full speed 
  and not half, and can make a running jump after 
  moving only 5 feet rather than 10. 
  Evasion: If the grandmaster is subjected to an effect 
  that allows it to make a Dexterity saving throw to 
  take only half damage, it instead takes no damage if it 
  succeeds on the saving throw, and only half damage 
  if it fails.
  Magic Resistance: The grandmaster has advantage 
  on saving throws against spells and other magical 
  effects.
  Magic Weapons: The grandmaster’s unarmed weapon 
  attacks are magical.
  Reactive: The grandmaster can take 1 reaction on 
  every turn in combat.
  Stunning Strike: Once per turn when the grandmaster 
  hits a creature with a melee attack, the grandmaster 
  can force that creature to make a DC 18 Constitution 
  saving throw. On a failure, the target is stunned until 
  the end of the grandmaster’s next turn.
  Unarmored Defense: When unarmored, the grand-
  master monk’s Armor Class increases by a number 
  equal to their Wisdom modifier.
  RECOMMENDED MAGIC ITEMS
  The ascetic grandmaster may be equipped with one or 
  more of the following magic items at the GM’s discre-
  tion: boots of speed, cloak of protection, ring of jumping, 
  and two potions of superior healing.
  EN World EN5IDER | Epic Threats: High-Level NPCs
  
  Epic Threats: High-Level NPCs | EN World EN5IDER
  Magic Resistance: The high priest has advantage 
  on saving throws against spells and other magical 
  effects.
  Radiant Weapons: All of the high priest’s melee 
  weapon attacks deal an extra 10 (3d6) radiant dam-
  age (already included in the high priest’s attacks) and 
  its weapon attacks are magical.
  Spellcasting: The high priest is a 20th-level spellcast-
  er. Its spellcasting ability is Wisdom (spell save DC 18, 
  +10 to hit with spell attacks). The high priest has the 
  following cleric spells prepared.
  Cantrips (at-will): light, mending, sacred flame, spare 
  the dying, thaumaturgy
  1st level (4 slots): bane, bless, cure wounds, inflict 
  wounds
  2nd level (3 slots): hold person, lesser restoration, 
  spiritual weapon
  3rd level (3 slots): bestow curse, dispel magic, revivify
  4th level (3 slots): banishment, guardian of faith, 
  stone shape
  5th level (3 slots): contagion, flame strike, greater 
  restoration, mass cure wounds
  6th level (2 slots): blade barrier, planar ally, true 
  seeing
  7th level (2 slots): conjure celestial, divine word, fire 
  storm
  8th level (1 slot): antimagic field
  9th level (1 slot): mass heal
  RECOMMENDED MAGIC ITEMS
  The high priest may be equipped with one or more 
  of the following magic items at the GM’s discretion: 
  +2 mace, pearl of power, ring of protection, and a potion 
  of invulnerability.  
  High priests are the heads of religious orders and 
  often serve on a monarch’s council. Sometimes a 
  high priest is the highest leader in the land, and 
  are often considered the direct mouthpieces of 
  their gods by those who worship. 
  High Priest
  XP 11,400 (CR 14) 
  Medium humanoid (any race), any alignment
  Initiative: +0
  DEFENSE
  AC: 20 (plate and shield)
  hp: 150 (20d8 + 60)
  Saving Throws: Int +7, Wis +10, Cha +8
  Damage Resistance: radiant
  OFFENSE
  Speed: 30 ft.
  Multiattack: The high priest makes two melee attacks.
  Melee Attack—Mace: Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning 
  damage and 10 (3d6) radiant damage.
  STATISTICS
  Str 18 (+4) 
  Dex 10 (+0) 
  Con 16 (+3)
  Int 14 (+2) 
  Wis 20 (+5) 
  Cha 16 (+3)
  Languages: any three languages
  Skills: Insight +10, Medicine +10, Persuasion +8, 
  Religion +10
  Senses: passive Perception 15
  TRAITS 
  Anointed Healing: Whenever high priest casts a spell 
  that restores hit points, that spell restores an extra 11 
  (2d10) hit points.
  Epic Threats: High-Level NPCs | EN World EN5IDER
  
  EN World EN5IDER | Epic Threats: High-Level NPCs
  Knight captains are battle-hardened warriors with 
  countless victories to their names. Their mere 
  presence makes even the most novice warriors 
  better in battle and their peerless swordplay 
  allows them to change the tides of entire battles.
  Knight Captain
  XP 8,400 (CR 12) 
  Medium humanoid (any race), any alignment
  Initiative: +1
  DEFENSE
  AC: 20 (plate and shield)
  hp: 171 (18d8 + 90)
  Saving Throws: Con +9, Wis +5
  Condition Immunity: frightened
  OFFENSE
  Speed: 30 ft.
  Multiattack: The knight captain makes four melee 
  attacks.
  Melee Attack—Longsword: Melee Weapon Attack: 
  +9 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slash-
  ing damage. 
  Ranged Attack—Heavy Crossbow: Ranged Weapon 
  Attack: +5 to hit, range 100/400 ft., one target. Hit: 
  6 (1d10 + 1) piercing damage.
  Command the Attack (Recharges after a Short or 
  Long Rest): As an action, the knight captain may 
  issue a command to all non-hostile creatures within 
  30 feet. Creatures who can see or hear the knight 
  captain may make a single melee or ranged attack 
  with advantage as a reaction.
  Inspiring Leadership (Recharges after a Short or 
  Long Rest): As an action, the knight captain rouses 
  its troops to vigilance for one minute. Any nonhostile 
  creature within 30 feet who can see or hear the knight 
  captain adds 1d6 to any attack rolls and saving 
  throws for the duration. A creature can only benefit 
  from one Inspiring Leadership bonus at a time. If the 
  knight captain is incapacitated or otherwise unable 
  to speak, the effect ends.
  STATISTICS
  Str 20 (+5) 
  Dex 12 (+1) 
  Con 20 (+5)
  Int 12 (+1) 
  Wis 12 (+1) 
  Cha 16 (+3)
  Languages: any two languages
  Senses: passive Perception 11 
  TRAITS 
  Magic Resistance: The knight captain has advantage 
  on saving throws against spells and other magical 
  effects.
  Superior Heavy Armor Master: While wearing heavy 
  armor, the knight captain reduces any bludgeoning, 
  piercing, or slashing damage taken from nonmagical 
  weapons by 5.
  RECOMMENDED MAGIC ITEMS
  The knight captain may be equipped with one or more 
  of the following magic items at the GM’s discretion: +1 
  plate, +2 longsword, javelin of lightning, and two potions 
  of greater healing.
  EN World EN5IDER | Epic Threats: High-Level NPCs
  
  Epic Threats: High-Level NPCs | EN World EN5IDER
  Master assassins always get their mark. These 
  killers never play fair, and aim to kill before 
  they are ever seen. They have far more money 
  and resources than the average contract killer, 
  allowing them access to rare, potent poisons.
  Master Assassin
  XP 20,000 (CR 18)
  Medium humanoid (any race), any alignment
  Initiative: +5
  DEFENSE
  AC: 16 (leather)
  hp: 147 (22d8 + 48)
  Saving Throws: Dex +10, Int +7, Cha +7
  OFFENSE
  Speed: 30 ft.
  Multiattack: The master assassin makes two attacks.
  Melee Attack—Shortsword: Melee Weapon Attack: 
  +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) 
  piercing damage. The target must make a DC 19 
  Constitution saving throw taking 42 (12d6) poison 
  damage on a failed save, or half as much damage on 
  a success.
  Ranged Attack—Light Crossbow: Ranged Weapon 
  Attack: +10 to hit, range 80/320 ft., one target. Hit: 
  9 (1d8 + 5) piercing damage. The target must make 
  a DC 19 Constitution saving throw taking 42 (12d6) 
  poison damage on a failed save, or half as much dam-
  age on a success.
  STATISTICS
  Str 20 (+5) 
  Dex 20 (+5) 
  Con 14 (+2)
  Int 15 (+2) 
  Wis 12 (+1) 
  Cha 12 (+1)
  Languages: any three languages
  Skills: Acrobatics +10, Deception +7, Perception +7, 
  Sleight of Hand +10, Stealth +15
  Senses: passive Perception 17
  TRAITS 
  Assassinate: During the first turn of combat, the mas-
  ter assassin has advantage on attack rolls against any 
  creature that hasn’t acted. Any hit the master assas-
  sin scores against a surprised creature is a critical hit.
  Crossbow Expert: The master assassin ignores the 
  loading quality of light crossbows and being within 
  5 feet of a hostile creature doesn’t impose disadvan-
  tage on the master assassin’s ranged attack rolls.
  Deadly Poison: The master assassin can use an action 
  to apply a deadly poison to its weapons (already in-
  cluded in the master assassin’s attacks). The master 
  assassin carries four doses of this poison. The poison 
  lasts one hour and a single dose can coat 1 melee 
  weapon or 10 pieces of ammunition.
  Death Strike: When the master assassin hits a 
  creature that is surprised it must make a DC 18 Con-
  stitution saving throw. On a failed save the master 
  assassin doubles the damage of its attack against 
  that creature. 
  Evasion: If the master assassin is subjected to an ef-
  fect that allows it to make a Dexterity saving throw to 
  take only half damage, it instead takes no damage if it 
  succeeds on the saving throw, and only half damage 
  if it fails.
  Sneak Attack: The master assassin deals an extra 
  28 (8d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the master 
  assassin that isn’t incapacitated and the master as-
  sassin doesn’t have disadvantage on the roll. A sneak 
  attack may only be made once per turn.
  RECOMMENDED MAGIC ITEMS
  The master assassin may be equipped with one or 
  more of the following magic items at the GM’s discre-
  tion: boots of elvenkind, cloak of the bat, sword of 
  life stealing, potion of invisibility, and two potions of 
  supreme healing.
  Epic Threats: High-Level NPCs | EN World EN5IDER
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 045 - Epic Npcs.pdf