Twists for Humanoid Encounters
How often has your D&D group needed to fight the same group of humanoids in every room? 2d4 hobgoblins in every room of a hobgoblin fortress? 2d4 kuo-toa in every room of the kuo-toa temple? 2d4 bandits in every room of the bandit hideout? Sure, some of these humanoids have âsuped-upâ versions like hobgoblin captains, kuo-toa whips, and bandit captains, but eventually things will get boring with the same enemies every time and those boss monsters are usually reserved for the boss fight!Â
Encounter Twists (1d20)
Here are some ways to make an average group-encounter a bit different. Roll 1d20 to choose randomly or pick from the list below. These tend to be keyed towards an assumption that the enemies are humanoid, but that might not be the case.
(1) Varied Weapons. One of the enemies has a different weapon. For example, if all the thugs have maces, maybe one has a glaive or greatsword. Meanwhile, another uses two daggers instead.
(2) Varied Armor. One of the enemies has different armor than the standard. If the hobgoblins wear chain mail, perhaps one is wearing plate. Maybe one didnât have time to put on armor and only wields a shield.
(3) Minor Spellcasting. Somehow, one of the enemies has come across the ability to use magic, whether divine or arcane. The creature gains the Magic Initiate feat, thereby gaining a cantrip and 1st-level spell.
(4) Healing Potion. One of the enemies is packing a useful healing potion, usually one appropriate for the players to find at their level in case it falls into their hands. If the creature sees an ally go down, they can give out their potion or use it on themselves.
(5) Other Potion. One of the enemies drinks a potion as the battle starts. Choose randomly from the following (d8): (1) Potion of Giant Strength, (2) Potion of Fire Breath, (3) Potion of Flying, (4) Potion of Growth, (5) Potion of Heroism, (6) Potion of Invisibility, (7) Potion of Invulnerability, or (8) Potion of Speed.
(6) Other Consumable Item. One of the enemies carries a consumable magic item, used when the time is right. The players might be able to snag one if it has multiple uses. Choose randomly from the following (d6): (1) 1d4 beans from a Bag of Beans, (2) 1d4 beads from a Necklace of Fireballs, (3) a vial of Oil of Sharpness, (4) a Gem of Brightness with 1d4+5 charges remaining, (5) a Deck of Illusions with only 1d4+1 cards remaining, or (6) a vial of Oil of Slipperiness.
(7)Â Class Feature. One of the enemies has experience in a player class, gaining one of the following features chosen at random (d12). Each functions pretty much like the class feature of the same name. These are meant to just give the impression of a class through one, usually simplified feature, rather than all of a classâs unique features.
Bard: Bardic Inspiration: Use a d6.
Barbarian: Rage: Bonus damage at +2.
Cleric: Spellcasting: Knows the Guidance and Sacred Flame cantrips. Can cast 3 spell-levels-worth of spells: either Cure Wounds (1st), Guiding Bolt (1st), Spiritual Weapon (2nd), or Spirit Guardians (3rd). Use their Wisdom modifier for their spellcasting statistics (minimum 13).
Druid: Wild Shape: Choose an animal appropriate to the setting and have it be up to CR 2.
Fighter: Maneuvers: Give them 4 d8s and just choose 1 maneuver for simplicityâs sake.
Monk: Ki: Give them 3 Ki Points and let them gain two unarmed strikes (d4) as a bonus action, or else dodge, disengage, or dash as a bonus action by spending a ki point.
Paladin: Divine Smite and Lay on Hands: Give them 2 1st-level spell slots with which to smite. Also give them 10 points of Lay on Hands.
Ranger: Spellcasting and Fighting Style: They can cast Hunterâs Mark twice per day and gain the Archery or Two-Weapon Fighting styles.
Rogue: Sneak Attack and Cunning Action: Use 2d6 for the Sneak Attack damage.
Sorcerer: Spellcasting and Metamagic: Give them 3 1st-level spell slots, a cantrip, and a 1st-level spell eligible for the Twinned Spell Metamagic feature. They can use Twinned Spell on one of their spells up to 3 times.
Warlock: Eldritch Blast and Pact Magic: Give them the Eldritch Blast cantrip, then 1 3rd-level spell slot (assume a second slot was used already). Then give them the spells Hex, Witch Bolt, or Hunger of Hadar. Use their Charisma modifier for their spellcasting statistics (minimum 13).
Wizard: Spellcasting: Knows the Minor Illusion cantrip and one damaging cantrip. Can cast 4 spell-levels-worth of spells: either Fog Cloud (1st), Magic Missile (1st), Flaming Sphere (2nd), Web (2nd), Fireball (3rd), or Lightning Bolt (3rd). Use their Intelligence modifier for their spellcasting statistics (minimum 13).
(8) Mount. One of the enemies has an appropriate mount, offering them greater mobility and the offensive/defensive features of an additional enemy, if it has attacks.
(9) Pet. The creatures have a pet, captured creature, or summoned magical servant of an appropriate challenge rating. This could be a beast, a monster, an undead (if a necromancer is present), an elemental (if a wizard or druid is present), a fiend (if a warlock or cleric is present), or a fey (if a druid is present).
(10) Brute Creature. One of the enemies has the maximum amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the better of the two rolls.
(11) Meek Creature. One of the enemies has half the normal amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the worse of the two rolls.
(12) Unique Species/Race. One of the enemies is of a different species. For instance, a group of Bandits might have a Dwarf or Bugbear in their ranks. You can grant an NPC creature some traits of the new species/race (like Dwarven Resilience), or you can just use statistics of a different monster (like the Bugbear).
(13) Infiltrator. One of the enemies is secretly a monster in disguise. Ones that fit the bill might include: a Doppelganger, an Intellect Devourer, a Succubus/Incubus, a Lycanthrope, a Yuan-Ti Pureblood, a Yochlol (if among drow), a Barghest (if among goblins), an Oni, a Hag, a Slaad, a Rakshasa, or a Couatl. For more powerful characters, you could use an ancient metallic dragon or a Deva.
(14) Sickness. One of the enemies is suffering from a random disease. Creatures that come within 5 feet of them have a chance of contracting the disease. The creature should be displaying symptoms in order for the players to effectively make decisions about this in combat. In theory, though, other enemies might be asymptomatic, so smart players should maintain distance with all the enemies.
(15) Unusual Surprise. If the players took precautions and surprised the enemies, half of them were unusually alert and are not surprised. If the enemies were not initially surprised, half of them were far from prepared and are instead surprised even if the players took no precautions. Perhaps they were daydreaming, sleeping, getting armor on, or tripped.
(16) Feat. One of the enemies has a random feat chosen from the following (d20, reroll on 16+). Some may require them to change their weapons or armor, and are marked with an asterisk: (1) Alert, (2) Athlete, (3) Charger, (4) Crossbow Expert*, (5) Defensive Duelist*, (6) Dual Wielder*, (7) Great Weapon Master*, (8) Â Heavy Armor Master*, (9) Mobile, (10) Mage Slayer, (11) Polearm Master*, (12) Sentinel, (13) Sharpshooter*, (14) Shield Master*, or (15) Tavern Brawler.
(17) Unusual Talent. One of the enemies has an exceptional statistic, different from others of its kind. Choose one of the creatureâs abilities that is on the low end and make it comparable or better than their strongest ability. For instance, if such creatures normally have high Strength, give this one high Dexterity. If they are typically low in Intelligence, give them a high Intelligence and let them use smarter tactics. Give them unique weapons or spells if appropriate.
(18) Damage Rider. One of the enemies deals additional damage of a random type using one of their weapons. This may come from a magic oil or poison applied to their weapon, or perhaps their own arcane or divine magic. Donât use a magic weapon as players will be able to use it once the battle is over (unless you planned to give such an item as treasure in the first place). Their weapon deals a bonus 1d6 damage of a type chosen at random from the following: (1) acid, (2) cold, (3) fire, (4) lightning, (5) necrotic, (6) poison, (7) psychic, or (8) radiant.
(19) Siege Weapon. One of the enemies is manning a siege weapon of your choice against the players. A ballista is usually a good option, since you usually donât want a cannon in your playersâ hands and a catapult is better for non-moving targets. You could also create a magical siege weapon, like a turret that casts Burning Hands, Scorching Ray, Ice Knife, Acid Arrow, or Lightning Bolt.
(20) Elemental Shield. One of the enemies has immunity to one damage type and resistance to all other damage until they are dealt damage of an opposed damage type, which destroys this magical shield. Pair the damage types like this: cold and fire, radiant and necrotic, acid and lightning (think of it like earth vs. air). Alternatively, one of the creatures is naturally blessed with immunity to one damage type. Give the creature some sort of visual cue for this to clue the players in.
Characteristic Twists
Another way to vary humanoid creatures is by giving them interesting personality traits or interesting physical features. Roll or choose from the Appearance Twists table to make one of the humanoids look more distinct. Roll or choose from the Personality Twists table to make one of the humanoids act differently or more interesting, sometimes in a way the players can exploit in combat.
Appearance Twists (d20)
Creature hasâŚ
Outlandish hairdo
Interesting headgear/hat
Worn trophies collected from enemies
Personalized armor or clothes
Prominent visible tattoos or war paint
Prominent visible scar
A cape or other dramatic attire
Prominent facial jewelry (or facial hair if they have it)
Weapon made from unique material or uniquely decorated
A meaningful symbol prominently displayed
Unusual physical features for their species
Eyewear (glasses, goggles, mask, or eyepatch)
Prominent visible birthmark
Unusual attire for class/profession
Missing or prosthetic limb
Trinket (roll on existing table) worn and visible
Worn piece of valuable treasure
Worn a memento from a lover
Worn animal hide
Appearance altered magically or through a curse
Personality Twists (d20)
Creature isâŚ
Suffering from a form of Long-Term Madness (roll on existing table)
Overly confident, willingly enters dangerous combat situations
Overly cautious, always readies their action into a reaction
Intimidating, can frighten a target as a bonus action with a successful Charisma contest
Sadistic, aiming for weak targets
Defiant, challenges the strongest foes first
Overly dramatic, draws a lot of attention
Automysophobic, canât stand getting dirty
Irrationally terrified of something in the playersâ arsenal (magic, animals, fire, etc)
Biased against one of the playersâ species and focuses on them
Angered or terrified by mages, attacks them first
Flirtacious with one of the players, is effectively charmed by the player
Witty, taunts foes with banter
Indecisive to the point where they sometimes only take the Dodge action
Loyal to their leader to the death
Edgy and mysterious
Best friends with one of their allies, always tries to Help them in combat
Cowardly, becomes frightened and attempts to Disengage or Hide if damaged
Honorable, refuses to fight with an unfair advantage
Drunk and suffers from the Poisoned condition






















