TEXT: Dragonlance: Seeds of Chaos
  Dungeons & Dragons 5th Edition Conversion by Kentti
  
  Introduction
  You can find this chapter on page 2 of the Seeds of Chaos
  Adventure by TSR, Inc.
  Clerical Troubles
  See page 3 for the following information. As a cleric or
  paladin tries to cast a spell, roll 1d6. On a 5 or 6 the spell is
  cast normally, but on a 1-4 the cleric or paladin acts as if he is
  that many levels lower than his actual level for purposes of
  this spell only. For example, on a roll of 4, a 7th-level cleric
  casts the spell as a 3rd-level cleric.
  In some cases, this means the spell can’t be cast at all. In
  this event, the spell doesn’t count as an expended spell slot.
  The spell can be tried to cast again after 1 minute.
  Pregenerated Player Characters
  These are the conversions of the pregenerated player
  characters.
  Defenders of Palanthas
  The defenders of Palanthas can be found from pages 6-9.
  21
  Sir Bradwick
  Thanedon, Knight of
  the Rose, Paladin of
  Kiri-Jolith 9
  Sir Bradwick is the youngest heir of a proud
  knightly family, an elder clan among the dark-
  skinned people of Ergoth. His father died during
  the War of the Lance and both his brothers were
  lost, presumably killed, during the summer’s
  campaign in Ansalon. He determined to join the
  garrison of the High Clerist’s Tower, but his ship
  arrived in Palanthas on the same day as word came
  that the tower had fallen to the Dark Knights.
  Bradwick is 5’11" tall and weighs 200 lb.
  Medium humanoid (human), Oath of the Crown
  sacred oath, lawful good
  Armor Class 19 (+1 plate mail)
  Hit Points 85 (Hit Dice 9d10 + 27)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3)
  Background Noble
  Proficiencies (+4 proficiency bonus)
  Saving Throws Wis +6, Cha +7
  Skills Animal Handling +6, Athletics +8, History +6,
  Persuasion +7
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Khas set
  Senses Passive Perception 12
  Languages Common, Ergot, Solamnic
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  Greatsword. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 2d6 + 4 slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  4 piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
  range 100/400 ft., one target. Hit: 1d10 + 1
  piercing damage.
  Paladin Features
  Divine Sense (3; Recharges after a Long Rest). As an
  action, you can open your awareness to sense
  strong evil and powerful good. Until the end of your
  next turn, you know the location of any celestial,
  fiend, or undead within 60 feet of you that is not
  behind total cover. You know the type of any being
  whose presence you sense, but not its identity.
  Within the same radius, you also detect the
  presence of any place or object that has been
  consecrated or desecrated, as with the hallow spell.
  Lay on Hands. You have a pool of healing power,
  with which you can restore up to 45 hit points. This
  pool replenishes after you finish a long rest.
  As an action, you can touch a creature and draw
  power from the pool to restore a number of hit
  points to that creature, up to the maximum amount
  remaining in your pool.
  Alternatively, you can expend 5 hit points from your
  pool of healing to cure the target of one disease or
  neutralize one poison affecting it. You can cure
  multiple diseases and neutralize multiple poisons
  with a single use of Lay on Hands, expending hit
  points separately for each one.
  This feature has no effect on undead and
  constructs.
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  PLAYER CHARACTERS
  
  31
  Fighting Style: Great Weapon Fighting. When you roll
  a 1 or 2 on a damage die for an attack you make
  with a melee weapon that you are wielding with
  two hands, you can reroll the die and must use the
  new roll, even if the new roll is a 1 or a 2. The
  weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Spellcasting. Charisma is your spellcasting ability for
  your paladin spells. You use your Charisma
  whenever a spell refers to your spellcasting ability.
  To cast a spell, you must expend a slot of the
  spell’s level or higher. You regain all expended spell
  slots when you finish a long rest.
  You prepare the list of paladin spells that are
  available for you to cast, choosing from the paladin
  spell list. When you do so, choose 6 spells. The
  spells must be of a level for which you have spell
  slots.
  Spell save DC: 15
  Spell attack modifier: +7
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
  Divine Smite. When you hit a creature with a melee
  weapon attack, you can expend one paladin spell
  slot to deal an extra 2d8 radiant damage to the
  target (3d8 radiant damage if it is an undead or a
  fiend), plus 1d8 for each spell level higher than
  first, to a maximum of 5d8.
  Divine Health. You are immune to disease.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Aura of Protection. Whenever you or a friendly
  creature within 10 feet of you must make a saving
  throw, the creature gains a +2 bonus to the saving
  throw. You must be conscious to grant this bonus.
  Sacred Oath: Oath of the Crown
  Oath Spells. You know the following oath spells that
  are always prepared and don’t count against the
  number of spells you can prepare each day:
  1st-level: command, compelled duel
  2rd-level: warding bond, zone of truth
  3rd-level: aura of vitality, spirit guardians
  Channel Divinity: Champion Challenge. You issue a
  challenge that compels other creatures to do battle
  with you. Each creature of your choice that you can
  see within 30 feet of you must make a Wisdom
  saving throw. On a failed save, a creature can’t
  willingly move more than 30 feet away from you.
  This effect ends on the creature if you are
  incapacitated or die or if the creature is moved
  more than 30 feet away from you.
  Channel Divinity: Turn the Tide. As a bonus action,
  you can bolster injured creatures with your Channel
  Divinity. Each creature of your choice that can hear
  you within 30 feet of you regains hit points equal
  to 1d6 + 3 if it has no more than half of its hit
  points.
  Divine Allegiance. When a creature within 5 feet of
  you takes damage, you can use your reaction to
  magically substitute your own health for that of the
  target creature, causing that creature not to take
  the damage. Instead, you take the damage. This
  damage to you can’t be reduced or prevented in
  any way.
  Equipment
  +1 plate mail, greatsword, dagger, heavy crossbow,
  20 crossbow bolts, crossbow bolt case, has access
  to a lesser footman’s dragonlance.
  Sir Kelwyn Ogrebane,
  Knight of the Crown,
  Fighter 9
  Not available to join the Knightly army defending
  the High Clerist’s Tower, Sir Kelwyn was in the city,
  doing something that he has kept secret from
  everyone else. This action causes him to bear a
  numbing sense of shame and a determination that
  he will atone for his mistake and restore his honor.
  You should use your own discretion to determine
  the nature of this shame; it should be told to the
  DM, but the effects on play should then be
  determined by roleplaying. Kelwyn is 6’2” tall and
  weighs 190 pounds.
  Medium humanoid (human), Knight martial
  archetype, lawful good
  Armor Class 20 (plate mail, shield)
  Hit Points 76 (Hit Dice 9d10 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0)
  Background Soldier
  Proficiencies (+4 proficiency bonus)
  Saving Throws Str +7, Con +6
  Skills Animal Handling +4, Athletics +7,
  Intimidation +4, Perception +4, Persuasion +8
  Feats Heavy Armor Master, Mounted Combatant
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Khas set, vehicles (land)
  Senses Passive Perception 14
  Languages Camptalk, Common, Solamnic
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  PLAYER CHARACTERS
  
  41
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  +1 longsword. Melee Weapon Attack: +8 to hit,
  reach 5 ft., one target. Hit: 1d8 + 6 slashing
  damage, or 1d10 + 6 slashing damage if used with
  two hands.
  Dagger. Melee or Ranged Weapon Attack: +7 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  5 piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
  range 100/400 ft., one target. Hit: 1d10 + 1
  piercing damage.
  Fighter Features
  Fighting Style: Dueling. When you are wielding a
  melee weapon in one hand and no other weapons,
  you gain a +2 bonus to damage rolls with that
  weapon. (This is factored into the stat block.)
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 9 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Indomitable. You can reroll a saving throw that you
  fail. If you do so, you must use the new roll, and you
  can’t use this feature again until you finish a long
  rest.
  Martial Archetype: Knight
  Rallying Cry. When you use your Second Wind
  feature, you can choose up to three creatures
  within 60 feet of you that are allied with you. Each
  one regains hit points equal to your fighter level,
  provided that the creature can see or hear you.
  Royal Envoy. You gain proficiency in the Persuasion
  skill. Your proficiency bonus is doubled for any
  ability check you make that uses Persuasion.
  Feats
  Heavy Armor Master. While you are wearing heavy
  armor, bludgeoning, piercing, and slashing damage
  that you take from non-magical weapons is reduced
  by 3.
  Mounted Combatant. You have advantage on melee
  attack rolls against any unmounted creature that is
  smaller than your mount.
  You can force an attack targeted at your mount to
  target you instead.
  If your mount is subjected to an effect that allows it
  to make a Dexterity saving throw to take only half
  damage, it instead takes no damage if it succeeds
  on the saving throw, and only half damage if it fails.
  Equipment
  Plate mail, shield, +1 longsword, dagger, heavy
  crossbow, 20 crossbow bols, crossbow bolt case.
  Cindrall Wistan,
  Ranger 9
  Cindrall is the daughter of a knight captain and the
  grandniece of the commander of the knights during
  the War of the Lance. Her father, determined that
  his daughter would not experience the horrors of
  war, trained her well. Even at the tender age of 18,
  Cindrall chafes against the restrictions her father
  placed on her life to shelter her from most worldly
  experiences. He fought at the tower during the Blue
  Lady’s War and was presumably killed; Cindrall is
  ready to do some fighting of her own. Cindrall is
  5’2” tall and weighs 130 lb.
  Medium humanoid (human), Hunter ranger
  archetype, chaotic good
  Armor Class 19 (+1 chain mail, shield)
  Hit Points 76 (Hit Dice 9d10 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 17 (+3) 14 (+2) 10 (+0) 16 (+3) 15 (+2)
  Background Knight of the Order
  Proficiencies (+4 proficiency bonus)
  Saving Throws Str +6, Dex +7
  Skills Animal Handling +7, Nature +4, Persuasion
  +6, Stealth +7, Survival +7
  Feats Heavily Armored
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Khas set
  Senses Passive Perception 13
  Languages Common, Nordmaarian, Solamnic
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  +1 shortsword. Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 1d6 + 4 piercing
  damage.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  3 piercing damage.
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  PLAYER CHARACTERS
  
  51
  Longbow. Ranged Weapon Attack: +9 to hit, range
  150/600 ft., one target. Hit: 1d8 + 3 piercing
  damage.
  Ranger Features
  Favored Enemy. You have significant experience
  studying, tracking, hunting, and even talking to
  beasts and dragons. You have advantage on
  Wisdom (Survival) checks to track beasts and
  dragons, as well as on Intelligence checks to recall
  information about them.
  Natural Explorer. You are particularly at home in
  coast and forest terrain. When you make an
  Intelligence or Wisdom check related to coast or
  forest terrain, your proficiency bonus is doubled if
  you are using a skill that you’re proficient in.
  While traveling for an hour or more in coast or
  forest terrain, you gain the following benefits:
  Difficult terrain doesn’t slow your group’s speed.
  Your group can’t become lost except by magical
  means.
  Even when you are engaged in another activity
  while traveling, you remain alert to danger.
  If you are traveling alone, you can move stealthily
  at a normal pace.
  When you forage, you find twice as much food as
  you normally would.
  While tracking other creatures, you also learn
  their exact number, their sizes, and how long ago
  they passed through the area.
  Fighting Style: Archery. You gain a +2 bonus to
  attack rolls you make with ranged weapons. (This is
  factored into the stat block.)
  Spellcasting. You have the ability to cast spells.
  Wisdom is your spellcasting ability for your ranger
  spells. You use your Wisdom whenever a spell
  refers to your spellcasting ability. To cast a spell,
  you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when
  you finish a long rest.
  Spell Save DC: 15
  Spell Attack Modifier: +7
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
  Spells Known: conjure barrage, darkvision, fog
  cloud, hunter’s mark, nondetection, pass without
  trace
  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 coast, or forest terrain):
  aberrations, celestials, dragons, elementals, fey,
  fiends, and undead. This feature doesn’t reveal the
  creatures’ location or number.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Land’s Stride. Moving through nonmagical difficult
  terrain costs you no extra movement. You can also
  pass through nonmagical plants without being
  slowed by them and without taking damage from
  them if they have thorns, spines, or a similar hazard.
  In addition, you have advantage on saving throws
  against plants that are magically created or
  manipulated to impede movement, such those
  created by the entangle spell.
  Ranger Archetype: Hunter
  Hunter’s Prey: Colossus Slayer. Your tenacity can
  wear down the most potent foes. When you hit a
  creature with a weapon attack, the creature takes
  extra 1d8 damage if it’s below its hit point
  maximum. You can deal this extra damage only
  once per turn.
  Defensive Tactics: Steel Will. You have advantage on
  saving throws against being frightened.
  Feats
  Heavily Armored. You gain proficiency with heavy
  armor.
  Equipment
  +1 chain mail, shield, +1 shortsword, dagger,
  longbow, 20 arrows, quiver.
  Heraldri Rosemaster,
  Fighter 9
  Heraldri is a childhood friend of Cindrall’s. She, too,
  has learned about battle and, with her size and
  strength, has been a match for most young men
  (who are often intimidated by her). Oprhaned in
  infancy, she was raised under the care of the
  Temple of Paladine’s priests. Heraldri now rebels
  against that orderly life and runs with a wild crowd.
  She knows that her father concealed a dragonlance
  beneath the tile floor of the family’s mansion on
  Palanthas’s Nobles Hill. Heraldri is 5’9” tall and
  weighs 160 lb.
  Medium humanoid (human), Champion martial
  archetype, chaotic neutral
  Armor Class 21 (plate mail, +1 shield)
  Hit Points 76 (Hit Dice 9d10 + 18)
  Speed 30 ft.
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  61
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 12 (+1)
  Background Acolyte
  Proficiencies (+4 proficiency bonus)
  Saving Throws Str +8, Con +6
  Skills Animal Handling +5, Athletics +9, Insight +4,
  Religion +6
  Feats Savage Attacker, Sentinel
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools None
  Senses Passive Perception 10
  Languages Camptalk, Common, Nordmaarian,
  Solamnic
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  Longsword. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 1d8 + 6 slashing damage, or
  1d10 + 6 slashing damage if used with two hands.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  6 piercing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit,
  range 80/320 ft., one target. Hit: 1d8 piercing
  damage.
  Fighter Features
  Fighting Style: Dueling. When you are wielding a
  melee weapon in one hand and no other weapons,
  you gain a +2 bonus to damage rolls with that
  weapon. (This is factored into the stat block.)
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 9 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Indomitable. You can reroll a saving throw that you
  fail. If you do so, you must use the new roll, and you
  can’t use this feature again until you finish a long
  rest.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a
  critical hit on a roll of 19 or 20.
  Remarkable Athlete. You can add +2 to any Strength,
  Dexterity, or Constitution check you make that
  doesn’t already use your proficiency bonus.
  In addition, when you make a running long jump,
  the distance you can cover increases by 4 feet.
  Feats
  Savage Attacker. Once per turn when you roll
  damage for a melee weapon attack, you can reroll
  the weapon’s damage dice and use either total.
  Sentinel. When you hit a creature with an
  opportunity attack, the creature’s speed becomes 0
  for the rest of the turn.
  Creatures provoke opportunity attacks from you
  even if they take the Disengage action before
  leaving your reach.
  When a creature within 5 feet of you makes an
  attack against a target other than you (and that
  target doesn’t have this feat), you can use your
  reaction to make a melee weapon attack against the
  attacking creature.
  Equipment
  Plate mail, +1 shield, longsword, dagger, light
  crossbow, 20 crossbow bolts, crossbow bolt case.
  Basalt Fireforge,
  Fighter 9
  Nephew of the famed Hero of the Lance Flint
  Fireforge, Basalt strives to live up to the standard of
  courage set by his uncle. He is torn by loneliness
  for his beloved wife, Hildy, who maintains the
  family inn back in the hill dwarf country north of
  Thorbardin, but he feels his place is where the
  battle rages. Basalt is 4’1” tall and weighs 200 lb.
  Medium humanoid (hill dwarf), Champion martial
  archetype, lawful good
  Armor Class 20 (plate mail, shield)
  Hit Points 103 (Hit Dice 9d10 + 44)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 19 (+4) 11 (+0) 14 (+2) 11 (+0)
  Background Folk Hero
  Proficiencies (+4 proficiency bonus)
  Saving Throws Str +8, Con +8
  Skills Animal Handling +6, Athletics +8, Insight +6,
  Survival +6
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Brewer’s supplies, vehicles (land)
  Senses Darkivison 60 ft., passive Perception 12
  Languages Abanasinian, Common, Dwarvish
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  71
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  +1 battleaxe. Melee Weapon Attack: +9 to hit, reach
  5 ft., one target. Hit: 1d8 + 7 slashing damage, or
  1d10 + 7 slashing damage if used with two hands.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  6 piercing damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit,
  range 80/320 ft., one target. Hit: 1d8 + 2 piercing
  damage.
  Hill Dwarf Features
  Darkvision. You can see in dim light within 60 feet
  of you as if it were bright light, and in darkness as if
  it were dim light.
  Dwarven Resilience. You have advantage on saving
  throws against poison, and you have resistance
  against poison damage.
  Stonecunning. Whenever you make an Intelligence
  (History) check related to the origin of stonework,
  you are considered proficient in the History skill
  and add double your proficiency bonus to the
  check, instead of your normal proficiency bonus.
  Dwarven Toughness. Your hit point maximum
  increases by 1, and it increases by 1 every time you
  gain a level.
  Fighter Features
  Fighting Style: Dueling. When you are wielding a
  melee weapon in one hand and no other weapons,
  you gain a +2 bonus to damage rolls with that
  weapon. (This is factored into the stat block.)
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 9 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Indomitable. You can reroll a saving throw that you
  fail. If you do so, you must use the new roll, and you
  can’t use this feature again until you finish a long
  rest.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a
  critical hit on a roll of 19 or 20.
  Remarkable Athlete. You can add +2 to any Strength,
  Dexterity, or Constitution check you make that
  doesn’t already use your proficiency bonus.
  In addition, when you make a running long jump,
  the distance you can cover increases by 4 feet.
  Equipment
  Plate mail, shield, +1 battleaxe, dagger, light
  crossbow, 20 crossbow bolts, crossbow bolt case.
  Dirkal Knifecutter,
  Rogue 9
  Dirkal is a quick (and quick-witted) young member
  of the Thieves’ Guild. Exceptionally stealthy and
  intelligent, he has worked primarily as a spy for the
  guild, though he also spies on behalf of some of
  the city’s most powerful nobles and elegant ladies.
  He possesses a knack for disguising his appearance
  and knowing the right mannerisms to blend into
  any social setting. Dirkal is 5’6” tall and weighs 135
  lb.
  Medium humanoid (human), Mastermind roguish
  archetype, chaotic neutral
  Armor Class 16 (leather armor, ring of protection)
  Hit Points 48 (Hit Dice 9d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 18 (+4) 11 (+0) 15 (+2) 10 (+0) 16 (+3)
  Background Charlatan
  Proficiencies (+4 proficiency bonus)
  Saving Throws Dex +9, Int +7
  Skills Deception +7, Insight +8•, Perception +8•,
  Persuasion +11•, Sleight of Hand +8, Stealth
  +12•
  Feats Mobile
  Armor Light armor
  Weapons Simple weapons, hand crossbows,
  longswords, rapiers, shortswords
  Tools Disguise kit, forgery kit, khas set, playing card
  set, thieves’ tools
  Senses Passive Perception 16
  Languages Common, Ergot, Kalinese, Nerakese,
  Solamnic, Thieves’ Cant
  Attacks
  Shortsword. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 1d6 + 4 piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  4 piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +8 to hit,
  range 30/120 ft., one target. Hit: 1d6 + 4 piercing
  damage.
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  81
  Rogue Features
  Expertise. Your proficiency bonus is doubled for
  Insight, Perception, Persuasion, and Stealth skill
  checks.
  Sneak Attack. Once per turn, you can deal an extra
  5d6 damage to one creature you hit with an attack
  if you have advantage on the attack roll. The attack
  must use a finesse or a ranged weapon.
  You don’t need advantage on the attack roll if
  another enemy of the target is within 5 feet of it,
  that enemy isn’t incapacitated, and you don’t have
  disadvantage on the attack roll.
  Cunning Action. You can take a bonus action on
  each of your turns in combat. This action can be
  used only to take the Dash, Disengage, Hide action.
  Uncanny Dodge. When an attacker that you can see
  hits you with an attack, you can use your reaction to
  halve the attack’s damage against you.
  Evasion. When you are subjected to an effect that
  allows you to make a Dexterity saving throw to take
  only half damage, you instead take no damage if
  you succeed on the saving throw, and only half
  damage if you fail.
  Roguish Archetype: Mastermind
  Master of Intrigue. You can unerringly mimic the
  speech patterns and accent of a creature that you
  hear speak for at least 1 minute, allowing you to
  pass yourself off as a native speaker of a particular
  land, provided that you know the language.
  Master of Tactics. You can use the Help action as a
  bonus action. Additionally, when you use the Help
  action to aid an ally in attacking a creature, the
  target of that attack can be within 30 feet of you,
  rather than 5 feet of you, if the target can see or
  hear you.
  Insightful Manipulator. If you spend at least 1 minute
  observing or interacting with another creature
  outside combat, you can learn certain information
  about its capabilities compared to your own. The
  DM tells you if the creature is your equal, superior,
  or inferior in regard to two of the following
  characteristics of your choice:
  Intelligence score
  Wisdom score
  Charisma score
  Class levels (if any)
  At the DM's option, you might also realize you
  know a piece of the creature's history or one of its
  personality traits, if it has any.
  Feats
  Mobile. Your speed increases by 10 feet. When you
  use the Dash action, difficult terrain doesn’t cost
  you extra movement on that turn. When you make a
  melee attack against a creature, you don’t provoke
  opportunity attacks from that creature for the rest
  of the turn, whether you hit or not.
  Equipment
  Leather armor, ring of protection, shortsword,
  dagger, hand crossbow, 20 crossbow bolts,
  crossbow bolt case.
  Whisper Shadowfriend,
  Rogue 9
  Whisper hails from Hylo originally. Strongly seized
  by kender wanderlust, for the last ten years she has
  traveled from port to port in Northern Ansalon,
  never paying for her passage and somehow
  avoiding getting hanged as a stowaway. She
  decided that Palanthas is her favorite place and has
  formed attachments to several humans here. Well
  known and highly thought of at the city’s Thieves’
  Guild, she recently became intrigued by a traveling
  hill dwarf, Basalt Fireforge. Whisper is 3’9” tall and
  weighs 95 lb.
  Small humanoid (kender), Thief roguish archetype,
  chaotic neutral
  Armor Class 17 (+1 leather armor)
  Hit Points 57 (Hit Dice 9d8 + 9)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 20 (+5) 12 (+1) 14 (+2) 12 (+1) 13 (+1)
  Background Urchin
  Proficiencies (+4 proficiency bonus)
  Saving Throws Dex +9, Int +6
  Skills Acrobatics +9, Athletics +4, Insight +5,
  Perception +9•, Persuasion +5, Sleight of Hand
  +13•, Stealth +13•
  Armor Light armor
  Weapons Simple weapons, hand crossbows,
  longswords, rapiers, shortswords
  Tools Disguise set, thieves’ tools•
  Senses Passive Perception 19
  Languages Common, Kenderspeak, Solamnic,
  Thieves’ Cant
  Attacks
  +1 shortsword. Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 1d6 + 6 piercing
  damage.
  Dagger. Melee or Ranged Weapon Attack: +9 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  5 piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +9 to hit,
  range 30/120 ft., one target. Hit: 1d6 + 5 piercing
  damage.
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  91
  Kender Features
  Fearless. You cannot be frightened.
  Kender Nimbleness. You can move through the
  space of any creature that is of a size larger than
  yours.
  Kender Pockets. Kender constantly pick things up
  and pocket them, and then often forget about
  them. If you find yourself in need of a piece of
  nonmagical equipment, there is a 25 percent
  chance you have it. Roll a d4. If you roll a 4, you find
  the item in your pocket, pack, or pouch. If you roll
  anything else, you don’t have such an item on you,
  and you can’t search again for the same item until
  you’ve spent at least one day in a town or city.
  Rummaging through your pouches, pack, and
  pockets in this way takes 1 minute.
  Taunt. You have an uncanny insight into the
  motivations and characteristics of other races, and
  you can use this insight to infuriate them. As an
  action you can unleash a verbal barrage of sarcasm,
  insults, and crude comments against a creature.
  Make a Charisma (Performance) check contested
  by the target’s Wisdom (Insight) check. You fail the
  contest if the target can’t understand you.
  If you win the contest, the target must use its next
  action to attack only you. If you are out of range, it
  must Move towards you or, if not reaching you,
  Dash toward you. The target attacks you with
  disadvantage during this action.
  If the target wins the contest, it is immune to your
  Taunt for 24 hours.
  Rogue Features
  Expertise. Your proficiency bonus is doubled for
  Perception, Sleight of Hand, and Stealth skill checks
  and for thieves’ tools checks.
  Sneak Attack. Once per turn, you can deal an extra
  5d6 damage to one creature you hit with an attack
  if you have advantage on the attack roll. The attack
  must use a finesse or a ranged weapon.
  You don’t need advantage on the attack roll if
  another enemy of the target is within 5 feet of it,
  that enemy isn’t incapacitated, and you don’t have
  disadvantage on the attack roll.
  Cunning Action. You can take a bonus action on
  each of your turns in combat. This action can be
  used only to take the Dash, Disengage, Hide,
  Dexterity (Sleight of Hand), or use your thieves’
  tools to disarm a trap or open a lock, or take the
  Use an Object action.
  Uncanny Dodge. When an attacker that you can see
  hits you with an attack, you can use your reaction to
  halve the attack’s damage against you.
  Evasion. When you are subjected to an effect that
  allows you to make a Dexterity saving throw to take
  only half damage, you instead take no damage if
  you succeed on the saving throw, and only half
  damage if you fail.
  Roguish Archetype: Thief
  Second-Story Work. You gain the ability to climb
  faster than normal; climbing no longer costs you
  extra movement. In addition, when you make a
  running jump, the distance you cover increases by a
  number of feet equal to your Dexterity modifier.
  Supreme Sneak. You have advantage on a Dexterity
  (Stealth) check if you move no more than half your
  speed on the same turn.
  Equipment
  +1 leather armor, +1 shortsword, dagger, hand
  crossbow, 20 crossbow bolts, crossbow bolt case.
  Terrence Kanegrower,
  Cleric of Paladine 9
  A clan of farmers in a fertile valley of Caergoth
  raised Kanegrower. From an early age he displayed
  acuity for nature and philosophy, and it was only
  natural that he should come to Palanthas for
  schooling in the temple. Applying himself
  studiously, he mastered many spells in the name of
  Paladine. However, he rarely ventures beyond the
  walls of his temple, and he is naive and timid as
  regards the “real world.” Terrence is 6’2” tall and
  weighs 170 pounds.
  Medium humanoid (human), War domain, lawful
  good
  Armor Class 20 (plate mail, shield)
  Hit Points 67 (Hit Dice 9d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 14 (+2)
  Background Acolyte
  Proficiencies (+4 proficiency bonus)
  Saving Throws Wis +8, Cha +6
  Skills History +4, Insight +8, Medicine +8, Religion
  +4
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools None
  Senses Passive Perception 14
  Languages Abanasinian, Common, Elvish, Ergot,
  Solamnic
  Attacks
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 1d6 bludgeoning damage.
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  PLAYER CHARACTERS
  
  10
  1
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60, one target. Hit: 1d4 + 1
  piercing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit,
  range 80/320 ft., one target. Hit: 1d8 + 1 piercing
  damage.
  Cleric Features
  Spellcasting Ability. You have the ability to cast
  spells. Wisdom is your spellcasting ability for your
  cleric spells. You use your Wisdom whenever a
  spell refers to your spellcasting ability.
  You prepare the list of cleric spells that are available
  for you to cast. To do so, choose 13 spells. The
  spells must be of a level for which you have spell
  slots.
  To cast a spell, you must expend a slot of the
  spell’s level or higher. You regain all expended spell
  slots when you finish a long rest.
  You can use a holy symbol as a spellcasting focus
  for your cleric spells. You can cast any cleric spell as
  a ritual if that spell has the ritual tag.
  Spell Save DC: 16
  Spell Attack Modifier: +8
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3),
  4th-level (3), 5th-level (1)
  Cantrips (at will): guidance, light, mending, sacred
  flame
  Channel Divinity. You can channel divine energy to
  create one of the following effects. You can do so
  twice between short or long rests.
  Channel Divinity: Turn Undead. As an action, you
  present your holy symbol and speak a prayer
  censuring the undead. Each undead that can see or
  hear you within 30 feet of you must succeed on a
  DC 16 Wisdom saving throw or become turned for
  1 minute or until it takes any damage. If the
  creature has a challenge rating of 1 or lower, it is
  destroyed instead.
  A turned creature must spend its turns trying to
  move as far away from you as it can, and it can’t
  willingly move to a space within 30 feet of you. It
  also can’t take reactions. For its action, it can use
  only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  Channel Divinity: Guided Strike. When you make an
  attack roll, you can use your Channel Divinity to
  gain a +10 bonus to the roll. You make this choice
  after you see this roll, but before the DM says
  whether the attack hits or misses.
  Channel Divinity: War God’s Blessing. When a
  creature 30 feet of you makes an attack roll, you
  can use your reaction to grant that creature a +10
  bonus to the roll, using your Channel Divinity. You
  make this choice after you see the roll, but before
  the DM says whether the attack hits or misses.
  Divine Domain: War
  War Priest. When you use the Attack action, you can
  make one weapon attack as a bonus action. You can
  use this feature four times. You regain all expended
  uses when you finish a long rest.
  Domain Spells. You know the following domain
  spells that are always prepared and don’t count
  against the number of spells you can prepare each
  day:
  1st-level: divine favor, shield of faith
  2rd-level: magic weapon, spiritual weapon
  3th-level: crusader’s mantle, spirit guardians
  4th-level: freedom of movement, stoneskin
  5th-level: flame strike, hold monster
  Divine Strike. Once on each of your turns when you
  hit a creature with a weapon attack, you can cause
  the attack to deal an extra 1d8 damage of the same
  type dealt by the weapon to the target.
  Equipment
  Plate mail, shield, mace, dagger, light crossbow, 20
  crossbow bolts, crossbow bolt case.
  Dathas Windknower,
  Red-Robed Mage,
  Wizard 9
  Dathas considered herself aloof from the war for
  Ansalon, even scorning the efforts of the Conclave
  to try to organize resistance. However, she now
  sees that even the tower of sorcery might not be
  safe from the onslaught of Ariakan’s army, and she
  belatedly accepts the necessity of resistance.
  Dathas is 5’1” tall and weighs 110 pounds.
  Medium humanoid (human), Conjuration arcane
  tradition, neutral
  Armor Class 14 (bracers of defense)
  Hit Points 38 (Hit Dice 9d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 10 (+0) 20 (+5) 13 (+1) 8 (-1)
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  PLAYER CHARACTERS
  
  11
  1
  Background Sage
  Proficiencies (+4 proficiency bonus)
  Saving Throws Int +9, Wis +5
  Skills Arcana +9, History +9, Insight +5,
  Investigation +9
  Feats Spell Sniper
  Armor None
  Weapons Daggers, darts, slings, quarterstaffs, light
  crossbows
  Tools None
  Senses Passive Perception 11
  Languages Common, Draconic, Magius, Nerakese,
  Solamnic
  Attacks
  Steelfriend. Melee or Ranged Weapon Attack: +9 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit:
  1d4 + 5 piercing damage.
  Wizard Features
  Spellcasting Ability. You have the ability to cast
  spells. Intelligence is your spellcasting ability for
  your wizard spells. You use your Intelligence
  whenever a spell refers to your spellcasting ability.
  You prepare the list of wizard spells that are
  available for you to cast. To do so, choose 14
  spells. The spells must be of a level for which you
  have spell slots.
  To cast a spell, you must expend a slot of the
  spell’s level or higher. You regain all expended spell
  slots when you finish a long rest.
  You can use an arcane focus as a spellcasting focus
  for your wizard spells. You can cast any wizard spell
  in your spellbook as a ritual if that spell has the
  ritual tag.
  Spell Save DC: 17
  Spell Attack Modifier: +9
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3),
  4th-level (3), 5th-level (1)
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  Moon Magic. The waxing and waning of Lunitari has
  an effect upon your magic. When Lunitari is at High
  Sanction, you gain advantage on attack rolls with
  spells and gain a +1 bonus to their spell save DCs.
  When a moon is at Low Sanction, wizards of that
  moon’s order gain disadvantage on attack rolls with
  spells, and incur a -1 penalty to their spell save DCs.
  During the waxing and waning periods around the
  quarter moons, wizards of that moon’s order cast
  their spells normally.
  When the moons align, it has several effects. When
  two moons align, all wizards of high sorcery gain a
  +1 bonus to their spell save DCs. When all three
  moons align, all wizards of high sorcery gain a +2
  bonus to their spell save DCs. This bonus is
  cumulative with High and Low Sanction bonuses or
  penalties. Also, advantages negate disadvantages
  and vice versa.
  Arcane Recovery. Once per day when you finish a
  short rest, you can choose expended spell slots to
  recover. The spell slots can have a combined level
  equal to or less than 5.
  Arcane Tradition: School of
  Conjuration
  Conjuration Savant. The gold and time you must
  spend to copy a conjuration spell into your
  spellbook is halved.
  Minor Conjuration. You can use your action to
  conjure up an inanimate object in your hand or on
  the ground in an unoccupied space that you can
  see within 10 feet of you. This object can be no
  larger than 3 feet on a side and weigh no more than
  10 pounds, and its form must be that of a
  nonmagical object that you have seen. The object is
  visibly magical, radiating dim light out to 5 feet.
  The object disappears after 1 hour, when you use
  this feature again, or if it takes any damage.
  Benign Transportation. You can use your action to
  teleport up to 30 feet to an unoccupied space that
  you can see. Alternatively, you can choose a space
  within range that is occupied by a Small or Medium
  creature. If that creature is willing, you both
  teleport, swapping places.
  Once you use this feature, you can’t use it again
  until you finish a long rest or you cast a conjuration
  spell of 1st level or higher.
  Spells in Spellbook
  1st-level spells: charm person, detect magic,
  identify, mage armor, magic missile, shield, sleep,
  unseen servant
  2nd-level spells: continual flame, detect thoughts,
  hold person, mirror image
  3rd-level spells: dispel magic, fireball, lightning bolt,
  tongues
  4th-level spells: dimension door, greater invisibility,
  ice storm, polymorph
  5th-level spells: conjure elemental, telekinesis
  Feats
  Spell Sniper. When you cast a spell that requires you
  to make an attack roll, the spell’s range is doubled.
  Your ranged spell attacks ignore half cover and
  three-quarters cover.
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  Knights of Takhisis and
  Allien Characters
  The Knights of Takhisis and allied characters can be found
  on pages 9-11.
  12
  1
  Equipment
  Bracers of defense, Steelfriend (dagger +3),
  spellbook.
  Sir Farall Skycutter,
  Knight of the Lily,
  Guardian of the Lily,
  Talon Commander,
  Fighter 9
  Farall is a dedicated dragonrider whose patron is
  Ariakan himself. The lord brought Farrall as a youth
  out of the slums of Flotsam, and the young warrior
  rewards his mentor with loyalty, ingenuity, and
  courage. Bearing a +1 lance, he rides the mighty
  blue dragon Kerrilastian. Farall is 6’ tall and weighs
  200 lb.
  Medium humanoid (human), Dragon Rider martial
  archetype, lawful evil
  Armor Class 19 (+1 plate mail)
  Hit Points 76 (Hit Dice 9d10 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 14 (+2) 11 (+0) 13 (+1) 8 (-1)
  Background Urchin
  Proficiencies (+4 proficiency bonus)
  Saving Throws Str +9, Con +6
  Skills Animal Handling +5, Athletics +9, Insight +5,
  Persuasion +3, Sleight of Hand +5, Stealth +5
  Feats Great Weapon Master, Heavy Armor Master,
  Mounted Combatant
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Disguise kit, thieves’ tools
  Senses Passive Perception 11
  Languages Common, Nerakese
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  +1 greatsword. Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 2d6 + 6 slashing
  damage.
  +1 lance. Melee Weapon Attack: +10 to hit, reach
  10 ft., one target. Hit: 1d12 + 6 piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +9 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  5 piercing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range
  150/600 ft., one target. Hit: 1d8 + 1 piercing
  damage.
  Fighter Features
  Fighting Style: Great Weapon Fighting. When you roll
  a 1 or 2 on a damage die for an attack you make
  with a melee weapon that you are wielding with
  two hands, you can reroll the die and must use the
  new roll, even if the new roll is a 1 or a 2. The
  weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 9 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Indomitable. You can reroll a saving throw that you
  fail. If you do so, you must use the new roll, and you
  can’t use this feature again until you finish a long
  rest.
  Martial Archetype: Dragon Rider
  Born to the Saddle. You have advantage on saving
  throws made to avoid falling off your mount. If you
  fall off your mount, you always land on your feet if
  you are capable of taking actions. Mounting or
  dismounting a creature costs you only 5 feet of
  movement, rather than half your speed.
  Combat Superiority. You have five superiority dice,
  which are d8s. A superiority die is expended when
  you use it. You regain all of your expended
  superiority dice when you finish a short or long
  rest.
  Using Superiority Dice. You can expend superiority
  dice to gain a number of different benefits:
  When you make a check to influence or control a
  creature you are riding, you can expend one
  superiority die to add it to the check. You apply
  this bonus after making the check but before
  learning if it was successful.
  When you make a weapon attack against a
  creature, you can expend one superiority die to
  add it to the attack roll. You can use this ability
  before or after making the attack roll, but before
  any of the effects of the attack are applied.
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  1
  When you make an attack with a lance while
  mounted, you can expend one superiority die to
  add it to your damage roll. In addition, the target
  of the attack must make a DC 17 Strength saving
  throw or be knocked prone.
  If either you or your mount is hit by an attack
  while you are mounted, you can expend one
  superiority die as a reaction, adding the number
  rolled to your or your mount’s AC. If the attack
  still hits, you or your mount take half damage
  from it.
  Ferocious Charger. You gain additional benefits
  when you use superiority dice to increase your
  damage when you attack with a lance. You can
  expend up to two superiority dice on the attack,
  adding both to the damage roll. If you spend two
  dice, the target has disadvantage on its Strength
  saving throw to avoid being knocked prone.
  Feats
  Great Weapon Master. On your turn, when you score
  a critical hit with a melee weapon or reduce a
  creature to 0 hit points with one, you can make one
  melee weapon attack as a bonus action.
  Before you make a melee attack with a heavy
  weapon that you are proficient with, you can
  choose to take a -5 penalty to the attack roll. If the
  attack hits, you add +10 to the attack’s damage.
  Heavy Armor Master. While you are wearing heavy
  armor, bludgeoning, piercing, and slashing damage
  that you take from non-magical weapons is reduced
  by 3.
  Mounted Combatant. You have advantage on melee
  attack rolls against any unmounted creature that is
  smaller than your mount.
  You can force an attack targeted at your mount to
  target you instead.
  If your mount is subjected to an effect that allows it
  to make a Dexterity saving throw to take only half
  damage, it instead takes no damage if it succeeds
  on the saving throw, and only half damage if it fails.
  Equipment
  +1 plate mail, shield (used while riding), +1
  greatsword, +1 lance, dagger, longbow, 20 arrows,
  quiver.
  Sir Jerod Argentbane,
  Knight of the Lily,
  Warder of the Lily,
  Wing Commander,
  Fighter 9
  Sir Jerod entered the ranks of the Knights by serving
  as page to one of Ariakan’s right-hand men. With
  the death of his sponsor in the early part of the
  summer’s campaign, Sir Jerod devotes himself to
  vengeance with a single-minded determination that
  earns the admiration of Lord Ariakan himself.
  Famed for the deadly accuracy of his longbow, Sir
  Jerod has learned to shoot from dragonback with
  perfect accuracy. His favorite mount is the blue
  dragon Krackellix. Jerod is 5’9” tall and weighs 180
  pounds.
  Medium humanoid (human), Dragon Rider martial
  archetype, lawful evil
  Armor Class 22 (+2 plate mail, shield)
  Hit Points 68 (Hit Dice 9d10 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 13 (+1)
  Background Soldier
  Proficiencies (+4 proficiency bonus)
  Saving Throws Str +7, Con +5
  Skills Animal Handling +6, Athletics +7, Insight +6,
  Intimidation +5, Perception +6, Persuasion +5
  Feats Mounted Combatant, Sharpshooter
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Playing card set, vehicles (land)
  Senses Passive Perception 16
  Languages Camptalk, Common, Nerakese
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  Longsword. Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 1d8 + 3 slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  4 piercing damage.
  +1 longbow. Ranged Weapon Attack: +11 to hit,
  range 150/600 ft., one target. Hit: 1d8 + 5 piercing
  damage.
  Fighter Features
  Fighting Style: Archery. You gain a +2 bonus to
  attack rolls you make with ranged weapons. (This is
  factored into the stat block.)
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  14
  1
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 9 hit points. Once you use
  this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Indomitable. You can reroll a saving throw that you
  fail. If you do so, you must use the new roll, and you
  can’t use this feature again until you finish a long
  rest.
  Martial Archetype: Dragon Rider
  Born to the Saddle. You have advantage on saving
  throws made to avoid falling off your mount. If you
  fall off your mount, you always land on your feet if
  you are capable of taking actions. Mounting or
  dismounting a creature costs you only 5 feet of
  movement, rather than half your speed.
  Combat Superiority. You have five superiority dice,
  which are d8s. A superiority die is expended when
  you use it. You regain all of your expended
  superiority dice when you finish a short or long
  rest.
  Using Superiority Dice. You can expend superiority
  dice to gain a number of different benefits:
  When you make a check to influence or control a
  creature you are riding, you can expend one
  superiority die to add it to the check. You apply
  this bonus after making the check but before
  learning if it was successful.
  When you make a weapon attack against a
  creature, you can expend one superiority die to
  add it to the attack roll. You can use this ability
  before or after making the attack roll, but before
  any of the effects of the attack are applied.
  When you make an attack with a lance while
  mounted, you can expend one superiority die to
  add it to your damage roll. In addition, the target
  of the attack must make a DC 15 Strength saving
  throw or be knocked prone.
  If either you or your mount is hit by an attack
  while you are mounted, you can expend one
  superiority die as a reaction, adding the number
  rolled to your or your mount’s AC. If the attack
  still hits, you or your mount take half damage
  from it.
  Ferocious Charger. You gain additional benefits
  when you use superiority dice to increase your
  damage when you attack with a lance. You can
  expend up to two superiority dice on the attack,
  adding both to the damage roll. If you spend two
  dice, the target has disadvantage on its Strength
  saving throw to avoid being knocked prone.
  Feats
  Mounted Combatant. You have advantage on melee
  attack rolls against any unmounted creature that is
  smaller than your mount.
  You can force an attack targeted at your mount to
  target you instead.
  If your mount is subjected to an effect that allows it
  to make a Dexterity saving throw to take only half
  damage, it instead takes no damage if it succeeds
  on the saving throw, and only half damage if it fails.
  Sharpshooter. Attacking at long range doesn’t
  impose disadvantage on your ranged weapon attack
  rolls.
  Your ranged weapon attacks ignore half cover and
  three-quarters cover.
  Before you make an attack with a ranged weapon
  that you are proficient with you can choose to take
  a -5 penalty to the attack roll. If the attack hits, you
  add +10 to the attack’s damage.
  Equipment
  +2 plate mail, shield, longsword, dagger, +1
  longbow, 20 arrows, quiver.
  Lady Cyrine Harrian-
  Caergothia, Knight of
  the Lily, Shield
  Commander, Fighter 9
  Cyrine, a petite and vivacious young woman with a
  core of steel, sports a temper she unleashes on
  those who balk her in the performance of her
  duties. Rigidly honorable, she wears a chip on her
  shoulder. Ariakan uses her as a spy and trusts her
  reports implicitly. She rides the blue dragon
  Lyssirix. Cyrine is 5’2” tall and weighs 110 pounds.
  Medium humanoid (human), Dragon Rider martial
  archetype , lawful evil
  Armor Class 21 (plate mail, shield, ring of
  protection)
  Hit Points 58 (Hit Dice 9d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 18 (+4) 10 (+0) 11 (+0) 15 (+2) 16 (+3)
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  Background Urchin
  Proficiencies (+4 proficiency bonus)
  Saving Throws Str +7, Con +7
  Skills Animal Handling +6, Insight +6, Perception
  +6, Persuasion +7, Sleight of Hand +8, Stealth
  +8
  Feats Alert, Inspiring Leader, Mounted Combatant
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Disguise kit, thieves’ tools
  Senses Passive Perception 16
  Languages Common, Nerakese
  Attacks
  Multiattack. You can attack twice when you take this
  action, using the following:
  +2 longsword. Melee Weapon Attack: +8 to hit,
  reach 5 ft., one target. Hit: 1d8 + 6 slashing
  damage, or 1d10 + 6 slashing if used with two
  hands.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  6 piercing damage.
  Longbow. Ranged Weapon Attack: +8 to hit, range
  150/600 ft., one target. Hit: 1d8 + 4 piercing
  damage.
  Fighter Features
  Fighting Style: Dueling. When you are wielding a
  melee weapon in one hand and no other weapons,
  you gain a +2 bonus to damage rolls with that
  weapon. (This is factored into the stat block.)
  Second Wind. On your turn, you can use a bonus
  action to regain 1d10 + 10 hit points. Once you
  use this feature, you must finish a short or long rest
  before you can use it again.
  Action Surge. On your turn, you can take one
  additional action on top of your regular action and a
  possible bonus action.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Indomitable. You can reroll a saving throw that you
  fail. If you do so, you must use the new roll, and you
  can’t use this feature again until you finish a long
  rest.
  Martial Archetype: Dragon Rider
  Born to the Saddle. You have advantage on saving
  throws made to avoid falling off your mount. If you
  fall off your mount, you always land on your feet if
  you are capable of taking actions. Mounting or
  dismounting a creature costs you only 5 feet of
  movement, rather than half your speed.
  Combat Superiority. You have five superiority dice,
  which are d8s. A superiority die is expended when
  you use it. You regain all of your expended
  superiority dice when you finish a short or long
  rest.
  Using Superiority Dice. You can expend superiority
  dice to gain a number of different benefits:
  When you make a check to influence or control a
  creature you are riding, you can expend one
  superiority die to add it to the check. You apply
  this bonus after making the check but before
  learning if it was successful.
  When you make a weapon attack against a
  creature, you can expend one superiority die to
  add it to the attack roll. You can use this ability
  before or after making the attack roll, but before
  any of the effects of the attack are applied.
  When you make an attack with a lance while
  mounted, you can expend one superiority die to
  add it to your damage roll. In addition, the target
  of the attack must make a DC 14 Strength saving
  throw or be knocked prone.
  If either you or your mount is hit by an attack
  while you are mounted, you can expend one
  superiority die as a reaction, adding the number
  rolled to your or your mount’s AC. If the attack
  still hits, you or your mount take half damage
  from it.
  Ferocious Charger. You gain additional benefits
  when you use superiority dice to increase your
  damage when you attack with a lance. You can
  expend up to two superiority dice on the attack,
  adding both to the damage roll. If you spend two
  dice, the target has disadvantage on its Strength
  saving throw to avoid being knocked prone.
  Feats
  Alert. You gain a +5 bonus to initiative.
  You can’t be surprised while you are conscious.
  Other creatures don’t gain advantage on attack rolls
  against you as a result of being hidden from you.
  Inspiring Leader. You can spend 10 minutes
  inspiring your companions, shoring up their resolve
  to fight. When you do so, choose up to six friendly
  creatures (which can include yourself) within 30
  feet of you who can see or hear you and who can
  understand you. Each creature can gain temporary
  hit points equal to 13. A creature can’t gain
  temporary hit points from this feat again until it has
  finished a short or long rest.
  Mounted Combatant. You have advantage on melee
  attack rolls against any unmounted creature that is
  smaller than your mount.
  You can force an attack targeted at your mount to
  target you instead.
  If your mount is subjected to an effect that allows it
  to make a Dexterity saving throw to take only half
  damage, it instead takes no damage if it succeeds
  on the saving throw, and only half damage if it fails.
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  Equipment
  Plate mail, shield, ring of protection, +2 longsword,
  dagger, longbow, 20 arrows, quiver.
  Madam Darewind
  Waverunner, Knight of
  the Lily, Champion of
  the Lily, Captain of the
  Wavecutter, Rogue 9
  Darewind is a legendary mariner who has captained
  a number of vessels in Ariakan’s fleet. Her current
  (and favorite) command is the Wavecutter, a small,
  fast single-masted sloop that leads the Dark
  Knights into the Bay of Branchala. Darewind is
  5’10” tall and weighs 140 pounds.
  Medium humanoid (human), Swashbuckler roguish
  archetype, lawful evil
  Armor Class 17 (studded leather armor, ring of
  protection)
  Hit Points 57 (Hit Dice 9d8 + 9)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 18 (+4) 13 (+1) 14 (+2) 14 (+2) 15 (+2)
  Background Sailor
  Proficiencies (+4 proficiency bonus)
  Saving Throws Dex +8, Int +6
  Skills Acrobatics +12, Athletics +10, Insight +6,
  Perception +10, Persuasion +6, Stealth +12
  Feats Defensive Duelist, Dual Wielder, Keen Mind
  Armor Light armor
  Weapons Simple weapons, hand crossbows,
  longswords, rapiers, shortswords
  Tools Navigator’s tools, vehicles (water)
  Senses Passive Perception 20
  Languages Common, Nerakese
  Attacks
  +2 rapier. Melee Weapon Attack: +10 to hit, reach 5
  ft., one target. Hit: 1d8 + 6 piercing damage.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 1d8 + 4 piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  4 piercing damage.
  Shortbow. Ranged Weapon Attack: +8 to hit, range
  80/320 ft., one target. Hit: 1d6 + 4 piercing
  damage.
  Rogue Features
  Expertise. Your proficiency bonus is doubled for
  Acrobatics, Athletics, Perception, and Stealth skill
  checks.
  Sneak Attack. Once per turn, you can deal an extra
  5d6 damage to one creature you hit with an attack
  if you have advantage on the attack roll. The attack
  must use a finesse or a ranged weapon.
  You don’t need advantage on the attack roll if
  another enemy of the target is within 5 feet of it,
  that enemy isn’t incapacitated, and you don’t have
  disadvantage on the attack roll.
  Cunning Action. You can take a bonus action on
  each of your turns in combat. This action can be
  used only to take the Dash, Disengage, and Hide.
  Uncanny Dodge. When an attacker that you can see
  hits you with an attack, you can use your reaction to
  halve the attack’s damage against you.
  Evasion. When you are subjected to an effect that
  allows you to make a Dexterity saving throw to take
  only half damage, you instead take no damage if
  you succeed on the saving throw, and only half
  damage if you fail.
  Roguish Archetype: Swashbuckler
  Fancy Footwork. You know how to land a strike and
  then slip away without reprisal. During your turn, if
  you make a melee attack against a creature, that
  creature can't make opportunity attacks against you
  for the rest of your turn.
  Rakish Audacity. Your unmistakable confidence
  propels you into battle. You can add your Charisma
  modifier to your initiative rolls.
  In addition, you don't need advantage on your
  attack roll to use your Sneak Attack if no creature
  other than your target is within 5 feet of you. All the
  other rules for the Sneak Attack class feature still
  apply to you.
  Panache. Your charm becomes extraordinarily
  beguiling. As an action, you can make a Charisma
  (Persuasion) check contested by a creature's
  Wisdom (Insight) check. The creature must be able
  to hear you, and the two of you must share a
  language.
  If you succeed on the check and the creature is
  hostile to you, it has disadvantage on attack rolls
  against targets other than you and can't make
  opportunity attacks against targets other than you.
  This effect lasts for 1 minute, until one of your
  companions attacks the target or affects it with a
  spell, or until you and the target are more than 60
  feet apart.
  If you succeed on the check and the creature isn't
  hostile to you, it is charmed by you for 1 minute.
  While charmed, it regards you as a friendly
  acquaintance. This effect ends immediately if you
  or your companions do anything harmful to it.
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  Feats
  Defensive Duelist. When you are wielding a finesse
  weapon with which you are proficient and another
  creature hits you with a melee attack, you can use
  your reaction to add your proficiency bonus to your
  AC for that attack, potentially causing the attack to
  miss you.
  Dual Wielder. You gain a +1 bonus to AC while you
  are wielding a separate melee weapon in each hand.
  You can use two-weapon fighting even when the
  one-handed melee weapons you are wielding aren’t
  light.
  You can draw or stow two one-handed weapons
  when you would normally be able to draw or stow
  only one.
  Keen Mind. You always know which way is north.
  You always know the number of hours left before
  the next sunrise or sunset.
  You can accurately recall anything you have seen or
  heard within the past month.
  Equipment
  Studded leather armor, ring of protection, +2 rapier,
  rapier, dagger, shortbow, 20 arrows, quiver.
  Sir Borac Kyristian,
  Knight of the Skull,
  Warder of the Skull,
  Cleric of Takhisis 9
  Borac has been a loyal priest of Takhisis since his
  young days as an orphan in Sanction. He earned the
  trusted of the clerics at the Dark Queen’s temple,
  finally killing a corrupt and greedy high priest in
  order to assume the seat himself. From there his
  obvious fealty allowed him acceptance into the
  Knighthood even though he was already an adult.
  Starting as a raw Knight of the Lily, he worked his
  way up through the ranks. Borac is 5’11” tall and
  weighs 170 pounds.
  Medium humanoid (human), Death domain, lawful
  evil
  Armor Class 21 (+1 plate mail, shield)
  Hit Points 68 (Hit Dice 9d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 12 (+1) 11 (+0) 11 (+0) 18 (+4) 14 (+2)
  Background Urchin
  Proficiencies (+4 proficiency bonus)
  Saving Throws Wis +8, Cha +6
  Skills Insight +8, Religion +4, Sleight of Hand +5,
  Stealth +5
  Feats Heavily Armored, War Caster
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Disguise kit, thieves’ tools
  Senses Passive Perception 14
  Languages Abanasinian, Common
  Attacks
  +1 spear. Melee or Ranged Weapon Attack: +7 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit:
  1d6 + 3 piercing damage, or 1d8 + 3 piercing
  damage if used with two hands to make a melee
  attack.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60, one target. Hit: 1d4 + 2
  piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
  range 100/400 ft., one target. Hit: 1d10 + 1
  piercing damage.
  Cleric Features
  Spellcasting Ability. You have the ability to cast
  spells. Wisdom is your spellcasting ability for your
  cleric spells. You use your Wisdom whenever a
  spell refers to your spellcasting ability.
  You prepare the list of cleric spells that are available
  for you to cast. To do so, choose 13 spells. The
  spells must be of a level for which you have spell
  slots.
  To cast a spell, you must expend a slot of the
  spell’s level or higher. You regain all expended spell
  slots when you finish a long rest.
  You can use a holy symbol as a spellcasting focus
  for your cleric spells. You can cast any cleric spell as
  a ritual if that spell has the ritual tag.
  Spell Save DC: 16
  Spell Attack Modifier: +8
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3),
  4th-level (3), 5th-level (1)
  Cantrips (at will): light, mending, sacred flame,
  spare the dying, thaumaturgy
  Channel Divinity. You can channel divine energy to
  create one of the following effects. You can do so
  twice between short or long rests.
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  Channel Divinity: Turn Undead. As an action, you
  present your holy symbol and speak a prayer
  censuring the undead. Each undead that can see or
  hear you within 30 feet of you must succeed on a
  DC 16 Wisdom saving throw or become turned for
  1 minute or until it takes any damage. If the
  creature has a challenge rating of 1 or lower, it is
  destroyed instead.
  A turned creature must spend its turns trying to
  move as far away from you as it can, and it can’t
  willingly move to a space within 30 feet of you. It
  also can’t take reactions. For its action, it can use
  only the Dash action or try to escape from an effect
  that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  Channel Divinity: Touch of Death. When you hit a
  creature with a melee attack, you can use Channel
  Divinity to deal 23 points of extra necrotic damage
  to the target.
  Divine Domain: Death
  Bonus Proficiency. You gain proficiency with martial
  weapons.
  Reaper. You learn one necromancy cantrip (spare
  the dying) of your choice on any spell list. When
  you cast a necromancy cantrip that normally targets
  only one creature, the spell can instead target two
  creatures within range and within 5 feet of each
  other.
  Domain Spells. Your clerical domain grants you
  certain spells that are always prepared, which do
  not count against the number of spells you can
  prepare each day. All of your domain spells count as
  cleric spells for you.
  1st-level: false life, ray of sickness
  2nd-level: blindness/deafness, ray of enfeeblement
  3rd-level: animate dead, vampiric touch
  4th-level: blight, death ward
  5th-level: antilife shell, cloudkill
  Inescapable Destruction. Necrotic damage dealt by
  your spells and Channel Divinity options ignores
  resistance to necrotic damage.
  Divine Strike. Once on each of your turns when you
  hit a creature with a weapon attack, you can cause
  the attack to deal an extra 1d8 necrotic damage to
  the target.
  Feats
  Tough. Your hit point maximum increases by 20
  points.
  War Caster. You have advantage on Constitution
  saving throws that you make to maintain your
  concentration on a spell when you take damage.
  You can perform the somatic components of spells
  even when you have weapons or a shield in one or
  both hands.
  When a hostile creature’s movement provokes an
  opportunity attack from you, you can use your
  reaction to cast a spell at the creature, rather than
  making an opportunity attack. The spell must have a
  casting time of 1 action and must target only that
  creature.
  Equipment
  +1 plate mail, shield, +1 spear, dagger, heavy
  crossbow, 20 crossbow bolts, crossbow bolt case.
  Madam Sandaryll
  Smokingwar, Knight of
  the Thorn, Warder of
  the Thorn, Wizard 9
  Sandaryll Smokingwar displays a natural affinity for
  magic that enabled her to make it through warrior
  training, even though she lacked some of the size
  and stamina for hand to hand combat. Now a
  valued power in the Thorn Knights, she performs
  difficult missions, sometimes for Ariakan himself.
  Sandaryll is 5’5” tall and weighs 160 pounds.
  Medium humanoid (human), Evocation arcane
  tradition, lawful evil
  Armor Class 17 (chain mail, ring of protection)
  Hit Points 44 (Hit Dice 9d6 + 1d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 10 (+0) 18 (+4) 13 (+1) 7 (-2)
  Background Sage
  Proficiencies (+4 proficiency bonus)
  Saving Throws Int +8, Wis +7
  Skills Arcana +8, History +8, Investigation +8,
  Perception +5
  Feats Spell Sniper, War Caster
  Armor None
  Weapons Daggers, darts, slings, quarterstaffs, light
  crossbows
  Tools Alchemist’s supplies
  Senses Passive Perception 15
  Languages Common, Nerakese, Solamnic
  Attacks
  +1 longsword. Melee Weapon Attack: +7 to hit,
  reach 5 ft., one target. Hit: 1d8 + 3 slashing
  damage, or 1d10 + 3 slashing damage if used with
  two hands.
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  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  2 piercing damage.
  Wizard Features
  Spellcasting Ability. You have the ability to cast
  spells. Intelligence is your spellcasting ability for
  your wizard spells. You use your Intelligence
  whenever a spell refers to your spellcasting ability.
  You prepare the list of wizard spells that are
  available for you to cast. To do so, choose 13
  spells. The spells must be of a level for which you
  have spell slots.
  To cast a spell, you must expend a slot of the
  spell’s level or higher. You regain all expended spell
  slots when you finish a long rest.
  You can use an arcane focus as a spellcasting focus
  for your wizard spells. You can cast any wizard spell
  in your spellbook as a ritual if that spell has the
  ritual tag.
  Spell Save DC: 16
  Spell Attack Modifier: +8
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3),
  4th-level (3), 5th-level (1)
  Cantrips (at-will): acid splash, blade ward, fire bolt,
  light, mage hand, shocking grasp
  Arcane Recovery. Once per day when you finish a
  short rest, you can choose expended spell slots to
  recover. The spell slots can have a combined level
  equal to or less than 5.
  Arcane Tradition: School of
  Evocation
  Evocation Savant. The gold and time you must
  spend to copy an evocation spell into your
  spellbook is halved.
  Sculpt Spells. You can create pockets of relative
  safety within the effects of your evocation spells.
  When you cast an evocation spell that affects other
  creatures that you can see, you can choose a
  number of them equal to 1 + the spell’s level. The
  chosen creatures automatically succeed on their
  saving throws against the spell, and they take no
  damage if they would take half damage on a
  successful save.
  Potent Cantrip. When a creature succeeds on a
  saving throw against your cantrip, the creature
  takes half the cantrip’s damage (if any) but suffers
  no additional effect from the cantrip.
  Spells in Spellbook
  1st-level spells: burning hands, charm person,
  comprehend languages, detect magic, identify,
  mage armor, magic missile, witch bolt
  2nd-level spells: cloud of daggers, flaming sphere,
  mirror image, web
  3rd-level spells: dispel magic, fireball, fly, lightning
  bolt
  4th-level spells: blight, ice storm, stoneskin, wall of
  fire
  5th-level spells: cloudkill, dominate person
  Feats
  Spell Sniper. When you cast a spell that requires you
  to make an attack roll, the spell’s range is doubled.
  Your ranged spell attacks ignore half cover and
  three-quarters cover.
  War Caster. You have advantage on Constitution
  saving throws that you make to maintain your
  concentration on a spell when you take damage.
  You can perform the somatic components of spells
  even when you have weapons or a shield in one or
  both hands.
  When a hostile creature’s movement provokes an
  opportunity attack from you, you can use your
  reaction to cast a spell at the creature, rather than
  making an opportunity attack. The spell must have a
  casting time of 1 action and must target only that
  creature.
  Equipment
  Chain mail, ring of protection, +1 longsword,
  dagger.
  Lyssirix, Young Female
  Blue Dragon
  Lyssirix is a devoted servant of her clan, and when
  her nest matriarch designated her for service in
  Ariakan’s army she felt deeply honored. During this
  summer’s campaign she has had success carrying
  Knight of the Lily Lady Cyrine Harrian-Caergothia
  into battle. They have proven exceptionally adept at
  spying on and evading the Good dragons.
  Large dragon, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 40 ft., burrow 20 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
  Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  Skills Perception +9, Stealth +4
  Damage Immunities lightning
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 19
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
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  Innate Spellcasting. Lyssirix’s spellcasting ability is
  Charisma (spell save DC 15). Lyssirix can innately
  cast the following spells, requiring no material
  components:
  At will: minor illusion
  1/day each: create or destroy water, dust devil
  Actions
  Multiattack. Lyssirix makes three attacks: one with
  her bite and two with her claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit: 16 (2d10 + 5) piercing damage
  plus 5 (1d10) lightning damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Lightning Breath (Recharge 5-6). Lyssirix exhales
  lightning in a 60-foot line that is 5 feet wide. Each
  creature in that line must make a DC 16 Dexterity
  saving throw, taking 55 (10d10) lightning damage
  on a failed save, or half as much damage on a
  successful one.
  Kerrilastian, Adult
  Male Blue Dragon
  Kerril takes on the role of mentor of Lyssirix and
  Krackell. He is a veteran of many campaigns, and
  Ariakan has instructed Kerril to use his own
  judgment in matters of military importance. He is
  the favorite mount of Farall Skycutter.
  Huge dragon, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 225 (18d12 + 108)
  Speed 40 ft., burrow 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
  Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  Skills Perception +12, Stealth +5
  Damage Immunities lightning
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 22
  Languages Common, Draconic
  Challenge 16 (15,000 XP)
  Innate Spellcasting. Kerrilastian’s spellcasting ability
  is Charisma (spell save DC 17). Kerrilastian can
  innately cast the following spells, requiring no
  material components:
  At will: minor illusion
  1/day each: control winds, dust devil, hallucinatory
  terrain
  Legendary Resistance (3/Day). If Kerrilastian fails a
  saving throw, he can choose to succeed instead.
  Actions
  Multiattack. Kerrilastian can use his Frightful
  Presence. He then makes three attacks: one with
  his bite and two with his claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 18 (2d10 + 7) piercing damage
  plus 5 (1d10) lightning damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
  one target. Hit: 14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft.,
  one target. Hit: 16 (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of Kerrilastian's
  choice that is within 120 feet of Kerrilastian and
  aware of it must succeed on a DC 17 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
  Kerrilastian's Frightful Presence for the next 24
  hours.
  Lightning Breath (Recharge 5-6). Kerrilastian exhales
  lightning in a 90-foot line that is 5 feet wide. Each
  creature in that line must make a DC 19 Dexterity
  saving throw, taking 66 (12d10) lightning damage
  on a failed save, or half as much damage on a
  successful one.
  Legendary Actions
  Kerrilastian 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. Kerrilastian regains spent
  legendary actions at the start of his turn.
  Detect.Kerrilastian makes a Wisdom (Perception)
  check.
  Tail Attack. Kerrilastian makes a tail attack.
  Wing Attack (Costs 2 Actions). Kerrilastian beats his
  wings. Each creature within 10 feet of Kerrilastian
  must succeed on a DC 20 Dexterity saving throw or
  take 14 (2d6 + 7) bludgeoning damage and be
  knocked prone. Kerrilastian can then fly up to half
  his flying speed.
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  21
  1
  Krackellix, Adult
  Female Blue Dragon
  Krackel, a mischievous wyrm, displays a penchant
  for cruel jokes against her enemies and
  embarrassing and somewhat dangerous pranks
  worked against her companions. However, her clear
  ferocity in battle earns her the right to get away
  with tricks that might draw punishment to dragons
  of lesser status.
  Huge dragon, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 225 (18d12 + 108)
  Speed 40 ft., burrow 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
  Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  Skills Perception +12, Stealth +5
  Damage Immunities lightning
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 22
  Languages Common, Draconic
  Challenge 16 (15,000 XP)
  Innate Spellcasting. Krackellix’s spellcasting ability is
  Charisma (spell save DC 17). Krackellix can innately
  cast the following spells, requiring no material
  components:
  At will: minor illusion
  1/day each: control winds, dust devil, hallucinatory
  terrain
  Legendary Resistance (3/Day). Krackellix fails a
  saving throw, she can choose to succeed instead.
  Actions
  Multiattack. Krackellix can use her Frightful
  Presence. She then makes three attacks: one with
  her bite and two with her claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 18 (2d10 + 7) piercing damage
  plus 5 (1d10) lightning damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
  one target. Hit: 14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft.,
  one target. Hit: 16 (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of Krackellix's
  choice that is within 120 feet of Krackellix and
  aware of it must succeed on a DC 17 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
  Krackellix's Frightful Presence for the next 24
  hours.
  Lightning Breath (Recharge 5-6). Krackellix exhales
  lightning in a 90-foot line that is 5 feet wide. Each
  creature in that line must make a DC 19 Dexterity
  saving throw, taking 66 (12d10) lightning damage
  on a failed save, or half as much damage on a
  successful one.
  Legendary Actions
  Krackellix 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. Krackellix regains spent
  legendary actions at the start of her turn.
  Detect. Krackellix makes a Wisdom (Perception)
  check.
  Tail Attack. Krackellix makes a tail attack.
  Wing Attack (Costs 2 Actions). Krackellix beats her
  wings. Each creature within 10 feet of Krackellix
  must succeed on a DC 20 Dexterity saving throw or
  take 14 (2d6 + 7) bludgeoning damage and be
  knocked prone. Krackellix can then fly up to half her
  flying speed.
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  Starting the Adventure
  You can find this chapter on page 13.
  Initial Quest: An Aerie of
  Silver
  See page 16 for the following information. Arentian is a
  young silver dragon, Deriastyn, and Warall-Argent are adult
  silver dragons and can be found from the aerie.
  Arentian has the following trait in addition to a standard
  young silver dragon:
  1/day each: feather fall, fog cloud, lesser restoration, tongues
  Deriastyn and Warall-Argent have the following trait in
  addition to a standard adult silver dragon:
  1/day each: control winds, creation, feather fall, fog cloud,
  greater restoration
  Part One: Battle for
  Palanthas
  You can find this chapter on page 20.
  Gatehouses
  See page 23 for the following information. To lift the grate
  requires a successful DC 25 Strength check.
  Story Developments at the Gates
  See pages 24-25 for the following information. There are four
  knights (elder knights) and 20 guards with longswords at the
  gates.
  The attacking force has 20 kapak draconians, 20 guards
  (armed footmen) with longswords, two gray knights, and 100
  brutes. Each brute carries a longsword or a short sword and
  a missile weapon—either longbow, three throwing axes, or
  spear.
  Story Developments at the Docks
  See page 26 for the following information. Jarek Reefcutter is
  a pirate captain with breast plate and there are 20 pirates
  (buccaneers) at the docks.
  Prophet of Doom
  See page 29 for the following information. Man-at-arms is a
  thug with chainmail and shield.
  Thieves and Scoundrels
  See pages 30-31 for the following information. The four ex-
  guardsmen are men-at-arms. Giselle Slickfinger is a spy.
  The Temple of Paladine
  See page 33 for the following information. Crysania and her
  white tiger are located inside the temple.
  The Tower of High Sorcery
  The Tower of High Sorcery
  See page 35 for the following information. The Shoikan
  Grove emanates fear as by the spell for 500 feet outward
  from every tree with a DC of 20. Creatures normally immune
  to the frightened condition are still affected. Creatures
  entering the Grove are attacked first by zombies and
  skeletons trying to grab the characters and pull them down.
  At the same time, the creatures are attacked by wights and
  specters.
  To enter the Grove safely, one needs a coal-black gemstone
  called the Nightjewel or the protection of the spell kiss of
  night’s guardian. Dalamar is located inside the Tower with a
  50% chance and he is alerted if someone enters the Grove.
  He can command the undead to cease their attack.
  The Chamber of Seeing
  See page 35 for the following information. To successfully
  employ the use of the Chamber of Seeing, the character
  attempting to study the pool must make a successful DC 15
  Concentration check in order to avoid distraction by the Live
  Ones, and then a successful DC 15 Intelligence (Arcana)
  check to awaken the power of the magical pool.
  The Solamnic Armory
  See page 37 for the following information. The two Knights
  of the Rose are knights.
  Thieves' Guild
  See pages 37-38 for the following information. There are 20
  thugs (thieves) with longswords instead of maces and
  without heavy crossbows, 12 thugs (archers) with
  shortswords and shortbows, and an assassin (Guildmaster
  Lynched Geoffrey).
  Story Developments at the Thieves'
  Guild
  See page 38 for the following information. Usha Majere can
  be found from the thieves’ guild.
  Temple of Zeboim
  See pages 38-39 for the following information. Indigo
  Reefspan can be found inside the temple.
  Tunnels of the Old City
  See page 40 for the following information. Characters who
  try to lift the grate must make a successful DC 15 Strength
  check. If the character is below the grate, the character must
  make a successful DC 20 Strength check.
  Catacombs of the Undead
  See pages 40-41 for the following information. There are 16
  zombies, 20 skeletons, six wights, and two specters in the
  catacombs.
  22
  1
  PART 1 | BATTLE FOR PALANTHAS
  
  Draconian Lair
  See page 41 for the following information. There are two
  aurak draconians, six kapak draconians, and 10 baaz
  draconians in the draconian lair.
  Pit of the Spirit Naga
  See page 42 for the following information. There is a spirit
  naga in the pit.
  Lord's Palace and City Plaza
  See pages 42-43 for the following information. The gates are
  guarded by four knights (Knights of the Crown) and 20
  guards with longswords instead of spears.
  City Jail
  See page 44 for the following information. The jail is guarded
  by four guards with longswords instead of spears and Sir
  Ballakar the Elder.
  Nobles' Hill
  See pages 44-45 for the following information. The hill is
  patrolled by guards with longswords instead of spears and
  they have two scouts (guard runners).
  23
  1
  PART 1 | BATTLE FOR PALANTHAS
  
  Part Two: Aftermath of
  Battle
  You can find this chapter on page 46.
  Lord Ariakan's Address
  See page 50 for the following information. There are 12
  knights (dark knights) at the address.
  Prison Cage
  See page 50 for the following information. There is a gray
  knight and two knights (dark knights) at the prison cage.
  Garrisons
  See pages 52-53 for the following information. There is a
  dark knight captain, 10 knights (dark knights), gray knight
  (Knight of the Thorn), Knight of the Skull, 10 brutes, 10
  kapak draconians, and 12 baaz draconians at the garrisons.
  Map of Zeboim
  See page 57 for the following information. Any character
  from Palanthas, or a sailor familiar with the port may attempt
  a DC 15 Intelligence (Investigation) check to recognize the
  shorelines just northwest of the city. Other characters must
  make a successful DC 20 Intelligence (Investigation) check to
  successfully place the locale.
  The spiraling object to the left of the map can be identified
  with another DC 15 Intelligence (Investigation) check.
  Well of the Sea Dragon
  See page 58 for the following information. There is a sea
  dragon lurking in the depths.
  Shelf of Dry Land
  See page 58 for the following information. To notice the
  footprints requires a DC 15 Wisdom (Perception) check.
  Intersection
  See page 58 for the following information. To detect the
  singing requires a successful DC 10 Wisdom (Perception)
  check.
  Cavern of Song
  See page 59 for the following information. To jump over the
  pit requires a successful DC 10 Strength (Athletics) check.
  Cavern of Firebirth
  See page 59 for the following information. There are seven
  chaos sentinels in the cavern.
  Chamber of the Gargoyles
  See page 60 for the following information. There are 12
  gargoyles in the chamber.
  Chaos Lair
  Chaos Lair
  See pages 60-61 for the following information. Shou-Chak is
  a daemon warrior. If the characters have been making it
  through the adventure quite easily, there might be one
  additional daemon warrior.
  Epilogue
  See page 62 for the following information. All weapons
  blessed by Zeboim are considered +1 magical against
  creatures of Chaos if they are not magical already.
  24
  1
  PART 2 | AFTERMATH OF BATTLE
  
  APPENDIX: MONSTER/NPC
  STATISTICS
  25
  1
  Aurak Draconian
  Medium dragon (draconian), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 71 (11d8 + 22)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 14 (+2) 14 (+2) 10 (+0) 14 (+2)
  Saving Throws Int +5, Cha +5
  Skills Arcana +5, Perception +3, Persuasion +4
  Senses darkvision 120 ft., passive Perception 13
  Languages Common, Draconic
  Challenge 5 (1,800 XP)
  Death Throes. When the aurak dies, it explodes and
  each creature within 5 feet of it must make a DC
  13 Dexterity saving throw, taking 14 (4d6) force
  damage, or half as much damage on a successful
  one. The explosion destroys the aurak’s equipment
  carried.
  Innate Spellcasting. The aurak’s innate spellcasting
  ability is Charisma (spell save DC 13). It can
  innately cast the following spells, requiring no
  components:
  At will: greater invisibility
  1/day: dominate person, suggestion
  Magic Resistance. The aurak has advantage on
  saving throws against spells and other magical
  effects.
  Spellcasting. The aurak is an 8th-level spellcaster. Its
  spellcasting ability is Charisma (save DC 13, +5 to
  hit with spell attacks). The aurak has the following
  sorcerer spells prepared:
  Cantrips (at will): dancing lights, light, mage hand,
  prestidigitation, shocking grasp
  1st level (4 slots): magic missile, shield, sleep
  2nd level (3 slots): blindness/deafness, mirror
  image, scorching ray
  3rd level (3 slots): blink, lightning bolt
  4th level (2 slots): wall of fire
  Actions
  Multiattack. The aurak makes two attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Energy Ray. Ranged Spell Attack: +5 to hit, range 60
  ft., one target. Hit: 11 (2d8 + 2) force damage.
  Poison Breath (Recharge 5-6). The aurak exhales
  poisonous gas in a 5-foot cone. Each creature in
  that area must make a DC 15 Constitution saving
  throw, taking 21 (6d6) poison damage on a failed
  save, or half as much damage on a successful one.
  Dimensional Step (Recharge 5-6). The aurak can
  dimension door up to 60 feet. It can only transport
  itself and items it carries.
  Alternate Form (Recharge 5-6). The male aurak can
  polymorph into any animal form of Medium or
  Small size. The aurak can remain in its animal form
  until it chooses to assume a new one or returns to
  its natural form.
  Disguise Self (Recharge 5-6). The aurak can disguise
  self to resemble and perfectly imitate the voice of
  an individual humanoid it has seen.
  Baaz Draconian
  Medium dragon (draconian), chaotic evil
  Armor Class 13 (chain shirt)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 13 (+1) 8 (-1) 8 (-1) 10 (+0)
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Draconic
  Challenge 1/2 (100 XP)
  Glide. The baaz can use its wings to glide, negating
  any damage from a fall of any height. It can also
  travel horizontally up to four times the vertical
  distance it descends.
  Death Throes. When the baaz dies, it turns to stone
  instantly. If the killing blow was dealt with a
  slashing or piercing melee weapon, the creature
  dealing the killing blow must make a DC 10
  Dexterity saving throw. If it fails, its weapon is stuck
  in the petrified draconian and cannot be removed.
  The baaz crumbles to dust 1 minute after death.
  Items in the baaz’s possession are unaffected by
  the petrification and subsequent dissolution.
  Actions
  Longsword. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 4 (1d8) slashing damage, or 5
  (1d10) slashing damage if used with two hands.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 3 (1d6) piercing damage.
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 3 (1d6) slashing damage.
  APPENDIX | MONSTER/NPC STATISTICS
  
  26
  1
  Brute
  Medium humanoid (human), lawful evil
  Armor Class 15 (Tarmak war paint)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 11 (+0) 13 (+1) 9 (-1) 10 (+0) 8 (-1)
  Senses passive Perception 10
  Languages Common, Tarmakian
  Challenge 1/2 (100 XP)
  Tarmak War Paint. Painted on the body, this war
  paint grants the brute AC 15 and it regains 5 hit
  points at the start of its turn. When the paint has
  healed a total of 20 points of damage, it loses its
  effectiveness.
  Actions
  Longsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 5 (1d8 + 1) slashing damage,
  or 6 (1d10 + 1) slashing damage if used with two
  hands.
  Shortsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d6
  + 1) piercing damage, or 5 (1d6 + 2) piercing
  damage if used with two hands to make a melee
  attack.
  Handaxe. Melee or Ranged Weapon Attack: +3 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d6 + 1) slashing damage.
  Longbow. Ranged Weapon Attack: +2 to hit, range
  150/600 ft., one target. Hit: 4 (1d8) piercing
  damage.
  Chaos Sentinel
  Medium elemental, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 17 (+3) 16 (+3) 3 (-4) 10 (+0) 7 (-2)
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 1 (200 XP)
  Heated Body. A creature that touches the chaos
  sentinel or hits it with a melee attack while within 5
  feet of it takes 3 (1d6) fire damage.
  Illumination. The chaos sentinel sheds bright light in
  a 10-foot radius and dim light for an additional 10
  feet.
  Actions
  Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) fire damage. If the
  target is a creature or a flammable object, it ignites.
  Until a creature takes an action to douse the fire,
  the target takes 3 (1d6) fire damage at the start of
  each of its turns.
  Crysania
  Medium humanoid (human), lawful good
  Armor Class 11 (ring of protection)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 11 (+0) 16 (+3) 13 (+1) 20 (+5) 16 (+3)
  Saving Throws Wis +10, Cha +8
  Skills History +5, Insight +9, Medicine +9,
  Persuasion +7, Religion +5
  Senses passive Perception 15
  Languages Abanasinian, Common, Elven, Solamnic
  Challenge 12 (8,400 XP)
  Spellcasting. Crysania is an 18th-level spellcaster.
  Her spellcasting ability is Wisdom (spell save DC
  17; +9 to hit with spell attacks). She has the
  following cleric spells prepared:
  Cantrips (at will): guidance, light, mending, sacred
  flame, spare the dying, thaumaturgy
  1st Level (4 slots): bless, burning hands•, cure
  wounds, detect magic, faerie fire•, protection from
  evil
  2nd Level (3 slots): calm emotions, flaming
  sphere•, hold person, scorching ray•, zone of truth
  3rd Level (3 slots): daylight•, dispel magic, fireball•,
  remove curse, revivify
  4th Level (3 slots): death ward, divination, guardian
  of faith•, locate creature, wall of fire•
  5th Level (3 slots): dispel evil, flame strike•, greater
  restoration, mass cure wounds, scrying•
  6th Level (2 slots): heal, true seeing
  7th Level (1 slots): resurrection
  8th Level (1 slots): antimagic field
  APPENDIX | MONSTER/NPC STATISTICS
  
  27
  1
  9th Level (1 slots): mass heal
  •These spells are Crysania’s domain spells.
  Actions
  Unarmed Strike. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 1 bludgeoning damage.
  Corona of Light. Crysania can use her action to
  activate an aura of sunlight that lasts for 1 minute
  or until she dismisses it using another action. She
  emits bright light in a 60-foot radius and dim light
  30 feet beyond that. Her enemies in the bright light
  have disadvantage on saving throws against any
  spell that deals fire or radiant damage.
  Channel Divinity (3; Recharges at Long Rest). Crysania
  uses on of the following channel divinity actions.
  Radiance of the Dawn. As an action, any magical
  darkness within 30 feet of her is dispelled.
  Additionally, each hostile creature within 30 feet of
  her must make a Constitution saving throw. A
  creature takes 29 (2d10 + 18) points of radiant
  damage on a failed saving throw and half as much
  on a successful one.
  Turn Undead. Crysania may turn undead that are
  within 30 feet of her. The undead makes a Wisdom
  saving throw and is turned for 1 minute if it fails
  the saving throw or takes any damage. If the
  undead’s challenge rating is 4 or lower, it is
  destroyed instead.
  Reactions
  Warding Flare. When Crysania or any creature within
  30 feet of her is attacked by a creature within 30
  feet of her that she can see, she can use her
  reaction to impose disadvantage on the attack roll,
  causing light to flare before the attacker before it
  hits or misses. Crysania can use this feature 5 times
  (1/Turn). She regains all expended uses when she
  finishes a long rest.
  Daemon Warrior
  Medium undead, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 17 (+3) 16 (+3) 13 (+1) 13 (+1) 15 (+2)
  Damage Vulnerabilities radiant
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Infernal
  Challenge 4 (1,100 XP)
  Death Throes. When the daemon warrior dies, it
  explodes, and each creature within 5 feet of it must
  make a DC 13 Dexterity saving throw, taking 21
  (6d6) fire damage on a failed save, or half as much
  damage on a successful one. The explosion ignites
  flammable objects in that area that aren’t being
  worn or carried, and it destroys the daemon
  warrior’s weapons.
  Fear Aura. Any creature hostile to the daemon
  warrior that starts its turn within 30 feet of the
  daemon warrior must make a DC 12 Wisdom
  saving throw, unless the daemon warrior is
  incapacitated. On a failed save, the creature is
  frightened until the start of its next turn. If a
  creature’s saving throw is successful, the creature
  is immune to the daemon warrior’s Fear Aura for
  the next 24 hours.
  Daemon Warrior Weaknesses. The daemon warrior
  has the following flaws:
  Medallion of Faith. A character with channel divinity
  feature that strikes the daemon warrior using the
  medallion of faith as a melee weapon, deals 1d6
  radiant damage for every cleric or paladin level the
  character has. The medallion of faith is destroyed if
  the attack is a hit. Daemon warriors who are
  destroyed this way do not explode in flames; they
  simply become a pile of ash.
  Raise Dead. A raise dead spell cast on the daemon
  warrior acts as a power word kill spell on the
  daemon warrior. Daemon warriors who are
  destroyed in this way do not explode in flames;
  they simply become a pile of ash.
  Actions
  Multiattack. The daemon warrior makes two attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 8 (2d4 + 3) slashing damage.
  Unholy Smite (Recharge 6). When the daemon
  warrior hits a creature with a melee weapon attack,
  it can deal an extra 9 (2d8) necrotic damage.
  APPENDIX | MONSTER/NPC STATISTICS
  
  28
  1
  Dalamar
  Medium humanoid (elf), chaotic evil
  Armor Class 15 (bracers of defense)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 12 (+1) 20 (+5) 16 (+3) 14 (+2)
  Saving Throws Int +9, Wis +7; advantage on saves
  against being charmed, spells and other magical
  effects
  Skills Arcana +13, History +13, Insight +7,
  Perception +7, Persuasion +6
  Damage Resistances damage from spells;
  nonmagical bludgeoning, piercing, and slashing
  (from stoneskin)
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Draconic, Elven, Magius,
  Nerakese, Nestari, Solamnic
  Challenge 12 (8,400 XP)
  Fey Ancestry. Dalamar has advantage on saving
  throws against being charmed, and magic can’t put
  him to sleep.
  Magic Resistance. Dalamar has advantage on saving
  throws against spells and other magical effects.
  Spellcasting. Dalamar is an 18th-level spellcaster.
  His spellcasting ability is Intelligence (spell save DC
  17; +9 to hit with spell attacks). Dalamar can cast
  disguise self and invisibility at will and has the
  following wizard spells prepared:
  Cantrips (at will): blade ward, fire bolt, light, mage
  hand, prestidigitation, shocking grasp
  1st Level (4 slots): charm person, detect magic,
  identify, magic missile 2nd Level (3 slots): detect
  thoughts, mirror image, misty step
  3rd Level (3 slots): counterspell, fly, lightning bolt
  4th Level (3 slots): banishment, fire shield,
  stoneskin•
  5th Level (3 slots): cone of cold, scrying, wall of
  force
  6th Level (1 slots): globe of invulnerability
  7th Level (1 slots): teleport
  8th Level (1 slots): mind blank•
  9th Level (1 slots): time stop
  •Dalamar casts these spells on himself before
  combat.
  Actions
  +2 dagger. Melee or Ranged Weapon Attack: +9 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7
  (1d4 + 5) piercing damage.
  Dark Knight Captain
  Medium humanoid (human), lawful evil
  Armor Class 20 (plate mail)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 11 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2)
  Saving Throws Con +4, Wis +4
  Senses passive Perception 10
  Languages Common, Nerakese
  Challenge 3 (700 XP)
  Brave. The dark knight captain has advantage on
  saving throws against being frightened.
  Actions
  Multiattack. The dark knight captain makes two
  melee attacks.
  +1 greatsword. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
  damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
  range 100/400 ft., one target. Hit: 5 (1d10)
  piercing damage.
  Reactions
  Parry. The dark knight captain adds 2 to its AC
  against one melee attack that would hit it. To do so,
  the knight must see the attacker and be wielding a
  melee weapon.
  Gray Knight
  Medium humanoid (human), lawful evil
  Armor Class 15 (leather, shield or mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 11 (+0) 17 (+3) 13 (+1) 11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Common, Draconic, Nerakese, Solamnic
  Challenge 6 (2,300 XP)
  APPENDIX | MONSTER/NPC STATISTICS
  
  29
  1
  Spellcasting. The mage is a 9th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 14,
  +6 to hit with spell attacks). The mage has the
  following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  1st level (4 slots): mage armor, magic missile, sleep
  2nd level (3 slots): darkness, invisibility, web
  3rd level (3 slots): fireball, lightning bolt, slow
  4th level (3 slots): polymorph, wall of fire
  5th level (1 slot): transmute rock
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
  or 7 (1d10 + 2) slashing damage if used with two
  hands.
  Indigo Reefspan
  Medium humanoid (human), chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 14 (+2) 14 (+2) 17 (+3) 10 (+0)
  Saving Throws Wis +6, Cha +3
  Skills History +5, Insight +6, Medicine +6, Religion
  +5
  Senses passive Perception 13
  Languages Common, Solamnic
  Challenge 6 (2,300 XP)
  Divine Eminence. As a bonus action, Indigo
  Reefspan can expend a spell slot to cause its melee
  weapon attacks to magically deal an extra 10 (3d6)
  necrotic damage to a target on a hit. This benefit
  lasts until the end of the turn. If he expends a spell
  slot of 2nd level or higher, the extra damage
  increases by 1d6 for each level above 1st.
  Spellcasting. Indigo is a 9th-level spellcaster. His
  spellcasting ability is Wisdom (spell save DC 14; +6
  to hit with spell attacks). He has the following cleric
  spells prepared:
  Cantrips (at will): guidance, light, mending, sacred
  flame, spare the dying, thaumaturgy
  1st Level (4 slots): cure wounds, fog cloud•, inflict
  wounds, protection from evil and good, sanctuary,
  thunderwave•
  2nd Level (3 slots): blindness/deafness, gust of
  wind•, hold person, shatter•, spiritual weapon
  3rd Level (3 slots): call lightning•, dispel magic,
  sleet storm•, water breathing, water walk
  4th Level (3 slots): *control water•, freedom of
  movement, guardian of faith, ice storm•
  5th Level (1 slot): destructive wave•, flame strike,
  insect plague•
  •These spells are Indigo’s domain spells.
  Actions
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Change Shape. Indigo can magically polymorph into
  a fish, or back into his true form upon immersion in
  salt water. He reverts to his true form if he dies.
  Any equipment he is wearing or carrying is
  absorbed or borne by the new form (Indigo's
  choice).
  In a new form, Indigo retains his alignment, hit
  points, Hit Dice, proficiencies, and Intelligence,
  Wisdom, and Charisma scores, as well as this
  action. His statistics and capabilities are otherwise
  replaced by those of the new form, except any class
  features of that form.
  Kapak Draconian
  Medium dragon (draconian), lawful evil
  Armor Class 13 (studded leather armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 13 (+1) 13 (+1) 8 (-1) 8 (-1) 11 (+0)
  Skills Perception +1, Stealth +5
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Draconic
  Challenge 1/2 (100 XP)
  Glide. The kapak can use its wings to glide, negating
  any damage from a fall of any height. It can also
  travel horizontally up to four times the vertical
  distance it descends.
  Death Throes. When the kapak dies, its body
  instantly dissolves into a 5-foot radius pool of acid.
  All creatures within this area suffer 4 (1d8) points
  of acid damage each round they remain in the pool.
  The acid evaporates in 1 minute. All armor,
  weapons, an items carried by the kapak suffer
  damage from the acid as well.
  Poison. The kapak’s poison doesn’t affect other
  kapaks.
  APPENDIX | MONSTER/NPC STATISTICS
  
  30
  1
  Sneak Attack (1/Turn). The kapak deals an extra 7
  (2d6) damage when it hits a target with a weapon
  attack and has advantage on the attack roll, or when
  the target is within 5 feet of an ally of the kapak
  that isn’t incapacitated and the kapak doesn’t have
  disadvantage on the roll.
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage
  and the target must make a DC 11 Constitution
  saving throw, becoming poisoned and paralyzed on
  a failed save for 10 minutes.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage and
  the target must make a DC 11 Constitution saving
  throw, becoming poisoned and paralyzed on a
  failed save for 10 minutes.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing
  damage.
  Knight of the Skull
  Medium humanoid (human), lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
  Saving Throws Wis +5, Cha +2
  Skills History +3, Medicine +5, Persuasion +3,
  Religion +3
  Senses passive Perception 13
  Languages Common, Nerakese, Solamnic
  Challenge 3 (700 XP)
  Spellcasting. The Knight of the Skull is an 8th-level
  spellcaster. Its spellcasting ability is Wisdom (spell
  save DC 13, +5 to hit with spell attacks). The
  Knight of the Skull has the following cleric spells
  prepared:
  Cantrips (at will): light, resistance, sacred flame,
  thaumaturgy
  1st level (4 slots): bless, command, cure wounds,
  false life, inflict wounds, ray of sickness
  2nd level (3 slots): blindness/deafness, enhance
  ability, hold person, ray of enfeeblement, spiritual
  weapon
  3rd level (3 slots): animate dead, bestow curse,
  dispel magic, revivify, vampiric touch
  4th level (2 slots): blight, death ward, guardian of
  faith, stone shape
  Actions
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Man-at-Arms
  Medium humanoid (human), lawful neutral
  Armor Class 18 (chain mail, shield)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages Common, Solamnic
  Challenge 1/2 (100 XP)
  Pack Tactics. The man-at-arms has advantage on an
  attack roll against a creature if at least one of the
  thug’s allies is within 5 feet of the creature and the
  ally isn’t incapacitated.
  Actions
  Multiattack. The man-at-arms makes two melee
  attacks.
  Longsword. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
  or 7 (1d10 + 2) slashing damage if used with two
  hands.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
  range 100/400 ft., one target. Hit: 5 (1d10)
  piercing damage.
  Sea Dragon
  Huge dragon, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 20 (+5) 8 (-1) 12 (+1) 12 (+1)
  APPENDIX | MONSTER/NPC STATISTICS
  
  31
  1
  Saving Throws Dex +5, Con +10, Wis +6
  Damage Resistances fire
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Common, Draconic
  Challenge 9 (5,000 XP)
  Amphibious. The sea dragon can breathe air and
  water.
  Actions
  Multiattack. The sea dragon makes three attacks:
  one with its bite and two with its claws. It can make
  one tail attack in place of its two claw attacks.
  Bite. Melee Weapon Attack: +11 to hit, reach 15 ft.,
  one target. Hit: 17 (2d10 + 6) piercing damage.
  Claws. Melee Weapon Attack: +11 to hit, reach 10
  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.
  Steam Breath (Recharge 5-6). The sea dragon exhales
  scalding steam in a 50-foot cone. Each creature in
  that area must make a DC 18 Constitution saving
  throw, taking 52 (15d6) fire damage on a failed
  save, or half as much damage on a successful one.
  Being underwater doesn’t grant resistance against
  this damage.
  Sir Ballakar the Elder,
  Knight of the Sword
  Medium humanoid (human), lawful good
  Armor Class 18 (plate mail)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 11 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2)
  Saving Throws Con +4, Wis +4
  Senses passive Perception 10
  Languages Common, Solamnic
  Challenge 4 (1,100 XP)
  Brave. Sir Ballakar has advantage on saving throws
  against being frightened.
  Actions
  Multiattack. Sir Ballakar makes three melee attacks.
  +1 greatsword. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
  damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
  range 100/400 ft., one target. Hit: 5 (1d10)
  piercing damage.
  Leadership (Recharges after a Short or Long Rest). For
  1 minute, Sir Ballakar can utter a special command
  or warning whenever a nonhostile creature that he
  can see within 30 feet of him makes an attack roll
  or a saving throw. The creature can add d4 to its
  roll provided it can hear and understand Sir Ballakar.
  A creature can benefit from only one Leadership die
  at a time. This effect ends if Sir Ballakar is
  incapacitated.
  Reactions
  Parry. Sir Ballakar adds 2 to his AC against one
  melee attack that would hit it. To do so, he must
  see the attacker and be wielding a melee weapon.
  Usha Majere
  Medium humanoid (human), neutral good
  Armor Class 13
  Hit Points 13 (2d8 + 4)
  Speed30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 17 (+3)
  Skills Perception +2, Stealth +5
  Senses passive Perception 12
  Languages Abanasinian, Common, Solamnic
  Challenge 1/4 (50 XP)
  Sneak Attack (1/Turn). Usha deals an extra 3 (1d6)
  damage when she hits a target with a weapon
  attack and has advantage on the attack roll, or when
  the target is within 5 feet of an ally of Usha that
  isn’t incapacitated and Usha doesn’t have
  disadvantage on the roll.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 5
  (1d4 + 3) piercing damage.
  APPENDIX | MONSTER/NPC STATISTICS
  
  32
  1
  White Tiger
  Large beast, lawful good
  Armor Class 12
  Hit Points 37 (5d10 + 10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 15 (+2) 14 (+2) 15 (+2) 12 (+1) 8 (-1)
  Skills Perception +3, Stealth +6
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Solamnic (can’t speak)
  Challenge 1 (200 XP)
  Keen Smill. The tiger has advantage on Wisdom
  (Perception) checks that rely on smell.
  Pounce. If the tiger moves at least 20 feet straight
  toward a creature right before hitting it with a claw
  attack, the target must succeed on a DC 13
  Strength saving throw or be knocked prone. If the
  target is prone, the tiger can take a bonus action to
  make one bite attack against it.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 8 (1d10 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) slashing damage.
  APPENDIX | MONSTER/NPC STATISTICS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Kentti - Seeds of Chaos 5e Conversion.pdf