TEXT: Find new threats to foil and steadfast allies to share victories in
  this supplement for the world's greatest roleplaying game
  XANATHAR’S ENEMIES
  AND ALLIES
  
  XANATHAR'S ENEMIES
   AND ALLIES
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the 
  Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is ©2019 and published under the Community Content Agreement for Dungeon Masters Guild.
  Credits
  Lead Designer: Shawn Merwin
  Designers: Robert Adducci, Lysa Chen, Will Doyle, 
  Cindy Moore
  Editor: Shawn Merwin
  Proofreader: Aurora Merwin
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: Provided by Wizards of the Coast and used 
  with permission
  Special Thanks: Chris Lindsay
  FOR USE WITH 
  XANATHAR'S GUIDE TO 
  EVERYTHING™
  
   
  2
  
   
  3
  Table of Contents
  Aglarond Foresters (Monster Slayers) 
  5
  Forester Guardian 
  5
  Forester Slayer 
  5
  Bards of the Summer Court (College of Glamour) 6
  Summer Court Jester 
  6
  Summer Court Maestro 
  7
  Blades of Wonder (College of Swords) 
  8
  Blade of Wonder Apprentice 
  8
  Blade of Wonder Master 
  8
  Blingdenstone Badgers (Gloom Stalkers) 
  9
  Badger Scout 
  9
  Badger Veteran 
  9
  Children of Stronmaus (Storm Sorcerer) 
  10
  Goliath Sorcerer 
  10
  Storm Oracle 
  10
  Church of Bane (Oath of Conquest) 
  11
  Banite Conqueror 
  11
  Banite Tyrant  
  11
  Cormanthor Guard (Arcane Archers) 
  12
  Arcane Archer Fletchling 
  12
  Arcane Archer Captain 
  13
  Council of Dreamers (Circle of Dreams) 
  14
  Acolyte Dreamer 
  14
  High Dreamer 
  15
  Creel Demonbloods (Path of the Zealot) 
  16
  Demonblood Initiate 
  16
  Demonblood Savage 
  16
  Eldreth Veluuthra
  (Circle of the Shepherd & Scout) 
  17
  Protecting Shepherd 
  18
  Avenging Shepherd 
  18
  Eldreth Veluuthra Scout 
  19
  Eldreth Veluuthra Infiltrator 
  19
  Hammers of Moradin (Way of the Kensei) 
  20
  Runehammer of Moradin 
  20
  Arsenal of Moradin 
  20
  Kozakura Shogunate (Samurai) 
  21
  Samurai Novice 
  21
  Samurai Ronin 
  21
  Order of Saint Dionysus (Drunken Masters) 
  22
  Inebriate 
  22
  Drunken Master 
  22
  Purple Dragons (Cavaliers) 
  23
  Cavalier Initiate 
  23
  Cavalier Charger 
  23
  Revenant Blades (Hexblades) 
  24
  Shadow Blade 
  24
  Revenant Assassin 
  24
  Saviors of Peace (Oath of Redemption) 
  25
  Eldathyn Redeemer 
  25
  Eldathyn Guardian 
  25
  Servants of Discord (Celestial Warlock) 
  26
  Discordian Warlock 
  26
  Malkizid Discordian 
  27
  Shadow Resistance (Shadow Magic) 
  28
  Shadow Born 
  28
  Shadow Prime 
  29
  Shadow Thieves (Masterminds and Inquisitives) 30
  Masked Inquisitive 
  30
  Shadow Thief Mastermind  
  30
  The Shadows of Bregan D’aerthe (College of 
  Whispers) 
  31
  Bregan D’aerthe Spy 
  31
  Bregan D’aerthe Shadowmaster 
  32
  Sparks of Mystery (Divine Souls) 
  33
  Mystra’s Beacon 
  33
  Mystra’s Vessel  
  33
  Sun Souls (Way of the Sun Soul) 
  34
  Sun Soul Monk 
  34
  Sun Soul Master 
  34
  Ships of Luskan (Swashbucklers) 
  35
  Luskan Swashbuckler 
  35
  Luskan Captain 
  35
  Spirit Protectors of Ubtao
  (Path of the Ancestral Guardian) 
  36
  Spirit Talker 
  36
  Spirit Lord 
  36
  Stormborn of Ruathym
  (Path of the Storm Herald) 
  37
  Northlander Stormrider 
  37
  Northlander Stormrager 
  37
  Tel'Teukiira Horizon Walker (Horizon Walkers) 38
  Tel’Teukiira Walker 
  38
  Tel’Teukiira Ranger 
  39
  War Wizards of Cormyr (War Magic) 
  40
  Battle-Mage 
  40
  Alarphon 
  40
  Creatures by CR 
  41
  
   
  4
  Introduction
  I
  n the wide worlds of D&D, guards are rarely 
  just guards, bandits rarely just bandits, and cultists 
  never just cultists. Even if they bear the same 
  weapons and don the same armor, each has their 
  own stories—and quite possibly some tricks up 
  their sleeves, in combat and in life.
   Xanathar’s Enemies and Allies illustrates those 
  differences to help DMs create more interesting stories 
  and campaigns. This supplement provides stat blocks 
  for all of the archetypes detailed in Xanathar’s Guide to 
  Everything. You can now move beyond the simple knight 
  stat block, and use the Banite conqueror or cavalier 
  charger instead. Tired of using the bandit captain yet 
  again? How about presenting your players with a more 
  unique challenge, like the Luskan swashbuckler or the 
  shadow thief mastermind?
   In addition to the 60 new stat blocks to challenge and 
  delight your players, this product presents Forgotten 
  Realms power groups and organizations for their 
  characters to fight, join, or puzzle over.
  Using This Product
  The content of this product is similar to that of the 
  Monster Manual. The backgrounds of each of the 
  NPC types can be altered to fit your campaign’s needs. 
  For example, the stormriders and stormragers of the 
  Stormborn can just as easily hold sway along the Sword 
  Coast or in the Moonsea as they do in the Trackless 
  Sea, serving demon lords or elemental princes instead 
  of Umberlee or Talos. The Blingdenstone Badgers can 
  be used for any underground or Underdark community. 
  Each group holds limitless potential as allies, enemies, 
  or mysterious strangers playing a role in an ongoing 
  campaign.
   Also, the NPCs here can be altered with racial traits 
  without changing the Challenge Rating (CR) of the 
  creature. Some of them already have races, based on their 
  position within the lore of their groups. This can be easily 
  changed to fit the needs or your campaigns.
  A Note on Spells and Challenge 
  Rating
  Most of the spells in the stat blocks come from the 
  Player’s Handbook. A few of the spells, however, come 
  from other official sources. You can’t have a cleric of the 
  Grave domain without them using toll the dead as one of 
  their cantrips! If you do not have access to these spells, 
  simply replace them with similar spells.
   One caveat with spell replacement and Challenge 
  Ratings: CRs are calculated based on the spells that 
  spellcasting monsters and NPCs use. Replacing fireball 
  with feign death, for example, drastically changes 
  the CR for a creature if fireball was their most potent 
  offensive ability.
  
  Aglarond Foresters (Monster Slayers) 
  5
  To the west of Thay is the magocracy of Aglarond. The 
  history of Aglarond is indelibly tied to that of Thay, as 
  the former has been forced to withstand decades of 
  Thayan attacks and aggression. The monstrous and 
  undead incursions from Thay have led to the creation 
  of a special branch of the Aglarond army called the 
  Foresters. These specially trained monster slayers 
  hide in the Yuirwood Forest and wage war against the 
  terrible troops fielded by Thay.
   Shoot First. The attacks against Aglarond by Thay 
  have been cruel and relentless, leaving the members 
  of the Foresters unwilling to take risks. Anyone found 
  wandering through the Yuirwood who does not belong 
  there—especially heavily armed or magic-wielding 
  creatures—are attacked on sight. The Foresters know 
  that friends are quick to back down and drop weapons, so 
  apologies can be made later.
   Ask Questions Later. While the members of the 
  Foresters are some of the most skilled warriors in the 
  lands, they are also students of their foes. With the Red 
  Wizards as their main enemy, all Foresters are taught 
  the fundamentals of the arcane. That is not to say they 
  practice magic; however, they certainly understand its 
  effects, how to recognize it, and how to resist it.
  Forester Guardian
  Medium humanoid (any race), neutral
  Armor Class 15 (chain shirt)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  11 (+0)
  Skills Arcana +3, Perception+3, Stealth +4, Survival +3
  Senses passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  Know the Foe. A weapon deals one extra die of its damage when 
  the Forester slayer hits with it (included in the attack).
  Slayer’s Prey. As a bonus action, the Forester guardian can 
  designate one creature as its prey. That prey’s attacks against 
  the Forester guardian are made with disadvantage, and saving 
  throws against that creature are made with advantage.
  Actions
  Multiattack. The Forester guardian makes two melee or 
  ranged attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 10 (2d6 + 2) piercing damage.
  Forester Slayer
  Medium humanoid (any race), neutral
  Armor Class 16 (scale mail)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  15 (+2) 
  11 (+0)
  Skills Arcana +3, Perception+5, Stealth +6, Survival +5
  Senses passive Perception 15
  Languages Common
  Challenge 8 (3,900 XP)
  Know the Foe. A weapon deals two extra dice of its damage 
  when the Forester slayer hits with it (included in the attack).
  Slayer’s Prey. As a bonus action, the Forester slayer can 
  designate one creature as its prey. That prey’s attacks against 
  the Forester slayer are made with disadvantage, and saving 
  throws against that creature are made with advantage.
  Actions
  Multiattack. The Forester slayer makes three melee or two 
  ranged attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 17 (3d8 + 4) slashing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 
  one target. Hit: 13 (3d6 + 3) piercing damage.
  Reactions
  Counterattack. When the creature designated as the 
  slayer’s prey targets the Forester slayer with an attack, the 
  Forester slayer can use a reaction to make a weapon attack 
  against the creature. If the Forester slayer hits, and the 
  original attack requires a saving throw, that saving throw 
  automatically succeeds.
   They also understand the abilities and tactics of the 
  undead and demonic creatures employed by Thay against 
  them over the years. Even the newest recruits to the 
  Foresters knows the differences between a demon and 
  a devil, what resistances those creatures have, and how 
  to do the most damage. Silver and magical weapons are 
  kept on hand to use when more powerful creatures are 
  reported in the area.
   Regimentation. The Foresters live a hard life patrolling 
  the Yuirwood, and they rely on themselves and each 
  other. More experienced members might be asked to 
  patrol lesser travelled areas on their own. In regions 
  of Aglarond where Thayan activity is most prevalent, a 
  group of 3 scouts and 3 Forester guardians are led by 
  a Forester slayer. They may also be accompanied by a 
  mage if the situation is deemed necessary.
  Aglarond Foresters (Monster Slayers)
  
  Bards of the Summer Court (College of Glamour) 
  6
  Summer Court Jester
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor)
  Hit Points 44 (8d8 + 8) 
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
  Saving Throws Dex +4, Wis +3
  Skills Acrobatics +4, Perception +5, Performance +6
  Senses passive Perception 15
  Languages any two languages
  Challenge 2 (450 XP)
  Spellcasting. The Summer Court jester is a 4th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 12, +4 to hit 
  with spell attacks). It has the following bard spells prepared:
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, disguise self, faerie fire, healing 
  word, thunderwave
  2nd level (3 slots): invisibility, shatter
  Tempo Change (2/Day). The Summer Court jester can use a 
  bonus action on its turn to target up to two creatures within 60 
  feet that it can see and that can see it. Each of the targets gain 5 
  temporary hit points and can immediately use their reactions to 
  move up to their speed without provoking opportunity attacks.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Enthralling Performance (Recharge 6). The Summer Court jester 
  targets up to two humanoids within 60 feet that can hear it. 
  Each target must succeed on a Wisdom saving throw (DC 12) or 
  be charmed by the Summer Court jester. While charmed in this 
  way, the target idolizes the Summer Court jester and hinders 
  anyone who opposes it. This effect ends on a target after 1 hour 
  or if it takes any damage.
  Gifted bards who weave magic with their words must 
  beware lest some “benefactors of the arts,” wandering 
  from the Feywild, might revel too deeply in the legends 
  of our realm. Every so often a talented teller of tales 
  disappears, stolen away to entertain the fancies of fey. 
  They return changed.
   Legendary Performers. Having studied under the 
  tutelage of satyrs, eladrin, and other fey, the bards of 
  the Summer Court are renowned for their otherworldly 
  talent and charm. Their performances are said to be so 
  spectacular they imbue any audience with inspiration and 
  vigor.
   Otherworldly Charm. The bards of the Summer Court 
  charge their words with powerful, seductive fey magic. 
  Those who witness a bard of the Summer Court sing, 
  recite poetry, or even dance become enthralled with the 
  enchanting performance.
   Evil and Good. Many bards of the Summer Court 
  channel their supernatural talent for good. However, 
  returning among mortals, some find the temptation of 
  power too great, and turn their hosts into thralls.
  Bards of the Summer Court (College of Glamour)
  
  Bards of the Summer Court (College of Glamour) 
  7
  Summer Court Maestro
  Medium humanoid (any race), any alignment
  Armor Class 14 (studded leather)
  Hit Points 88 (16d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  17 (+3)
  Saving Throws Dex +5, Wis +4
  Skills Acrobatics +5, Perception +7, Performance +9
  Senses passive Perception 17
  Languages any two languages
  Challenge 6 (2,300 XP)
  Spellcasting. The Summer Court maestro is a 9th-level 
  spellcaster. Its spellcasting ability is Charisma (spell save 
  DC 14, +6 to hit with spell attacks). It has the following bard 
  spells prepared:
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, disguise self, faerie fire, healing 
  word, thunderwave
  2nd level (3 slots): shatter, see invisibility
  3rd level (3 slots): dispel magic, hypnotic pattern
  4th level (3 slots): dimension door, greater invisibility 
  5th level (1 slot): dominate person 
  Tempo Change (3/Day). The Summer Court maestro can use a 
  bonus action on its turn to target up to three creatures within 60 
  feet that it can see and that can see it. Each of the targets gain 8 
  temporary hit points and can immediately use their reactions to 
  move up to their speed, without provoking opportunity attacks.
  Commanding Coda (1/Day). The Summer Court maestro can 
  use a bonus action to cast command, without expending a 
  spell slot. Any creature charmed by the Summer Court maestro 
  automatically fails its saving throw against the command cast 
  with this feature.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Enthralling Performance (Recharge 6). The Summer Court 
  maestro targets up to three humanoids within 60 feet that can 
  hear it. Each target must succeed on a Wisdom saving throw 
  (DC 14) or be charmed by the Summer Court maestro. While 
  charmed in this way, the target idolizes the Summer Court 
  maestro and jester and hinders anyone who opposes it. This 
  effect ends on a target after 1 hour or if it takes any damage.
  
  Bards of the Summer Court (College of Glamour) 
  8
  Blade of Wonder Master
  Medium humanoid (any race), any alignment
  Armor Class 16 (breastplate) 
  Hit Points 88 (16d8 + 16)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  17 (+3) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  17 (+3)
  Saving Throws Dex +6, Wis +4
  Skills Acrobatics +6, Perception +4, Performance +6
  Senses passive Perception 14
  Languages any two languages
  Challenge 6 (2,300 XP)
  Spellcasting. The Blade of Wonder master is a 9th-level 
  spellcaster. Its spellcasting ability is Charisma (spell save 
  DC 14, +6 to hit with spell attacks). It has the following bard 
  spells prepared:
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): bane, charm person, healing word, 
  longstrider, thunderwave
  2nd level (3 slots): cloud of daggers, see invisibility
  3rd level (3 slots): dispel magic, hypnotic pattern
  4th level (3 slots): dimension door, greater invisibility 
  5th level (1 slot): animate objects
  Blade Flourish. Whenever the Blade of Wonder master hits 
  a creature with a melee weapon attack, it can choose to deal 
  7 (2d6) extra damage to the target, and also deal that same 
  amount of extra damage to another target within 5 feet of the 
  Blade of Wonder apprentice.
  Actions
  Multiattack. The Blade of Wonder master makes three 
  melee attacks.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.  
  Come one, come all, to Corvus Nightfeather’s Circus of 
  Wonders! This travelling band of entertainers and misfits 
  roves the southern reaches of Faerûn. Among the most 
  daring acts are the Blades, who perform stunts of weapon 
  prowess such as sword swallowing, knife throwing and 
  juggling, and mock combats. 
   Acrobatic Wonders. Blades of Wonder are attuned 
  to every tiny movement, knowing the smallest mistake 
  can send a performance terribly awry. The Blades move 
  swiftly and deftly.
   Elite Fighters. The Circus of Wonders is a house 
  of laughs and entertainment, as well as an agency 
  undertaking covert faction spying. Masters of merriment, 
  the circus’ Blades can swallow scimitars, but they are also 
  trained to fight with them. 
   Always Entertaining. Even when their audience is made 
  up of enemy combatants, the Blades seek to entertain, 
  striking with a fanciful flourish. Their regular displays 
  of weapon daring-do serve them well, allowing them to 
  distract, defend, or overwhelm with a flick of their blade.
  Blades of Wonder (College of Swords)
  Blade of Wonder Apprentice
  Medium humanoid (any race), any alignment
  Armor Class 15 (chain shirt)
  Hit Points 44 (8d8 + 8)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
  Saving Throws Dex +4, Wis +3
  Skills Acrobatics +4, Perception +3, Performance +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP)
  Spellcasting. The Blade of Wonder apprentice is a 4th-level 
  spellcaster. Its spellcasting ability is Charisma (spell save 
  DC 12, +4 to hit with spell attacks). It has the following bard 
  spells prepared:
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): bane, charm person, healing word, 
  longstrider, thunderwave
  2nd level (3 slots): cloud of daggers, invisibility
  Blade Flourish (3/Day). Whenever the Blade of Wonder 
  apprentice hits a creature with a melee weapon attack, it can 
  choose to deal 3 (1d6) extra damage to the target, and also deal 
  that same amount of extra damage to another target within 5 
  feet of the Blade of Wonder apprentice.
  Actions
  Multiattack. The Blade of Wonder apprentice makes two 
  melee attacks.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  
  Blingdenstone Badgers (Gloom Stalkers) 
  9
  Badger Veteran
  Small humanoid (gnome), neutral good
  Armor Class 17 (splint armor)
  Hit Points 78 (12d6 + 36)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  16 (+3) 
  16 (+3) 
  16 (+3) 
  10 (+0) 
  9 (−1)
  Skills Investigation +6, Perception +3, Stealth +6, Survival +3
  Senses darkvision 150 ft., passive Perception 13
  Languages Gnomish, Terran, Undercommon
  Challenge 5 (1,800 XP)
  Dread Ambusher. The Badger veteran has advantage on 
  initiative checks. Any weapon attacks made to a target that has 
  not acted in the combat deals an additional 18 (4d8) damage of 
  the weapon’s type.
  Stone Camouflage. The Badger veteran has advantage on 
  Dexterity (Stealth) checks made to hide in rocky terrain.
  Gnome Cunning. The Badger veteran has advantage 
  on Intelligence, Wisdom, and Charisma saving throws 
  against magic.
  Innate Spellcasting. The Badger veteran’s innate spellcasting 
  ability is Intelligence (spell save DC 14). It can innately cast the 
  following spells, requiring no material components:
  At will: nondetection (self only)
  3/day each: blindness/deafness, blur, disguise self, 
  1/day each: fear, greater invisibility, rope trick
  Actions
  Multiattack. The Badger veteran makes two war pick attacks. 
  If both attacks miss, reroll both attacks. This can only be done 
  once per round.
  War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) piercing damage.
  Poisoned Dart. Ranged Weapon Attack: +6 to hit, range 30/120 
  ft., one creature. Hit: 7 (2d4 + 2) piercing damage, and the 
  target must succeed on a DC 14 Constitution saving throw or 
  take an additional 9 (2d8) poison damage and be poisoned for 
  1 minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Blingdenstone, also known on the surface world as The 
  City of Speaking Stones, rests in the Underdark, not far 
  from the drow city of Menzoberranzan. As one of the few 
  bastions of goodness in an otherwise evil-infested area, 
  the city is a meeting place of any dedicated to keeping 
  the Underdark safe. And none are better at that then the 
  greatest gloom stalkers: the Blingdenstone Badgers.
   First Line of Defense. The city of Blingdenstone is 
  guarded by many defense: illusionary terrain, mechanical 
  and magical traps, and maze-like passages to name a 
  few. But before potential invaders ever approach these 
  defenses, they are probably spied upon by one of the 
  Blingdenstone Badgers. A Badger may not confront the 
  invader, but they certainly scout and reconnoiter the 
  situation thoroughly.
   The Last Hope of the Lost. While the Badgers’ main 
  directive is to protect the city, they are also often called 
  Blingdenstone Badgers (Gloom Stalkers)
  Badger Scout
  Small humanoid (gnome), neutral good
  Armor Class 15 (chain shirt)
  Hit Points 33 (6d6 + 12)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  14 (+2) 
  10 (+0) 
  9 (−1)
  Skills Investigation +4, Perception +2, Stealth +4, Survival +2
  Senses darkvision 150 ft., passive Perception 12
  Languages Gnomish, Terran, Undercommon
  Challenge 1 (450 XP)
  Dread Ambusher. The Badger scout has advantage on initiative 
  checks. Any weapon attacks made to a target that has not 
  acted in the combat deals an additional 4 (1d8) damage of the 
  weapon’s type.
  Stone Camouflage. The Badger scout has advantage on 
  Dexterity (Stealth) checks made to hide in rocky terrain.
  Gnome Cunning. The Badger scout has advantage on 
  Intelligence, Wisdom, and Charisma saving throws 
  against magic.
  Innate Spellcasting. The Badger scout’s innate spellcasting 
  ability is Intelligence (spell save DC 12). It can innately cast the 
  following spells, requiring no material components:
  At will: nondetection (self only)
  1/day each: blindness/deafness, blur, disguise self
  Actions
  Multiattack. The Badger scout makes two war pick attacks.
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the 
  target must succeed on a DC 12 Constitution saving throw or 
  take an additional 5 (2d4) poison damage and be poisoned for 
  1 minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  upon to delve further into the Underdark for a variety 
  of missions: rescuing lost souls, attacking drow slave 
  caravans, slaying deadly monsters, and more. For those lost 
  in the vast, dangerous caverns and passages of the realm 
  below, there's no more welcome sight than a Blingdenstone 
  Badger offering safe passage back to the city.
   Stealth and Power. Most members of the 
  Blingdenstone Badgers are deep gnomes. Many different 
  races, however, make up the group. Even those without 
  native darkvision learn to navigate the dark maze. They 
  really on their stealth to remain out of danger while 
  gathering information, and they build a resistance to the 
  mind-controlling powers of dangerous foes like illithids 
  and aboleths.
  
  Children of Stronmaus (Storm Sorcerer) 
  10
  Storm Oracle
  Medium humanoid (goliath), neutral
  Armor Class 16 (mage armor) 
  Hit Points 97 (15d8 + 30)
  Speed 30 ft., fly 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  14 (+2) 
  9 (-1) 
  12 (+1) 
  16 (+3)
  Skills Athletics +6, Insight +4, Religion +2
  Damage Resistances lightning, thunder
  Senses darkvision 150 ft., passive Perception 13
  Languages Common, Giant, Primordial
  Challenge 7 (2,900 XP)
  Heart of the Storm. All spells cast by the Storm Oracle that deal 
  lightning or under damage deal an extra 5 (1d10) damage of 
  the same type.
  Legendary Resistance (3/Day). If the Storm Oracle fails a saving 
  throw, it can choose to succeed instead.
  Spellcasting. The Storm Oracle is an 8th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 16, +6 to hit with 
  spell attacks). It knows the following sorcerer spells:
  Cantrips (at will): blade ward, booming blade, gust, shocking grasp
  1st level (4 slots): catapult, mage armor, thunderwave
  2nd level (3 slots): Maximilian’s earthen grasp, warding wind
  3rd level (3 slots): elemental weapon, lightning bolt, thunder step
  4th level (2 slots): elemental bane, storm sphere
  Actions
  Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning 
  damage when used with two hands.
  Reactions
  Stone’s Endurance (1/Day). When the Storm Oracle takes 
  damage, it can use a reaction to reduce the damage by 
  9 (d12 + 3).
  Goliath Sorcerer
  Medium humanoid (goliath), neutral
  Armor Class 11
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., fly 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  14 (+2) 
  9 (-1) 
  12 (+1) 
  14 (+2)
  Skills Athletics +5, Insight +3, Religion +1
  Senses darkvision 150 ft., passive Perception 13
  Languages Common, Giant, Primordial
  Challenge 2 (450 XP)
  Spellcasting. The Goliath Sorcerer is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +4 to hit with 
  spell attacks). He knows the following sorcerer spells:
  Cantrips (at will): blade ward, booming blade, gust, shocking grasp
  1st level (4 slots): catapult, thunderwave
  2nd level (2 slots): Maximilian’s earthen grasp, warding wind
  Actions
  Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning 
  damage when used with two hands.
  Reactions
  Stone’s Endurance (1/Day). When the Goliath Sorcerer takes 
  damage, it can use a reaction to reduce the damage by 
  9 (d12 + 3).
  High in the mountains, clans of goliaths 
  pledge fealty to storm giant lords despite the 
  storm giants’ aloofness. These goliaths claim 
  to have the blood of Stronmaus in them, 
  and their acceptance by the storm giants 
  lends credence to their claim. Even if their 
  lords remain silent, the goliath clans see 
  prophecy in the raging of storms and 
  act based on the perceived wills of their 
  lieges.
   Tranquility and Fury. Like the storm 
  giants that they base their culture on, 
  the Children of Stronmaus maintain a 
  detached tranquility in most aspects of 
  their lives; however, their fury is quick to 
  rise when their will is directed by the oracles.
   Detached Oracles. The Children of 
  Stronmaus who most strongly feel a call as a 
  Storm Soul often have oracular visions. These 
  sorcerers are ritually shunned from their tribes 
  to take on the burden of the storm.
   Storm Soul. Goliath Storm Souls are moody 
  creatures at best and fury-driven beasts at worst. 
  Destructive Storm Souls often set out on their 
  own, renouncing Stronmaus to pick up reverence of 
  Umberlee or other destructive gods. 
  Children of Stronmaus (Storm Sorcerer)
  
  Church of Bane (Oath of Conquest) 
  11
  Banite Conqueror
  Medium humanoid (any race), lawful evil
  Armor Class 18 (plate)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  16 (+3) 
  11 (+0) 
  12 (+1) 
  16 (+3)
  Saving Throws Wis +4, Cha +5
  Skills Athletics +6, Deception +6, Intimidation +6
  Senses passive Perception 11
  Languages any one language
  Challenge 7 (2,900 XP)
  Aura of Conquest. Any frightened creature hostile to the 
  conqueror that starts its turn within 30 feet of the conqueror has 
  its speed reduced to 0 and takes 5 psychic damage. 
  Spellcasting. The conqueror is an 8th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit with 
  spell attacks). It has the following paladin spells prepared: 
  1st level (4 slots): armor of Agathys, command, cure wounds, 
  compelled duel, protection from evil and good, sanctuary, shield 
  of faith, sleep, wrathful smite
  2nd level (3 slots): calm emotions, hold person, spiritual weapon, 
  zone of truth
  Actions
  Multiattack. The conqueror makes three melee attacks.
  Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Conquering Presence (Recharges after a Short or Long Rest). The 
  conqueror exudes a terrifying presence. Each enemy within 30 
  feet of the conqueror must succeed on a DC 14 Wisdom saving 
  throw or be frightened for 1 minute. A frightened creature can 
  repeat this saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Banite Tyrant 
  Medium humanoid (any race), lawful evil
  Armor Class 18 (plate, shield)
  Hit Points 255 (30d8 + 120)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  19 (+4) 
  11 (+0) 
  12 (+1) 
  18 (+4)
  Saving Throws Wis +6, Cha +9
  Skills Athletics +9, Deception +9, Intimidation +9
  Senses passive Perception 11
  Languages any one language
  Challenge 13 (10,000 XP)
  Aura of Conquest. Any frightened creature hostile to the tyrant 
  that starts its turn within 30 feet of the conqueror has its speed 
  reduced to 0 and takes 10 psychic damage. 
  Scornful Rebuke. When a creature hits the tyrant with an attack, 
  that creature takes 5 psychic damage as long as the Banite tyrant 
  is not incapacitated. 
  Spellcasting. The tyrant is a 15th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 17, +9 to hit with 
  spell attacks). It has the following paladin spells prepared: 
  1st level (4 slots): armor of Agathys, command, cure wounds, 
  compelled duel, protection from evil and good, sanctuary, shield 
  of faith, sleep, wrathful smite
  2nd level (3 slots): calm emotions, crusader’s mangle, hold person, 
  spiritual weapon, zone of truth
  3rd level (3 slots): bestow curse, blinding smite, dispel magic, 
  fear, revivify
  4nd level (2 slots): banishment, death ward, dominate beast, 
  staggering smite, stoneskin
  Actions
  Multiattack. The tyrant makes three melee attacks.
  Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Conquering Presence (Recharges after a Short or Long Rest). The 
  tyrant exudes a terrifying presence. Each enemy within 30 feet of 
  the conqueror must succeed on a DC 17 Wisdom saving throw 
  or be frightened for 1 minute. A frightened creature can repeat 
  this saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Bane the Black Hand, dead yet now returned, strengthens 
  his cruel grip on the land. Where might rules and 
  civilization lies lawless, the clerics of the Black Hand 
  seize power. Temples to Bane have sprung up across the 
  Moonsea and the magocracy of Thay, bolstering their god 
  with sacrifice and bloodshed.
   Convert or Die! Bane’s doctrine demands that his 
  subjects convert to his worship or die. There can be 
  no other god but Bane, so his followers are zealous in 
  undermining temples of other faiths. Banite priests don’t 
  dispute the existence of other divine powers: they just 
  know they’ll all kneel before Bane in time. 
   Martial Power. As god of tyranny, Bane demands 
  that his worshippers conquer and control his domains. 
  Banite clerics are warlords above all else, with paladins 
  as divine shock troops. They practice shock-and-awe 
  tactics, striking with overwhelming force to spread terror 
  among enemy ranks. Banite warriors adorn their armor 
  and weapons with decorations designed to strike fear into 
  their enemies.
   Dark Rites. People go missing in cities where Bane 
  rules unopposed. Scholars disappear in the dead of 
  night, and dissenters are dragged down blind alleys, 
  never to be seen again. It’s an open secret that most 
  of these unfortunates end up sprawled on the altars to 
  the Black Hand, where they’re sacrificed in return for 
  profane boons.
  Church of Bane (Oath of Conquest)
  
  Cormanthor Guard (Arcane Archers) 
  12
  Arcane Archer Fletchling
  Medium humanoid (elf), neutral
  Armor Class 16 (studded leather armor)
  Hit Points 71 (11d8 + 22)
  Speed 35 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  18 (+4) 
  14 (+2) 
  12 (+1) 
  15 (+2) 
  12 (+1)
  Saving Throws Con +5, Dex +7, Wis +5
  Skills Arcana +4, Perception +5, Stealth +7
  Senses darkvision 120 ft., passive Perception 15
  Languages Common, Elf
  Challenge 5 (1,800 XP)
  Combat Archer. The arcane archer fletchling does not attack at 
  disadvantage when firing while within 5 feet of an enemy. The 
  fletchling also ignores cover, except for total cover.
  Fey Ancestry. The arcane archer fletchling has advantage on 
  saving throws against being charmed, and magic can’t put the 
  fletchling to sleep.
  Arcane Shot. As a bonus action, the arcane archer fletchling can 
  infuse an arrow with a magical effect. The arrow loses its energy 
  at the start of the fletchling’s next turn. The fletchling can 
  choose any of the effects below:
  • Energy Arrow: The attack does an additional 18 (4d8) damage, 
  and all of the damage done with that arrow can be acid, cold, 
  fire, force, lightning, poison, or thunder damage.
  • Bursting Arrow: The attack does an additional 7 (2d6) damage 
  to the target, and all creatures within 5 feet of the target takes 
  7 (2d6) piercing damage.
  Actions
  Multiattack. The arcane archer fletchling makes two attacks 
  with its longbow.
  Longbow. Melee Weapon Attack: +7 to hit, range 150/600 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Short Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Among the warriors of the elven world, few are as 
  feared and respected as the arcane archers. Continuing 
  a tradition that began as far back as the formation of 
  the Cormanthyr Empire, the arcane archers guard their 
  magical secrets closely. Only the most talented and 
  dedicated elves are taught the ways of the arcane archer, 
  and they would rather die than reveals their secrets.
   Protectors of Cormanthor. One of the largest 
  contingents of arcane archers on Faerûn belongs to the 
  Cormanthor Guard. This group patrols the length and 
  breadth of the Cormanthor Forest, guarding against 
  intrusion from monsters, hostile humanoids, and anyone 
  else straying too close to elven communities nestled in the 
  great forest.
   Merciless and Vigilant. The first principle of the 
  Cormanthor Guard is to make sure no harm comes to 
  the elven communities of the large forest that gives them 
  their name. With the history of war in the forest and 
  the surrounding areas, the Guard does not risk being 
  too merciful with potential enemies. The arcane archer 
  companies of the Cormanthor Guard are specifically 
  known for a “shoot first, ask questions to the corpses 
  later” attitude that has served them well.
  Cormanthor Guard (Arcane Archers)
   Stealth and Power. While the Cormanthor Guard has 
  experienced scouts and powerful wizards in its ranks, 
  few can traverse the forest and eliminate the enemies as 
  well as the arcane archers. Their ability to shoot expertly 
  through cover and around trees makes them formidable 
  in guerilla warfare.
  
  Cormanthor Guard (Arcane Archers) 
  13
  Arcane Archer Captain
  Medium humanoid (elf), neutral
  Armor Class 17 (studded leather armor)
  Hit Points 117 (18d8 + 36)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  20 (+5) 
  14 (+2) 
  12 (+1) 
  18 (+4) 
  12 (+1)
  Saving Throws Con +6, Dex +9, Wis +8
  Skills Arcana +5, Perception +8, Stealth +9
  Senses darkvision 120 ft., passive Perception 18
  Languages Common, Elf
  Challenge 9 (5,000 XP)
  Combat Archer. The arcane archer captain does not attack at 
  disadvantage when firing while within 5 feet of an enemy. The 
  captain also ignores cover, except for total cover.
  Fey Ancestry. The arcane archer captain has advantage on 
  saving throws against being charmed, and magic can’t put the 
  captain to sleep.
  Arcane Shot. As a bonus action, the arcane archer captain can 
  infuse two arrows with a magical effect. The captain can choose 
  any of the effects below:
  • Energy Arrow: The attack does an additional 21 (6d6) damage, 
  and all of the damage done with that arrow can be acid, cold, 
  fire, force, lightning, poison, or thunder damage.
  • Bursting Arrow: The attack does an additional 10 (3d6) dam-
  age, and all creatures within 5 feet of the target takes 10 (3d6) 
  piercing damage.
  Actions
  Multiattack. The arcane archer makes three attacks with 
  its longbow.
  Longbow. Melee Weapon Attack: +9 to hit, range 150/600 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage.
  Short Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage.
  Reactions
  Give Me Room. When an enemy moves adjacent to the arcane 
  archer captain, the captain can make a longbow attack against 
  that enemy. On a hit the target must make a DC 15 Strength 
  saving throw or be pushed 10 feet and knocked prone.
  
  Council of Dreamers (Circle of Dreams) 
  14
  Acolyte Dreamer
  Medium humanoid (any race), neutral
  Armor Class 12 (16 with barkskin)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  16 (+3) 
  11 (+0)
  Skills Medicine +5, Nature +3, Perception +5
  Senses passive Perception 15
  Languages Common, Druidic, Sylvan
  Challenge 3 (700 XP)
  Summer Balm. The acolyte dreamer can use a bonus action to 
  heal an ally within 120 feet for 10 (3d6) hit points. The acolyte 
  dreamer can do this 3 times before needing a long rest to 
  recharge the ability.
  Spellcasting. The acolyte dreamer is a 7th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit with 
  spell attacks). It has the following druid spells prepared:
  Cantrips (at will): druidcraft, produce flame, shillelagh
  1st level (4 slots): charm person, entangle, speak with 
  animals, thunderwave
  2nd level (3 slots): animal messenger, barkskin, spike growth
  3rd level (3 slots): call lightning, dispel magic, speak with plants
  4th level (1 slots): ice storm
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit (+5 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage, or 7 (1d8+3) bludgeoning damage with shillelagh or if 
  wielded with two hands.
  The High Forest boasts some of the oldest and most 
  extensive areas of natural forested beauty in all the 
  Realms. An area as old as time, the forest is protected 
  by an elven population unfriendly to those lacking good 
  intentions and pure hearts. Many druidic guardians of the 
  High Forest belong to a loose affiliation called the Council 
  of Dreamers, members of the Circle of Dreams.
   The Council of the Wood. A wood elf known as 
  Morgwais hopes to unite the many tribes of elves in the 
  High Forest into an empire. The first steps in this plan 
  involves bringing tribal leaders together for regular 
  meetings of a group called the Council of the Wood. This 
  congress discusses threats to the area, shares information 
  on intruders, fights together against larger threats, and 
  attempts to strengthen bonds. The Council of Dreamers 
  are a subset of that larger council, consisting of School of 
  Dreams druids from the different tribes.
  Council of Dreamers (Circle of Dreams)
   The Fey Pact. In a place like the High Forest, the 
  barriers between the mortal world and the Feywild are 
  thin and permeable. If one considers elves a capricious 
  and fickle lot, the fey creatures of the High Forest are a 
  tenfold more inscrutable. The Council of Dreamers’ main 
  goal is to maintain cordial relations between the elven 
  tribes of the High Forest, as well as the human occupants, 
  and the fey creatures there.
   Wardens of Karse. The lower-ranking members of 
  the Council of Dreamers, known as acolyte dreamers, 
  are also tasked with making sure that the cursed ruins 
  of Karse, former home of the Netherese wizard Karsus, 
  do not spew forth shadowy nightmare creatures into 
  the forest. The leader of the Dreamers, known as the 
  High Dreamer, makes frequent forays into the area 
  surrounding the ruins as a show of his or her dedication 
  to the cause.
  
  Council of Dreamers (Circle of Dreams) 
  15
  High Dreamer
  Medium humanoid (any race), neutral
  Armor Class 12 (16 with barkskin)
  Hit Points 156 (24d8 + 48)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  19 (+4) 
  15 (+2)
  Saving Throws Con +6, Dex +6, Wis +8
  Skills Medicine +8, Nature +5, Perception +8
  Senses passive Perception 18
  Languages Common, Druidic, Sylvan
  Challenge 10 (5,900 XP)
  Hidden Paths. The High Dreamer can use a bonus action to 
  teleport up to 60 feet to an unoccupied space it can see. Until 
  the end of its next turn, all attacks against the High Dreamer are 
  made at disadvantage. The High Dreamer can do this four times 
  before needing a long rest to recharge the ability.
  Summer Balm. The High Dreamer can use a bonus action to 
  heal an ally within 120 feet for 27 (6d8) hit points. The High 
  Dreamer can do this four times before needing a long rest to 
  recharge the ability.
  Spellcasting. The High Dreamer is a 13th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 16, +8 to hit with 
  spell attacks). It has the following druid spells prepared:
  Cantrips (at will): druidcraft, guidance, produce flame, shillelagh
  1st level (4 slots): charm person, entangle, speak with 
  animals, thunderwave
  2nd level (3 slots): animal messenger, barkskin, spike growth
  3rd level (3 slots): call lightning, dispel magic, speak with plants
  4th level (3 slots): conjure woodland beings, dominate 
  beast, ice storm
  5th level (2 slots): awaken, scrying
  6th level (1 slot): wind walk
  7th level (1 slot): fire storm
  Actions
  Quarterstaff. Melee Weapon Attack: +4 to hit (+8 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh or if 
  wielded with two hands.
  Change Shape (2/Day). The High Dreamer magically 
  polymorphs into a beast or elemental with a challenge rating 
  of 6 or less, and can remain in this form for up to 9 hours. The 
  High Dreamer can choose whether its equipment falls to the 
  ground, melds with its new form, or is worn by the new form. 
  The High Dreamer reverts to its true form if it dies or falls 
  unconscious. The High Dreamer can revert to its true form 
  using a bonus action on its turn.
   While in a new form, the High Dreamer retains its game 
  statistics and ability to speak, but its AC, movement modes, 
  Strength, and Dexterity are replaced by those of the new form, 
  and it gains any special senses, proficiencies, traits, actions, 
  and reactions (except class features, legendary actions, and lair 
  actions) that the new form has but that it lacks. It can cast its 
  spells with verbal or somatic components in its new form.
   The new form’s attacks count as magical for the purpose of 
  overcoming resistances and immunity to nonmagical attacks.
  
  Creel Demonbloods (Path of the Zealot) 
  16
  Demonblood Initiate
  Medium humanoid, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  14 (+2) 
  17 (+3) 
  9 (-1) 
  14 (+2) 
  11 (+0)
  Skills Intimidation +2, Survival +4
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Demon Fury. While a demonblood initiate is at less than full hit 
  points, it has advantage on saving throws.
  Hellish Claws. When a demonblood initiate hits with a claw 
  attack and rolls a 1 on any damage die, reroll that die. The reroll 
  must be kept. (This is figured into the average damage.)
  Actions
  Multiattack. The demonblood initiate makes two claw attacks 
  or two longbow attacks. If both attacks hit, the demonblood 
  initiate gains 5 temporary hit points.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 3) slashing damage.
  Longbow. Melee Weapon Attack: +4 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Demonblood Savage
  Medium humanoid, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 119 (14d8 + 56)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  14 (+2) 
  19 (+4) 
  9 (-1) 
  14 (+2) 
  13 (+1)
  Skills Intimidation +5, Survival +6
  Damage Resistances acid, cold, fire; bludgeoning, piercing, and 
  slashing from non-magical weapons
  Senses passive Perception 12
  Languages Common
  Challenge 11 (7,200 XP)
  Demon Fury. While a demonblood savage is at less than full hit 
  points, it has advantage on saving throws.
  Hellish Claws. When a demonblood initiate hits with a claw 
  attack and rolls a 1 or 2 on any damage die, reroll that die. The 
  reroll must be kept. (This is figured into the average damage.)
  Actions
  Multiattack. The demonblood initiate makes three claw attacks 
  or two longbow attacks. If any attack hits, the demonblood 
  initiate gains 10 temporary hit points.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 17 (2d10 + 4) slashing damage.
  Longbow. Melee Weapon Attack: +6 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Reactions
  Demonic Leadership. When an ally within 30 feet that the 
  demonblood savage can see makes a melee attack roll, 
  the demonblood savage can use a reaction to give the ally 
  advantage on the attack roll.
  Of the tribes of Nar roaming the lands of the north, few 
  are as infamous as the Creel. Narfell’s nomadic tribes’ 
  survival relied on savagery and martial prowess. The 
  Creel went one step further: consorting with demons. 
  Through these infernal ties, the Creel demonblood zealots 
  draw strength and ferocity from the fiendish power 
  channeled into them.
   A Demonic Culture. The Creel’s association with 
  demons has taken many forms: binding them in service, 
  serving them as minions, drawing upon their powers, 
  and worshipping them. Within the last few years, demons 
  working with the Creel have offered them a new boon: 
  demon blood. The Creel are now using that substance to 
  empower and transform their greatest warriors into new 
  and terrible creatures called demonbloods.
   Demon Blood Transfusions. Those selected to 
  become one of the Creel demonbloods are put through 
  rigorous testing to weed out the weak. When they have 
  proven themselves, the initiates are given demon blood 
  to drink. Almost immediately the changes begin: the skin 
  hardens, fingernails grow into claws, and muscles bulge 
  with abyssal power. The longer the demonblood lives, 
  the more pronounced the changes, until the demonblood 
  savage gains supernatural abilities like resistances to 
  acid, cold, and fire.
   Foot Soldiers and Monsters. Newly blooded initiates 
  serve as foot soldiers in the Creel warbands, bringing 
  death and terror to enemy tribes and travelers throughout 
  Narfell. With the power provided to initiates by the 
  demon blood, those warriors need no weapons, using 
  their demon-bred claws to slay opponents. Demonblood 
  savages are armies of one, mad zealots capable of wading 
  into an enemy group and emerging practically unscathed.
  Creel Demonbloods (Path of the Zealot)
  
  Eldreth Veluuthra (Circle of the Shepherd & Scout) 
  17
  Deep in the unspoiled reaches of the Chondalwood 
  is an enclave comprised mostly of elves. This group, 
  which has been in existence for centuries, was founded 
  with the idea that humans were vermin that should 
  be eradicated for the good of all other creatures of the 
  natural world. The zealots of this group, known as the 
  Eldreth Veluuthra, have either died off or mellowed 
  over the years. The group, however, still uses all means 
  necessary to keep intruders, especially human ones, out 
  of the Chondalwood.
   A Dying Breed. When the group was at its peak, the 
  Eldreth Veluuthra had branches in most of the major 
  forestlands of Toril. Many died when they waged war 
  against humans and their allies, while others perished 
  trying to face monstrous threats without the help of 
  willing allies. The Chondalwood is the only place where 
  the group contains enough powerful members to maintain 
  political or military power.
   Protecting the Beasts. Most of the Eldreth Veluuthra 
  are dedicated to shepherding and protecting the beasts of 
  the forest. This generally means avoiding confrontation 
  with foresters and hunters, keeping the beasts and 
  innocent fey creatures out of harm’s way. The protecting 
  shepherds comprise a bulk of the group, and they 
  maintain small communities from which they can look 
  after the animals: protecting the young, healing the sick 
  and wounded, and providing safe habitats.
  Eldreth Veluuthra
  (Circle of the Shepherd & Scout)
   Avenging the Innocent. When large-scale incursions 
  into the forest by outsiders threaten the lives of beasts 
  and fey, an elite group of Eldreth Veluuthra are called 
  upon to avenge the loss and damage. These avenging 
  shepherds can summon armies of beasts and fey, 
  marching into battle at the vanguard of countless teeth 
  and claws. The avenging shepherds are merciless and 
  unforgiving in the face of an enemy that threatens the 
  beasts of the forest. 
   Secretive Patrons. The Eldreth Veluuthra recruit 
  mostly from the poor, yet their finances extend deep into 
  elven aristocracy. Their patrons privately donate gold and 
  weapons to their cause while entertaining good relations 
  with human allies. While the Eldreth Veluuthra are an 
  abhorrence to polite elven society, they clearly have 
  traction behind closed doors.  
   Shunned by the Gods. The Eldreth Veluuthra’s 
  genocidal agenda forced the elven gods to abandon the 
  order. Blinded to their own evil, the rank and file view this 
  as a test: if they prove themselves in the great slaughter, 
  their gods shall crown them champions in the elven 
  afterlife.
   Ties of Blood. Most cells are comprised of blood 
  relatives to ensure trust and loyalty among members. 
  To join, one is approached in confidence by a relative. 
  Their secretive council, the Vel’Nikeryma, once restricted 
  membership to just five founding clans, but they’ve 
  branched out over the centuries. Even so, only elves 
  of untainted blood are accepted: drow or half-elves are 
  judged impure.
  
  Eldreth Veluuthra (Circle of the Shepherd & Scout) 
  18
  Avenging Shepherd
  Medium humanoid (any race), neutral
  Armor Class 10 (16 with barkskin)
  Hit Points 143 (22d8 + 44)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  15 (+2) 
  14 (+1) 
  19 (+4) 
  11 (+0)
  Saving Throws Con +5, Wis +7
  Skills Athletics +7, Nature +4, Perception +7, Survival +7
  Senses passive Perception 17
  Languages Common, Druidic, Elven, Sylvan
  Challenge 7 (2,900 XP)
  Beast Summoner. When the avenging shepherd uses magic 
  to summon beasts or fey, it does not have to concentrate to 
  maintain the spell. In addition, the summoned creatures have 
  2 additional hit points per hit die, and it summons 3 times the 
  normal number of creatures.
  Speak with Beasts. The avenging shepherd can decipher the 
  noises and motions of beasts, and beasts can understand the 
  shepherd in return.
  Will to Avenge. If damage reduces the avenging shepherd to 0 
  hit points while it is adjacent to an allied beast, it must make 
  a Constitution saving throw with a DC equal to the damage 
  taken. On a success, the avenging shepherd drops to 1 hit 
  point instead.
  Innate Spellcasting. The avenging shepherd’s spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  The protecting shepherd can innately cast the following spells, 
  requiring no material components:
  At will: animal friendship, barkskin, druidcraft, produce 
  flame, thorn whip
  3/day each: entangle, conjure animals, blight
  1/day: conjure fey
  Actions
  Multiattack. The avenging shepherd makes three 
  quarterstaff attacks.
  Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage, or 13 (2d8+4) 
  bludgeoning damage if wielded with two hands.
  Reactions
  Nature’s Avenging Spirit. When a beast or fey ally adjacent to 
  the avenging shepherd takes damage, the avenging shepherd 
  can use its reaction to grant that allied beast or fey resistance to 
  damage until the start of its next turn.
  Protecting Shepherd
  Medium humanoid (any race), neutral
  Armor Class 12
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+2) 
  13 (+1) 
  12 (+1) 
  16 (+3) 
  11 (+0)
  Skills Nature +3, Perception +5, Survival +5
  Senses passive Perception 15
  Languages Common, Druidic, Elven, Sylvan
  Challenge 3 (700 XP)
  Beast Summoner. When the protecting shepherd uses magic 
  to summon beasts, it has advantage on Constitution saving 
  throws to concentrate on maintaining the spell. In addition, the 
  summoned beasts have 2 additional hit points per hit die.
  Speak with Beasts. The protecting shepherd can decipher the 
  noises and motions of beasts, and beasts can under its speech.
  Will to Protect. If damage reduces the protecting shepherd 
  to 0 hit points while it is adjacent to an allied beast, it must 
  make a Constitution saving throw with a DC of 5 + the damage 
  taken. On a success, the protecting shepherd drops to 1 hit 
  point instead.
  Innate Spellcasting. The protecting shepherd’s spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  The protecting shepherd can innately cast the following spells, 
  requiring no material components:
  At will: animal friendship, druidcraft, produce flame, thorn whip
  3/day each: entangle, conjure animals
  1/day: blight
  Actions
  Multiattack. The protecting shepherd makes two 
  quarterstaff attacks.
  Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8+3) 
  bludgeoning damage if wielded with two hands.
  
  Eldreth Veluuthra (Circle of the Shepherd & Scout) 
  19
  Eldreth Veluuthra 
  Infiltrator
  Medium humanoid (wood elf), neutral 
  Armor Class 16 (studded leather armor)
  Hit Points 132 (24d8 + 24)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  18 (+4) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  11 (+0)
  Saving Throws Dex +8, Con +5, Wis +6
  Skills Nature +4, Perception +6, Stealth +8, Survival +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Elvish
  Challenge 9 (5,000 XP)
  Fey Ancestry. Magic can’t put the infiltrator to sleep.
  Mask of the Wild. The infiltrator can attempt to hide even when 
  they are only lightly obscured by foliage, heavy rain, falling snow, 
  mist, and other natural phenomena.
  Pack Tactics. The infiltrator has advantage on an attack roll 
  against a creature if at least one of the infiltrator’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Cunning Action. On each of its turns, the infiltrator can use a 
  bonus action to take the Dash, Disengage, or Hide action.
  Sneak Attack (1/Turn). The infiltrator deals an extra 24 (7d6) 
  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 infiltrator that isn't incapacitated and the 
  infiltrator doesn't have disadvantage on the attack roll
  Actions
  Multiattack. The infiltrator makes three melee attacks or two 
  ranged attacks.
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft., 
  one target. Hit: 9 (1d8 + 4) piercing damage.
  Reactions
  Skirmisher. If an enemy ends its turn within 5 feet of the 
  infiltrator, the infiltrator can move up to half its speed. This 
  movement doesn’t provoke opportunity attacks.
  Eldreth Veluuthra Scout
  Medium humanoid (wood elf), neutral 
  Armor Class 14 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 35 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  11 (+0)
  Skills Nature +4, Perception +8, Stealth +7, Survival +4
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Elvish
  Challenge 1 (200 XP)
  Fey Ancestry. Magic can’t put the scout to sleep.
  Mask of the Wild. The scout can attempt to hide even when they 
  are only lightly obscured by foliage, heavy rain, falling snow, 
  mist, and other natural phenomena.
  Cunning Action. On each of its turns, the scout can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Sneak Attack (1/Turn). The scout deals an extra 7 (2d6) 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 scout that isn't incapacitated and the scout doesn't have 
  disadvantage on the attack roll
  Actions
  Multiattack. The scout makes two melee attacks or two 
  ranged attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, ranged 150/600 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Reactions
  Skirmisher. If an enemy ends its turn within 5 feet of the scout, 
  the scout can move up to half its speed. This movement doesn’t 
  provoke opportunity attacks.
  
  Hammers of Moradin (Way of the Kensei) 
  20
  Runehammer of Moradin
  Medium humanoid (dwarf), any lawful alignment
  Armor Class 18 (plate)
  Hit Points 112 (15d8 + 45)
  Speed 25 ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
  9 (-1)
  Skills Athletics +6, Intimidation +2, Perception +3
  Damage Resistances poison
  Senses darkvision 60 ft., tremorsense 10 ft., passive 
  Perception 13
  Languages Common, Dwarvish, Terran
  Challenge 5 (1,800 XP)
  Earth Walk. Moving through difficult terrain made of earth or 
  stone costs the runehammer no extra movement.  
  Actions
  Multiattack. The runehammer makes three melee or 
  ranged attacks. 
  Warhammer. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) bludgeoning 
  damage, or 8 (1d10 + 3) bludgeoning damage if used with two 
  hands to make a melee attack. If used to make a ranged attack, 
  the warhammer magically returns to the runehammer’s hand 
  after the attack.
  Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. If the runehammer 
  is wielding its warhammer when it makes this attack, it gains a 
  +2 bonus to AC until the start of its next turn.
  Arsenal of Moradin
  Medium humanoid (dwarf), any alignment
  Armor Class 18 (plate)
  Hit Points 212 (25d8 + 100)
  Speed 25 ft., burrow 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  12 (+1) 
  18 (+4) 
  10 (+0) 
  11 (+0) 
  9 (-1)
  Skills Athletics +5, Intimidation +1, Perception +2
  Damage Resistances poison, bludgeoning
  Senses darkvision 60 ft., tremorsense 10 ft., passive 
  Perception 12
  Languages Common, Dwarvish, Terran
  Challenge 9 (5,000 XP)
  Earth Glide. The arsenal can burrow through nonmagical, 
  unworked earth and stone. While doing so, the arsenal doesn't 
  disturb the material it moves through. 
  Stone’s Empowerment (1/Turn). When the arsenal successfully 
  hits an enemy with a weapon attack or unarmed strike, they deal 
  an extra 24 (7d6) radiant damage.
  Actions
  Multiattack. The arsenal makes three melee or ranged attacks. 
  Warhammer. Melee or Ranged Weapon Attack: +8 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) bludgeoning 
  damage, or 8 (1d10 + 3) bludgeoning damage if used with two 
  hands to make a melee attack. If used to make a ranged attack, 
  the warhammer magically returns to the arsenal’s hand after 
  the attack.  
  Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. If the arsenal is 
  wielding its warhammer when it makes this attack, it gains a +2 
  bonus to AC until the start of its next turn.
  The dwarves of Citadel Adbar have long defended their 
  sanctuary from armies of goblinoids, drow, and giants. 
  Their greatest warriors join the Hammers of Moradin, a 
  holy order trained to strike deep behind enemy lines and 
  destroy their foes at the source.
   Sworn to the Forge. The Hammers of 
  Moradin revere the tools their god 
  used to forge the dwarves: namely 
  hammers and chisels. Each dwarf 
  excels in wielding the hammer as 
  a weapon, and is trained in the 
  complex art of carved calligraphy.
   One with the Earth. Moradin 
  grants his holy champions 
  magical powers that attune 
  them to the rock and empower 
  their weapons when fighting 
  underground. The greatest among 
  them can even swim through the earth as 
  though it were water.
   Ancient Vendettas. The Hammers of Moradin 
  swear to uphold a long list of grudges and 
  vendettas. Those who’ve earned the dwarves’ enmity 
  are mercilessly hunted and killed without quarter. 
  Hammers of Moradin (Way of the Kensei)
  
  Kozakura Shogunate (Samurai) 
  21
  Samurai Novice
  Medium humanoid, any lawful
  Armor Class 18 (breastplate, shield)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  12 (+1)
  Skills Insight +4, Perception +4, Performance +3
  Senses passive Perception 14
  Languages Common
  Challenge 2 (450 XP)
  Fighting Spirit. As a bonus action, the samurai novice can 
  give itself advantage on weapon attack rolls until the end of its 
  current turn. It can do this twice, then must take a long rest to 
  regain uses.
  Fortifying Spirit. As a bonus action, the samurai novice can give 
  itself 5 temporary hit points. It can do this twice, then must take 
  a long rest to regain uses.
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Longbow. Melee Weapon Attack: +4 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Samurai Ronin
  Medium humanoid, any lawful
  Armor Class 18 (breastplate, shield)
  Hit Points 112 (15d8 + 45)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  14 (+2) 
  17 (+3) 
  11 (+0) 
  17 (+3) 
  15 (+2)
  Saving Throws Str +7, Con +6, Wis +6
  Skills Insight +6, Perception +6, Performance +5
  Senses passive Perception 16
  Languages Common
  Challenge 6 (2,300 XP)
  Fighting Spirit. As a bonus action, the samurai ronin can give 
  itself advantage on weapon attack rolls until the end of its 
  current turn. It can do this three times, then must take a long 
  rest to regain uses.
  Fortifying Spirit. As a bonus action, the samurai ronin can give 
  itself 10 temporary hit points. It can do this three times, then 
  must take a long rest to regain uses.
  Actions
  Multiattack. The samurai ronin makes three melee attacks or 
  two ranged attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Longbow. Melee Weapon Attack: +6 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Reactions
  Strength Before Death. When damage would reduce the samurai 
  ronin to 0 hit points, it can use a reaction to immediately take an 
  action. At the end of that action, if the samurai ronin is still a 0 
  hit points, it falls unconscious.
  Far to the east of the Sword Coast, past the rolling grassy 
  plains of the Hordelands, past even the Kara-Turan 
  mainland, is the archipelago nation of Kozakura. Ruled by 
  an emperor for centuries, the samurai of Kozakura act as 
  the law and the military on behalf of the empire.
   An Obedience and a Code. When samurai pledge 
  their service to their emperor and their land, they 
  also pledge to follow a code of conduct. This code 
  changes from time to time and place to place, but it 
  generally stresses some combination of honor, bravery, 
  compassion, thrift, and sincerity.
   A samurai travels the length of their homeland, acting 
  as the emperor’s surrogate in matters of justice, law, and 
  conflict. A samurai might see battle with bandits in the 
  morning, act as a judge in their trial in the afternoon, and 
  carry out a sentence in the evening, then entertain the 
  village with news of the realm at night.
   Sword and Wisdom. While a samurai must have a 
  sharp sword, and know how to wield it with control and 
  expertise, wielding a sharp and agile mind is just as 
  important. The social is just as important as the martial in 
  the life of the samurai. 
   Wandering Samurai. When an emperor proves to be 
  unworthy of service, a samurai may leave the service of its 
  homeland, becoming a ronin. These samurai may travel 
  the world, carrying out the code they swore themselves to 
  for others.
  Kozakura Shogunate (Samurai)
  
  Order of Saint Dionysus (Drunken Masters) 
  22
  Drunken Master
  Medium humanoid (any race), chaotic good
  Armor Class 17
  Hit Points 104 (16d8 + 32)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  18 (+4) 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  14 (+2)
  Saving Throws Dex +7, Wis +6
  Skills Acrobatics +7, Athletics +4, Deception +5, Performance +5
  Senses passive Perception 12
  Languages Common
  Challenge 5 (1,800 XP)
  Unarmored Defense. While the drunken master is wearing 
  no armor and wielding no shield, its AC includes its Wisdom 
  modifier (included in armor class). 
  Unarmored Movement. While the drunken master is wearing no 
  armor and wielding no shield, it’s walking speed increases by 10 
  feet (included in its speed).
  Actions
  Drunken Flurry. The drunken master makes four melee attacks. 
  In addition, it can Disengage as a bonus action, and its speed 
  increases by 10 feet until the end of its turn.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage.
  Reactions
  Redirect Attack (3/Day). When a creature misses the drunken 
  master with a melee attack roll, as a reaction, the drunken 
  master can cause that attack to hit one creature of his choice, 
  other than the attacker, that he can see within 5 feet of him.
  Saint Dionysus was Chosen of the god Ilmater, and later 
  his patron saint of wine and spirits. A temple to his name 
  was raised in the Damaran city of Goliad, giving rise to 
  an order of monks known for their outlandish, drunken 
  fighting style.  
   Foes of Tiamat. The order’s heroic founder, Friar 
  Dagult, invested coin stolen from Tiamat’s own treasure 
  hoard to construct the order’s first temple. Since that day, 
  the cultists of the Dragon Queen have sworn vengeance 
  on the so-called ‘drunken masters.’
   Rebels with a Cause. The drunken masters oppose 
  tyranny wherever it’s found. Their brethren wander 
  undercover, posing as inebriates and beggars. When 
  times are dark, they step from the shadows to strike back 
  against the oppressors. Their cover is perfect: after all, 
  who pays heed to the slurring of drunkard? 
   Sworn to Temperance. The Way of the Drunken 
  Master relies on a show of intoxication to trick their 
  enemies. While the drunken masters celebrate on holy 
  days, they’re sworn to temperance while on the job.
  Order of Saint Dionysus (Drunken Masters)
  Inebriate
  Medium humanoid (any race), chaotic good
  Armor Class 15
  Hit Points 44 (8d8 + 8)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  14 (+2)
  Skills Acrobatics +5, Athletics +3, Deception +4, Performance +4
  Senses passive Perception 12
  Languages Common
  Challenge 2 (450 XP)
  Unarmored Defense. While the inebriate is wearing no armor 
  and wielding no shield, its AC includes its Wisdom modifier 
  (included in armor class). 
  Unarmored Movement. While the inebriate is wearing no armor 
  and wielding no shield, it’s walking speed increases by 10 feet 
  (included in its speed).
  Actions
  Drunken Flurry (Recharge 4-6). The inebriate makes three melee 
  attacks. In addition, it can Disengage as a bonus action, and its 
  speed increases by 10 feet until the end of its turn. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  
  Purple Dragons (Cavaliers) 
  23
  Ask a military expert what is the most formidable fighting 
  force in the Realms, and you will get different answers. 
  One of the most frequent answers, however, will be the 
  Purple Dragons, the military that carries out the will of 
  Cormyr.
   The Path of a Purple Dragon. Upon joining the Purple 
  Dragons, a recruit goes through extensive training in the 
  basics of martial combat and warfare. Anyone showing a 
  penchant for arcane power might be pushed to the War 
  Wizards for training. The others are evaluated for their 
  strengths and weaknesses.
   Upon beginning active duty, assignments are made 
  based on the skills seen during training. Most are 
  assigned to the rank-and-file infantry service. Some might 
  be offered further training as officers, becoming low-level 
  commanders. Highly skilled warriors, or those who have 
  the dedication to become a paladin might be given special 
  duties. A less-traveled but highly coveted path takes 
  recruits into the ranks of the Purple Dragon cavalry.
   The Purple Dragon Cavalry. The cavalry of the Purple 
  Dragons act as the vanguard of battalions, as well as 
  Purple Dragons (Cavaliers)
  Cavalier Initiate
  Medium humanoid, any lawful
  Armor Class 17 (splint armor)
  Hit Points 78 (12d8 + 24)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
  12 (+1)
  Skills Animal Handling +4, Athletics +5, History +2
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Saddlemaster. The cavalier initiate has advantage on Strength 
  and Dexterity saving throws while mounted. The initiate always 
  lands on its feet when knocked from its mount.
  Actions
  Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 9 (1d12 + 3) piercing damage.
  Charge. The cavalier initiate’s mount moves up to its speed. If 
  the mount moves at least 20 feet, the cavalier initiate makes 
  a lance attack with advantage. On a hit, the attack does 
  an additional 6 (1d12) piercing damage, and the target is 
  knocked prone.
  Reactions
  Guarding Lance. When an allied creature within 5 feet of the 
  cavalier initiate, including the mount, is targeted by a melee 
  weapon attack, the cavalier initiate can use a reaction and roll 
  1d6. The allied creature can add that number to its AC against 
  that attack.
  Cavalier Charger
  Medium humanoid, any lawful
  Armor Class 18 (plate armor)
  Hit Points 182 (28d8 + 56)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  15 (+2)
  Saving Throws Str +8, Con +6, Wis +7
  Skills Animal Handling +7, Athletics +8, History +4, 
  Perception +7
  Senses passive Perception 17
  Languages Common
  Challenge 9 (5,000 XP)
  One with the Mount. The charger’s mount takes half damage 
  from area attacks.
  Saddlemaster. The cavalier charger has advantage on Strength 
  and Dexterity saving throws while mounted. The charger also 
  always lands on its feet when knocked from its mount.
  Actions
  Multiattack. The cavalier charger makes two lance attacks, and 
  one hooves attack from the mount.
  Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 10 (1d12 + 4) piercing damage.
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage.
  Charge. The cavalier charger’s mount moves up to twice 
  its speed, and opportunity attacks against it are made at 
  disadvantage. If the mount moves at least 20 feet, the cavalier 
  charger makes a lance attack with advantage. On a hit, the 
  attack does an additional 26 (4d12) piercing damage, and the 
  target is knocked prone.
  Reactions
  Guarding Lance. When an allied creature within 5 feet of the 
  cavalier charger, including the mount, is targeted by a melee 
  weapon attack, the cavalier charger can use a reaction and roll 
  2d6. The allied creature can add that number to its AC against 
  that attack. This must be decided before the attack roll is made.
  skirmishers on a larger battlefield. They are also often 
  tasked with patrolling troublesome areas within Cormyr, 
  or guarding the border in times of war.
   Mounts. Most members of the Purple Dragon cavalry 
  ride well-bred warhorses from the stables of long-
  practiced Cormyrian breeders. These steeds are like 
  typical warhorses, but they have maximum hit points. 
  They are always dependent on the rider for their attacks.
   Some cavaliers may be specially trained to ride more 
  exotic, independent mounts, from griffons to dragons. 
  These riders are very rare and often the first target of 
  enemies during battles.
  
  Revenant Blades (Hexblades) 
  24
  Shadow Blade
  Medium humanoid (any race), any non-good alignment
  Armor Class 15 (breastplate)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  16 (+3)
  Saving Throws Wis +3, Cha +5
  Skills Arcana +2, Deception +5, History +2, Persuasion 
  +5, Stealth +3
  Senses darkvision 120 ft., passive Perception 11
  Languages any two languages
  Challenge 2 (450 XP)
  Devil’s Sight. The shadow blade can see normally in darkness, 
  both magical and nonmagical, to a distance of 120 feet.
  Hexblade’s Curse. The shadow blade chooses one creature it 
  can see within 30 feet. The target is cursed for 1 minute. The 
  shadow blade deals 2 extra damage against the target with 
  melee weapon attacks. If the cursed target is reduced to 0 hit 
  points, the shadow blade gains 10 temporary hit points.
  Relentless Hex. As a bonus action the revenant blade can 
  magically teleport up to 30 feet to an unoccupied space it 
  can see within 5 feet of the revenant assassin’s cursed target 
  that it can see.
  Spellcasting. The revenant assassin is a 6th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It has the following warlock spells prepared: 
  Cantrips (at will): eldritch blast, friends, mage hand 
  1st–5th level (2 3rd-level slots): blink, blur, branding smite, 
  elemental weapon, shield, staggering smite, wrathful smite
  Actions
  Hexblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage.
  One with Shadows. When in an area of dim light or darkness, 
  the shadow blade can become invisible until it moves or takes 
  an action or reaction.
  Revenant Assassin
  Medium humanoid (any race), any non-good alignment
  Armor Class 16 (breastplate)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  12 (+1) 
  18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Arcana +3, Deception +3, History +3, Persuasion 
  +7, Stealth +5
  Senses darkvision 120 ft., passive Perception 11
  Languages any two languages
  Challenge 7 (2,900 XP)
  Devil’s Sight. The revenant assassin can see normally in 
  darkness, both magical and nonmagical, to a distance 
  of 120 feet.
  Spellcasting. The revenant assassin is a 17th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). It has the following warlock spells prepared: 
  Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, 
  minor illusion, prestidigitation, shocking grasp 
  1st–5th level (4 5th-level slots): banishing smite, blink, blur, 
  branding smite, compulsion, cone of cold, elemental weapon, 
  phantasmal killer, shield, staggering smite, wrathful smite
  Hexblade’s Curse. The revenant assassin chooses one creature 
  it can see within 30 feet. The target is cursed for 1 minute. The 
  hexblade deals 5 extra damage against the target with melee 
  weapon attacks. If the cursed target is reduced to 0 hit points, 
  the shadow blade gains 20 temporary hit points.
  Relentless Hex. As a bonus action, the revenant assassin can 
  magically teleport up to 30 feet to an unoccupied space it 
  can see within 5 feet of the revenant assassin’s cursed target 
  that it can see.
  Armor of Hexes. When the revenant assassin’s hexed target 
  attacks the hexblade, it has disadvantage.
  Actions
  Hexblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage.
  Accursed Specter. The revenant blade targets a humanoid within 
  10 feet of it that it killed and has been dead for no longer than 1 
  minute. The target's spirit rises as a specter in the space of its 
  corpse or in the nearest unoccupied space. The specter is under 
  the revenant assassin’s control. The revenant assassin can have 
  no more than one specter under its control at one time.
  One with Shadows. When in an area of dim light or darkness, 
  the revenant assassin can become invisible until it moves or 
  takes an action or reaction.
  In addition to her clerics, the drow goddess of undeath, 
  Kiaransalee, offers pacts with mortals she deems worthy 
  to wield her might. Through these pacts Revenant Blades 
  are made, drow who serve the Revenancer as lone 
  assassins or killers attached to a cell of her worshipers. 
   Enemies of Undeath. A major part of any Revenant 
  Blade’s life is fighting those who oppose their patron. 
  Gods who oppose undeath are high on this list and 
  include worshipers and the religious icons of Elistraee, 
  Dumathoin, and Kelemvor.
   Undead Allies. If a Blade is tied to a cult cell, they 
  are likely accompanied by summoned undead minions 
  supplied by clerics. Occasionally a Blade dabbles in 
  necromancy themselves and has their own specters and 
  other allies.
  Revenant Blades (Hexblades)
   Kiaransalee’s Vengeance. Revenant Blades who fail in 
  their mission rarely rest in death. Kiaransalee often binds 
  a Blade’s soul to her body as a true revenant until their 
  job is done.
  
  Saviors of Peace (Oath of Redemption) 
  25
  Eldathyn Redeemer
  Medium humanoid (any race), lawful good
  Armor Class 18 (plate)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  15 (+2)
  Saving Throws Wis +3, Cha +4
  Skills Athletics +5, Insight +3, Medicine +3
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Spellcasting. The redeemer is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to hit with 
  spell attacks). It has the following paladin spells prepared: 
  1st level (3 slots): command, cure wounds, shield of faith, sleep
  Actions
  Multiattack. The redeemer makes two melee attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Longbow. Ranged Weapon Attack: +3 to hit, ranged 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Rebuke the Violent. When an enemy within 30 feet of the 
  redeemer deals damage with an attack against a creature other 
  than the redeemer, the enemy must make a DC 12 Wisdom 
  saving throw. On a failed save, the enemy takes damage equal 
  to the damage it just dealt. On a successful save, it takes half as 
  much damage. 
  Eldathyn Guardian
  Medium humanoid (any race), lawful good
  Armor Class 20 (plate, shield)
  Hit Points 75 (16d8 + 48)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
  15 (+2) 
  17 (+3)
  Saving Throws Wis +5, Cha +6
  Skills Athletics +6, Insight +5, Medicine +5
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 7 (2,900 XP)
  Spellcasting. The guardian is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit with 
  spell attacks). It has the following paladin spells prepared: 
  1st level (4 slots): command, cure wounds, sanctuary, shield of 
  faith, sleep
  2nd level (3 slots): calm emotions, hold person
  3rd level (2 slots): counterspell, hypnotic pattern
  Actions
  Multiattack. The guardian makes two melee attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Aura of the Guardian. When a creature within 10 feet of 
  the guardian takes damage, the guardian can take the 
  damage instead.
  Rebuke the Violent. When an enemy within 30 feet of the 
  redeemer deals damage with an attack against a creature other 
  than the redeemer, the enemy must make a DC 14 Wisdom 
  saving throw. On a failed save, the enemy takes damage equal 
  to the damage it just dealt. On a successful save, it takes half as 
  much damage. 
  The goddess Eldath promotes a doctrine of pacifism 
  and serenity. Her faithful eschew violence except when 
  threatened, only taking up arms to defend their lives. 
  Even in combat, they favor a fighting retreat over a 
  staunch defense. Yet the Green Goddess is no fool: 
  to protect her groves from fiends and undead, Eldath 
  founded a secret martial order called the Saviors of 
  Peace. Its paladins wander the wilds, seeking to redeem 
  the wicked and protect the innocent from evil.
   Emissaries of Peace. Eldathyn redeemers seek a 
  diplomatic solution to every conflict. They believe even 
  the wicked can be absolved, and nobody is beyond 
  forgiveness. They only take up arms when other peaceful 
  avenues are exhausted.
  Saviors of Peace (Oath of Redemption)
   Trusted Companions. Redeemers often join 
  adventuring companies, as they’re more likely to confront 
  the dangers they’re sworn to face. If their allies prove 
  wicked, the redeemers usually work harder to enlighten 
  them rather than leaving the group.
   Guardians of the Weak. Redeemers show up to aid 
  refugees fleeing war, defend remote villages from raiders, 
  or protect citizens living under a despot. Their enemies 
  soon learn to respect them, as they wield powerful magic 
  that lashes back against acts of violence.
  
  Servants of Discord (Celestial Warlock) 
  26
  Discordian Warlock
  Medium humanoid (any race), any evil alignment
  Armor Class 14 (studded leather)
  Hit Points 49 (11d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  10 (+0) 
  18 (+4)
  Saving Throws Wis +3, Cha +7
  Skills Arcana +3, Deception +7, Religion +3, Persuasion +7
  Damage Resistances radiant
  Senses passive Perception 10
  Languages any two languages (usually Common and Elvish)
  Challenge 5 (1,800 XP)
  Healing Light (3/Day). The discordian warlock heals one 
  creature it can see within 60 feet of it 14 (4d6) hit points.
  Innate Spellcasting. The warlock’s innate spellcasting ability is 
  Charisma. It can innately cast the following spells (spell save DC 
  15), requiring no material components:
  At will: disguise self, levitate (self only), silent image, 
  speak with dead
  Radiant Soul. The discordian warlock has resistance to radiant 
  damage, and when it casts a spell that deals radiant or fire 
  damage, it deals 5 extra fire or radiant damage to the targets.
  Spellcasting. The warlock is a 11th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). It regains its expended spell slots when it finishes 
  a short or long rest. It knows the following warlock spells:
  Cantrips (at will): green flame blade*, friends, light, mage hand, 
  prestidigitation, sacred flame*, vicious mockery
  1st–5th level (3 5th-level slots): cure wounds, daylight, flame 
  strike*, flaming sphere*, guardian of faith, greater restoration, 
  guiding bolt, hold monster, lesser restoration, revivify, wall of 
  fire*, wall of light*
  * Indicate spells with radiant or fire damage that trigger 
  Radiant Soul.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  With equal hatred for elves and drow, the fallen solar-
  turned-archdevil, Malkizid, stokes the hatred within his 
  scions no matter where it’s directed. Despite his hatred 
  for them, Malkizid regularly corrupts elves and drow, 
  forcing or luring them into infernal pacts of power to 
  better allow them to wreak chaos upon their foes. 
   Elven Subversion. Malkizid wants nothing more than 
  the complete annihilation of all elves, including drow. He 
  encourages his warlocks to cause strife and divisiveness 
  where they can and occasionally has adherents on 
  multiple sides of a conflict.
   Eldreth Veluuthra. Malkizid guides the human hating 
  elven faction called Eldreth Veluuthra subtly through his 
  warlocks. He uses the faction to sow discord between 
  elves and humans, further weakening the elven people.
   Deep Schemers. Despite Malkizid’s archdevil 
  status, his origins as a solar grant celestial powers to 
  his warlocks. These celestial powers allow Malkizid’s 
  schemers to hide in plain sight, using their powers for 
  subversion.
  Servants of Discord (Celestial Warlock)
  
  Servants of Discord (Celestial Warlock) 
  27
  Malkizid Discordian
  Medium humanoid (any race), any evil alignment
  Armor Class 15 (studded leather)
  Hit Points 110 (17d8+34)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  16 (+3) 
  15 (+2) 
  11 (+0) 
  10 (+0) 
  18 (+4)
  Saving Throws Wis +4, Cha +8
  Skills Arcana +4, Deception +8, Religion +4, Persuasion +8
  Damage Resistances radiant
  Senses passive Perception 10
  Languages any two languages (usually Common and Elven)
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The warlock’s innate spellcasting ability is 
  Charisma. It can innately cast the following spells (spell save DC 
  16), requiring no material components:
  At will: arcane eye, disguise self, levitate (self only), silent image, 
  speak with dead
  1/day: conjure elemental, polymorph, plane shift
  Radiant Soul. The discordian warlock has resistance to radiant 
  damage, has resistance to radiant damage, and when it casts a 
  spell that deals radiant or fire damage, it deals 10 extra fire or 
  radiant damage to the targets.
  Searing Vengeance (1/Day). When the warlock takes damage 
  that would drop it to 0 hit points, it instead heals half of its 
  maximum hit points. In addition, each creature of its choice 
  within 30 feet of it takes radiant damage equal to 13 (2d8+4) and 
  is blinded until the end of its next turn.
  Spellcasting. The warlock is a 17th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with 
  spell attacks). It regains its expended spell slots when it finishes 
  a short or long rest. It knows the following warlock spells:
  Cantrips (at will): green flame blade*, friends, light, mage hand, 
  prestidigitation, sacred flame*, vicious mockery
  1st–5th level (4 5th-level slots): cure wounds, daylight, dominate 
  monster, flame strike*, flaming sphere*, guardian of faith, 
  greater restoration, guiding bolt, psychic scream, revivify, wall of 
  fire*, wall of light*
  * Indicate spells with radiant or fire damage that trigger 
  Radiant Soul.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  
  Shadow Resistance (Shadow Magic) 
  28
  Shadow Born
  Medium humanoid (any race), neutral good
  Armor Class 11 (14 with mage armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  16 (+3)
  Skills Arcana +3, Deception +5
  Senses darkvision 120 ft., passive Perception 10
  Languages Common, one other
  Challenge 4 (1,100 XP)
  Darkness (1/Day). The shadow born can cast the darkness 
  spell. When cast in this way, the shadow born can see through 
  the darkness.
  Grave’s Strength. When the shadow born takes damage that 
  reduces it to 0 hit points, it can make a Charisma saving throw 
  (DC 5 + damage taken). If the shadow born is successful it 
  instead drops to 1 hit point. This cannot be used until the 
  shadow born takes a long rest.
  Heightened Spell (1/Day). When casting a spell that forces a 
  creature to make a saving throw to resist the spell’s effects, 
  the shadow born can give that target disadvantage on its 
  saving throw.
  Spellcasting. The shadow born is a 7th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It knows the following spells:
  Cantrips (at will): blade ward, chill touch, poison, ray of frost
  1st level (4 slots): fog cloud, mage armor
  2nd level (3 slots): cloud of daggers, darkness, hold 
  person, misty step
  3rd level (3 slots): counterspell, lightning bolt
  4th level (1 slot): greater invisibility
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to, reach 5 ft., one target. 
  Hit: 3 (1d6) bludgeoning damage
  The Netherese have long been a thorn in the side of 
  the Dalelands and Cormyr. Even though the Netherese 
  were buried under the sands of the Anauroch for years, 
  what they left behind remained dangerous. Then the 
  great flying city of Thultanthar returned from the Plane 
  of Shadow, allowing the shadow people to travel a path 
  toward regaining their formidable power. 
   Opposition to the Netherese return assembled quickly 
  once they reared their ugly heads once again. A group of 
  powerful sorcerers created a group who swore to face the 
  evil Shadovar. Their mastery of shadow magic rivals that 
  of the Netherese.
   Effective Rivals. The Shadow Resistance rose to 
  take on the returned threat of the Netherese. They used 
  shadow to make themselves more resilient and develop 
  Shadow Resistance (Shadow Magic)
  traits that would help bring Netheril to its end. The 
  Resistance have joined with other forces in the fight. 
  Many were present when the great city of Thultanthar fell 
  on Myth Drannor, destroying both cities.
   Dedicated to the Cause. The members of the Shadow 
  Resistance are dedicated to keeping those that would use 
  shadow magic for ill at bay. The lower-ranking members 
  of the group, the shadow born, keep watch over the ruins 
  of Myth Drannor to ensure the Netherese do not rise 
  again. They have learned to control the shadow inside 
  of them and use it as an asset in the fight against their 
  enemies. The shadow born follow the directives of their 
  leader, Shadow Prime.
   The Shadow Leader. Shadow Prime has a 
  direct connection to the Shadowfell and knows the 
  machinations of a great many of the major players in that 
  realm. They use that information to direct the shadow 
  born toward any oncoming trouble.
  
  Shadow Resistance (Shadow Magic) 
  29
  Shadow Prime
  Medium humanoid (any race), neutral good
  Armor Class 12 (15 with mage armor)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  18 (+4)
  Saving Throws Dex +6, Cha +8
  Skills Arcana +5, Deception +8
  Senses passive Perception 10
  Languages Common, one other
  Challenge 9 (5,000 XP)
  Darkness (1/Day). The Shadow Prime can cast the darkness 
  spell. When cast in this way, the Shadow Prime can see through 
  the darkness.
  Grave’s Strength. When the Shadow Prime takes damage that 
  reduces it to 0 hit points, it can make a Charisma saving throw 
  (DC 5 + damage taken). If the Shadow Prime is successful 
  it instead drops to 1 hit point. This cannot be used until the 
  shadow born takes a long rest.
  Heightened Spell (3/Day). When casting a spell that forces a 
  creature to make a saving throw to resist the spell’s effects, the 
  Shadow Prime can that target disadvantage on its saving throw.
  Spellcasting. The Shadow Prime is a 13th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with 
  spell attacks). It knows the following spells:
  Cantrips (at will): blade ward, chill touch, dancing lights, poison, 
  ray of frost
  1st level (4 slots): fog cloud, mage armor
  2nd level (3 slots): cloud of daggers, darkness, hold 
  person, misty step
  3rd level (3 slots): counterspell, lightning bolt
  4th level (1 slot): greater invisibility, banishment
  5th level (2 slots): cone of cold, insect plague
  6th level (1 slot): eyebite, mass suggestion
  7th level (1 slot): prismatic spray
  Actions
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage.
  
  Shadow Thieves (Masterminds and Inquisitives) 
  30
  Shadow Thief Mastermind 
  Medium humanoid (any race), any non-good alignment
  Armor Class 16 (studded leather)
  Hit Points 121 (22d8 + 22)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  18 (+4) 
  13 (+1) 
  18 (+4) 
  14 (+2) 
  16 (+3)
  Saving Throws Dex +7, Int +7, Cha +6
  Skills Deception +6, Insight +5, Perception +5, Investigation +7, 
  Persuasion +6, Sleight of Hand +7, Stealth +7
  Senses passive Perception 12
  Languages any two languages plus Thieves Cant
  Challenge 7 (2,900 XP)
  Cunning Action. On each of its turns, the mastermind can use a 
  bonus action to take the Dash, Disengage or Hide action. 
  Master of Tactics. When the mastermind attacks another 
  creature, the mastermind’s allies have advantage against that 
  target until the start of the mastermind’s next turn.
  Sneak Attack (1/Turn). The mastermind deals an extra 31 (9d6) 
  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 mastermind that isn’t incapacitated and the 
  mastermind doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The mastermind makes three attacks with 
  its rapier. 
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, ranged 30/120 
  ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  Reactions
  Misdirection. In response to being targeted by an attack, the 
  mastermind causes the attacker to attack another creature 
  adjacent to the mastermind.
  Masked Inquisitive
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 54 (12d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  18 (+4) 
  16 (+3)
  Skills Deception +5, Insight +6, Investigation +4, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses passive Perception 16
  Languages any one language (usually Common) plus 
  Thieves Cant 
  Challenge 2 (450 XP)
  Ear for Deceit. The inquisitive gains advantage on Wisdom 
  (Insight) checks to determine if a creature is lying. 
  Insightful Fighting. On each of its turns, the inquisitive can use 
  a bonus action to allow its Sneak Attack against a creature that it 
  doesn’t have advantage against, provided that the creature isn’t 
  incapacitated and the inquisitive doesn’t have disadvantage for 
  the attack. 
  Sneak Attack (1/Turn). The inquisitive deals an extra 14 (4d6) 
  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 inquisitive that isn’t incapacitated and the 
  inquisitive doesn’t have disadvantage on the attack roll.  
  Actions
  Multiattack. The inquisitive makes three melee attacks, or two 
  ranged attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, ranged 
  30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  This conglomerate of thieves’ guilds is the largest and 
  most prosperous in all Faerûn, spanning the entirety 
  of the Sword Coast, with tendrils extending deep into 
  the continental interior. Headquartered in Amn, the 
  organization exploits a highly secretive cell structure, 
  ensuring individual agents have limited understanding of 
  its true size or goals.
   Layers of Hierarchy. The guild has a multilayered 
  hierarchy. At its heart is the Shadow Council, led by 
  the Grandmaster of Shadow. The Shadow Council 
  commands the Cloakmasters, a ring of thieves who 
  remain blind to the identities of their counterparts. 
  Below them are the Guildmasters, each of whom 
  runs their own independent guild. Finally, dozens of 
  Silhouettes pose as Guildmasters to dupe the law (and 
  even their own rank-and-file agents).
   Fanatical Secrecy. Each member knows only a handful 
  of operatives and may not even be aware of the larger 
  organization. Due to the presence of the Silhouettes, 
  operatives often think they serve one boss when they’re 
  receiving orders from another. The penalty for betraying 
  the Shadow Thieves is death, with the culprit left impaled 
  by the guild symbol: a dagger driven through a silk 
  domino mask.
   Sworn to Conquer Waterdeep. The Shadow Thieves 
  originated in the city of Waterdeep but were driven out 
  and forced to relocate to Athkatla in Amn. Ever since, 
  they’ve sought to reinstate their power in the City of 
  Splendors. In response, the Masked Lords have deployed 
  “inquisitives” to infiltrate the Shadow Thieves. Each 
  night, rival operatives fight a cloak-and-dagger war 
  through the streets and back alleys of the Sword Coast to 
  assert control.
  Shadow Thieves (Masterminds and Inquisitives)
  
  31
  Bregan D’aerthe Spy
  Medium humanoid (drow), neutral evil
  Armor Class 14 (leather armor) 
  Hit Points 44 (8d8 + 8) 
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
  Saving Throws Dex +5, Wis +3
  Skills Deception +4, Perception +3, Performance +4
  Senses darkvision 120 ft., passive Perception 13
  Languages Common, Elvish, Undercommon 
  Challenge 2 (450 XP)
  Fey Ancestry. The Bregan D’aerthe spy has advantage on saving 
  throws against being charmed, and magic can’t put it to sleep.
  Innate Spellcasting. The Bregan D’aerthe spy’s innate 
  spellcasting ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Psychic Blades (2/Day). When the Bregan D’aerthe spy hits a 
  creature with a weapon attack, it can choose to deal an extra 7 
  (2d6) psychic damage to that target.
  Spellcasting. The Bregan D’aerthe spy is a 4th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 12, +4 to hit 
  with spell attacks). It has the following bard spells prepared:
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, disguise self, dissonant whispers, 
  healing word, thunderwave 
  2nd level (3 slots): detect thoughts, shatter
  Sunlight Sensitivity. While in sunlight, the Bregan D’aerthe 
  spy has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Words of Terror (Recharge 5-6). The Bregan D’aerthe spy 
  targets one humanoid within 5 feet that can hear it. The 
  target must succeed on a Wisdom saving throw (DC 12) or be 
  frightened of the Bregan D’aerthe spy or another creature of 
  the spy’s choice. This effect ends on a target after 1 hour or if it 
  takes any damage.
  Eschewing the matriarchal hierarchy of drow society, 
  Bregan D’aerthe is an elite drow mercenary and 
  mercantile group of houseless male drow, available for 
  hire to the highest bidder. 
   Information for Sale. Bregan D’aerthe trades surface 
  goods in Menzoberranzan and the Underdark. An elite 
  group of Bregan D’aerthe agents deals solely in a more 
  precious commodity: secrets. 
   Mightier than the Sword. The spies of Bregan D’aerthe 
  know that words can be much more damaging than 
  physical wounds. These drow have mastered the ability 
  to twist words, manipulate their foes, and hurt others 
  through extortion and threats.
   Shadow Thieves. Bregan D’aerthe’s shadowmasters 
  have taken the art of whispers to a new level and are able 
  to capture the personas of their fallen enemies, wearing 
  the faces of the dead to deceive others.
  The Shadows of Bregan D’aerthe 
  (College of Whispers)
  
  The Shadows of Bregan D’aerthe (College of Whispers) 
  32
  Bregan D’aerthe 
  Shadowmaster
  Medium humanoid (drow), neutral evil
  Armor Class 15 (studded leather) 
  Hit Points 88 (16d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  17 (+3)
  Saving Throws Dex +6, Wis +4
  Skills Deception +9, Perception +7, Performance +6
  Senses darkvision 120 ft., passive Perception 17
  Languages Common, Elvish, Undercommon 
  Challenge 6 (2,300 XP)
  Fey Ancestry. The Bregan D’aerthe shadowmaster has 
  advantage on saving throws against being charmed, and magic 
  can’t put it to sleep.
  Innate Spellcasting. The Bregan D’aerthe shadowmaster’s 
  innate spellcasting ability is Charisma (spell save DC 
  12). It can innately cast the following spells, requiring no 
  material components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Psychic Blades (2/Day). When the Bregan D’aerthe 
  shadowmaster hits a creature with a weapon attack, it can 
  choose to deal an extra 21 (6d6) psychic damage to that target.
  Shadow Thief (1/Day). When a humanoid dies within 30 feet 
  of the Bregan D’aerthe shadowmaster, the shadowmaster 
  can choose to retain the humanoid’s shadow until 
  the shadowmaster uses it or finishes a long rest. The 
  shadowmaster can use the shadow as an action, causing the 
  shadow to vanish and magically transform into a disguise of 
  that humanoid, healthy and alive. The disguise lasts for 1 hour 
  or until ended as a bonus action.
  Spellcasting. The Bregan D’aerthe shadowmaster is a 9th-
  level spellcaster. Its spellcasting ability is Charisma (spell save 
  DC 14, +6 to hit with spell attacks). It has the following bard 
  spells prepared:
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, disguise self, dissonant whispers, 
  healing word, thunderwave 
  2nd level (3 slots): detect thoughts, shatter
  3rd level (3 slots): dispel magic, speak with dead
  4th level (3 slots): dimension door, greater invisibility 
  5th level (1 slot): dominate person
  Sunlight Sensitivity. While in sunlight, the Bregan D’aerthe 
  shadowmaster has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. The Bregan D’aerthe shadowmaster makes two 
  melee or ranged weapon attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Words of Terror (Recharge 5-6). The Bregan D’aerthe 
  shadowmaster targets one humanoid within 5 feet that can 
  hear it. The target must succeed on a Wisdom saving throw 
  (DC 14) or be frightened of the Bregan D’aerthe shadowmaster 
  or another creature of the shadowmaster’s choice. This effect 
  ends on a target after 1 hour or if it takes any damage.
  
  Sparks of Mystery (Divine Souls) 
  33
  Mystra’s Beacon
  Medium humanoid (any race), neutral good
  Armor Class 11 (14 with mage armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  16 (+3)
  Skills Arcana +3, Deception +5
  Senses passive Perception 10
  Languages Common, one other
  Challenge 4 (1,100 XP)
  Mystra’s Protection. The beacon can use a bonus action to heal 
  an ally within 5 feet for 10 (3d6) hit points. The beacon can do 
  this 3 times before needing a long rest to recharge the ability.
  Heightened Spell (1/Day). When casting a spell that forces a 
  creature to make a saving throw to resist the spell’s effects, the 
  beacon can give that target disadvantage on its saving throw.
  Spellcasting. The beacon is a 7th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It knows the following spells:
  Cantrips (at will): acid splash, fire bolt, light, mage hand, 
  ray of front 
  1st level (4 slots): chromatic orb, mage armor
  2nd level (3 slots): misty step, scorching ray, spider climb
  3rd level (3 slots): fireball, lightning bolt
  4th level (1 slots): greater invisibility
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to, reach 5 ft., one target. 
  Hit: 3 (1d6) bludgeoning damage.
  Mystra’s Vessel 
  Medium humanoid (any race), neutral good
  Armor Class 12 (15 with mage armor)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  18 (+4)
  Skills Arcana +5, Deception +8
  Senses passive Perception 10
  Languages Common, one other
  Challenge 10 (5,900 XP)
  Mystra’s Protection. The vessel can use a bonus action to heal 
  an ally within 5 feet for 17 (5d6) hit points. The Mystra’s vessel 
  can do this 4 times before needing a long rest to recharge 
  the ability.
  Mystra’s Favor: The vessel rolls with advantage on 
  saving throws.
  Heightened Spell (3/Day). When casting a spell that forces a 
  creature to make a saving throw to resist the spell’s effects, the 
  vessel can give that target disadvantage on its saving throw.
  Spellcasting. The vessel is a 13th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with 
  spell attacks). It knows the following spells:
  Cantrips (at will): acid splash, fire bolt, light, mage hand, ray of 
  front, shocking grasp
  1st level (4 slots): chromatic orb, mage armor
  2nd level (3 slots): misty step, scorching ray, spider climb
  3rd level (3 slots): fireball, lightning bolt
  4th level (3 slots): greater invisibility, dimension door
  5th level (2 slots): cone of cold, dominate person
  6th level (1 slot): chain lightning, mass suggestion
  7th level (1 slot): fire storm
  Actions
  Quarterstaff. Melee Weapon Attack: +4 to, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage.
  Silverymoon has been the bastion of magic in western 
  Faerûn for many centuries. With that focus, it is natural that 
  many in the city worship of the goddess of magic, Mystra. 
   Mystra has many followers among users of the arcane 
  arts. Her Chosen are rated among the most powerful 
  spellcasters in Faerûn. Mastering the control of the 
  Weave is an arduous task fraught with catastrophic 
  mistakes, but those that survive are revered for centuries.
   Wizards are not the only arcane casters among the 
  citizenry of Silverymoon. Sorcerers have increased their 
  ranks and have heard the call of Mystra as well.
   Underestimated. Sorcerers are born with their power, 
  and some consider them inferior to the learned wizard. 
  This perception is not as prevalent as it once was, as more 
  and more people are born gifted with innate magic ability.
   Mystra’s Spark. Mystra gives sorcerers she deems 
  worthy a spark of the Weave at birth. As they grow, this 
  spark ignites her power in these individuals. These gifted 
  spellcasters put their faith in Mystra in hopes she will 
  help them gain control of the power they were given. 
   Sparks of Mystery. The Sparks of Mystery is a group 
  of sorcerers that turned to Mystra to guide them in 
  discovering the limits of their power. They formed in 
  Silverymoon because of its favor in the eyes of Mystra. 
  They believe they are special to the goddess because they 
  have a piece of her essence within them. 
   Beacons of Mystra. The bulk of the members of the 
  Sparks of Mystra are called Mystra’s Beacons. This group 
  is charged with seeking out and destroying individuals 
  or organizations whose primary purpose is to undermine 
  Mystra’s work in Faerûn. 
   Vessels of the Weave. The larger group is divided into 
  smaller contingents which are assigned to various areas 
  of Faerûn to protect them from Mystra’s enemies. Each 
  contingent has a leader known as Mystra’s Vessel. The 
  Vessel goes into a trance-like state to commune with 
  Mystra and receive her directives. They then lead the 
  contingent to fulfil her wishes. 
  Sparks of Mystery (Divine Souls)
  
  Sun Souls (Way of the Sun Soul) 
  34
  Sun Soul Monk
  Medium humanoid (any race), any good alignment
  Armor Class 17
  Hit Points 60 (11d8 + 11)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  18 (+4) 
  12 (+1) 
  10 (+0) 
  16 (+3) 
  10 (+0)
  Skills Acrobatics +6, Athletics +3, Perception +5
  Senses passive Perception 15
  Languages Common
  Challenge 3 (700 XP)
  Unarmored Defense. While the monk is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier.
  Unarmored Movement. While the monk is wearing no armor 
  and wielding no shield, its walking speed increases by 10 feet 
  (included in its speed).
  Actions
  Multiattack. The monk makes three melee attacks or ranged 
  spell attacks.
  Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage.
  Radiant Sun Bolt. Ranged Spell Attack: +6 to hit, range 30 ft., 
  one target. Hit: 7 (1d6 + 4) radiant damage.
  Sun Soul Master
  Medium humanoid (any race), any good alignment
  Armor Class 18
  Hit Points 97 (15d8 + 30)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  18 (+4) 
  13 (+2) 
  10 (+0) 
  18 (+4) 
  10 (+0)
  Saving Throws Dex +7, Wis +7
  Skills Acrobatics +7, Athletics +4, Perception +7
  Senses passive Perception 17
  Languages Common
  Challenge 7 (2,900 XP)
  Searing Arc Strike (3/Day). After attacking with unarmed strikes, 
  the Sun Soul Master can use a bonus action to cast burning 
  hands (DC 15 Dexterity saving throw). Each additional use in a 
  day raises the damage by 2d6.
  Unarmored Defense. While the monk is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier.
  Unarmored Movement. While the monk is wearing no armor 
  and wielding no shield, its walking speed increases by 10 feet 
  (included in its speed).
  Actions
  Multiattack. The monk makes three melee or ranged 
  spell attacks.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Radiant Sun Bolt. Ranged Spell Attack: +7 to hit, range 30 ft., 
  one target. Hit: 8 (1d8 + 4) radiant damage.
  Searing Sunburst (1/Day). The Sun Soul Master tosses a sphere 
  of searing radiant light within 150 feet. Each creature in a 
  20-foot-radius sphere must succeed on a DC 15 Constitution 
  saving throw or take 28 (8d6) radiant damage unless they are 
  behind total cover that is opaque.
  This monastic order dates back as far as the empire of 
  Netheril, yet its monasteries are still dotted across the 
  wild places of Faerûn. Its followers believe that the spirits 
  of all living things harbor a spark of the sun’s mystic 
  energy. With the correct training, Sun Soul monks can 
  unleash this power to strike down their enemies with 
  radiant fire.  
   The Precepts of Incandescence. Monks of this order 
  follow a strict code that emphasizes three pillars: physical 
  prowess, spiritual virtue, and the annihilation of darkness 
  using divine light. 
   Blessed by the Gods. The Sun Souls have historical 
  ties to three gods: Sune, Selûne, and Lathander. Monks 
  from the order worship one or more of these gods and are 
  sent to aid their temples in times of need.
   Guardians of the People. The Sun Soul monks are 
  sworn to defend the poor folk of Faerûn from evil. Many 
  leave their monasteries to wander the Realms alone, 
  fighting evil wherever it may be found. 
  Sun Souls (Way of the Sun Soul)
  
  Ships of Luskan (Swashbucklers) 
  35
  Luskan Swashbuckler
  Medium humanoid (human), any non-good alignment
  Armor Class 15 (chain shirt)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  16 (+3) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  13 (+1)
  Skills Athletics +3, Intimidation +3, Perception +3, Stealth +5
  Senses passive Perception 13
  Languages Common, Thieves Cant
  Challenge 1 (200 XP)
  Fancy Footwork. If the swashbuckler makes a melee attack 
  against a target during its turn, that target can’t make 
  opportunity attacks against the swashbuckler for the rest of the 
  swashbuckler’s turn.
  Rakish Sneak Attack (1/Turn). The swashbuckler deals an extra 7 
  (2d6) damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the swashbuckler is within 
  5 feet of the target and no other creatures are within 5 feet of the 
  swashbuckler.
  Actions
  Multiattack. The swashbuckler makes two melee attacks.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft. 
  or ranged 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Luskan Captain
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 15 (Studded Leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Deception +4, Stealth +5
  Senses passive Perception 10
  Languages Any two languages, Thieves Cant
  Challenge 4 (1,100 XP)
  Fancy Footwork. If the Luskan captain makes a melee attack 
  against a target during its turn, that target can’t make 
  opportunity attacks against the Luskan captain for the rest of 
  the Luskan captain’s turn.
  Panache. The Luskan captain chooses a target that can hear it 
  and shares a language, who must succeed on a DC 12 Charisma 
  saving throw. On a failed save, the target gains disadvantage on 
  attack rolls that target creatures other than the Luskan captain, 
  and it can’t make opportunity attacks against targets other than 
  the Luskan captain.
  Rakish Sneak Attack (1/Turn). The Luskan captain deals an extra 
  21 (6d6) damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the Luskan captain is 
  within 5 feet of the target and no other creatures are within 5 
  feet of the Luskan captain.
  Actions
  Multiattack. The Luskan captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the captain 
  makes two ranged attacks with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  The frozen port of Luskan has long waged war against 
  its naval rivals, drawing buccaneers to its docks like 
  galleons to the maelstrom. Once ashore, the best sailors 
  are inducted into the five great “Ships”: highly-respected 
  gangs who live by the codes of the Northlanders.
   One for All, All for One. Bonds of fellowship join each 
  sailor to their shipmates. They fight, make merry, love, 
  and die together. Such bonds are manifest in the clothing 
  they wear, their tattoos, and the adornments on their 
  shields: all of which share their Ship’s heraldry.
   Masterminded by Wizards. The High Captains of 
  the Ships govern Luskan, yet the wizards of the Arcane 
  Brotherhood control them like puppets. Few Luskars 
  doubt the wizards’ power, yet their goals remain 
  mysterious. When pirates are sent abroad, they’re 
  often furthering the unknowable aims of the Arcane 
  Brotherhood.
   Sailors of the Armada. Each Ship encompasses many 
  vessels. While in port, its sailors are assigned civic duties 
  such as guard duty, excise work, or laboring. On the high 
  seas, they form an armada of buccaneers ready to pounce 
  on any vessel that strays into their path.
  Ships of Luskan (Swashbucklers)
  
  Spirit Protectors of Ubtao (Path of the Ancestral Guardian) 
  36
  Spirit Talker
  Medium humanoid, neutral
  Armor Class 13
  Hit Points 52 (8d8 +16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  14 (+2) 
  9 (-1) 
  13 (+1) 
  8 (-1)
  Skills Athletics +5, Perception +3, Religion +1
  Senses passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  Call Spirit (1/Day). As a bonus action, the spirit talker can 
  summon forth an ancestral spirit for 1 minute. While the 
  spirit is active, attacks against the spirit talker are made with 
  disadvantage. When the spirit talker makes a melee attack, it 
  can choose to unleash the spirit on the target. The melee attack 
  is made with advantage and does 5 (1d10) force damage in 
  addition to regular weapon damage, and the spirit is gone.
  Actions
  Multiattack. The spirit talker makes two attack with its 
  greatclub. If the same target is hit with both attacks, the target is 
  knocked prone.
  Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage.
  Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Spirit Lord
  Medium humanoid, neutral
  Armor Class 15
  Hit Points 120 (16d8 +48)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  17 (+3) 
  9 (-1) 
  15 (+2) 
  12 (+1)
  Saving Throws Con +6, Wis +5
  Senses passive Perception 15
  Languages Common
  Challenge 7 (2,900 XP)
  Call Spirit (3/Day). As a bonus action, the spirit lord can 
  summon forth an ancestral spirit for 1 minute. While the 
  spirit is active, attacks against the spirit lord are made with 
  disadvantage. When the spirit lord makes a melee attack, it can 
  choose to unleash the spirit on the target. The melee attack 
  is made with advantage and does 11 (2d10) force damage in 
  addition to regular weapon damage, and the spirit is gone.
  Actions
  Multiattack. The spirit lord makes three attacks with its 
  greatclub. If the same target is hit with all three attacks, the 
  target is stunned until the end of the spirit lord’s next turn.
  Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Reactions
  Shielding Spirit. When the spirit lord suffers a critical hit on an 
  attack roll against it, it can use a reaction to summon a spirit to 
  shield it. The spirit lord gains resistance to all damage until the 
  end of the current turn. In addition, the attacker must succeed 
  on a DC 14 Constitution saving throw or take damage equal to 
  the damage taken by the spirit lord on that attack.
  Within the realm of Chult, Ubtao once help sway. He 
  protected his people, and in return they revered him and 
  lived to serve him. One of the tenets of the faithful of 
  Ubtao was a reverence for the spirits of those who came 
  before. While Ubtao has been absent for Chult, some have 
  not lost the faith. They guard sacred places, such as burial 
  sites, and protect the spirits that rest there, waiting for 
  Ubtao to return and lead them to the afterlife.
   A Calling. While most of the spirit protectors of 
  Ubtao are human, any types of creatures that dedicate 
  themselves to the protection of their ancestral lands can 
  become protectors. These guardians vow to defend their 
  lands with their lives, covering their bodies with tattoos 
  and other directions to seal that covenant.
   One with the Spirits. Once dedicated to the solemn 
  duty of guarding the sacred remains of their ancestors, 
  the spirit protectors begin to find themselves attuning 
  more and more to the spirit world. They hear voices, feel 
  the presence of spirits, and even see spectral evidence of 
  those who came before.
   After spending a short amount of time defending the 
  territory, the spirit protectors learn how to draw upon 
  these spirits to gain wisdom, increase the effectiveness 
  of their fighting, and even defend against attacks from 
  outsiders.
   Revered Recluses. Because of their strange 
  appearances and connections to the world of the dead, 
  spirit protectors are often revered outcasts in their own 
  tribes or communities. They care nothing for socializing 
  with the living, and they have no time for the trivial tasks 
  of life. Their communities keep them fed with gifts of 
  food, understanding their important role but not wanting 
  to spend any more time with them than necessary.
  Spirit Protectors of Ubtao
  (Path of the Ancestral Guardian)
  
  Stormborn of Ruathym (Path of the Storm Herald) 
  37
  Northlander Stormrider
  Medium humanoid, any chaotic
  Armor Class 14
  Hit Points 60 (8d8 +24)
  Speed 40 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (-1) 
  10 (+0) 
  8 (-1)
  Skills Athletics +5
  Damage Resistances lightning
  Senses passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 + 3) slashing damage plus 3 (1d6) 
  lightning damage.
  Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) 
  lightning damage.
  Reactions
  Bite of the Storm. If there are three or more hostile creatures 
  within 5 ft. of the Northlander stormrider, it can use a reaction 
  to make a greataxe attack against one of them.
  Northlander Stormrager
  Medium humanoid, any chaotic
  Armor Class 14
  Hit Points 60 (8d8 +24)
  Speed 40 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+1) 
  19 (+4) 
  9 (-1) 
  10 (+0) 
  11 (+0)
  Saving Throws Dex +5, Con +7
  Skills Athletics +8
  Damage Immunities lightning
  Condition Immunities charmed, frightened, prone
  Senses passive Perception 10
  Languages Common
  Challenge 9 (5,000 XP)
  Sea Legs. The Northlander stormrager cannot be 
  knocked prone.
  Actions
  Multiattack. The Northlander stormrager makes two greataxe 
  attacks or two javelin attacks.
  Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) slashing damage plus 7 (2d6) 
  lightning damage.
  Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) 
  lightning damage.
  Reactions
  Eye of the Storm (Recharge 5-6). If there are three or more 
  hostile creatures within 5 ft. of the Northlander stormrager, 
  it can use a reaction to release a burst of lightning. All hostile 
  creatures within 5 ft. of the Northlander stormrager must 
  succeed on a DC 16 Dexterity saving throw or take 36 (8d8) 
  lightning damage and be stunned until the end of their next 
  turns. Those succeeding on the saving throw take half damage 
  and are not stunned.v
  The Moonshae Isles are known for their combination 
  of beauty and savagery. No part of the isles exemplifies 
  that dichotomy than the northernmost extension of the 
  Moonshaes: the island of Ruathym.
   Home of the Northlanders. At 200 miles north of the 
  main islands of the Moonshaes, Ruathym is the ancestral 
  home of the hearty seafaring people known as the 
  Northlanders. Over the centuries these sailors, pirates, 
  and barbarians have integrated into the society of the 
  Moonshaes, but there is still clans of Northlanders who 
  call Ruathym their home.
   Worshippers of Tempus and Umberlee. The 
  inhabitants of Ruathym eke out an existence hunting, 
  fishing, and raiding the civilized areas in the northern 
  Moonseas. To help them survive, they call upon the 
  blessings of the gods Tempus and Umberlee, neither 
  known for peace and compassion. Priests, shamans, 
  and witches dedicated to these storm-gods often lead 
  the clans here. The true martial power of the Ruathym 
  Northlanders, however, rests with the Stormborn.
   Barbarians of the Sea. As raiders using the Trackless 
  Sea as their means of transport, the Stormborn give 
  themselves over to the savagery of their gods, as 
  exemplified by crashing waves, lightning-filled storms, 
  and relentless water. In their training, they learn to swim 
  with the skill of a merfolk, as well as stand up to the 
  terrible power of lightning, learning to harness it as they 
  gain more experience.
   In addition, their wild ferocity makes them hard to tame 
  or frighten, whether through pretty words, forceful acts, or 
  magic. When they do get behind a leader, however, they 
  show a dedication and obedience that borders on mania.
  Stormborn of Ruathym
  (Path of the Storm Herald)
  
  Tel'Teukiira Horizon Walker (Horizon Walkers) 
  38
  Tel’Teukiira Walker
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor, 16 with barkskin)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  11 (+0)
  Skills Nature +4, Perception +4, Stealth +4, Survival +4
  Senses passive Perception 14
  Languages Any one language (usually Common)
  Challenge 2 (450 XP)
  Ethereal Step. The Tel’Teukiira walker can step through the 
  Ethereal Plane. As a bonus action, they can cast the etherealness 
  spell with this feature, without expending a spell slot, but the 
  spell ends at the end of their turn.
  Planar Strike. As a bonus action, the Tel’Teukiira walker chooses 
  one creature they can see within 30 feet. The next time they hit 
  that creature on this turn with a weapon attack, all damage dealt 
  by the attack becomes force damage, and the creature takes an 
  extra 4 (1d8) force damage from the attack.
  Spellcasting. The Tel’Teukiira walker is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). The Tel’Teukiira walker has the following ranger 
  spells prepared:
  1st level (4 slots): cure wounds, jump, protection from 
  evil and good
  2nd level (3 slots): barkskin, misty step, spike growth
  3rd level (2 slots): haste, plant growth
  Actions
  Multiattack. The Tel’Teukiira walker makes two melee attacks or 
  two ranged attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  The Tel’Teukiira, as they’re known among the elves, have 
  a storied history. They lurk in the shadows, appearing 
  when need for them is greatest. Originally formed by the 
  Blackstaff as an organization that acted more directly than 
  the Harpers, this new group called itself the Moonstars 
  (among the non-elf population) and rose to prevent threats 
  that the Blackstaff and his allies deemed worthy.
   Prophesied of Amagal. As written in Amagal’s tome, 
  the Tel’Teukiira are protectors. However recent readings 
  of Amagal’s Prophecy have redirected the group’s 
  interests away from the Material Plane.
   Threats who Wait in Darkness. The Tel’Teukiira strive 
  to protect the world against threats from other planes, 
  guarding against forces that use otherworldly magic. They 
  also keep watch over known planar portals, remaining 
  vigilant against the opening of other portals.
  Tel'Teukiira Horizon Walker (Horizon Walkers)
   Dwell and Strike in Shadow. To better battle their 
  otherworldly enemies, the Moonstars remain hidden and 
  attack using secret rites that augment their strikes, which 
  are capable of wounding the most resistant outworlder. 
  They use the knowledge of secret ways through the 
  multiverse to traverse short and long distances in the 
  pursuit of their quarry.
  
  Tel'Teukiira Horizon Walker (Horizon Walkers) 
  39
  Tel’Teukiira Ranger
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor, 16 with barkskin)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  15 (+2) 
  11 (+0) 
  16 (+3) 
  11 (+0)
  Skills Nature +3, Perception +6, Stealth +6, Survival +6
  Senses passive Perception 16
  Languages Any one language (usually Common)
  Challenge 6 (2,300 XP)
  Distant Strike. The Tel’Teukiira ranger can pass between 
  the planes in the blink of an eye. When they take the Attack 
  action, they can teleport up to 10 feet before each attack to 
  an unoccupied space they can see. If they attack at least two 
  different creatures with the action, they can make one additional 
  attack against a third creature.
  Ethereal Step. The Tel’Teukiira ranger can step through the 
  Ethereal Plane. As a bonus action, they can cast the etherealness 
  spell with this feature, without expending a spell slot, but the 
  spell ends at but the spell ends at the start of their next turn.
  Planar Strike. As a bonus action, the Tel’Teukiira ranger chooses 
  one creature they can see within 30 feet. Each time the ranger 
  hits that creature on this turn with a weapon attack, all damage 
  dealt by the attack becomes force damage, and the creature 
  takes an extra 9 (2d8) force damage from the attack.
  Spellcasting. The Tel’Teukiira ranger is a 13th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit 
  with spell attacks). The Tel’Teukiira ranger has the following 
  ranger spells prepared:
  1st level (4 slots): cure wounds, jump, protection from 
  evil and good
  2nd level (3 slots): barkskin, misty step, spike growth
  3rd level (2 slots): haste, plant growth
  4th level (1 slot): banishment, greater invisibility
  Actions
  Multiattack. The Tel’Teukiira ranger makes three melee attacks 
  or two ranged attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing.
  Longbow. Ranged Weapon Attack: +6 to hit, ranged 150/600 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  
  War Wizards of Cormyr (War Magic) 
  40
  Battle-Mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 52 (8d8+16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS  
  CHA
   9 (-1) 
  14 (+2) 
  14 (+2) 
  17 (+3) 
  10 (+0) 
  10 (+0)
  Saving Throws Int +5, Wis +2
  Skills Arcana +6, History +6
  Senses Passive Perception 10
  Languages Any four languages
  Challenge 4 (1,100 XP)
  Spellcasting. The battle-mage is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit 
  with spell attacks). The battle-mage has the following wizard 
  spells prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, shocking grasp
  1st level (4 slots): ice knife, mage armor, magic missile, shield
  2nd level (3 slots): acid arrow, blur
  3rd level (3 slots): counterspell, fireball, sleet storm
  Tactical Wit. The battle-mage gains a +3 bonus to initiative rolls.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Reactions
  Arcane Deflection. When the battle-mage is hit by an attack 
  or fails a saving throw, they can use their reaction to gain a 
  +2 bonus to your AC against that attack or a +4 bonus to that 
  saving throw. When the battle-mage uses this feature, they can’t 
  cast spells other than cantrips until the end of their next turn.
  Alarphon
  Medium humanoid (any race), any alignment
  Armor Class 13 (16 with mage armor)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS  
  CHA
   9 (-1) 
  16 (+3) 
  14 (+2) 
  18 (+4) 
  10 (+0) 
  11 (+0)
  Saving Throws Int +8, Wis +4
  Skills Stealth +7, Insight +4
  Senses Passive Perception 10
  Languages any four languages
  Challenge 9 (5,000 XP)
  Power Surge (3/Day). Once per turn, when the Alarphon deals 
  damage to a creature or object with a wizard spell, they can deal 
  6 extra force damage to that target.
  Spellcasting. The Alarphon is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, +8 to hit 
  with spell attacks). The Alarphon has the following wizard 
  spells prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, shocking grasp
  1st level (4 slots): charm person, mage armor, magic 
  missile, shield
  2nd level (3 slots): acid arrow, blur
  3rd level (3 slots): counterspell, dispel magic, fireball
  4th level (3 slots): ice storm, stoneskin
  5th level (2 slots): dominate person, scrying
  6th level (1 slot): chain lightning, true seeing
  Tactical Wit. The Alarphon gains a +4 bonus to initiative rolls.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Reactions
  Arcane Deflection. When the Alarphon is hit by an attack or fails 
  a saving throw, they can use their reaction to gain a +2 bonus to 
  your AC against that attack or a +4 bonus to that saving throw. 
  When the Alarphon uses this feature, they can’t cast spells other 
  than cantrips until the end of their next turn.
  Cormyr is well known for its Purple Dragon army and 
  their War Wizards. An elite group of defenders of Cormyr, 
  the War Wizards perform multiple tasks in their duties 
  to protect the Land of the Purple Dragon and the royal 
  house of Obarskyr.
   Purple Dragons. While most War Wizards are brought 
  into the organization after studying at the College of War 
  for 5 years, some come through the ranks of the Purple 
  Dragon army to take their place as a battle-mage.
   Sworn Defenders. The title of War Wizard is not 
  bestowed upon a recruit until the recruit swears complete 
  fealty to the Crown of Cormyr. Upon doing so, the newly 
  titled War Wizard is expected to serve by taking on the 
  roles of soldier, bodyguard, advisor, and spy.
   Spies and Alarphons. War Wizards are known to 
  maintain magical security both inside and outside of 
  Cormyr, leading many to consider them spies. A secret 
  department of War Wizards, known as Alarphons, even 
  spy among the battle-mages themselves.
  War Wizards of Cormyr (War Magic)
  
  War Wizards of Cormyr (War Magic) 
  41
  Creatures by CR
  Name
  CR
  Badger Scout
  1
  Eldreth Veluuthra Scout
  1
  Luskan Swashbuckler
  1
  Blade of Wonder Apprentice
  2
  Bregan D’aerthe Spy
  2
  Goliath Sorcerer
  2
  Inebriate
  2
  Masked Inquisitive
  2
  Samurai Novice
  2
  Shadow Blade
  2
  Summer Court Jester
  2
  Tel’Teukiira Walker
  2
  Acolyte Dreamer
  3
  Cavalier Initiate
  3
  Demonblood Initiate
  3
  Eldathyn Redeemer
  3
  Forester Guardian
  3
  Might Bellows
  3
  Northlander Stormrider
  3
  Protecting Shepherd
  3
  Spirit Talker
  3
  Sun Soul Monk
  3
  Battle Mage
  4
  Luskan Captain
  4
  Mystra’s Beacon
  4
  Shadow Born
  4
  Arcane Archer Fletchling
  5
  Badger Veteran
  5
  Discordian Warlock
  5
  Drunken Master
  5
  Name
  CR
  Runehammer of Moradin
  5
  Scribe of Jergal
  5
  Blade of Wonder Master
  6
  Bregan D’aerthe Shadowmaster
  6
  Samurai Novice
  6
  Summer Court Maestro
  6
  Tel’Teukiira Ranger
  6
  Avenging Shepherd
  7
  Banite Conqueror
  7
  Eldathyn Guardian
  7
  Revenant Assassin
  7
  Shadow Thief Mastermind
  7
  Storm Oracle
  7
  Cavalier Charger
  8
  Forester Slayer
  8
  Sun Soul Master
  8
  Alarphon
  9
  Arcane Archer Captain
  9
  Arsenal of Moradin
  9
  Eldreth Veluuthra Infiltrator
  9
  Malkizid Discordian
  9
  Shadow Prime
  9
  Spirit Lord
  9
  Fiery Axe
  10
  High Dreamer
  10
  Mystra’s Vessel
  10
  Demonblood Savage
  11
  Northlander Stormrager
  11
  Scythe of Jergal
  11
  Banite Tyrant
  13
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/DMsGuild Adept/DMsGuild Adept/Xanathars Enemies and Allies.pdf