Rebel
Small or Medium • Humanoid • Any Alignment
Armor Class 13
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 15 (+2) | 12 (+1) | 12 (+1) | 13 (+1) | 13 (+1) |
Skills Perception +3, Persuasion +3, Stealth +4
Gear bomb, leather, light crossbow, scimitar
Senses passive Perception 13
Languages any two languages
CR 1 (XP 200, PB +2)

Conviction (1/Day). If damage reduces the rebel to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.
ACTIONS
Multiattack. The rebel makes two attacks, using Scimitar and Light Crossbow in any combination.
Scimitar. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +4, range 80/320 ft. Hit: 6 (1d8 + 2) piercing damage.
Smoke Bomb (1/Day). The rebel throws a bomb at a point it can see within 30 feet. The area in a 10-foot-radius sphere centered on that point becomes heavily obscured by smoke for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
REACTIONS
Dirty Blow. Trigger: The rebel hits a Medium or smaller creature with a melee attack. Response - Strength Saving Throw: DC 12, the hit creature. Failure: The target is pushed 5 feet and knocked prone.
Rebel
Small or Medium • Humanoid • Any Alignment
Armor Class 12
Hit Points 12 (3d8)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 13 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 11 (+0) |
Skills Perception +2, Persuasion +2, Stealth +3
Gear leather, light crossbow, scimitar
Senses passive Perception 13
Languages any two languages
CR 1/8 (XP 25, PB +2)

Conviction (1/Day). If damage reduces the rebel to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.
ACTIONS
Scimitar. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3, range 80/320 ft. Hit: 5 (1d8 + 1) piercing damage.
REACTIONS
Dirty Blow. Trigger: The rebel hits a Medium or smaller creature with a melee attack. Response - Strength Saving Throw: DC 11, the hit creature. Failure: The target is knocked prone.
Rebel
Small or Medium • Humanoid • Any Alignment
Armor Class 15
Hit Points 91 (14d8 + 28)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 14 (+2) | 12 (+1) | 15 (+2) | 15 (+2) |
Saving Throws Con +4, Wis +4, Cha +4
Skills Perception +4, Persuasion +4, Stealth +5
Gear bomb, light crossbow, scimitar, studded leather
Senses passive Perception 13
Languages any two languages
CR 4 (XP 1,100, PB +2)

Conviction (1/Day). If damage reduces the rebel to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.
ACTIONS
Multiattack. The rebel makes two attacks, using Scimitar and Light Crossbow in any combination.
Scimitar. Melee Weapon Attack: +5, reach 5 ft. Hit: 13 (3d6 + 3) slashing damage.
Light Crossbow. Ranged Weapon Attack: +5, range 80/320 ft. Hit: 15 (3d8 + 3) piercing damage.
Smoke Bomb (2/Day). The rebel throws a bomb at a point it can see within 30 feet. The area in a 10-foot-radius sphere centered on that point becomes heavily obscured by smoke for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
REACTIONS
Dirty Blow. Trigger: The rebel hits a Medium or smaller creature with a melee attack. Response - Strength Saving Throw: DC 12, the hit creature. Failure: The target is pushed 5 feet and knocked prone.
REMARKS
When you use this creature, you can replace the Smoke Bomb action with one of the following abilities to switch up the encounters:
- Exploding Bomb (1/Day). Dexterity Saving Throw: DC 13, each creature in a 5-foot-radius sphere centered on a point the rebel can see within 30 feet. Failure: 7 (2d6) force damage. Success: Half damage.
- Thunder Bomb (1/Day). Constitution Saving Throw: DC 13, each creature in a 15-foot-radius sphere centered on a point the rebel can see within 30 feet. Failure: The target becomes deafened until the end of its next turn. While deafened this way, it also has disadvantage and saving throws.
- Disorienting Bomb (1/Day). Wisdom Saving Throw: DC 13, each creature in a 10-foot-radius sphere centered on a point the rebel can see within 30 feet. Failure: The target becomes affected by the confusion spell until the end of its next turn.
- Pepper Bomb (1/Day). Constitution Saving Throw: DC 13, each creature in a 15-foot-radius sphere centered on a point the rebel can see within 30 feet. Failure: The target becomes deafened and can’t speak or form verbal components until the end of its next turn.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
