D&D 5E Need a NPC villian

CTurbo

Explorer
Need a good tough NPC villain or two for an overpowered party of five 5th level characters. This is for a laid back practice campaign that I've been playing with my wife and her sister. There is no REAL overall plot. We're sort of mercenaries and/or guns for hire, but we're overpowered. We made quick work of 3 Hill Giants and the next encounter was 2 fire elementals and a lot of beefed up kobolds followed by a young red dragon and more kobolds. All too easy. It's hard to find a good challenge that doesn't murder the group haha

Could be a recurring character that gets away everytime we almost kill him/her.
 

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A pair of these dwarf barbarians might work well.

Pitch Blade Barbarian
Medium humanoid (dwarf), chaotic neutral
Armor Class 20 (+1 shield)
Hit Points 95 (10d8 + 50)
Speed 30 ft.
[TABLE="align: center"]
[TR]
[TD]STR[/TD]
[TD]DEX[/TD]
[TD]CON[/TD]
[TD]INT[/TD]
[TD]WIS[/TD]
[TD]CHA[/TD]
[/TR]
[TR]
[TD]18 (+4)[/TD]
[TD]14 (+2)[/TD]
[TD]20 (+5)[/TD]
[TD]8 (-1)[/TD]
[TD]12 (+1)[/TD]
[TD]8 (-1)[/TD]
[/TR]
[/TABLE]

Saving Throws Str +7, Con +8
Skills Athletics +7, Perception +4, Survival +4
Damage Resistances bludgeoning, slashing, piercing, poison
Senses darkvision 60 ft., passive Perception 14
Languages Common, Dwarvish
Challenge 8 (3,900 XP)
Reckless Attack. The barbarian can choose to have advantage on melee attack rolls using strength for its turn, but attack rolls against it then have advantage until its next turn.

Danger Sense. The barbarian has advantage on Dexterity saving throws against effects it can see. It cannot use this if it is blinded, deafened, or incapacitated.

Feral Instinct. The barbarian has advantage on initiative rolls. Additionally, if the barbarian is surprised but not incapacitated at the start of combat, it can act normally on its first turn but only if it first enters a rage.

Brutal Critical. The barbarian rolls two extra weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Actions
Multiattack. The barbarian makes two melee attacks or three melee attacks while raging and in a frenzy

+1 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 11 (1d8 + 7) slashing damage while raging.

Intimidating Presence. The barbarian can use its action to frighten a creature within 30 feet who can see or hear it. The creature must succeed on a DC 10 Wisdom saving throw or be frightened until the end of the barbarian’s next turn. On subsequent turns, the barbarian can use its action to extend the fear effect another turn. The effect ends if the target moves out of line of sight or beyond 60 feet from the barbarian.

Rage. The barbarian enters a rage for 1 minute as a bonus action. The rage ends early if the barbarian wishes to use a bonus action to end it or if the barbarian falls unconscious. The following changes occur during the rage:
· Advantage on strength checks and saving throws
· +3 damage on strength-based melee weapon attacks
· Cannot be charmed or frightened
· When dropped to 0 hit points, make a DC 10 Constitution saving throw. Success: drop to 1 hit point instead. The DC for this increases by 5 each additional time it is used before a long rest.
· Optionally enter a frenzy at the start of the rage to attack as a bonus action. After the rage is completed, the barbarian suffers 1 level of exhaustion.

Reactions
Retaliation. The barbarian may make 1 melee attack against a creature within 5 feet who damages it.
 

This greater doppelganger could be joined by a pair of regular doppelgangers in a plot to take over an organization.

Telakin
Medium monstrosity (shapechanger), neutral evil
Armor Class 15 (18 with mage armor, 17 with unarmored
defense)
Hit Points 130 (20d8 + 40) + 26 (1d4 + 24) temporary hit points
Speed 30 ft., 40 ft. Bragat form


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 18 (+4) 16 (+3) 14 (+2)




Saving Throws Wis +7, Wis +6
Skills Deception +10, Insight +7, Perception +7
Damage Resistances one of acid, cold, fire, lightning, or
thunder; bludgeoning, piercing, and slashing damage while
raging
Condition Immunities Charmed
Senses Darkvision 60 ft., passive Perception 17
Languages Common
Challenge 9 (5,000 XP)


Special Equipment. Telakin has a ring of protection, a scroll of fireball, and a wand of cure
wounds.


Shapechanger. The doppelganger can use its action to polymorph in a Small or Medium humanoid it has
seen, or back into its true form. Its statistics, other than its size, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
The greater doppelganger has absorbed Valdagan, a neutral
evil male human wizard, and Bragat, a chaotic evil male orc
barbarian.


Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.


Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the
first round of combat, the target takes an extra 14 (4d6) damage from the attack.


Spellcasting (Valdagan form only). Valdagan is a 12th-level spellcaster that uses Intelligence as
his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). Valdagan has the
following spells prepared from the wizard’s spell list:
Cantrips (at will): acid splash, mage hand, minor illusion,
prestidigitation
1st level (4 slots): charm person, detect magic, *false life,
grease, *mage armor, magic missile
2nd level (3 slots): ray of enfeeblement, scorching ray
3rd level (3 slots): clairvoyance, dispel magic, fireball,
protection from energy, slow
4th level (3 slots): confusion, wall of fire
5th level (2 slots): dominate person
6th level (1 slot):


If Telakin is aware of the approach of enemies, he casts the spells marked by an asterisk (*). The
stat block reflects this, and false life is cast using a 5th-level spell slot.


Frenzy (Bragat form only). The barbarian can enter a frenzy when starting to rage. For the
remainder of the rage, the barbarian may make an additional attack as a bonus action. After the
rage ends, the barbarian gains one level of exhaustion.


Reckless (Bragat form only). At the start of its turn, the barbarian can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it have advantage until the
start of its next turn.


Danger Sense (Bragat form only). The barbarian has advantage on Dexterity saving throws while it is
not blinded, deafened, or incapacitated.
Actions
Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage.


+1 Frost Greataxe (Bragat form only). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing
damage or 11 (1d12 + 5) slashing damage while raging and 3
(1d6) cold damage.


Rage (Bragat form only, 4/day). As a bonus action, the barbarian can enter a rage for 1 minute. The
rage ends early if the barbarian is knocked unconscious, ends it as a bonus action or ends a turn
without attacking or taking damage since the previous turn. The barbarian cannot cast or
concentrate on spells while raging. While raging, the barbarian has advantage on strength checks
and saving throws and cannot be charmed or frightened.


Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of
metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can
continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if
concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on
Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.


Consume Identity. A greater doppelganger that eats the brain
of a Medium or smaller humanoid absorbs the mind, memories,
and personality of that victim. This act must be performed
within 1 hour of a victim’s death and takes 1 minute. After
consuming a victim’s identity, a greater doppelganger can
assume the victim’s form with 100% accuracy and possesses
the victim’s memories, abilities, and alignment. While in that
victim’s form, a greater doppelganger can use all of the victim’s
class features, including spells and bonus feats. This effect does
not alter the greater doppelganger’s proficiency bonus, hit
points, saves, feats (unless granted by a class feature), skills
(except languages), divine spells, paladin class features, or
other features granted by deities.
A greater doppelganger can only retain a limited number of
identities in this fashion, up to 18 total CR. The CR of each
consumed victim counts toward this limit. When an identity is
consumed that would exceed this limit, a stored identity must
be discarded, as decided by the greater doppelganger. The CR
of any one consumed identity cannot exceed the greater
doppelganger’s CR.
If the greater doppelganger commits an act in violation of its
assumed alignment, it immediately reverts to its true form for
1d10 rounds. A greater doppelganger can draw on the
memories of all its consumed identities no matter its form, but
not on the victim’s class features.
 

We all have 20 in our attack stat, good Con and a +1 armor and a +1 weapon. The dual wielding fighter actually has a two +1 longswords.

I like the Dwarf Barb twins. May use them next time we play. At first I thought 95 hp was way too low, but with resistance to damage, it'll probably work out.
 


We all have 20 in our attack stat, good Con and a +1 armor and a +1 weapon. The dual wielding fighter actually has a two +1 longswords.

I like the Dwarf Barb twins. May use them next time we play. At first I thought 95 hp was way too low, but with resistance to damage, it'll probably work out.

How did they get all of that.
 

How did they get all of that.


Like I said, it's a laid back practice campaign. We're trying to get the wives into playing with us. So far so good. Just having trouble gauging a proper challenge rating.
 

I second the doppleganger. I had one as the main villain of a campaign. Loads of fun. Nothing wrong with the barb twins or anything, I just have fond memories of the doppleganger villain.
 

You could always have a villain arise organically.

Is there any sentient creature that has been totally screwed over by the PC's previous actions? The more "innocent" they were before having their life destroyed, the better. There are numerable ways they could be beefed up for combat, but even better if they could harm the party in a way that isn't so obvious-- stealing their food, killing their contacts, allies and patrons, hiring them and sending them on an adventure they cannot possibly win (such as to fetch an artifact that isn't even there from an extremely dangerous place).

If the PCs are really good at hitting those AC numbers and dealing large amounts of damage, I guarantee you that there are crippling weaknesses elsewhere on those character sheets that you are choosing not to exploit.
 

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