With over 500 monsters, including 40+ stat blocks for nonplayer characters, the new Monster Manual has a creature for every occasion. For those moments when you're describing an NPC and your players immediately try to pickpocket them, you'll find several groups of Humanoid stat blocks that can represent any type of nonplayer character your campaign needs, from bandits to mages.
Below, we'll take a look at two NPC groups in the new Monster Manual: Cultists, a classic D&D villain with new variants, and performers, a brand-new addition for when you want to practice your vocal runs!
Claim Your Free Copy of Hold Back the Dead
Hold Back the Dead is a single-session adventure part of D&D's yearlong 50th-anniversary celebration. In this adventure designed for four to six level 4 characters, players are tasked to defend Ironspine Keep against the looming horde of the sinister lich, Szass Tam.
Dive straight into the action with stat blocks from the new Monster Manual, a full map of the fortress defense zones, details on siege weapons, and pre-generated character sheets!
Cultists: What's New

Dungeons & Dragons has a long history with cultists as villains. Your players may find themselves face-to-face with the Cult of Zargon, the Cult of the Dragon, the Cult of Elemental Evil, or a cult of your own making with dastardly plans for destruction and domination. Now, you can challenge your players with these zealous foes no matter their level!
Agendas and Occult Symbols
Cultists are known for their radical beliefs and the extreme measures they'll take to fulfill their purpose. If you're looking to include a cult as an antagonist in your campaign, the new Monster Manual can inspire their insidious purpose with random tables to help determine the cult's agenda and the occult symbol that reflects the cult's purpose.
Rolling on these tables you can quickly create a cult with a unique identity, like one that seeks to burn away the comfortable lies of reality that uses the symbol of a flame to represent the fuel of their burning desire!
Cultist and Cultist Fanatic
On top of the quality-of-life changes that all returning monsters received in the new Monster Manual, the Cultist (CR 1/8) and Cultist Fanatic (CR 2) have been given melee attacks that pack a necrotic punch to reflect their dark devotion. While these zealots may still be expendable to the cult's higher-ranking members, they've now got a fitting supernatural flair!
Cultist Hierophant
The new Monster Manual also introduces the powerful and charismatic Cultist Hierophant (CR 10).
A hierophant is a position of authority, and you can use this stat block for the cult leader or one of their trusted lieutenants. The cultist hierophant is a perfect mid-tier villain, perhaps as a commander of the lower ranks of the cult.
In addition to supernaturally charged melee attacks, the hierophant has access to a powerful ranged attack option and various spells, allowing the hierophant to tactically shape the battlefield from the back lines while their minions charge forward.
A Cult for Every Occasion
Most cults worship different types of supernatural patrons. Some may follow otherworldly beings like an elder god or serve powers of undeath like the archlich Vecna. Others reach for primal destruction and revere a primordial power of the Elemental Planes, and many stick to the classics and worship Fiends from the Abyss or Nine Hells.
In the new Monster Manual, you'll find stat blocks for cultists that reflect their unique supernatural powers gained from the cult's patron: Aberrant Cultists, Death Cultists, Elemental Cultists, and Fiend Cultists. Each of these foes has a CR of 8, so you can use them individually as a challenge for lower-level parties or throw a few of them at higher-level parties!
Each of these new cultists has abilities that reflect who or what they worship. For example, an Aberrant Cultists can summon eldritch tentacles to restrain enemies, a Death Cultists can impose the Frightened condition on foes and prevent them from regaining Hit Points, an Elemental Cultists manipulates destructive natural forces and can switch between several damage types, and a Fiend Cultists can summon hellish fire to sear their enemies.
Performers: Bring a Little Levity to your Games

If your world is full of workers who need to pass the time between shifts at the docks or the tavern, then it likely has entertainers for those looking for distraction and amusement. These performers have honed their skills and become experts in their craft, whether it's storytelling, singing, or jesting.
Some have even practiced their performances long enough to become locally famous headliners or worldwide legends.
The new Monster Manual introduces three stat blocks for performers that are sure to entertain your party, even at higher levels: the Performer (CR 1/2), Performer Maestro (CR 6) and Performer Legend (CR 10).
Performers
Performers wield an array of abilities that show off their talents. They have solid bonuses to Strength (Athletics), Dexterity (Acrobatics), and Charisma (Performance) checks—all of which are important when it comes time to dazzle their audience.
A performer can also use their agility to stay alive in a fight thanks to their Uncanny Dodge Reaction. So go ahead and write those unflattering poems about the local crime lord!
Performer Maestro
If you need to fill your circus with some especially talented entertainers, you may want to reach for the Performer Maestro stat block. Maestros are quick, agile, deadly with a blade, and can weave enchanting magic with their Beguiling Song—which allows maestros to impose the Charmed condition on oncoming enemies in addition to blasting targets with Psychic damage.
Performer Legend
Performer legends are renowned across a nation, continent, or world, and this fame usually extends even to people who do not care for the performer's art form. (You may have never purchased one of her albums, but you know who Beyoncé is.) Performer legends often travel with a retinue of guards, noble patrons, employees, other performers, and people who laugh at their jokes. Your party may run into one of these performers in a big city or might be hired to guard them while they travel!
A performer legend uses their talent to manipulate the emotions of the people around them, imposing the Charmed or Frightened conditions on targets and shredding their minds with Psychic damage. (I certainly have heard songs that did the same.) If that doesn't do the trick, a performer legend might reach for Illusion magic to aid in an escape or rely on their Warding Charm to deflect incoming attacks and temporarily charm their enemies.
A World Full of Inspiration
As a Dungeon Master, you can't prepare a unique stat block for every NPC—but they're out there: the bandits, nobles, priests, spies, cultists, and performers. And when players inevitably push the limits, you'll find yourself asking, “Does a 14 hit?” or “What can this NPC do in response?”
Well, thanks to the 40+ NPC stat blocks in the new Monster Manual, you'll find plenty of inspiration for every individual that crosses your characters' path!

Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
One of my few gripes with the new Monster Manual is the lack of a page showing how to tweak an NPC stat block for each humanoid species, like was in the 2014 DMG.
I believe it was in the DMG under Create a Creature. It loosely describes how to alter an existing monster
I would just love to know how AC is calculated for them, or really any AC in the new manual. They completely removed where they stated where it is natural armor or not in the new monster manual. Cultist Hierophant is either completely wrong or somehow using mage armor while wearing actual armor, Archmage gets +2 to AC for some unknown reason, Spy Master has 19 AC yet gear does not list armor at all, I am assuming the berserkers have the barbarian unarmored defense trait just implied but its not actually written so who knows. Like is there any way to figure out if those with no specific armor in the gear section is supposed to be natural AC? Makes modifying them a pain, especially the Archmage who I cannot figure out if he is just full of errors or is supposed to magically have weird AC and an Initiative that doesn't actually add up.
But Gith and tenku are humanoids and not even monstrous humanoids like bugbears, orcs, centaurs or lizardfolk. There is nothing monstrous about them. except maybe for the terrible social attitudes of the gith... totally the racist militarists.
I love me some evil cultists. Pirates and bandits as well. Oh and throw some guards in there as well. I think my favorite hench men are......storm troopers. Nnnoooo the robots from the animated clone wars.
Cultists though......I can't think of some great cultist henchmen off the top of my head.
@BoernetheButcher I would say that about Githyanki, not really about the Zerai.
I agree, the AC calculations are wonky and completely off if we use player rules. I have to assume they are no longer doing that and are using stats that fit the more general vibe and flavor of the monster.
Archmage has a 17 which is not too overly high, but still high enough for a CR 12 spellcaster. Spy Master has a very high AC because it fits the theme of a int-based monster that has acquired intelligence about how the party attacks and their tactics. It's easy to flavor the Spy Master, who has spent countless hours studying the PCs.
My assumption is they are starting with the monster creation guidelines in the 2014 DMG, and then making adjustments.
CR 12 Monster (Archmage) should have an AC 17.
CR 8 Monster (Berserker) AC 16
The spy master should have an AC of 17 to start with, but themes/flavor bring it up to 19
Me too. Mainly Taylor Swift
That's just the thing. We can't anymore. We can only take one that already exists and call it something else. Hardly unique. Please give us the means to build our own monsters/NPC statblocks like the 2014 monster manual did.
My issue is that if monsters no longer follow any of the same rules, even humanoid monsters, then how does that effect friendly NPCs? Do those insanely high natural AC stack with other effects, like could a PC cast Mage Armor on the friendly spymaster to make it AC 22 since they don't wear armor? Like somehow archmage using mage armor works differently from PCs using the spell, but I have no idea why or how. So if they are just going with whatever number they like, why include mage armor at all? Is all monster AC now natural armor unless otherwise stated, meaning that even if stripped of all gear the spy master somehow just has an AC better than Plate? I have players that often take prisoners as they try not to kill every enemy they meet, so they frequently remove gear and weapons to safely capture, but how am I as a DM supposed to know how the AC works if it works on some imaginary system that the designers haven't given to us in the DMG. Archmage has AC 17 while supposedly using mage armor, but it doesn't add up at all.
If they were consistent, it wouldn't bother me as much, but Questing Knight specifically states plate armor in Gear, so the fact that Death Knight doesn't to me means that the Death Knight now has Natural AC 20. Or even just Heat Metal, since they don't specify what is natural versus armor anymore. Like sure, logically the Death Knight should probably be plate armor and shield, but he is just a magic undead same as Lich so maybe the writers intended it to be natural AC 20 so no Heat Metal. Cultist Hierophant has AC 16 because of breast plate which is less than if they just used mage armor (Which they have and are supposedly using.....).
I think the worst one I had regarding this new way of doing humanoid NPCs to not follow player rules was having to tell a brand-new player, that at no point in their career would their character ever actually match their backstory mentor, who was part of the storyline. The character wanted to be a powerful mage like their mentor and thought that would include the arcane burst. Had to tell them that their character will literally never be able to do that attack, and honestly even at level 20 no cantrip can match a CR6 mage basic attack, and that unlike the mentor their character had a ton of rules and stuff to follow. Also was hard trying to explain why exactly the bandit deceiver's dagger was completely useless to the PC but did a ton of damage when the bandit used it. My players were excited thinking it was a magic item, and eventually I just made it one because the party was out here trying get the Mentor to cast legend lore and identify on the damn thing. Even my experienced players thought it had to be magic, since the dagger did 2d4 piercing they figured the poison was a bandit feature but the increased slashing was so unique compared to anything in 2014 that they assumed I had given them a magic item. Similar issue came up with a friendly NPC who was a caravan guard alongside the PCs, minor unnamed character so of course the party had to ask me his entire life story. Decided to make him a Guard Captain since the party was so attached, and when they knew combat was coming wanted him to take the flametongue longsword to help in the fight. Had to just break immersion and just out of character tell them that his non-magical basic longsword did the same damage as a flametongue basically, as did his non-magical javelin, so it was useless.
I ran into another issue where my party wanted to interrogate a mage, but realized they couldn't do that safely at all. Mage no longer follows player rules, so even disarmed, no arcane focus, 1 HP, and in silence, the mage can still deal full damage and there is no way to prevent him from being a threat or imprison them. I just gave up following rules as written at that point and said that the arcane burst requires components and verbal because it became a nightmare otherwise. Unless I the DM rule that he is willing to surrender, the PCs have no choice but to kill since he cannot be safely imprisoned or interrogated unless in anti-magic field which is 8th level spell rules as written. Makes for some really weird interactions as well, since I am now trying to figure out how any NPC mage can be imprisoned unless every jail has a super powerful antimagic field jail cell somehow. It just feels like NPCs and PCs are no longer the same species at all and just function on a fundamentally different system, which is really challenging when having them as allies.
This was a hilarious statement to me, since basically every enemy my party faces that is worth remembering was completely homebrewed, using the 10 pages the old DMG gave us. Sure the chart was hilariously power crept but just use the stats for 3-5 CR higher than what you need, and you were usually fine.
I will say I love that we are getting more humanoid NPC stat blocks especially at higher CR, I just wish they would have explained things and given us the damned homebrew section. I am also curious as to how exactly these new status effects work narratively, like how are you charmed for 6 seconds? Funniest one is noble prodigy who charms for 1 round on every single attack with no save, so all I can picture is a masochist getting hit over and over and loving the pain but not willing to admit it, while also not wanting to attack the person hurting them. Just narratively the picture is so absurd its hilarious. Or even worse the assassin that somehow only poisons you for 6 seconds how the hell do you narrate that? I get what they are going for, but at least for the assassin just say they have disadvantage, because a 6 second poison is just absurd. I get the gameplay and mechanical aspects, but dear god if we ever needed that old fashioned long form description of abilities, we need it for these because I have no idea how to roleplay that.
Cultists and Performers, the ULTIMATE tag-team of evil!
Why not performer cultists, like Rakdos members?
Is this a formal elimination of Ravnica as a DND setting, since performers & cultists are divorced?
Might need to update the M:TG books.
And i mean the Githyanki.
Oh no. I was thinking about Ravnica being my next setting... You could Homebrew it though, There's nothing stopping you from having cultists with a high dex and some performer features, or vice versa. I think this is just a simplification of the rules that has been made more concise and readable for new DMs and Players. There is really nothing stopping you from making a bunch of Rakdos cultists, but I doubt WotC is going to make a new D&D book just to suit your needs as a DM, just like how we don't have a good sci-fi D&D adventure, even though the DMG talks about them like they have all of the rules they need for one. I think all you need to do is a little homebrewing, or, if the Ravnica guidebook has anything on Rakdos cultists, just update it to 1D&D rules, isn't there a page about that in the 2024 DMG or MM, and there most certainly was a YouTube video on it, so you could just look there. Also please don't get rid of the War of the Spark Magic book, it's on my reading list.
Yeah no page at all in the new books about how to update old stat blocks. It really shouldn't be that hard to do without the books, all you do is just mesh the rakdos cultist with the new performer. Nothing in the books will actually give advice on how to do it or how to update old stat blocks though, which seems to be the most common complaint I have seen. And no it is not a formal elimination of Ravnica, these new cultists and performers are just generic templates that are universal, settings like ravnica or even eberron are sure to have their own unique things. These books are just giving you generic templates to use as trash mobs for the most part.
Actually, a lot of former humanoids have been retyped. Gith are aberrations. Goblinoids are fey, Aarakocra are elementals, etc. They’ve done several videos on it.
Yeah, that is going to cause some very weird interactions, I think. Not bad in any way, just weird. Makes spells like hold person or dominate person a lot less useful depending on your campaign, since goblins are a common low-level enemy and are now no longer affected. I am also not sure how that will work for player races, because this change drastically effects things like forbiddance or god forbid players now realize they can use planar binding on their own teammates. It will certainly make things interesting because now if I use banishment on my party, I may have just killed off a character if they are playing one of those retyped races unless they have a way back. On the other hand, it means that banishment just became way more useful for the party to just get rid of enemies they don't feel like dealing with, since way more enemies will be sent to a new plane as they got retyped. I'm hoping they release clarification of some of the other races, like an official statement on if Kobold will now be dragons, will tabaxi and the like now be Fey or maybe even Beasts since Animal Lords prove that you can have fully sentient Beasts? Really hoping they release something on that in the near future.
No Dragon-Cultist?
I feel like DnD in 2024 is slightly better for players but can be a total mess for DMs.