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Monstrous Compendium Volume 2 - Dragonlance

Monster Manual

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0% found this document useful (0 votes)
37 views22 pages

Monstrous Compendium Volume 2 - Dragonlance

Monster Manual

Uploaded by

Yosefat
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
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Monstrous Compendium Vol 2: Dragonlance

Creatures
This bestiary provides game statistics and lore for eleven monsters that, while linked to the
fantastical and war-gripped Dragonlance setting, are suitable for any Dungeons & Dragons campaign.
The creatures in this bestiary are organized alphabetically.
If you are unfamiliar with the monster stat block format, read the introduction of the Monster
Manual before proceeding further. It explains stat block terminology and gives rules for various
monster traits—information that isn’t repeated here.

Creature Summary
Details of the creatures in this bestiary are summarized in the Creature Type and CR table.
Creature Type and CR

Creature Creature Type CR

Dream Eater Aberration 7

Ember Dragon 22

Forest Master Celestial 8

Foresworn Undead 6

Irda Seeker Giant 1

Irda Veil Keeper Giant 4

Nevermind Gnome Inventor Humanoid 2

Nevermind Gnome
Humanoid 5
Mastermind

Thanoi Hunter Monstrosity 1

Traag Draconian Monstrosity 5

Verminaard Humanoid 17

Creatures (A-Z)
Dream Eater
Originating from the dream-warped elven realm of Silvanesti, dream eaters are violent manifestations
of nightmares and subconscious terrors. The true appearance of a dream eater is obscured, as the
dream eater twists its hazy form into surreal illusions of its foes’ greatest fears. However, all dream
eaters share one thing: a gaping, always-smiling mouth, which it reveals before engulfing its prey in a
phantasmagorical nightmare.
The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and
wrest others from its terrors. As such, bards and other persuasive adventurers find themselves
uniquely poised to confront a hungering dream eater.
DREAM EATER
Medium Aberration, Typically Chaotic Evil Actions
Armor Class 15 Multiattack. The dream eater makes two Ensnaring
Shriek attacks.
Hit Points 77 (14d8 + 14)
Ensnaring Shriek. Melee or Ranged Spell Attack: +8 to
Speed 0 ft., fly 50 ft. (hover)
hit, reach 15 ft. or range 60 ft., one target. Hit: 12 (2d6
STR DEX CON + 5) psychic damage, and if the target is a Medium or
smaller creature, the target must succeed on a DC 16
15 (+2) 20 (+5) 13 (+1) Charisma saving throw or be pulled up to 15 feet
INT WIS CHA toward the dream eater.
12 (+1) 16 (+3) 21 (+5)
Damage Resistances bludgeoning, piercing, and Bonus Action
slashing from nonmagical attacks
Engulfing Nightmare. The dream eater targets one
Damage Immunities psychic creature within 5 feet of itself. The target must
succeed on a DC 16 Wisdom saving throw or be
Condition engulfed by the dream eater, as the dream eater
Immunities blinded, charmed, frightened, grappled, p envelops the creature in a miasma of its worst fears.
aralyzed, petrified, restrained
When the dream eater engulfs a target, the dream
Senses blindsight 120 ft. (blind beyond this radius), eater enters its space, and the target immediately
passive Perception 13 takes 10 (3d6) psychic damage. An engulfed target
is restrained and blinded, and it takes an additional 10
Languages Deep Speech, telepathy 120 ft.
(3d6) psychic damage at the start of each of the
Challenge 7 (2,900 XP) Proficiency Bonus +3 dream eater’s turns. When the dream eater moves, the
engulfed target moves with it.
Ghastly Visions. Each creature that starts its turn The dream eater can have only one target engulfed at
within 30 feet of the dream eater must make a DC 16 a time. An engulfed target escapes at the start of its
Wisdom saving throw. On a failed save, the creature turn by making a DC 16 Wisdom saving throw. On a
is frightened of the dream eater until the start of the successful save, the target escapes; the target is no
creature’s next turn. If a creature’s saving throw is longer engulfed, and it enters a space of its choice
successful, the creature is immune to this dream within 5 feet of the dream eater. A creature within 15
eater’s Ghastly Visions trait for the next 24 hours. feet of the dream eater also can use its action to
attempt to free an engulfed target. Doing so requires
Incorporeal Movement. The dream eater can move the creature to use its action to make a DC 16
through other creatures and objects as if they Charisma (Persuasion) check to convince the
were difficult terrain. It takes 5 (1d10) force damage engulfed target the nightmare isn’t real, with the target
if it ends its turn inside an object. escaping on a success. The creature making the
Magic Resistance. The dream eater has advantage on check takes 10 (3d6) psychic damage, regardless of
saving throws against spells and other magical the check’s success or failure, as its mind brushes
effects. against the nightmare.
Ember
Emperor Ariakas,
Glory to the Dragon Queen’s name! Our designs on Abanasinia unfold according to your plans. This is no
thanks to the so-called “adviser” I’ve been saddled with, the dragon Ember. The beast is terrifying, both in
might and cunning, but it undermines my every design and terrorizes my forces. It’s too canny to be caught, but
I’m certain some portion of the troops we’ve lost to Qualinesti ambushes in fact smolder in the wyrm’s gut. It
thinks I don’t hear, but it whispers curses in reply to my every command. Were it not one of our queen’s
favored children, I would have replaced my bed linens with its hide.
I will complete our queen’s work with the troops at my disposal, but when I return to Neraka, I would have this
viper reassigned. I recommend to Icewall.
By Her Will, Verminaard
Highlord of the Red Dragon Army
Also known as Pyros, Ember is an imperious and ruthless red dragon who serves the Dragon Queen
Takhisis. In his service to the Dragon Queen, Ember has taken on many roles at her behest—including
that of a black-robed human member of the Mages of High Sorcery—but he is best known as the
adviser of Dragon Highlord Verminaard, leader of the Red Dragon Army.
Empowered by Takhisis herself, Ember’s innate fire can sear those nearby, and his breath weapon is a
molten storm of ash and flame. In combat, Ember wears a set of magic plate armor that bolsters his
already-impressive might, allowing him to annihilate entire cohorts with terrifying ease.
EMBER
Huge Dragon (Adult Chromatic), Chaotic Evil Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one
target. Hit: 26 (2d10 + 15) piercing damage plus 13
Armor Class 20 (Special Equipment) (2d6 + 6) fire damage.
Hit Points 270 (20d12 + 140) Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one
target. Hit: 22 (2d6 + 15) slashing damage.
Speed 40 ft., climb 40 ft., fly 80 ft.
Firestorm Breath (Recharge 5–6). Ember exhales
STR DEX CON roiling flames and ash in a 90-foot cone. Each
28 (+9) 10 (+0) 25 (+7) creature in that area must make a DC 22 Dexterity
INT WIS CHA saving throw. On a failed save, a creature takes 56
17 (+3) 14 (+2) 22 (+6) (16d6) fire damage and is pushed up to 30 feet away
Saving Throws Dex +7, Con +14, Wis +9, Cha +13 from Ember and knocked prone. On a successful
save, a creature takes half as much damage with no
Skills Perception +16, Religion +10, Stealth +14 other effects. If a creature is reduced to 0 hit points by
this effect, the creature immediately dies, and its body
Damage Immunities fire
is reduced to ash.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 26 Bonus Action

Languages Abyssal, Common, Draconic Alter Shape. Ember magically transforms into
a vulture or a mage and retains his alignment,
Challenge 22 (41,000 XP) Proficiency Bonus +7 damage immunities, hit points, and Hit Dice, as well
as his Intelligence, Wisdom, and Charisma scores.
This transformation ends if Ember is reduced to 0 hit
Calescent Aura. At the start of Ember’s turn, Ember
points or if he uses another bonus action to end it.
can force any number of creatures of his choice
within 10 feet of himself to make a DC 22 Constitution Legendary Actions
saving throw. On a failed save, a creature takes 7
(2d6) fire damage and is frightened of Ember until the Ember can take 3 legendary actions, choosing from
start of its next turn. the options below. Only one legendary action can be
used at a time and only at the end of another
Legendary Resistance (5/Day). If Ember fails a saving creature’s turn. Ember regains spent legendary
throw, he can choose to succeed instead. actions at the start of his turn.
Special Equipment. In battle, Ember dons magical Pursuit. Ember moves up to 40 feet in a straight line
plate armor custom-forged for his use. While wearing toward one creature he can see. This movement
the armor, Ember adds his Charisma modifier to his ignores opportunity attacks.
weapon damage rolls (included in the attack
descriptions), and his AC can’t be lower than 20. Searing Bite (Costs 2 Actions). Ember makes one Bite
attack. If the attack hits, it deals an additional 7 (2d6)
Actions fire damage.
Multiattack. Ember makes one Bite attack and two
Claw attacks.
Forest Master
Said to be older than the trees themselves, the Forest Master is a wise and powerful unicorn who
rules over the creatures of Darken Wood in Krynn. The ancient being’s body is wreathed in protective
briars, and moonlight dances around the unicorn’s horn. Those who threaten the Forest Master’s
lands find themselves beguiled by magical mist and nigh-impregnable thorny thickets, but those who
gain the Forest Master’s favor are blessed with healing and protected as they traverse the woods.
FOREST MASTER
Large Celestial (Unicorn), Neutral Good Legendary Resistance (2/Day). If the Forest Master
fails a saving throw, he can choose to succeed
Armor Class 16 (natural armor) instead.
Hit Points 105 (14d10 + 28) Magic Resistance. The Forest Master has advantage
on saving throws against spells and other magical
Speed 50 ft.
effects.
STR DEX CON Master of Beasts. The Forest Master can comprehend
18 (+4) 14 (+2) 15 (+2) and communicate with any Beast, even if the Beast
INT WIS CHA knows no languages.
13 (+1) 19 (+4) 17 (+3)
Saving Throws Int +4, Wis +7 Actions
Skills Insight +7, Nature +4, Perception +7 Multiattack. The Forest Master makes either two
Hooves attacks, two Moon Bolt attacks, or one of
Damage Immunities poison each.
Condition Immunities charmed, paralyzed, poisoned Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 17
Moon Bolt. Ranged Spell Attack: +7 to hit, range 60 ft.,
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
one target. Hit: 11 (2d6 + 4) radiant damage.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Spellcasting. The Forest Master casts one of the throw, taking 27 (6d8) piercing damage on a failed
following spells, requiring no material components save or half as much damage on a successful one.
and using Wisdom as the spellcasting ability (spell
save DC 15): The wall of briars lasts until the start of the Forest
Master’s next turn. The wall blocks line of sight and
At will: druidcraft, fog cloud, guidance counts as difficult terrain for all creatures except the
Forest Master. The first time a creature enters the
2/day each: goodberry, greater restoration, pass wall’s area on a turn, that creature must succeed on a
without trace, speak with plants DC 15 Dexterity saving throw or take 13 (3d8) piercing
damage.
Bonus Action
Erupting Briars (Recharge 4–6). The Forest Master
Reaction
touches his horn to the earth and causes a 5-foot-tall Misty Escape. If the Forest Master takes damage from
wall of briars to erupt in a 90-foot line that is 10 feet a melee attack, he, along with any equipment he is
wide. When the wall appears, each creature in its area wearing or carrying, teleports to an unoccupied space
is pushed into the nearest unoccupied space adjacent within 30 feet that he can see.
to the wall and must make a DC 15 Dexterity saving

Foresworn
Foresworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed
with spectral armor and weaponry, a foresworn maintains the martial prowess it had in life and can
call on magic and its fallen brethren for aid.
Like revenants, foresworn fixate on a singular purpose, and they refuse to abandon their undead state
until the duty they had in life is fulfilled. For example, a foresworn might be pledged to protect a
family’s bloodline from harm or guard a dangerous artifact against thieves. If a foresworn is
destroyed before it can complete its duty, it returns within a few days, its strength and purpose
renewed.
FORESWORN
Medium Undead, Typically Lawful Good Incorporeal Movement. The foresworn can move
through other creatures and objects as if they
Armor Class 18 (plate armor) were difficult terrain. It takes 5 (1d10) force damage
if it ends its turn inside an object.
Hit Points 82 (11d8 + 33)
Unusual Nature. The foresworn doesn’t require air,
Speed 30 ft.
food, drink, or sleep.
STR DEX CON
Actions
20 (+5) 14 (+2) 17 (+3)
INT WIS CHA Multiattack. The foresworn makes three Spectral
12 (+1) 18 (+4) 10 (+0) Polearm attacks.
Saving Throws Str +8, Wis +7
Spectral Polearm. Melee Weapon Attack: +8 to hit,
Damage Resistances necrotic; bludgeoning, piercing, reach 5 ft., one target. Hit: 12 (2d6 + 5) force damage.
and slashing from nonmagical attacks
Spellcasting. The foresworn casts one of the
Damage Immunities poison following spells, requiring no material components
and using Wisdom as the spellcasting ability (spell
Condition save DC 15):
Immunities exhaustion, frightened, grappled, paralyz
ed, petrified, poisoned, prone, restrained, unconsciou 2/day each: command, detect evil and good
s
1/day: wall of force
Senses darkvision 60 ft., passive Perception 14
Bonus Actions
Languages the languages it knew in life
Phantasmic Battalion (Recharge 5–6). The foresworn
Challenge 6 (2,300 XP) Proficiency Bonus +3 summons a battalion of ghostly soldiers to its aid.
The ghostly soldiers fill a 10-foot-cube centered on
the foresworn, move with the foresworn when the
Duty-Bound. The foresworn is bound to enacting a
foresworn moves, and last until the start of the
singular duty it pledged itself to in life. While this duty
foresworn’s next turn. While the ghostly soldiers are
is incomplete, whenever the foresworn is destroyed, it
present, the area they occupy is considered difficult
re-forms at its previous location after 3 (1d6) days,
terrain for all creatures except the foresworn, and the
with all its hit points restored.
foresworn’s reach for melee weapon attacks
increases by 10 feet.
Irda
The Dragon Queen created the irda long ago. While most irda embraced their wicked creator’s
teachings, some of them adopted the philosophies of other deities. Those irda who don’t serve the
Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her
minions.
Distantly related to oni, ogres, and other giant folk, irda have shimmering skin that ranges through
shades of indigo and sea green. Their innate magic provides them with limited shape-shifting abilities
and the power to create illusions.

Irda Seeker
Irda seekers are skilled spies who use their magic to disguise themselves and gather intelligence for
their allies. In combat, irda seekers can momentarily cloak themselves as they dart around the
battlefield.
IRDA SEEKER
Medium Giant, Any Alignment Crystal Blade. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) force damage, plus 7
Armor Class 12 (2d6) force damage if the seeker is Large.
Hit Points 27 (5d8 + 5) Augment Physicality (1/Day). For 1 minute, the seeker
magically heightens its physical ability and increases
Speed 30 ft.
in size, along with anything it is wearing or carrying.
STR DEX CON While augmented, the seeker is Large, and makes
10 (+0) 15 (+2) 12 (+1) Strength and Dexterity saving throws with advantage.
If the seeker lacks the room to become Large, it
INT WIS CHA attains the maximum size possible in the space
11 (+0) 14 (+2) 16 (+3) available.
Saving Throws Dex +4, Cha +5
Change Shape (1/Day). The seeker magically
Skills Insight +6, Perception +6, Stealth +4 transforms to look and feel like a Medium Humanoid
it has seen. Any equipment the seeker is wearing or
Senses darkvision 60 ft., truesight 5 ft., passive
carrying isn’t transformed, and the seeker’s statistics
Perception 16
don’t change. The seeker reverts to its true form if the
Languages Common, Giant, Sylvan seeker is reduced to 0 hit points or if the seeker uses
an action to end the transformation.
Challenge 1 (200 XP) Proficiency Bonus +2
Bonus Action
Actions Veil Walk (Recharge 4–6). The seeker, along with any
equipment it is wearing or carrying, turns invisible and
Multiattack. The seeker uses Augment Physicality, if teleports to an unoccupied space it can see within 30
available, and makes two Crystal Blade attacks. feet of itself. The seeker remains invisible until the
start of its next turn or until immediately after the
seeker makes an attack roll, whichever comes first.
Irda Veil Keeper
Masters of their innate illusory powers, irda veil keepers protect their companions by weaving
magical mirages that disorient foes. Rumors say that the most skilled irda veil keepers can keep
entire enclaves hidden, guarding a community’s inhabitants from the outside world for centuries.
IRDA VEIL KEEPER
Medium Giant (Sorcerer), Any Alignment Augment Physicality (1/Day). For 1 minute, the veil
keeper magically obscures it location, heightens its
Armor Class 13 physical ability, and increases in size, along with
anything it is wearing or carrying. While the veil keeper
Hit Points 49 (9d8 + 9)
is augmented, attack rolls against it have
Speed 30 ft. disadvantage, it is Large, and it makes Strength and
Dexterity saving throws with advantage. If the veil
STR DEX CON keeper lacks the room to become Large, it attains the
9 (−1) 16 (+3) 13 (+1) maximum size possible in the space available. These
INT WIS CHA augmentations end if the veil keeper is incapacitated.
14 (+2) 17 (+3) 19 (+4) Change Shape (3/Day). The veil keeper magically
Saving Throws Int +4, Wis +5, Cha +6 transforms to look and feel like a Medium Humanoid
it has seen. Any equipment the veil keeper is wearing
Skills Arcana +4, Insight +7, Perception +7
or carrying isn’t transformed, and the veil keeper’s
Condition Immunities charmed, frightened statistics don’t change. The veil keeper reverts to its
true form if the veil keeper is reduced to 0 hit points or
Senses darkvision 60 ft., truesight 5 ft., passive if the veil keeper uses an action to end the
Perception 17 transformation.
Languages Common, Giant, Sylvan Spellcasting. The veil keeper casts one of the
following spells, requiring no material components
Challenge 4 (1,100 XP) Proficiency Bonus +2
and using Charisma as the spellcasting ability (spell
save DC 14):
Actions
At will: dancing lights, minor illusion
Multiattack. The veil keeper uses Augment
2/day each: invisibility, major image, phantasmal force
Physicality, if available, and makes two Mirage Flare
attacks. 1/day: hallucinatory terrain (as an action)
Mirage Flare. Melee or Ranged Spell Attack: +6 to hit, Reaction
reach 5 ft. or range 60 ft., one target. Hit: 11 (2d6 + 4)
radiant damage, and the target must succeed on a DC Obscuring Mist. If a creature that the veil keeper can
14 Wisdom saving throw or be charmed by the veil see within 30 feet of itself is targeted by an attack, the
keeper until the start of the veil keeper’s next turn. veil keeper surrounds the creature with illusory mist,
While charmed in this way, a creature granting the creature half cover until the start of the
is incapacitated as it is beset by hypnotic, illusory veil keeper’s next turn.
visions.
Nevermind Gnomes
Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the
mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various
scientific pursuits to create mechanical marvels.

Nevermind Gnome Inventor


Brimming with innovative ideas and reckless enthusiasm, the inventors of Mount Nevermind love any
chance to showcase their creations. These talented inventors use their cleverness and technological
know-how to outwit foes.
NEVERMIND GNOME INVENTOR
Small Humanoid, Any Alignment Multiattack. The inventor makes two Flying Fangtrap
attacks. It can replace one of these attacks with
Armor Class 14 (leather armor) Thunderscream Gadget if it’s available.
Hit Points 36 (8d6 + 8) Flying Fangtrap. Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft. or range 60 ft., one target. Hit: 8
Speed 30 ft.
(1d10 + 3) piercing damage, and the creature must
STR DEX CON succeed on a DC 14 Dexterity saving throw or have its
8 (−1) 17 (+3) 13 (+1) speed reduced to 0 until the start of the inventor’s
next turn.
INT WIS CHA
18 (+4) 11 (+0) 14 (+2) Thunderscream Gadget (Recharge 5–6). The inventor
Saving Throws Dex +5, Int +6 produces a gadget that emits a screeching wave of
sound in a 30-foot cone originating from the inventor.
Skills Arcana +6, Investigation +6, Perception +2 Each creature in that area must make a DC 14
Constitution saving throw, taking 10 (3d6) thunder
Senses darkvision 60 ft., passive Perception 12
damage on a failed save or half as much damage on a
Languages Common, Gnomish successful one.

Challenge 2 (450 XP) Proficiency Bonus +2 Reaction


Flash Powder. If the inventor is damaged by a creature
Always Thinking Ahead. The inventor has advantage it can see within 15 feet of itself, the inventor
on initiative rolls. retaliates by flinging brilliantly explosive powder at the
creature. The creature must succeed on a DC 14
Actions Dexterity saving throw or be blinded until the end of
its next turn.
Who among us hasn’t marveled at a majestic bird soaring high above and thought, “I can do better”?
First, thanks to the work of esteemed elavationist, Rirordinees Thrump, we created lifts to climb the heights of
Mount Nevermind. Then, with the gnomeflinger, we brushed the heavens as gracefully as skipping stones. Now,
let me present the next stage in automated ascendancy: the cloud clinger!
Where is it, you ask? You’re seated in it! And in just three… two… one…
—Last words of inventor Meeka Mallowswain prior to her disappearance

Nevermind Gnome Mastermind


The gnome masterminds of Mount Nevermind temper their creativity with years of experience. While
they still create wild inventions on a whim, these masterminds also wield at least one more stable
clockwork invention—typically something that affords the mastermind more movement, extends their
reach with extra appendages, or both.
NEVERMIND GNOME MASTERMIND
Small Humanoid, Any Alignment Clockwork Claw. Melee Weapon Attack: +7 to hit, reach
20 ft., one target. Hit: 11 (2d6 + 4) piercing damage,
Armor Class 15 (leather armor) and if the target is a Medium or smaller creature, the
target is grappled (escape DC 15). Until this grapple
Hit Points 82 (15d6 + 30)
ends, the target takes 10 (3d6) piercing damage at the
Speed 30 ft., climb 30 ft. start of each of the mastermind’s turns. The
mastermind has two claws, each of which can
STR DEX CON grapple only one target.
9 (−1) 18 (+4) 14 (+2)
Generate Gadget (Recharge 5–6). The mastermind
INT WIS CHA quickly assembles a clockwork gadget, producing one
20 (+5) 11 (+0) 15 (+2) of the following effects (the mastermind’s choice):
Saving Throws Dex +7, Con +5, Int +8
Chattergrab. Parts of this gadget look like gnashing
Skills Arcana +8, Investigation +8, Perception +3 metal teeth. This gadget hurtles toward a creature the
mastermind can see within 60 feet of itself. The
Senses darkvision 60 ft., passive Perception 13
creature must succeed on a DC 16 Dexterity saving
Languages Common, Gnomish throw or take 31 (7d8) piercing damage and
be incapacitated until the start of the mastermind’s
Challenge 5 (1,800 XP) Proficiency Bonus +3 next turn.

Phasmoball. The mastermind launches this gadget to


Always Thinking Ahead. The mastermind has a point the mastermind can see within 30 feet of
advantage on initiative rolls. itself, where the gadget unleashes a cloud of mind-
Spider Climb. The mastermind can climb difficult warping gases in a 10-foot-radius sphere. Each
surfaces, including upside down on ceilings, without creature within the sphere must succeed on a DC 16
needing to make an ability check. This trait doesn’t Wisdom saving throw or take 11 (2d10) psychic
function if the mastermind is grappling creatures in damage and be frightened of the mastermind until
both of its clockwork claws. the start of the mastermind’s next turn.

Thunderscream. This gadget emits a screeching


Actions
wave of sound in a 30-foot cone originating from the
Multiattack. The mastermind makes two Clockwork mastermind. Each creature in that area must make a
Claw attacks. The mastermind can replace one of DC 16 Constitution saving throw, taking 21 (6d6)
these attacks with Generate Gadget if it’s available. thunder damage on a failed save or half as much
damage on a successful one.
Thanoi Hunter
Thanoi are walrus-like beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory
tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.
Often at odds with the monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In
addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of
thanoi hunters work together to take down monsters far larger than themselves,
including remorhazes and white dragons.
THANOI HUNTER
Medium Monstrosity, Any Alignment Challenge 1 (200 XP) Proficiency Bonus +2

Armor Class 14 (hide armor)


Hold Breath. The hunter can hold its breath for up to
Hit Points 32 (5d8 + 10) 10 minutes.

Speed 30 ft., swim 30 ft. Pack Tactics. The hunter has advantage on an attack
roll against a creature if at least one of the hunter’s
STR DEX CON allies is within 5 feet of the creature and the ally
14 (+4) 14 (+2) 15 (+2) isn’t incapacitated.
INT WIS CHA
12 (+1) 16 (+3) 11 (+0) Actions
Saving Throws Str +6, Con +4 Multiattack. The hunter makes one Bone Harpoon
Skills Athletics +6, Perception +5, Survival +5 attack and one Tusk attack.

Damage Immunities cold Bone Harpoon. Melee or Ranged Weapon Attack: +6 to


hit, reach 10 ft. or range 20/60 ft., one target. Hit: 8
Senses passive Perception 15 (1d8 + 4) piercing damage. Hit or Miss: The harpoon
returns to the hunter’s hand.
Languages Aquan, Common
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) slashing damage.
Traag Draconian
In their experimentation with corrupting dragon eggs, the Dragon Armies created traag draconians,
the precursor to what would become baaz draconian foot soldiers. Unlike their draconian brethren,
traag draconians are little more than bloodthirsty engines of carnage. Few commanders have
successfully used a traag draconian’s reckless violence to their advantage in battle; for most, a traag
draconian is as much of a danger to its allies as it is to its enemies. Even magic cannot tame a traag
draconian’s thirst for violence.
A traag draconian’s vestigial wings lack the strength to support its hulking body in true flight, and they
only minimally help to slow a falling traag’s descent. Its metallic scales are coated in a sickly patina.
In battle, the draconian can charge its body with vicious fire, burning all in its wake. When a traag
draconian dies, its body explodes in a thick, disgusting sludge.
TRAAG DRACONIAN
Large Monstrosity, Typically Chaotic Evil succeed on a DC 14 Dexterity saving throw or be
covered in the sludge for 1 minute. While covered in
Armor Class 14 (natural armor) the sludge, a creature’s speed is halved. A creature
can use its action to scrape the sludge off itself or
Hit Points 68 (8d10 + 24)
another creature within 5 feet of itself.
Speed 40 ft.
Actions
STR DEX CON
Multiattack. The draconian makes two Claw attacks.
21 (+5) 10 (+0) 17 (+3)
INT WIS CHA Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
6 (-2) 8 (-1) 9 (-1) target. Hit: 14 (2d8 + 5) slashing damage.
Saving Throws Str +8, Con +6
Flaming Carnage (Recharge 5–6). The draconian
Condition Immunities charmed, frightened indulges its rage, wreathing itself in fire and moving
up to its speed. The draconian can enter creatures’
Senses darkvision 60 ft., passive Perception 9 spaces during this move. During this movement, when
the draconian enters a creature’s space, the creature
Languages Common, Draconic
must make a DC 14 Dexterity saving throw. On a
Challenge 5 (1,800 XP) Proficiency Bonus +3 failed save, the creature takes 22 (4d10) fire damage
and is knocked prone. On a successful save, the
creature takes half as much damage and is pushed to
Blood Frenzy. The draconian has advantage on melee the nearest space out of the draconian’s path. A
attack rolls against any creature that doesn’t have all creature can be affected by this draconian’s Flaming
its hit points. Carnage only once during a turn.
Controlled Fall. If the draconian falls and Reaction
isn’t incapacitated, it subtracts up to 50 feet from the
fall when calculating the fall’s damage. Violent Retaliation. If a creature within 10 feet of the
draconian hits it with an attack, the draconian can
Death Throes. If the draconian is reduced to 0 hit make one Claw attack against that creature. If the
points, its body erupts into sludge that fills a 10-foot- Claw attack hits, it deals an additional 4 (1d8)
radius sphere. Each creature within that area must slashing damage.
Verminaard
Ariakas,
As the Dragon Queen wills me to obey, here is my assessment of your servant, Verminaard of Nidus:
Unchanged. The man remains a blustering dastard awash in blessings earned by his blood rather than his brains.
He glories in Takhisis’s favor and wields her power in manners both frivolous and brutal. In their bunks, his
troops whisper of his zealotry and claim that those missing from their ranks have been sacrificed on his secret
altar. I don’t dismiss this possibility.
While his work progresses, it is the effort of an instrument as blunt as the mace he wields.
Verminaard thinks himself invincible, and I pray to her majesty that I’m present when she divests him of that
delusion.
I hope you find these reports illuminating.
Ember
Dragon Highlord Verminaard leads the Red Dragon Army—the largest and most powerful of the
Dragon Queen’s forces—with fanatic zeal and ruthless might. Though prophesied to banish evil forces
from the lands of Krynn, Verminaard was tempted by Takhisis and her promises of glory. Corrupted
by the Dragon Queen, Verminaard rose to become one of her champions, claiming command of the
fiercest among the Dragon Armies.
Verminaard’s extreme devotion to Takhisis allows him to channel her unholy power on the battlefield,
bolstering those under his command while raining cursed fire on his foes. His towering silhouette is
often wreathed in the fire of Ember, his red dragon companion and adviser.
DRACONIC DEVOTION
Verminaard’s stat block references the Draconic Devotion monster trait. Though this trait does not appear in
any of the creatures in this compendium, you will find several monsters with the Draconic Devotion trait
terrorizing the lands of Krynn in the book Dragonlance: Shadow of the Dragon Queen.
VERMINAARD
Medium Humanoid (Human, Cleric), Lawful Evil creature, the target must succeed on a DC 20
Constitution saving throw or be blinded until the start
Armor Class 20 (+2 plate armor) of Verminaard’s next turn.
Hit Points 143 (22d8 + 44) Malediction. Verminaard utters an unholy word,
causing profane fire to descend on one creature
Speed 30 ft.
Verminaard can see within 60 feet of himself. The
STR DEX CON creature must make a DC 18 Dexterity saving throw,
22 (+6) 13 (+1) 15 (+2) taking 11 (2d10) necrotic damage plus 11 (2d10)
radiant damage on a failed save or half as much
INT WIS CHA damage on a successful one.
16 (+3) 18 (+4) 17 (+3)
Saving Throws Wis +10, Cha +9 Spellcasting. Verminaard casts one of the following
spells, requiring no material components and using
Skills Perception +16, Religion +9 Wisdom as the spellcasting ability (spell save DC 18):
Damage Immunities fire At will: light, thaumaturgy
Condition Immunities charmed, frightened 2/day each: bane, fear, freedom of movement, greater
restoration, hold monster, revivify
Senses darkvision 60 ft., passive Perception 26

Languages Abyssal, Common, Draconic Bonus Action

Challenge 17 (18,000 XP) Proficiency Bonus +6 Dragon Queen’s Favor (5/Day). Verminaard or one
creature he can see within 60 feet of himself
magically regains 17 (2d12 + 4) hit points.
Draconic Command. Whenever a Dragon or a creature
with the Draconic Devotion trait within 30 feet of Legendary Actions
Verminaard makes an attack roll, the creature can roll
a d4 and add the number rolled to the attack roll. Verminaard can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (3/Day). If Verminaard fails a can be used at a time and only at the end of another
saving throw, he can choose to succeed instead. creature’s turn. Verminaard regains spent legendary
actions at the start of his turn.
Special Equipment. Verminaard wears +2 plate
armor and wields the mace Nightbringer, which grants Tactical Movement. Verminaard moves up to his
him darkvision as well as immunity to fire damage speed or commands a mount he is riding to move up
and to the charmed and frightened conditions to its speed. This movement doesn’t
(included above). provoke opportunity attacks.

Actions Fervent Strike (Costs 2 Actions). Verminaard makes


one Nightbringer attack. If this attack hits, it deals an
Multiattack. Verminaard makes two Nightbringer additional 7 (2d6) bludgeoning damage.
attacks and uses Malediction.
Cast a Spell (Costs 3 Actions). Verminaard uses
Nightbringer. Melee Weapon Attack: +15 to hit, reach 5 Spellcasting.
ft., one target. Hit: 12 (1d6 + 9) bludgeoning damage
plus 10 (4d4) radiant damage. If the target is a
Nightbringer
Verminaard wields the mace Nightbringer, which was given to him by the Dragon Queen. Should the
characters defeat Verminaard and wish to harness Nightbringer’s power for themselves, the mace’s
magic item description for player characters is provided below.
Nightbringer
Weapon (Mace), Legendary (Requires Attunement)
This heavy mace has a dark oaken handle and a head of blackened steel trimmed with gold. In combat, the
mace’s head is wreathed in inky black energy.
You gain a +3 bonus to attack and damage rolls made with this weapon. When you hit with an attack roll using
it, the target takes an additional 4d4 radiant damage.
If you have an evil alignment, you also gain the following benefits when attuned to Nightbringer:
Blessing of the Dragon Queen. You are immune to the charmed and frightened conditions, and you gain
immunity to one of the following damage types (choose when you attune to the weapon): acid, cold, fire,
lightning, or poison.
Eyes of Midnight. You have darkvision with a range of 60 feet. If you already have darkvision, its range
increases by 60 feet.
Midnight Shroud. The weapon has 6 charges. When you hit a creature with an attack using this weapon, you
can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the
creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.
Credits
Project Lead: F. Wesley Schneider
Designers: Makenzie De Armas, Ron Lundeen, Jeremy Crawford
Art Director: Emi Tanji
Editor: Janica Carter
Graphic Designer: Emi Tanji
Illustrators: Carlo Arellano, Isabel Gibney, Rebecca Holloway, Monika Palosz, Zuzanna Wužyk
Imaging Technician: Kevin Yee
Senior Producer: Dan Tovar
Producers: Amanda Sharkey, Gabriel Waluconis
Product Managers: Bart Carroll, Hilary Ross

D&D Beyond
Digital Design Team: Jay Jani, Adam Walton, Joseph Keen, Cameron Powell
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Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. The materials described in this statement are
protected under the copyright laws of the United States of America and around the world under international
intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork
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