Rebel

Small or Medium • Humanoid • Any Alignment

Armor Class 13

Hit Points 33 (6d8 + 6)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
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)

A rugged man in a hooded coat and leather armor, gripping a dagger and ready for battle.

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)

STRDEXCONINTWISCHA
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)

A rugged man in a hooded coat and leather armor, gripping a dagger and ready for battle.

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)

STRDEXCONINTWISCHA
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)

A rugged man in a hooded coat and leather armor, gripping a dagger and ready for battle.

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.