Humanoids in Dungeons and Dragons take on all kinds of shapes and sizes. Humanoids are the intelligent, social, and bipedal creatures that makeup societies in lands both civilized and wild. All humanoids are capable of speaking at least one language, though, surprisingly enough, many do not speak common.

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Some humanoids are gifted with innate magical abilities, such as the Tieflings' hellish rebuke or the Drows' darkness. But what makes humanoids most dangerous is their ability to learn from the world around them and offer worship to entities beyond. Here are the ten most dangerous humanoid stat blocks in the game. Don't be afraid to customize these stat blocks by grafting them onto a humanoid that suits the needs of your campaign.

10 Archdruid

The Archdruid is a master at calling upon mother nature's wrath. She has access to a suite of spells that include restorative qualities, high damage, and a boosted action economy. The Archdruid can also wild shape into any animal form of CR 6 or below in order to make a timely escape or go toe to toe in melee. The most effective way to use the Archdruid is to cast conjure animals at 9th level, summoning 8 giant toads to the battlefield. When the toads land a melee attack, their target is instantly grappled and restrained. While her enemies deal with the toads, the Archdruid is free to reign down destruction on them with spells like firestorm and wall of fire.

9 Warlord

While he may not be capable of summoning a small army of animals to his side, the Warlord is a fearsome opponent in his own right. Primarily because he can get the job of a small army done all by himself. The Warlord has 18 AC and 230 hit points as well as the survivor feature, which restores 10 hp every turn if he's below half his hp maximum. He also has the indomitable feature, which allows him to reroll failed saving throws up to 3 times a day. Lastly, the Warlord has three legendary actions, giving him a total of 5 attacks per round, or 3 attacks alongside the ability to frighten an enemy on a failed DC 16 wisdom saving throw.

8 Archmage

The Archmage is like the Archdruid except better. Firstly, the Archmage doesn't have to waste its concentration summoning animals to protect themselves. They've got shield, mirror image, counterspell, and resistance to damage from spells for that. As a result, he can use his concentration on stoneskin, sacrificing his concentration for resistance to bludgeoning, piercing, and slashing damage as well: a very worthy tradeoff. The Archmage has a lightning bolt and cone of cold for reliably dishing out heaps of damage to multiple enemies every turn. Lastly, if he ever needs to escape, the Archmage can simply turn invisible, teleport away, or even stop time. You can use time stop offensively, but, to be perfectly honest, that will more than likely result in a total party kill.

7 Drow Arachnomancer

Drow Arachnomancers are like Archdruids with deadly melee combat ability. However, the danger they pose is primarily represented by poison damage, which is a commonly resisted damage type. All you need is the 1st level spell protection from poison to halve an arachnomancer's deadliness. That being said, Arachnomancers can use their spellcasting to present a challenge even against poison resistant enemies.

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For example, if an Arachnomancer gets the drop on her enemies by using her +8 stealth proficiency, she can cast dominate to take control of a spellcaster. Then, she can direct the caster to do something like cast fireball at max level centered on himself.

6 Drow Inquisitor

Drow Inquisitors have incredibly high wisdom and charisma scores, suggesting that they may prefer conversation to combat. On the other hand, they've also got a deadly action economy that allows them to make 4 attacks per turn. As a bonus action, the Inquisitor can cast spiritual weapon at 6th level, creating a spectral lance that deals 3d8 + 5 damage. Then, the Inquisitor can use its action to attack 3 times with its death lance, which deals 1d6 + 5 piercing and 4d8 necrotic damage.

5 Githyanki Supreme Commander

These brutes from outer space function similarly to warlords. They wield greatswords that put out considerable chunks of damage, especially considering the added 5d6 psychic damage that comes alongside every attack. They also have the parry reaction, allowing them to increase their AC to 23 against one attack each round. Perhaps most importantly, the Githyanki have access to misty step and teleport, making it easy for them to move from one target to the next. Mordenkainen's tome of foes also tells us that supreme commanders often ride red dragons into battle, so there's that to consider as well.

4 Githzerai Anarch

Though they are descendants of the same people, the Githzerai and Githyanki despise one another and are in a constant state of civil war. Githzerai anarchs are undeniably the strongest of their people, as they have near-complete mastery over their psionic abilities. Anarchs have AC 20 despite wearing no armor, can fly, and their unarmed strikes deal more damage than a Githyanki commander's greatsword.

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Best of all, they have the legendary action reverse gravity: this spell allows them to orient gravity in any direction, forcing every creature within a 50-foot radius to fall 100 feet.

3 Nagpa

The Nagpa are a group of 13 accomplished wizards, or, at least, they used to be. As punishment for attempting to cause a war between the gods, the Raven Queen cursed all 13 wizards, turning them into hunchbacked bird monstrosities. The curse didn't only affect their physical appearance, though. The Nagpa, as they became known, are also incapable of learning from anything that isn't already destroyed. Consequently, they plot the destruction of any civilization unfortunate enough to cross their paths. As far as combat is concerned, Nagpa are considerably more powerful archwizards with powerful bonus action abilities.

2 Drow Favored Consort

Drow favored consorts are like a combination of warlord and archmage. In other words, they are spellcasters that aren't afraid to tussle in melee range. In fact, they prefer it. Their war magic ability allows consorts to make a weapon attack as a bonus action after using an action to cast a spell. The consort's damaging spells include fireball, cone of cold, magic missile, and chain lightning, all of which can be used to devastating effect. They also sport counterspell and shield for protection. Lastly, their melee attack is made with a poisoned blade that inflicts disadvantage on the next saving throw the target makes against the consort's spellcasting. Talk about deadly.

1 Drow Matron Mother

The title of most dangerous humanoid of all goes to the Drow Matron Mother. Seeing as nearly half this list is composed of drow, it appears the drow are considerably capable foes. However, as stated above, you can graft any of these stat blocks onto whatever humanoid is suitable for your campaign. This might even be recommended against experienced players, as it will disguise exactly what kind of monster they might be fighting. The Drow Matron Mother does everything that Archdruids, Warlords, and Archmages do and more.

She summons demons servants to aid her in battle, wields a demonic staff that inflicts the frightened condition on a failed DC 19 wisdom save, and has access to the spells spiritual weapon, harm (14d6 necrotic), and even the 8th level spell holy aura: advantage on saving throws for all allies, disadvantage on attacks for all enemies.

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