By Hana the Lorekeeper
The RPG villains detailed below are 100% compatible with 5e and can be used to enhance your game by providing new and interesting bad guys for your players to encounter. Feel free to customize these villains as desired to fit your and your players' playstyle.
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Mundur the Avenger
Male planetar, lawful neutral
Description. Appearing as a large dwarven man, Mundur the Avenger is wreathed in fire with manacles on his wrists and ankles. His stern face is streaked with the lines of long-dried tears, his voice cracks and cannot rise above a yell, and his eyes are bloodshot. He looks like a man defeated, but there is hatred in his words and actions for those who have wronged the dwarves of a long-gone city.
Motivation. Several hundred years ago, a vicious human mage tricked the king of dwarves into allowing him into the dwarven capital of Khorinth, where he slew the clan heads and enslaved all within the city walls. Humiliated and treated worse than beasts of burden, the wrath of these proud people turned on the humans that now occupied their homes. They cursed the humans, the mage, and all who would come after them and declared that when the last child of Khorinth died, an avenger would come to return every blow given with interest. Years passed, the city was abandoned and forgotten, and everyone forgot there had been people of Khorinth. Then just last month, the last survivor of Khorinth died, and Mundur was summoned to enact vengeance as promised.
Method. Manifesting in the ruins of Khorinth, Mundur observed the destruction and desecration of the city and was instantly aware of his purpose to destroy those who caused it. All responsible have been dead for many generations, and those who now inhabit the land are innocent of these misdeeds. Still, Mundur sees them guilty of association or descent, and that is enough to invoke his wrath, which leaves cities burning and leveled in a path toward the mage’s ancestral capital.
Means. Blessed with divine wrath and fiery might, Mundur is a one-person army, able to easily take on legions of guards or an unprepared adventuring party.
Minions. For the most part, Mundur enacts his vengeance alone. If things are dire or success is crucial, he can summon the spirits of Khorinth, which appear as azer, wraiths, magmin, shadows, and ghosts.
Flaw. Bearing the appearance of a dwarf and the heart of one, Mundur cannot willingly harm a dwarven character. His minions do not share this flaw.
Lair. As he is always on the move, Mundur has no set lair. If he needs to rest after or before a battle, he will find the nearest settlement and put it ablaze, resting in the flames of destruction.
Adventure Idea. While traveling, the party comes across a once-thriving town's charred and destroyed remains. There are no survivors or hints as to what prompted this attack, and the only clue about the perpetrator is a massive dwarven rune seared into the stonework at the town square.
Mundur the Avenger
Large celestial, lawful neutral
Armor Class 20 (plate, shield)
Hit Points 150 (12d10 + 84)
Speed 50 ft., fly 50 ft., burrow 10 ft.
|24 (+7)||16 (+3)||24 (+7)||17 (+3)||18 (+4)||20 (+5)|
Saving Throws Str +12, Wis +9, Cha +10
Skills History +8, Perception +9
Damage Immunities fire, radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhausted, frightened, petrified
Senses truesight 60 ft., passive Perception 19
Languages Celestial, Dwarvish, Ignan
Challenge 15 (13,000 XP) Proficiency Bonus +5
Burned Away. If Mundur has been under the effects of an adverse condition for more than 2 rounds at the start of his turn, that condition ends.
Divine Weapons: Mundur’s weapon attacks are magical. When Mundur hits with any weapon, the weapon deals an extra 2d8 radiant damage and 2d8 fire damage (included in the attack).
Enhanced Darkvision. Mundane and magical darkness does not impede Mundur, and he can see in darkness as if it were brightly lit.
Heated Body. A creature that touches Mundur or hits him with a melee attack while within 10 feet of him takes 9 (2d8) fire damage.
Illumination. Mundur sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Innate Spellcasting. Mundur’s innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only), comprehend languages
3/day each: blade barrier, dispel evil and good, fireball, flame strike
1/day each: control weather, divine word
Magic Resistance. Mundur has advantage on saving throws against spells and other magical effects.
Multiattack. Mundur makes two attacks.
Warhammer. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage or 29 (4d10 + 7) bludgeoning damage if used with two hands, plus 9 (2d8) fire damage and 9 (2d8) radiant damage.
Genderless ooze, chaotic neutral
Description. This humongous cube of gelatin wibbles and wobbles but holds together despite its massive size. Daring (or dumb) adventurers who inch close enough to peer into the semi-transparent depths will see various creatures, objects, and structures in different stages of dissolving. Instead, durable magic items do not dissolve, and those with sharp eyes can spot a red-purple lump of crystal pulsing at the heart of this being. The Hunger does not speak with words but can transmit simple emotions telepathically.
Motivation. Hungry. Starving. Food required. Brains...good. These are the thoughts of the ooze known as the Hunger. Once an ordinary ooze, this lucky gelatinous cube chanced upon a resting aberration that possessed high intelligence and consumed it. The psionic abilities of this aberration were tied to its brain, which crystalized and did not dissolve under the gelatinous cube’s acids. Over time, this crystalized brain enhanced and enlightened the ooze, which gained some semblance of sentience and a massive increase in size. The Hunger now eats through entire forests, hills, mountains, and even small towns to satiate its appetite.
Method. The Hunger eats through everything and anything in its way. It does not care about wrong or right; it’s just hungry. That being said, it does crave brains, a leftover echo from the crystalized aberration brain, and will not avoid settlements if it can easily absorb them.
Means. Due to its potent acid and massive size, the Hunger is deadly to ordinary people. Adventurers with protection from acid through spells and similar abilities will have an easier time dealing with the Hunger.
Minions. When the Hunger gets too big, takes much damage, or scrapes a portion of itself away, it produces smaller oozes with various abilities. It can exert some control over these new oozes, but if they remain close to the Hunger, chances are they’ll be reabsorbed.
Weakness. At the center of The Hunger is the crystalized aberration brain that allows it to grow to such massive proportions and gives it intelligence. If the brain were destroyed, the Hunger would immediately lose its intelligence and much of its body mass.
Lair. The Hunger has no lair, as it is always on the move to consume sustenance. Aside from cave-ins and other land-altering spells, all the tunnels The Hunger has carved out are connected.
Adventure Idea. The ground under the party gives way without warning! Tumbling down into a massive tunnel, they find a series of tunnels dripping with acid and occupied by various slimes. What could have caused this? If the party does not investigate the tunnel and returns to the surface, they will spot the ground around a nearby city shuddering as something large moves underneath it, weakening its integrity to cause a collapse...into the jelly of a vast, hungry ooze.
Gargantuan ooze, true neutral
Armor Class 10 (natural armor)
Hit Points 410 (20d20 + 200)
Speed 15 ft., burrow 10 ft.
|26 (+8)||4 (-3)||30 (+10)||7 (-2)||10 (+0)||6 (-2)|
Saving Throws Con +17, Int +5, Wis +7, Cha +5
Damage Immunities acid, poison
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, prone, stunned
Senses blindsight 120 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 10
Languages understands Deep Speech and Undercommon, but can't speak.
Challenge 22 (41,000 XP) Proficiency Bonus +7
Acidic Trail. When the Hunger moves, it leaves behind a trail of potent acid. This acid lasts for 1d6 + 1 hours and deals 13 (3d8) acid damage when a creature or object enters the area for the first time on its turn or starts its turn there.
Corrosive Form. A creature that touches the Hunger or hits it with a melee attack while within 5 feet of it takes 13 (3d8) acid damage. Any nonmagical weapon that hits the Hunger corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that hits the Hunger is destroyed after dealing damage. The Hunger can eat through 4-inch-thick, nonmagical wood or metal in 1 round.
Legendary Resistance (3/day). If the Hunger fails a saving throw, it can choose to succeed instead.
Ooze Cube. The Hunger takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the Hunger’s Engulf and has disadvantage on the saving throw.
Creatures inside the Hunger can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the Hunger. Doing so requires a successful DC 23 Strength check, and the creature attempting takes 27 (6d8) acid damage.
The cube can hold only one Gargantuan or Huge creature, up to four Large creatures, or up to sixteen Medium or smaller creatures inside it at a time.
Parent of Oozes. The Hunger can use a bonus action to command oozes it can sense within 120 feet of itself. These oozes must obey the command to the best of their abilities.
Siege Monster. The Hunger deals double damage to objects and structures.
Multiattack. The Hunger makes two pseudopod attacks.
Pseudopod. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 27 (6d8) acid damage and 17 (2d8 + 8) bludgeoning damage.
Engulf. The Hunger moves up to its speed. While doing so, it can enter Gargantuan or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 23 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the Hunger enters the creature's space, and the creature takes 27 (6d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 54 (12d8) acid damage at the start of each of the Hunger’s turns. When the Hunger moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 23 Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the Hunger.
Hunger Blast (Recharge 5-6). The Hunger magically invokes impulses of hunger in a 60-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw, taking 13 (3d8) psychic damage on a failure and half as much on a success. Creatures that fail must also spend the next 1 minute using their action to search for and consume food. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Carved. When the Hunger is subjected to slashing damage of 16 points or higher in a single turn, it produces a gelatinous cube or grey ooze (GM’s choice) that has hit points equal to half the damage dealt, rounded down. This new ooze rolls its own initiative.
King Harenfel Hidnogg X
Male human, lawful evil
Description. His Imperial Majesty King Harenfel Hidnogg X is an old human man with a flowing white beard and braided train of hair, upon which rests a golden crown. He wears black and purple robes embroidered with protective glyphs and uses an arcane staff as a walking aid. Although he appears to be a kindly, well-meaning old man, all the kingdom’s corruption and evil have flourished under the reign of his fathers, and Harenfel sees no reason to change it. He demands the obedience of his people, and as they see him as a protector from dragons, they bend their heads and blind their eyes to the evils in their daily lives.
Motivation. Nine other kings before Harenfel have ruled, and under the lineage of Hidnogg, dragons are all but extinct and creatures of myth. This is due to a powerful spell that prevents dragon eggs from hatching anywhere the flag of Hidnogg flies. Harenfel Hidnogg I received a premonition that his legacy would disappear under the glory of dragons, and every king after him has received this vision. Now in possession of the last ten dragon eggs, Harenfel is determined to let these dragonlings die in their eggs without ever being able to hatch, thus securing his legacy.
Method. Corruption, human trafficking, drug cartels, and bandits are all a result of Harenfel’s rule, as he only cares about his legacy and is deaf to the struggles of the masses.
Means. With the wealth of a kingdom and the apathy of the general population, Harenfel can bribe or kill anyone who gets in his way.
Minions. Harenfel has numerous guards, mercenaries, and mages and his disposal, and he can hire anyone he needs on a whim.
Secret. The premonition that each Hidnogg receives is tied to their bloodline: Harenfel Hidnogg I’s mother was a prophetic silver dragon. It disgusts Harenfel to think about how without his draconic grandmother, he wouldn’t exist.
Lair. Harenfel claims the massive kingdom of Hidnogg as his own, but he resides in Galben, a twisted castle filled with deadly traps and servants who die if they betray the line of Hidnogg in any way.
Adventure Idea. A cloaked person approaches the party one night as they celebrate their most recent victory and pays them several bags of platinum and jewels to deliver a pair of large capsules, one ruby red and the other glistening gold, to the Temple of Stars. The capsules are lined with a thin sheet of lead to protect their contents from divination: the eggs of gold and red dragons. The cloaked person is Heoti Hidnogg, the king’s daughter, and it will be a race against the king’s forces to deliver the dragon eggs to the temple where they can safely hatch. Further adventures can involve delivering the remaining eight eggs to the temple.
King Harenfel Hidnogg X
Medium humanoid, lawful evil
Armor Class 13 (16 with mage armor, 21 with shield)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
|10 (+0)||16 (+3)||14 (+2)||22 (+6)||16 (+3)||18 (+4)|
Saving Throws Con +8, Int +12, Wis +9, Cha +10
Skills Arcana +18, History +12, Insight +9, Perception +9, Persuasion +16, Religion +12
Damage Resistance damage from spells
Senses passive Perception 19
Languages Common, Draconic, Elvish, Dwarvish, Infernal, Primordial
Challenge 20 (25,000 XP) Proficiency Bonus +6
Careful Spell (3/day). When Harenfel casts a spell that forces other creatures to make a saving throw, he can shield up to 4 allies from the spell’s effect. The chosen creatures automatically succeed on their saving throws against the spell and take no damage.
Hatred of Dragons. Harenfel has advantage on attack rolls against creatures of draconic blood.
Legendary Resistance (3/day). If Harenfel fails a saving throw, he can choose to succeed instead.
Magic Resistance. Harenfel has advantage on saving throws against spells and other magical effects.
Overchannel (1/day). When Harenfel casts a spell of 1st through 5 level that deals damage, he can deal maximum damage with that spell.
Spell Sculptor. When Harenfel casts a spell that deals acid, cold, fire, lightning, or poison damage, he can use a bonus action to change the damage type to one of the other listed types.
Spellcasting. Harenfel is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Harenfel has the following wizard spells prepared:
Cantrips (at will). chill touch, light, mage hand, prestidigitation, ray of frost
1st Level (4 slots). detect magic, mage armor, magic missile, misty step, shield
2nd Level (3 slots). detect thoughts, mirror image, misty step
3rd Level (3 slots). counterspell, dispel magic, fireball, hypnotic pattern
4th Level (3 slots). dimension door, fire shield, greater invisibility
5th Level (3 slots). dream, modify memory, scrying
6th Level (2 slots). chain lightning, contingency, globe of invulnerability
7th level (2 slots). forcecage, prismatic spray, teleport, simulacrum
8th level (1 slot). incendiary cloud
9th level (1 slot). prismatic wall
Quarterstaff: Melee Magical Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8 + 6) if used with two hands.
Opportunistic. When an enemy provokes an opportunity attack from Harenfel, he can use his reaction to cast a spell at the creature. The spell must have a casting time of 1 action and must target only that creature.
Harenfel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Harenfel regains spent legendary actions at the start of his turn.
Cantrip. Harenfel casts a cantrip.
Endure (Costs 2 actions). Harenfel braces himself for an incoming attack, gaining advantage on the next check he makes to maintain concentration on a spell.
Quarterstaff. Harenfel makes a quarterstaff attack.
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