Ambush Drake
M
dragon
Unaligned
13 (natural armor)
22 (4d6+8)
walk 30 ft.
13
15
14
4
11
6
Perception +4, Stealth +4
14
understands Draconic but can't speak it
1/2
poison
darkvision 60 ft.
Pack Tactics
The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack
If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.
Bite|+4|1d6+1
Source: Hoard of the Dragon Queen p. 88
Azbara Jos
M
humanoid (human)
Lawful Evil
13 (16 with mage armor)
39 (6d8+12)
walk 30 ft.
9
16
14
16
13
11
Int +5, Wis +3
Arcana +5, Deception +2, Insight +3, Stealth +5
11
Common, Draconic, Infernal, Primordial, Thayan
4
Special Equipment
Azbara has two spell scroll (1st level) of mage armor.
Potent Cantrips
When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.
Sculpt Spells
When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. 5 (1d4 + 3) piercing damage.
Dagger|+5|1d4+3
Spellcasting
Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:
Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
• 1st level (4 slots): fog cloud, magic missile, shield, thunderwave
• 2nd level (3 slots): invisibility, misty step, scorching ray
• 3rd level (3 slots): counterspell, dispel magic, fireball
4, 3, 3
mage hand, prestidigitation, ray of frost, shocking grasp, fog cloud, magic missile, shield, thunderwave, invisibility, misty step, scorching ray, counterspell, dispel magic, fireball
Source: Hoard of the Dragon Queen p. 88
Blagothkus
H
giant (cloud giant)
Neutral Evil
17 (splint armor)
138 (12d12+60)
walk 40 ft.
26
13
20
16
15
15
Con +9, Wis +6, Cha +6
Arcana +7, Insight +6, Intimidation +6, Perception +6
16
Common, Draconic, Giant
9
Keen Smell
Blagothkus has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack
Blagothkus attacks twice with his morningstar.
Morningstar
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage.
Morningstar|+10|3d8+8
Innate Spellcasting
Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:
3/day each: fog cloud, levitate
Spellcasting
Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list:
Cantrips (at will): light, mage hand, prestidigitation
• 1st level (4 slots): detect magic, identify, magic missile, shield
• 2nd level (3 slots): gust of wind, misty step, shatter
• 3rd level (2 slots): fly, lightning bolt
4, 3, 2
fog cloud, levitate, light, mage hand, prestidigitation, detect magic, identify, magic missile, shield, gust of wind, misty step, shatter, fly, lightning bolt
Source: Hoard of the Dragon Queen p. 89
Captain Othelstan
M
humanoid (human)
Lawful Evil
19 (splint armor, shield)
93 (11d10+33)
walk 30 ft.
19
10
16
13
14
12
Str +7, Con +6
Athletics +7, Intimidation +7, Perception +5, Religion +4
15
Common, Draconic, Giant
5
Action Surge (Recharges on a Short or Long Rest)
On his turn, Othelstan can take one additional action.
Tiamat's Blessing of Retribution
When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.
Multiattack
Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.
Flail
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage.
Flail|+7|1d8+4
Spear
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20/60 ft., one target. 7 (1d6 + 4) piercing damage.
Spear|+7|1d6+4
Source: Hoard of the Dragon Queen p. 89
Dragonclaw
M
humanoid (human)
Lawful Evil
14 (leather armor)
16 (3d8+3)
walk 30 ft.
9
16
13
11
10
12
Wis +2
Deception +3, Stealth +5
10
Common, Draconic
1
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.
Fanatic 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. 6 (1d6 + 3) slashing damage.
Scimitar|+5|1d6+3
Source: Hoard of the Dragon Queen p. 89, Rise of Tiamat p. 89
Dragonwing
M
humanoid (human)
Lawful Evil
14 (leather armor)
33 (6d8+6)
walk 30 ft.
11
16
13
11
11
13
Wis +2
Deception +3, Stealth +5
10
Common, Draconic
2
one of the following: acid, cold, fire, lightning, poison
Dragon Fanatic
The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened.
Fanatic Advantage
Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage.
Limited Flight
The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics
The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack
The dragonwing attacks twice with its scimitar.
Scimitar
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage plus 3 (1d6) damage of the type to which the cultist has resistance.
Scimitar|+5|1d6+3
Source: Hoard of the Dragon Queen p. 90, Rise of Tiamat p. 89
Dralmorrer Borngray
M
humanoid (high elf)
Neutral Evil
16 (studded leather armor, shield)
52 (7d10+14)
walk 30 ft.
18
14
14
16
10
8
Str +6, Con +4
Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5
12
Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
3
darkvision 60 ft.
Fey Ancestry
Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep.
War Magic
When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.
Weapon Bond
Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand.
Multiattack
Dralmorrer attacks twice, either with his longsword or dagger.
Longsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage.
Longsword|+6|1d8+4
Dagger
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20/60 ft., one target. 6 (1d4 + 4) piercing damage.
Dagger|+6|1d4+4
Spellcasting
Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
• 1st level (4 slots): longstrider, magic missile, shield, thunderwave
• 2nd level (2 slots): magic weapon, misty step
4, 2
fire bolt, prestidigitation, shocking grasp, longstrider, magic missile, shield, thunderwave, magic weapon, misty step
Source: Hoard of the Dragon Queen p. 90
Frulam Mondath
M
humanoid (human)
Lawful Evil
16 (chain mail)
44 (8d8+8)
walk 30 ft.
14
10
13
11
18
15
Wis +6, Cha +4
Deception +4, History +2, Religion +2
14
Common, Draconic, Infernal
2
Multiattack
Frulam attacks twice with her halberd.
Halberd
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 7 (1d10 + 2) bludgeoning damage.
Halberd|+5|1d10+2
Spellcasting
Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:
Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): command, cure wounds, healing word, sanctuary
• 2nd level (3 slots): calm emotions, hold person, spiritual weapon
• 3rd level (2 slots): mass healing word, spirit guardians
4, 3, 2
light, sacred flame, thaumaturgy, command, cure wounds, healing word, sanctuary, calm emotions, hold person, spiritual weapon, mass healing word, spirit guardians
Source: Hoard of the Dragon Queen p. 90
Golden Stag
L
beast
Unaligned
10
13 (2d10+2)
walk 50 ft.
16
10
12
2
10
6
10
1/4
Charge
If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Ram
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.
Ram|+5|1d6+3
Hooves
Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. 8 (2d4 + 3) bludgeoning damage.
Hooves|+5|2d4+3
Source: Hoard of the Dragon Queen p. 35
grassland, forest, hill
Guard Drake
M
dragon
Unaligned
14 (natural armor)
52 (7d8+21)
walk 30 ft.
16
11
16
4
10
7
Perception +2
12
understands Draconic but can't speak it
2
lightning
darkvision 60 ft.
Multiattack
The drake attacks twice, once with its bite and once with its tail.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.
Bite|+5|1d8+3
Tail
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.
Tail|+5|1d6+3
Source: Hoard of the Dragon Queen p. 91, Rise of Tiamat p. 90
Jamna Gleamsilver
S
humanoid (gnome)
Neutral
15 (leather armor)
22 (4d6+8)
walk 25 ft.
8
17
14
15
10
12
Dex +5, Int +4
Acrobatics +5, Deception +3, Insight +2, Perception +4, Persuasion +3, Stealth +7
14
Common, Gnomish, Goblin, Sylvan
1
darkvision 60 ft.
Cunning Action
Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
Gnome Cunning
Jamna has advantage on Intelligence, Wisdom and Charisma saving throws against magic.
Multiattack
Jamna attacks twice with her shortswords.
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, or 9 (1d6 + 3) plus (1d6) piercing damage if the target is Medium or larger.
Shortsword|+5|1d6+3
Spellcasting
Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list.
Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
• 1st level (3 slots): charm person, color spray, disguise self, longstrider
3
mage hand, minor illusion, prestidigitation, ray of frost, charm person, color spray, disguise self, longstrider
Source: Hoard of the Dragon Queen p. 91
Langdedrosa Cyanwrath
M
humanoid (half-dragon)
Lawful Evil
17 (splint armor)
57 (6d12+18)
walk 30 ft.
19
13
16
10
14
12
Str +6, Con +5
Athletics +6, Intimidation +3, Perception +4
14
Common, Draconic
4
lightning
blindsight 10 ft., darkvision 60 ft.
Action Surge (Recharges on a Short or Long Rest)
On his turn, Langdedrosa can take one additional action.
Improved Critical
Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.
Multiattack
Langdedrosa attacks twice, either with his greatsword or spear.
Greatsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.
Greatsword|+6|2d6+4
Spear
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20/60 ft., one target. 7 (1d6 + 4) piercing damage.
Spear|+6|1d6+4
Lightning Breath (Recharge 5-6)
Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Lightning Breath (Recharge 5-6)||4d10
Source: Hoard of the Dragon Queen p. 91
Leosin Erlanthar
M
humanoid (any race)
Any alignment
16
60 (11d8+11)
walk 40 ft.
11
17
13
11
16
10
Acrobatics +5, Insight +5, Stealth +5
13
any one language (usually Common)
3
5etools Note
Leosin Erlanthar is presented in Hoard of the Dragon Queen as a half-elf monk. The martial arts adept statblock from Volo's Guide to Monsters has been provided here for ease of use.
Unarmored Defense
While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Multiattack
The adept makes three unarmed strikes or three dart attacks.
Unarmed Strike
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:
Unarmed Strike|+5|1d8+3
• The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice).
• The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
• The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn.
Dart
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.
Dart|+5|1d4+3
Deflect Missile
In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.
Source: Hoard of the Dragon Queen p. 87
urban
Linan Swift
M
humanoid (any race)
Any alignment
10
8 (1d8)
walk 30 ft.
10
10
10
10
10
10
10
any one language (usually Common)
0
Club
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.
Club|+2|1d4
Source: Hoard of the Dragon Queen p. 8
arctic, desert, coastal, grassland, hill, urban, forest
Ontharr Frume
M
humanoid (any race)
Any alignment
18 (plate armor)
117 (18d8+36)
walk 30 ft.
16
10
14
11
17
13
Con +6, Wis +7
Intimidation +5, Religion +4
13
any two languages
9
5etools Note
Ontharr Frume is presented in Hoard of the Dragon Queen and The Rise of Tiamat as a lawful good, human paladin of Torm. The war priest statblock from Volo's Guide to Monsters has been provided here for ease of use.
Multiattack
The priest makes two melee attacks.
Maul
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.
Maul|+7|2d6+3
Guided Strike (Recharges after a Short or Long Rest)
The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
Spellcasting
The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
• 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
• 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon
• 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk
• 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
• 5th level (1 slots): flame strike, mass cure wounds, hold monster
4, 3, 3, 3, 1
light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk, banishment, freedom of movement, guardian of faith, stoneskin, flame strike, mass cure wounds, hold monster
Source: Hoard of the Dragon Queen p. 28
desert, urban
Pharblex Spattergoo
M
humanoid (bullywug)
Chaotic Evil
15 (studded leather armor, shield)
59 (7d8+28)
walk 20 ft., swim 40 ft.
15
12
18
11
16
7
Str +4, Con +6
Perception +5, Religion +2, Stealth +3
15
Common, Bullywug
3
Amphibious
Pharblex can breathe air and water.
Poison Strike (3/Day)
Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage.
Standing Leap
As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.
Swamp Camouflage
Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Multiattack
Pharblex attacks twice. Once with his bite and once with his spear.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.
Bite|+5|1d4+2
Spear
Melee or Ranged Weapon Attack: +5 to hit. reach 5 ft. or ranged 20/60 ft., one target. 5 (1d6 + 2) piercing damage.
Spear|+5|1d6+2
Spellcasting
Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:
Cantrips (at will): druidcraft, guidance, poison spray
• 1st level (4 slots): cure wounds, entangle, healing word, thunderwave
• 2nd level (3 slots): barkskin, beast sense, spike growth
• 3rd level (3 slots): plant growth, water walk
4, 3, 3
druidcraft, guidance, poison spray, cure wounds, entangle, healing word, thunderwave, barkskin, beast sense, spike growth, plant growth, water walk
Source: Hoard of the Dragon Queen p. 91
Raggnar Redtooth
M
humanoid (any race)
Any alignment
17 (splint armor)
58 (9d8+18)
walk 30 ft.
16
13
14
10
11
10
Athletics +5, Perception +2
12
any one language (usually Common)
3
Multiattack
Raggnar 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. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longsword|+5|1d8+3
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.
Shortsword|+5|1d6+3
Heavy Crossbow
Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage.
Heavy Crossbow|+3|1d10+1
Source: Hoard of the Dragon Queen p. 74
Rath Modar
M
humanoid (human)
Lawful Evil
13 (16 with mage armor)
71 (11d8+22)
walk 30 ft.
11
16
14
18
14
10
Int +7, Wis +5
Arcana +7, Deception +3, Insight +5, Stealth +6
12
Common, Draconic, Infernal, Primordial, Thayan
6
Special Equipment
Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball.
Quarterstaff
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d8) bludgeoning damage.
Quarterstaff|+4|1d8
Illusory Self (Recharges on a Short or Long Rest)
When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.
Spellcasting
Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
• 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
• 2nd level (3 slots): detect thoughts, mirror image, phantasmal force
• 3rd level (3 slots): counterspell, fireball, major image
• 4th level (3 slots): confusion, greater invisibility
• 5th level (2 slots): mislead, seeming
• 6th level (1 slots): globe of invulnerability
4, 3, 3, 3, 2, 1
fire bolt, minor illusion, prestidigitation, shocking grasp, chromatic orb, color spray, mage armor, magic missile, detect thoughts, mirror image, phantasmal force, counterspell, fireball, major image, confusion, greater invisibility, mislead, seeming, globe of invulnerability
Source: Hoard of the Dragon Queen p. 92, Rise of Tiamat p. 91
Rezmir
M
humanoid (half-black dragon)
Neutral Evil
13 (15 with the Black Dragon Mask)
90 (12d8+36)
walk 30 ft.
18
16
16
15
12
14
Dex +6, Wis +4
Arcana +5, Stealth +9
11
Common, Draconic, Infernal, Giant, Netherese
7
acid
charmed, frightened
blindsight 10 ft., darkvision 120 ft.
Special Equipment
Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws.
Amphibious
Rezmir can breathe air and water.
Dark Advantage
Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.
Draconic Majesty
While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).
Immolation
When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.
Legendary Resistance (1/Day)
If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.
Greatsword (Hazirawn)
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
Greatsword (Hazirawn)|+9|2d6+6
Caustic Bolt
Ranged Spell Attack: +8 to hit, range 90 ft., one target. 18 (4d8) acid damage.
Caustic Bolt|+8|4d8
Acid Breath (Recharge 5-6)
Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Acid Breath (Recharge 5-6)||5d8
Rezmir can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rezmir regains spent legendary actions at the start of its turn.
Darkness (Costs 2 Actions)
If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn.
A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Attack
Rezmir makes one melee attack.
Hide
Rezmir takes the Hide action.
Source: Hoard of the Dragon Queen p. 93, Rise of Tiamat
Sandesyl Morgia
M
undead (shapechanger)
Lawful Evil
16 (natural armor)
144 (17d8+68)
walk 30 ft.
18
18
18
17
15
18
Dex +9, Wis +7, Cha +9
Perception +7, Stealth +9
17
the languages it knew in life
13
necrotic; bludgeoning, piercing, slashing from nonmagical attacks
darkvision 120 ft.
Shapechanger
If Sandesyl 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, Sandesyl 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, Sandesyl 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. 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 Sandesyl fails a saving throw, it can choose to succeed instead.
Misty Escape
When it drops to 0 hit points outside its resting place, Sandesyl 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
Sandesyl 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 Sandesyl takes radiant damage or damage from holy water, this trait doesn't function at the start of Sandesyl's next turn.
Spider Climb
Sandesyl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses
Sandesyl has the following flaws:
Forbiddance. Sandesyl can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Sandesyl 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 Sandesyl's heart while Sandesyl is incapacitated in its resting place, Sandesyl is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Sandesyl 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)
Sandesyl 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. 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Sandesyl can grapple the target (escape DC 18).
Unarmed Strike (Vampire Form Only)|+9|1d8+4
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 Sandesyl, incapacitated, or restrained. 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 Sandesyl 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 Sandesyl's control.
Bite (Bat or Vampire Form Only)|+9|1d6+4
Charm
Sandesyl targets one humanoid it can see within 30 feet of it. If the target can see Sandesyl, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Sandesyl. The charmed target regards Sandesyl as a trusted friend to be heeded and protected. Although the target isn't under Sandesyl's control, it takes Sandesyl's requests or actions in the most favorable way it can, and it is a willing target for Sandesyl's bite attack.
Each time Sandesyl or Sandesyl'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 Sandesyl 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)
Sandesyl magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, Sandesyl can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of Sandesyl and obeying its spoken commands. The beasts remain for 1 hour, until Sandesyl dies, or until Sandesyl dismisses them as a bonus action.
The undead (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (shapechanger) regains spent legendary actions at the start of its turn.
Move
Sandesyl moves up to its speed without provoking opportunity attacks.
Unarmed Strike
Sandesyl makes one unarmed strike.
Bite (Costs 2 Actions)
Sandesyl makes one bite attack.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:
• There's a noticeable increase in the populations of bats, rats, and wolves in the region.
• Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
• Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
• A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
Source: Hoard of the Dragon Queen p. 81
urban
Talis the White
M
humanoid (half-elf)
Lawful Evil
18 (+1 scale mail, shield)
58 (9d8+18)
walk 30 ft.
14
12
14
10
16
16
Wis +6, Cha +6
Deception +6, Insight +6, Perception +6, Persuasion +6
16
Common, Draconic, Elvish, Infernal
5
darkvision 60 ft.
Special Equipment
Talis has +1 scale mail and a wand of winter.
Fey Ancestry
Talis has advantage on saving throws against being charmed, and magic can't put her to sleep.
Winter Strike (3/Day)
Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage.
Spear
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. 6 (1d6 + 2) piercing damage.
Spear|+5|1d6+2
Spellcasting
Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:
Cantrips (at will): guidance, resistance, thaumaturgy
• 1st level (4 slots): command, cure wounds, healing word, inflict wounds
• 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear)
• 3rd level (3 slots): dispel magic, mass healing word, sending
• 4th level (3 slots): death ward, freedom of movement
• 5th level (1 slots): insect plague
4, 3, 3, 3, 1
guidance, resistance, thaumaturgy, command, cure wounds, healing word, inflict wounds, blindness/deafness, lesser restoration, spiritual weapon, dispel magic, mass healing word, sending, death ward, freedom of movement, insect plague
Source: Hoard of the Dragon Queen p. 93
Trepsin
L
giant
Chaotic Evil
15 (natural armor)
84 (8d10+40)
walk 30 ft.
18
13
20
7
9
7
Perception +2
11
Giant
6
darkvision 60 ft.
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 attacks five times, once with its bite and four times with its claws. If two or more claws hit the same target, the troll rends the target, dealing an extra 2d6 slashing damage.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.
Bite|+7|1d6+4
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.
Claw|+7|2d6+4
Sometimes when a troll loses a limb, it regenerates two limbs to replace the one it lost. This can result in trolls with multiple arms. A four-armed troll uses the troll stat block, except that it is a Challenge Rating 6 monster (2,300 XP) and has alternate action options to suit.
Source: Hoard of the Dragon Queen p. 63