Monstrous Compendium Volume 2 - Dragonlance
Monstrous Compendium Volume 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
Ember Dragon 22
Foresworn Undead 6
Nevermind Gnome
Humanoid 5
Mastermind
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.
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.
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.
D&D Beyond
Digital Design Team: Jay Jani, Adam Walton, Joseph Keen, Cameron Powell
DUNGEONS & DRAGONS, D&D, Dragonlance, Wizards of the Coast, the dragon ampersand, Player’s
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
contained herein is prohibited without the express written permission of Wizards of the Coast.