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Why settle for beating one big bad evil guy, when you could fight a whole network of them? The more the merrier with these D&D villain groups.

Agents of evil are a classic element in fantasy stories across the spectrum. But especially on the pulpier side of things. And they’ve long been a part of D&D’s many worlds, too. Faerun has the Zhentarim. Greyhawk has the Cult of Asmodeus. Eberron has the Lords of Dust. The list goes on and stretches back to the very beginning of D&D.

So the next time you’re designing an adventure – or better yet a campaign, one ingredient you might want to try playing around with are villain groups throughout the multiverse. Here are some that lend themselves particularly well to campaign play.

Zhentarim

One of the most iconic villain groups in D&D has to be the Zhentarim. They feature in all the Baldur’s Gates, but especially in BG3. And they can be found throughout many adventures for 5E and, doubtless, 5.5E soon enough. They are “an unscrupulous mercenary group.” And that’s putting it mildly.

Zhentarim are the type to smuggle supplies to the cult of a dark and dangerous god simply because the money is good. Sure, it’ll bring chaos to the countryside, but that chaos is a perfect opportunity for Zhentarim agents to get out there and earn even more coin by protecting merchants. They smuggle, intimidate, extort, murder, and occasionally assassinate. Especially if it takes out the competition. Or the Harpers.

These guys are great because they may not even directly oppose the party. But their help always makes things just a little bit better for the Zhents, so as long as they don’t die, they win.

The Emerald Claw

The Order of the Emerald Claw are a fantastic villain group out of Eberron. For one, they just sound like the name of a group of villains. You hear the name “Emerald Claw Agent” and your mind immediately starts putting together an idea of what they’re like.

They are the temporal power wielded in Eberron by Erandis Vol, a would-be lich-queen. They were once a knightly organization, and now they’re a malevolent group who seek to enhance the power of their lich-liege by any means necessary. Whether that’s detonating necromantic devices to try and turn all of Sharn into zombies, harvesting the bones of ancient dragons to anoint with the Blood of Vol.

They operated in scattered cells, each one working to bring about death, destruction, and power. Perfect bad guys for a door-kicking party.

The Cult of Asmodeus

The Cult of Asmodeus is a loose association of those who find power through the veneration of the Lord of Lies in D&D. Asmodeus is the Archdevil. The ruler of the Nine Hells is cloaked in mystery and shadow, and above all else, Asmodeus seeks to rule all of existence. His cult, on the other hand, is less about making that happen, and more about getting one up on everyone else.

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The Cult of Asmodeus is a loose alliance of priests and worshippers, as well as nobles and merchants and people who want to use power as a bludgeon. It’s a network of backroom deals and bribes as much as it is assassins and actual priests of Asmodeus. They appear throughout Greyhawk, and usually wherever they can provide a service to tip the balance of power…for a price. Always a price. They may not always be outright villainous – but just know that rarely does any seed planted by Asmodeus bloom into something you’d want to keep around.

They make great villains for a party of roleplayers and intrigue-heads.

The Red Wizards of Thay

The Red Wizards of Thay are a magocracy that rules over the land of Thay. These Wizards wield moralless magic in pursuit of arcane power. And it makes them every bit as villainous as you’d think. Imagine a whole organization of evil wizards, complete with elaborate hierarchies and rituals and you’ve got them pegged.

But what really makes them shine as a villain group in D&D, is their internecine nature. After all, you have to be a promising Wizard to even join the Red Wizards. And that means ambition. And the ego to match. As you might imagine, it tends to lead to conflict. Because Red Wizards do not share power lightly or willingly. And when you’re ruled by an undying lich – Szass Tam – you know that promotion spots in upper leadership aren’t going to open just by you standing around and waiting.

So there’s a lot of factional and interpersonal conflict that can really cook in a D&D adventure. They are perfect villains for almost any party, but especially ones that like to fight AND talk.

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The Aurum

Finally there’s the Aurum. They are a fantastic villain group out of Eberron. Self-described as a “wealthy social club” the Aurum is a loose, shadowy alliance of some of the wealthiest citizens of Khorvaire. And they don’t discriminate either. Dwarves, Hobgoblins, Orcs, Elves – all are equal; well not equal, but the Aurum judges by the amount of wealth and social standing you have. At least at first.

Members wear eight rings of varying metal, starting at copper and going all the way up to platinum, which is worn exclusively by members of the Platinum Concord, the elusive rulers of the Aurum. They are, in Eberron creator Keith Baker’s own words, basically Bond villains. Their interests often involve wielding their vast power in unscrupulous ways.

And to make things even better, a secret Shadow Cabinet rules from within the Aurum, manipulating events in Khorvaire to their own end. They might start a war in one country if it means they might have access to easy gold or cheap land. A very modern villainous organization that is intent on increasing their wealth through any means necessary – especially if that means comes at the expense of others. I can’t think why, but that sounds familiar.

What villainous organizations do you like to use?


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