Duelist
Small or Medium • Humanoid • Any Alignment
Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 17 (+3) | 14 (+2) | 10 (+0) | 12 (+1) | 12 (+1) |
Skills Acrobatics +5, Perception +3
Gear leather, scimitar
Senses passive Perception 13
Languages Common
CR 2 (XP 450; PB +2)

Duel Expert. The duelist has advantage on an attack roll against a creature if no one other creature except its target is within 5 feet of the duelist.
ACTIONS
Multiattack. The duelist makes three Scimitar attacks. The duelist can replace one of these attacks for a use of Footwork.
Scimitar. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.
Flourish. Dexterity Saving Throw: DC 13, one creature within 5 feet that the duelist can see. Failure: The target takes 13 (2d6 + 3) slashing damage. Additionally, the duelist can choose one of the following effects, lasting until the end of the target’s next turn:
- The target is pushed 5 feet away from the duelist.
- The target speed is reduced by 10 feet.
- The target drops its weapon, which is then flung 15 feet into a random direction.
Footwork. The duelist chooses one creature it can see within 5 feet of it. The target has disadvantage on the next attack roll against the duelist until the end of its next turn.
BONUS ACTIONS
Taunt. Wisdom Saving Throw: DC 11, one creature within 60 feet of the duelist that can hear or see it. Failure: The target must use its reaction to move up to its speed toward the duelist. Additionally, all attacks against the target have advantage until the end of its next turn. Success: The target becomes immune to this effect for 1 hour.
REACTIONS
Exploit Opening. Trigger: A creature misses the duelist with an attack while being within 5 feet of it. Response: The duelist makes one Scimitar attack against the target.
Duelist
Small or Medium • Humanoid • Any Alignment
Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 12 (+1) | 10 (+0) | 11 (+0) | 11 (+0) |
Skills Acrobatics +4, Perception +2
Gear leather, scimitar
Senses passive Perception 12
Languages Common
CR 1/4 (XP 50; PB +2)

Duel Expert. The duelist has advantage on an attack roll against a creature if no one other creature except its target is within 5 feet of the duelist.
ACTIONS
Multiattack. The duelist makes one Scimitar attack and uses its Footwork.
Scimitar. Melee Weapon Attack: +5, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage.
Footwork. The duelist chooses one creature it can see within 5 feet of it. The target has disadvantage on the next attack roll against the duelist until the end of its next turn.
BONUS ACTIONS
Taunt. Wisdom Saving Throw: DC 10, one creature within 60 feet of the duelist that can hear or see it. Failure: The target must use its reaction to move up to its speed toward the duelist. Success: The target becomes immune to this effect for 1 hour.
Duelist
Small or Medium • Humanoid • Any Alignment
Armor Class 16
Hit Points 45 (7d8 + 14)
Speed 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 19 (+4) | 16 (+3) | 10 (+0) | 14 (+2) | 14 (+2) |
Saving Throws Str +4, Dex +7, Wis +5
Skills Acrobatics +7, Perception +5
Gear studded leather, scimitar
Senses passive Perception 15
Languages Common
CR 5 (XP 1,800; PB +3)

Duel Expert. The duelist has advantage on an attack roll against a creature if no one other creature except its target is within 5 feet of the duelist.
ACTIONS
Multiattack. The duelist makes three Scimitar attacks. The duelist can replace one of these attacks for a use of Footwork.
Scimitar. Melee Weapon Attack: +7, reach 5 ft. Hit: 11 (2d6 + 4) slashing damage.
Flourish. Dexterity Saving Throw: DC 15, one creature within 5 feet that the duelist can see. Failure: The target takes 21 (5d6 + 4) slashing damage. Additionally, the duelist can choose one of the following effects, lasting until the end of the target’s next turn:
- The target is pushed 10 feet away from the duelist.
- The target speed is reduced by 10 feet.
- The target drops its weapon, which is then flung 30 feet into a random direction.
Footwork. The duelist chooses one creature it can see within 5 feet of it. The target has disadvantage on attack rolls against the duelist until the end of its next turn.
BONUS ACTIONS
Taunt. Wisdom Saving Throw: DC 13, one creature within 60 feet of the duelist that can hear or see it. Failure: The target must use its reaction to move up to its speed toward the duelist. Additionally, all attacks against the target have advantage until the end of its next turn. Success: The target becomes immune to this effect for 1 hour.
REACTIONS
Exploit Opening. Trigger: A creature misses the duelist with an attack while being within 5 feet of it. Response: The duelist makes one Scimitar attack against the target.
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.
