Yes, that's what I've found in the few instances that I've used PC stats for NPCs. They hit hard, but they go down fast. Maybe I just need to re-read the NPC section of the DMG, but statting up NPCs is currently the most tedious part of 5e for me. I usually start with one of the included NPC stat-blocks, and adjust HD and proficiency as needed, but there just aren't that many sample NPCs to choose from, so it always feels a little dissatisfying.
This is why I build NPC's like monsters now.
Here are some examples:
TOOMAN THENDRIK
Male Drow Cleric of Ghaundar – chaotic evil.
Armor Class 19 (Scale mail +1, Shield)
Hit Points 176
Speed: 30ft
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 13 (+1) 19(+4) 18 (+4)
Saving Throws Con +7, Wis +8, Cha +8
Skills Insight +8, Perception +8, Religion +5, Stealth +5
Senses darkvision 120ft., passive Perception 18
Languages Elvish, Undercommon
Challenge 11 (7200)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC16). It can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The drow is a 15th level spellcaster. Its spellcasting ability is Wisdom (spell save DC16, +8 to hit with spell attacks). The drow has the following cleric spells prepared:
Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
1st level (4 slots): bane, divine favour, shield of faith, cure wounds
2nd level (3 slots): enhanced ability, hold person, melf’s acid arrow
3rd level (3 slots): bestow curse, dispel magic, protect from elements
4th level (3 slots): Evards Black Tentacles, freedom of movement
5th level (2 slots): cloudkill, harm
6th level (1 slots): blade barrier, word of recall
7th level (1 slots): divine word
8th level (1 slot): holy aura
ACTIONS
Multiattack. The drow makes two warhammer attacks
Warhammer. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 6 (1d8+2) piercing damage plus 17 (5d6) poison damage.
Summon Ooze (1/Day). The drow attempts to magically summon a Black Pudding with a 30 percent chance of success. If the attempt fails, the drow takes 1d10 acid damage. Otherwise the summoned demon appears in an unoccupied space within 60ft of its summoner, acts as an ally of its summoner, It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
SOLOM NED’RAZAK
Male Drow Archmage – Neutral Evil
Armor Class 20 (Elven Chain Shirt +1, Ring of Protection +1, Cloak of Protection +1)
Hit Points 251
Speed: 30ft
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 20 (+5) 14(+2) 18 (+4)
Saving Throws Strength +2, Dexterity +5, Wisdom +10, Charisma +12, Constitution +10, Intelligence +13
Skills Arcana +13, Deception +9, Perception +7, Stealth +8, History +13
Senses darkvision 120ft., passive Perception 17
Languages Elvish, Undercommon
Challenge 16 (15000)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC17). It can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: darkness, faerie fire, levitate (self only)
Magic Resistance (Ring of Spell Turning). Solom has advantage on saving throws against spells and other magical effects. In addition, if he rolls a 20 on his saving throw and the spell is 7th level or lower, the spell instead targets the original caster.
Spell Mastery. Solom chooses a 1st and 2nd level spell that he has prepared, he can cast them without expending a spell slot.
Signature Spell. Solom has mastery over the following third level spells, he always has them prepared, and can cast each of them once at 3rd level without expending a spell slot. Counterspell and dispel magic
Spellcasting. Solom is a 20th level spellcaster. His spellcasting ability is Intelligence (spell save DC18, +10 to hit with spell attacks). He has the following Wizard spells prepared:
Cantrips (at will): mage hand, poison spray, minor illusion, ray of frost, fire bolt
1st level (4 slots): mage armour, shield*, magic missile, thunderwave
2nd level (3 slots): see invisibility, mirror image, scorching ray*
3rd level (3 slots): fireball, blink, protection from energy; dispel magic and counterspell as signature spells
4th level (3 slots): greater invisibility, fire shield, banishment
5th level (3 slots): wall of force, bigby’s hand, hold monster
6th level (2 slot): chain lightning, disintegrate
7th level(2 slot): etherealness, force cage
8th level(1 slot): feeblemind, power word stun
9th level(1 slot): foresight
*Spell mastery spells
ACTIONS
Staff. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 3 (1d6) bludgeoning damage plus 1d6 poison damage.
Summon Demon (1/Day). Solom magically summons a quasit, or attempts to summon a horned devil with a 50% chance of success. The summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summer, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
EQUIPMENT
Potion of Cure Wounds (5th level), Ring of Protection +1 (attuned), wand of magic missile (see DMG), Boccobs blessed book, diamond dust (250gp), Ruby Dust (1500gp), Elven Chain Shirt, Ring of Spell Turning (attuned), Cloak of Protection +1 (attuned)
ZEDARR T’SARRAN
Male Drow Dark Paladin of Kiaransalee – chaotic evil.
Armor Class 22 (Drow Plate + 1, Shield, Defensive Fighting Style)
Hit Points 135
Speed: 30ft
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 10 (+0) 12(+1) 14 (+2)
Saving Throws Wis +6, Cha +6
Skills Athletics +10, Perception +6, Intimidate +10, Stealth +8 (disadv)
Damage Resistances resistance to bludgeoning, piercing, and slashing from non-magical weapons
Senses darkvision 120ft., passive Perception 16
Languages Elvish, Undercommon
Challenge 13 (10,000)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC114). It can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The drow is a 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC15, +7 to hit with spell attacks). The drow has the following Paladin spells prepared:
1st level (4 slots): hellish rebuke, inflict wounds, shield of faith, compelled duel
2nd level (3 slots): crown of madness, darkness, magic weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic
4th level (3 slots): blight, confusion, death ward
5th level (1 slots): contagion, dominate person
Dreadful Aspect (1/short rest). As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a wisdom saving throw (DC15) if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.
Aura of Hate. The paladin, as well as any fiends or undead within 30 feet of the paladin, gain a bonus to melee weapon damage equal to +2. This has already been factored into the Paladins weapon damage.
Improved Divine Smite. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. You can also expend a paladin spell slot to deal additional radiant damage to the target on top of your divine smite. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases 1d8 if the target is a celestial or fey.
ACTIONS
Multiattack. The paladin makes two dire flail attacks.
Flail. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 7 (1d8+7) bludgeoning damage, plus 10 (3d6) poison damage, plus 22 (5d8) radiant damage
EQUIPMENT
Drow Plate +1, Flail +1