Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist or back into its true form.
While in bat form the vampire can't speak its walking speed is 5 feet and it has a flying speed of 30 feet. Its statistics other than its size and speed are unchanged. Anything it is wearing transforms with it but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form the vampire can't take any actions speak or manipulate objects. It is weightless has a flying speed of 20 feet can hover and can enter a hostile creature's space and stop there. In addition, if air can pass through a space the mist can do so without squeezing and it can't pass through water.
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It has advantage on Strength Dexterity and Constitution saving throws and it is immune to all nonmagical damage except the damage it takes from sunlight. Legendary Resistance (3/Day). If the vampire fails a saving throw it can choose to succeed instead. Misty Escape. When it drops to 0 hit points outside its resting place the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious provided that it isn't in sunlight or running water. If it can't transform it is destroyed. While it has 0 hit points in mist form it can't revert to its vampire form and it must reach its resting place within 2 hours or be destroyed. Once in its resting place it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points it regains 1 hit point. Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces including upside down on ceilings without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.
Multiattack (Vampire Form Only). The vampire makes two attacks only one of which can be a bite attack. Unarmed Strike (Vampire Form Only).
Melee Weapon Attack: +9 to hit reach 5 ft. one creature. Hit:8 (1d8 + 4) bludgeoning damage. Instead of dealing damage the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit reach 5 ft. one willing creature or a creature that is grappled by the vampire incapacitated or restrained. Hit:7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ,,
A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target it can repeat the saving throw ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed is on a different plane of existence than the target or takes a bonus action to end the effect.
Children of the Night (1/Day).The vampire magically calls 2d4 swarms of bats or rats provided that the sun isn't up. While outdoors the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour until the vampire dies or until the vampire dismisses them as a bonus action.
The vampire can take 3 legendary actions choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.,
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist or back into its true form.
While in bat form the vampire can't speak its walking speed is 5 feet and it has a flying speed of 30 feet. Its statistics other than its size and speed are unchanged. Anything it is wearing transforms with it but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form the vampire can't take any actions speak or manipulate objects. It is weightless has a flying speed of 20 feet can hover and can enter a hostile creature's space and stop there. In addition, if air can pass through a space the mist can do so without squeezing and it can't pass through water.
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It has advantage on Strength Dexterity and Constitution saving throws and it is immune to all nonmagical damage except the damage it takes from sunlight. Legendary Resistance (3/Day). If the vampire fails a saving throw it can choose to succeed instead. Misty Escape. When it drops to 0 hit points outside its resting place the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious provided that it isn't in sunlight or running water. If it can't transform it is destroyed. While it has 0 hit points in mist form it can't revert to its vampire form and it must reach its resting place within 2 hours or be destroyed. Once in its resting place it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points it regains 1 hit point. Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces including upside down on ceilings without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.
Multiattack (Vampire Form Only). The vampire makes two attacks only one of which can be a bite attack. Unarmed Strike (Vampire Form Only).
Melee Weapon Attack: +9 to hit reach 5 ft. one creature. Hit:8 (1d8 + 4) bludgeoning damage. Instead of dealing damage the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit reach 5 ft. one willing creature or a creature that is grappled by the vampire incapacitated or restrained. Hit:7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ,,
A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target it can repeat the saving throw ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed is on a different plane of existence than the target or takes a bonus action to end the effect.
Children of the Night (1/Day).The vampire magically calls 2d4 swarms of bats or rats provided that the sun isn't up. While outdoors the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour until the vampire dies or until the vampire dismisses them as a bonus action.
The vampire can take 3 legendary actions choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.,
Studded leather, silvered shortsword, longbow (with 60 arrows and 30 silvered arrows), explorer's kit, hunting trap,
flute, potion of healing (2), mastiff, money (150 gp)
Spellcasting. Ranger feature.
Spell Save DC: 14
Spell Attack Modifier: +6
1st-level spells: goodberry, hunter's mark, longstrider
2nd-level spells: lesser restoration, pass
without trace
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
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Attack. You can attack twice when you take this action, using the following:
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
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Primeval Awareness. You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within 6 miles of you if you are in forest terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
Ranger Archetype: Hunter
Colossus Slayer. When you hit a creature
with a weapon attack, the creature takes
an extra 1d8 damage if it's below its hit
point maximum. You can deal this extra
damage only once per turn.
Escape the Horde. Opportunity attacks
against you are made with disadvantage.
Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Patches of quicksand present a deceptively solid appearance (appearing as undergrowth or open land) that may trap careless characters. A character approaching a patch of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running characters don’t have a chance to detect a hidden bog before blundering in. A typical patch of quicksand is 20 feet in diameter, the momentum of a charging or running character carries him or her 1d2×5 feet into the quicksand.
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Effects of Quicksand
Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath.
Athletics. Your Strenglh (Alhlelics) check covers difficult situations swimming.
Drowing / Suffocating: A creature ean hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seeonds).
When a creature runs out of breath, it can survive for
a number of rounds equal to its Constitution modifier
(minimum 1 round). At the start of its next turn, it drops
to 0 hit points and is dying.
Rescue
Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.,,
Multiattack.
The lizardfolk makes two melee attacks each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit reach 5 ft. one target. Hit:5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit reach 5 ft. one target. Hit:5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target. Hit:5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit reach 5 ft. one target. Hit:5 (1d6 + 2) piercing damage.
Keen Smell.The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration.The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.,
Multiattack.The troll makes five attacks: one with its bite and four with its claws.
Bite. Melee Weapon Attack:+7 to hit reach 5 ft one target.
Hit:7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack:+7 to hit reach 5 ft one target.
Hit:11 (2d6 + 4) slashing damage.
If two or more claws hit the same target, the troll rends(shreds) the target, dealing an extra 2d6 slashing damage.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.,,
Multiattack.
The lizardfolk makes two melee attacks each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit reach 5 ft. one target. Hit:5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit reach 5 ft. one target. Hit:5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 30/120 ft. one target. Hit:5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit reach 5 ft. one target. Hit:5 (1d6 + 2) piercing damage.
Weapons, Armor & Items
Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight, 10gp, 22sp, 36cp, 5 gems each worth 5gp
Dwarven Resilience. Tharm has advantage on saving throws against poison, and resistance to poison damage.
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Extra Attack. Tharm can attack twice with each Attack action.
Two-Weapon Fighting. When Tharm makes an attack with his main-hand axe or cleaver, he may also attack with his off-hand axe or dagger as a bonus action.
Hand Axeor cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) slashing damage.
Dagger. Melee Weapon Attack +4 to hit, reach 5 ft.,thrown 20/60ft., one creature. Hit: 3 (1d4 + 1) piercing damage.
Criminal Contact. Tharm has a contact in the criminal network, and can send and receive messages to them through various means, even over great distances.
Fighting Style (Two-Weapon Fighting). Tharm may add his ability modifier to damage rolls with his off-hand weapon.
Second Wind. On his turn Tharm can use a bonus action to regain 1d10 + 8 hit points. Once he uses this feature, he must finish a long or short rest before using it again.
Action Surge. Once per day, on his turn, Tharm can take an additional action on top of his normal action and possible bonus action. Once he uses this feature, he must finish a long or short rest before using it again.
Improved Critical. Rurik scores critical hits on rolls of 19 and 20.
Remarkable Athlete. Rurik can add half his proficiency bonus (rounded up) to any Strength, Dexterity, or
Constitution check that doesn't already use his proficiency bonus. Additionally, the distance Tharm covers with a running long jump increases by 3 ft.
Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: detect evil and good 1/day each: commune, raise dead
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
Multiattack. The deva makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d6 + 4) bludgeoning damage plus (4d8)radiant damage.
Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Special Equipment.
Leather Armor +3,
Ring of regeneration - While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time,
2 Potions of Vitality
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Spellcasting Ability Intelligence , Spells Save DC 15 , Spells Attack Bonus +7
Cantrips : blade ward, mage hand, ray of frost, shocking grasp
-Lvl 1 : fog cloud, thunderwave, burning hands, witch bolt, shield, magic missile, sleep, expeditious retreat
Lvl 2 : shatter, invisibility, misty step
Lvl 3 : fly, counterspell, fireball
Lvl 4 : wall of fire
Dagger. Melee or Ranged Weapon Attack:+6 to hit reach 5 ft. or ranged 20 ft./60 ft. one target.
Hit: 5 (1d4 + 3) piercing damage.
Magic Resistance.The helmed horror has advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
Multiattack.The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit:8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Dancing Lights. The coure can cast the dancing lights spell at will, requiring no material components.
Silvered Weapons. The coure's weapon attacks are silvered.
A coure can also assume the shape of a tiny ball of faerie-light.
Any equipment it is wearing or carrying is absorbed by the new form. In globe form, the coure retains its game statistics, but its flying speed becomes 60 feet, it can hover, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet, and it cannot be knocked prone.
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Dagger (True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Tiny Bow (True Form Only). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Magic Dart (3/Long Rest). The coure casts the magic missile spell, but fires only one missile.
Change Shape. The coure magically polymorphs into a floating globe of light or back into its true form. It reverts to its true form if it dies.
Coure eladrin resemble tiny, slender elves with long gossamer wings trailing from their shoulders. They appear in a variety of improbable colors and are fond of wearing bright apparel of questionable taste.
The smallest eladrin are the coures, tiny, sprite-like creatures who can be found throughout Arborea. They are messengers, scouts, pranksters, and mischief-makers who pester and annoy any travelers or more serious eladrin they run across. The coures jests are not meant maliciously, in fact, it's hard for even the most dour traveler to hang on to a frown when a flock of coure is dancing around their head.
Despite their senses of humor and boundless energy for song, dance, and jest, coure take a definite turn for the serious when confronting evil creatures. Harmless pranks develop into skilled guerilla tactics of hit-and-run nuisance attacks while messengers are sent to summon more suitable opposition to the threat.
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
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Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.
Hooves. The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
Keen Hearing and Sight.The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.,
Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.,,
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature.
Hit:4 (1d6 + 1) slashing damage.
Divine Eminence.As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting.The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light,sacred flame, thaumaturgy
1st level (4 slots): cure wounds,guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians,
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit:3 (1d6) bludgeoning damage.
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2 d10 + 8) piercing damage plus 4 (1 d8) acid damage.
Claw. Melee Weapon Attack: + 11 to hit, reach 10 ft., one target. Hit: 13 (2 d6 + 6) slashing damage.
Tail. Melee Weapon Attack: + 11 to hit, reach 15 ft., one target. Hit: 15 (2 d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54
(12 d8) acid damage on a failed save, or half as much damage on a successful one.
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The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.
The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2 d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair Actions
A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 1 2 0 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
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Lair Actions continued
Pools of water that the dragon can see within 1 2 0 feet
of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 1 5-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
Fog lightly obscures the land within 6 miles of the lair. If the dragon dies, vegetation remains as it has grown, but other effects fade over 1 d10 days.
Spells:
enlarge or reduce (x2),
shield (x2),
taunt (x2).
Voaraghamanthar’s Items:
On the rightmost talon of his left rear claw, he wears a ring of wizardry that doubles 1st- level Wizard spells.
On the leftmost talon of his right rear claw, he wears a ring of fire resistance.
On the rightmost talon of his left rear claw, he wears the Twinned Crown ofYarlith
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While their empathic bond does not allow them unfettered mental communication except when in sight of each other, it does enable them to sense the emotional state of their kin at any time. Both wyrms have acquired a small measure of control over their emotional states sufficient to convey very simple prearranged messages.
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2 d10 + 8) piercing damage plus 4 (1 d8) acid damage.
Claw. Melee Weapon Attack: + 11 to hit, reach 10 ft., one target. Hit: 13 (2 d6 + 6) slashing damage.
Tail. Melee Weapon Attack: + 11 to hit, reach 15 ft., one target. Hit: 15 (2 d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54
(12 d8) acid damage on a failed save, or half as much damage on a successful one.
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The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.
The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2 d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair Actions
A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 1 2 0 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
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Lair Actions continued
Pools of water that the dragon can see within 1 2 0 feet
of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 1 5-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
Fog lightly obscures the land within 6 miles of the lair. If the dragon dies, vegetation remains as it has grown, but other effects fade over 1 d10 days.
Spells:
acidosis,
sleep,
spider climb.
Waervaerendor’s Items:
On the rightmost talon of his left rear claw, he wears a ring of invisibility.
On the leftmost talon of his right rear claw, he wears a ring of mind shielding.
In a small pouch strapped to his rear left leg, he carries six doses of air spores and a folded portable hole*.
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While their empathic bond does not allow them unfettered mental communication except when in sight of each other, it does enable them to sense the emotional state of their kin at any time. Both wyrms have acquired a small measure of control over their emotional states sufficient to convey very simple prearranged messages.
*The dragon uses the portable hole to ferry both treasure and prisoners. Currently Sir Justin Melenikus is imprisoned within the portable hole, breathing by means of a colony of air spores
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Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.
Hit:5 (1d10) piercing damage.
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Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.
Hit:5 (1d10) piercing damage.
Dragon Fanatic.The dragonclaw has advantage on saving throws against being charmed or frightened. While the
dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.
Fanatical Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.
Pack Tactics.The dragonclaw has advantage on an attack roll against a creature if at least one of the Dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.,
Multiattack. The dragonclaw attacks twice with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:6 ( 1d6 + 3) slashing damage.
Ice Walk.The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target.
Hit:17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit:13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit:15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.
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Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.
Hit:5 (1d10) piercing damage.
Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.,,
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature.
Hit:4 (1d6 + 1) slashing damage.
Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.,,
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature.
Hit:4 (1d6 + 1) slashing damage.
Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.,,
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature.
Hit:4 (1d6 + 1) slashing damage.
Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.,,
Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature.
Hit:4 (1d6 + 1) slashing damage.