
The Game Master’s Book of Villains, Minions, and Their Tactics – A Review with Bonus Content
Every great story needs a great villain, and The Game Master’s Book of Villains, Minions, and Their Tactics delivers 25 of them, each with their own nefarious schemes, signature tactics, and a

Empusia, Curator of Souls is a legendary fiend whose Museum of the Macabre awaits curious adventurers. [Art by Nelson Vieira]
treasure trove of lore. Whether you’re looking for a mastermind to challenge your players or just need some quick minions to bolster an encounter, this book has something for every GM who enjoys crafting memorable antagonists. See my review of Legendary dragons here.
What This Book Offers
- 25 unique villains complete with tactics, treasure, and scaling options for different levels.
- A section on general villain tactics—how to use deception, ambushes, and strategic retreats.
- A villain creation guide, helping GMs craft memorable foes.
- A minion design system, ensuring that henchmen and underlings fit their villain’s theme and challenge level.
Favorite Villains: Grael the Tinkerer & Arah of Black Venom
The book is filled with compelling enemies, but two stand out as particularly rich in both mechanics and lore:
- Grael the Tinkerer – A fascinating blend of construct and necromancer, Grael animates undead using arcane machinery. It’s a unique spin on the typical mad scientist trope, making it a perfect choice for a villain that fuses technology and undeath in a horrific way. The artwork on this one is so good I have a framed piece hanging on my gaming wall. You don’t often get constructs mixed with Necromancy so this one is just fun from a conceptual point let alone in application.
- Arah of Black Venom – A terrifying twist on the classic Medusa, Arah is a high-level predator with enhanced petrification abilities. She has mastered her power, making her more than just a monster encounter—she’s a villain with deadly ambition.
Both villains have detailed backstories that seamlessly integrate them into any campaign, giving GMs narrative tools to justify their presence and their goals.
Bonus Villain: Morvath the Hollow King
To expand upon the book’s content, here’s a new villain concept inspired by its themes:
Morvath the Hollow King (CR 12)
A once-great ruler whose soul was drained into his own golden armor, Morvath now exists as a sentient, cursed suit of plate mail. His enchanted minions follow him not out of loyalty, but because their wills are bound by his accursed presence. He seeks only one thing: to fill his hollow shell with a new soul—preferably that of a powerful hero.
Tactics: Morvath commands legions of spectral knights and undead warriors, making full use of battlefield control spells. His ability to shift his consciousness between different suits of armor allows him to “resurrect” as long as another enchanted suit remains intact.
Treasure: His plate mail is a sentient artifact capable of whispering secrets to whoever wears it… for a price.
Morvath the Hollow King
Medium Undead (Construct), Lawful Evil
Armor Class 20 (Hollow King’s Plate)
Hit Points 195 (17d8 + 102)
Speed 30 ft.
STR 20 (+5) | DEX 14 (+2) | CON 22 (+6) | INT 16 (+3) | WIS 14 (+2) | CHA 18 (+4)
Saving Throws Str +9, Con +10, Wis +6, Cha +8
Skills Intimidation +8, History +7, Perception +6
Damage Resistances Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Common, Abyssal, Infernal
Legendary Resistance (3/Day).
If Morvath fails a saving throw, he can choose to succeed instead.
Hollow Shell.
Morvath is a cursed suit of armor containing the remnants of a once-great ruler. He has no physical body—his consciousness animates the armor itself. He is immune to effects that require a creature to have a soul or a living body.
Living Armor.
If Morvath is reduced to 0 hit points, he can transfer his essence to another suit of armor within 120 feet as long as it is unoccupied. If no armor is available, he is destroyed.
Soul Rend (Recharge 5-6).
Morvath targets a creature he can see within 30 feet. The target must make a DC 18 Charisma saving throw. On a failed save, the creature’s soul is partially drained, taking 6d10 necrotic damage and suffering disadvantage on attack rolls and ability checks until the end of its next turn. If this reduces a creature to 0 hit points, Morvath can choose to imprison the soul in his armor, preventing resurrection unless the armor is destroyed.
Actions
Multiattack.
Morvath makes two Hollow King’s Blade attacks.
Hollow King’s Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) slashing damage plus 9 (2d8) necrotic damage.
Soulbound Command. (Recharge 4-6).
Morvath commands up to three suits of armor or undead within 60 feet to make a melee weapon attack as a reaction. These creatures have advantage on attack rolls until the end of their next turn.
Legendary Actions
Morvath can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.
- Shadow Step. Morvath teleports up to 30 feet to an unoccupied space he can see.
- Curse of the Hollow King (Costs 2 Actions). A creature Morvath can see within 30 feet must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
- Soul Drain (Costs 3 Actions). Morvath targets one creature that is frightened or charmed within 30 feet. The creature must make a DC 18 Charisma saving throw or take 22 (4d10) necrotic damage, and Morvath regains hit points equal to half the damage dealt.
Lair Actions (Optional, if Morvath resides in his haunted fortress)
On initiative count 20 (losing initiative ties), Morvath can use one of his lair actions:
- The Empty Throne. Spectral chains lash out from his throne, restraining a creature within 60 feet (DC 18 Strength save to break free).
- Echoes of the Fallen. The wails of tormented souls fill the air. All creatures of Morvath’s choice within 60 feet must make a DC 18 Wisdom saving throw or become frightened for 1 minute (repeat save at end of turns).
- Awaken the Armory. Up to two empty suits of armor in his lair animate as Helmed Horrors under his control.
Treasure
- Hollow King’s Plate (Cursed Artifact): A suit of +2 plate armor that whispers dark secrets to its wearer. Grants resistance to necrotic damage but imposes a 5% chance per long rest of the wearer becoming Morvath’s next vessel.
- The Soul-Forged Blade (Legendary Weapon): A greatsword that deals an additional 2d8 necrotic damage and allows the wielder to command undead once per day.
Tactics in Combat
- Morvath starts by using Soulbound Command to strike with his minions before closing in with Hollow King’s Blade.
- He teleports with Shadow Step to avoid heavy hitters and position himself strategically.
- If he drops below half HP, he uses Soul Drain to heal himself.
- As a last resort, he attempts to transfer his essence into another suit of armor nearby.
Final Thoughts
The Game Master’s Book of Villains, Minions, and Their Tactics is an invaluable resource for any DM looking to elevate their villains beyond simple stat blocks. The book provides fully fleshed-out antagonists with deep lore, strategic combat options, and even ways to scale them for different power levels. With additional sections on villain creation, minion design, and tactical advice, this book is more than just a collection of enemies—it’s a toolkit for crafting unforgettable conflicts. Whether you’re introducing Grael’s horrifying necro-mechanical constructs, weaving Arah’s petrifying schemes into your campaign, or unleashing a new foe of your own design, this book ensures your players will always have a worthy adversary. If your game needs smarter, more dynamic villains, this book is a must-have addition to your collection.
Thanks for reading. Until Next Time, Stay Nerdy!!
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February 21, 2025 at 7:31 pm