TEXT: Dragonlance conversion to 5th edition Dungeons and Dragons 
  
  This document doesn´t contains neither any information about the Dragonlance campaign setting nor the rules of the 5th edition of 
  Dungeons and Dragons. It was written for our group use only, and it has several ideas. Some of them are ours, some other not so 
  much (document version: 2.2).
  Raistlin´s Guide to Krynn 
  Dragonlance conversion to 5th edition Dungeons and Dragons 
  by Pablo Moro (moropablo@gmail.com) 
  Contents
  Character Options
  Available Races .....................................................
  1
  Draconian Race Traits
              .........................................
  2
  Dark Dwarf Subrace Traits
                       ...............................
  3
  Gully Dwarf Subrace Traits
                       ...............................
  3
  Kender Race Traits
         ..............................................
  4
  Available Classes.  ..................................................
  4
  New Backgrounds
       ................................................
  5
  New Feats   ...............................................................
  5
  Setting Aspects 
  Moon Magic............................................................
  6
  Diferent Magic Sources
                ....................................... 6
  Coinage ...................................................................
  7
  Major Krynn’s Factions
               ........................................ 7
  Monsters
  Draconians .............................................................
  7
  Ogre Titan .............................................................. 10
  Thanoi ..................................................................... 10
  
  1
   
  FOR A GOOD UNDERSTANDING OF THIS 
  document´s content, you should have at least the 
  Dungeon and Dragons Basic Rules and one of the many 
  Dragonlance campaign setting books. We used the 3rd 
  edition Dragonlance Campaign Setting as a general 
  reference to write this. 
  This guide is based on the following premises: 
   
  1. The conversion should be simple.
   
  2. The conversion should try to change as 
  little as possible of the core rules of D&D. We didn´t 
  create new classes, sub-classes, feats or races that 
  already exist in the Player´s Handbook, Dungeon 
  Master´s Guide or any other oﬃcial product. 
   
  3. This conversion is only a guide and a game 
  should be based on ﬂexibility.  For example: if one of 
  the players in a group wants to play a druid who has the 
  land itself as source of her power instead of the nature 
  gods, the DM should allow her to do it. Why not?
  Character Options
  Available Races
  Draconian: see race traits below.
  Dwarf: Mountain Dwarf (Hylar, Daewar or Klar), Hill 
  Dwarf (Neidar), Dark Dwarf (Theiwar, Daergar, Zhakar; 
  see subrace traits below), Gully Dwarf (see subrace 
  traits below). 
  Elf: High Elf (Qualinesti or Silvanesti), Wood Elf 
  (Kagonesti). 
  Gnome: The only available gnome subrace of Krynn is 
  the Rock Gnome.
  Half-elf
  Half-ogre: use a reskinned Half-orc.
  Human: Abanasinian plainsfolk, City abanasinian, 
  Ergothian, Ice folk, Kharolian, Mountain barbarian, 
  Nerakan, Nomad of Khur,  Nordmaarian Horselord, 
  Nordman, Sea nomad, Solamnic.
  Kender: see race traits below.
  Minotaur: use the Minotaur (Krynn) in the “Unearthed 
  Arcana: waterborne adventures” article of May of 2015.
  Raistlin´s Guide to Krynn 
  Dragonlance conversion to 5th edition Dungeons and Dragons 
  
  Draconian Race Traits
  Ability Score Increase. Your Constitution score 
  increases by 2.
  Size. Draconians vary in height according her subrace, 
  but they are all Medium.
  Speed. Your base walking speed is 30 feet.
  Languages. Draconian can read, speak and write 
  Common and Nerakan.
  Subrace. Five subraces of draconians are found in 
  Krynn: Baaz, Kapak, Bozak, Sivak, Aurak. Choose one 
  of these subraces.
  Baaz Draconian
  Wings. You have bat-like wings sprouting from your 
  shoulder blades. You can´t ﬂy, but you can glide. You 
  negate any damage from a fall of any height and you can 
  travel horizontally up to four times the vertical distance 
  descended.
  Damage Resistance. You have resistance to ﬁre and 
  lightning damage. 
  Surprisingly Tough. You have advantage on saving 
  throws against sleeping eﬀects.
  Death throes (petriﬁcation). After you fail your third 
  death saving throw and die, you turn into stone. If 
  anyone hits you while you are making your Death saving 
  throws and you die, you turn into stone and she must 
  make a DC 13 Dexterity saving throw or her weapon 
  will stuck in your death-stoney-body. Your body 
  crumbles to dust after 1d4 turns. Anyone can retry the 
  Dexterity Saving Throw and free a stucked weapon 
  with one action.
  Kapak Draconian
  Ability Score Increase. Your Dexterity score increases 
  by 1.
  Wings. You have bat-like wings sprouting from your 
  shoulder blades. You can´t ﬂy, but you can glide. You 
  negate any damage from a fall of any height and you 
  can travel horizontally up to four times the vertical 
  distance descended.
  Damage Resistance. You have resistance to acid and 
  poison damage. 
  Dragon army spy. You have proﬁciency in the Stealth 
  skill.
  Death throes (acid pool). When you die your body 
  instantly dissolves into a 5 foot radius pool of acid. Any 
  creature who starts its turn in the area takes 1d6 acid 
  damage.  The acid evaporates in 1d6 rounds. All armor, 
  weapons, and items you carried suﬀer damage from the 
  acid as well.
  Bozak Draconian
  Ability Score Increase. Your Strength score increases 
  by 1.
  Wings. You have bat-like wings sprouting from your 
  shoulder blades. You can´t ﬂy, but you can glide. You 
  negate any damage from a fall of any height and you 
  can travel horizontally up to four times the vertical 
  distance descended.
  Damage Resistance. You have resistance to lightning 
  damage. 
  Draconian Magic. You know the true strike cantrip. 
  When you reach 3rd level, you can cast burning hands 
  spell once with this trait and regain the ability to do so 
  when you ﬁnish a long rest. Intelligence is your spell-
  casting ability for these spells.
  Death throes (explosive bones). When you die, your 
  scaly ﬂesh shrivels and crumbles from your bones in a 
  cloud of dust and the bones immediately explode. Each 
  creature within 10 feet of you must make a DC 14 
  Dexterity saving throw, taking 7 (2d6) bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one.
  2
  Extra languages
  Human ethnic groups have their own languages, 
  in addition to Common. They receive an extra 
  language, as follows :
  Abanasinian plainsfolk: abanasinian
  City abanasinians: abanasinian
  Ergothians: ergot
  Ice folk: ice folk
  Kharolians: kharolian
  Mountain barbarians: nerakese
  Nerakans: nerakese
  Nomads of Khur: khurish
  Nordmaarian Horselords: nordmaarian
  Nordmen: nordmaarian
  Sea nomads: ergot, kalinese or saifhum 
  Solamnics: solamnic
  
  Sivak Draconian
  Ability Score Increase. Your Strength score increases 
  by 1.
  Flight. You have a ﬂying speed of 30 feet. 
  Damage Resistance. You have resistance to cold 
  damage. 
  Steal appearance. When you slay a medium humanoid, 
  you can take the form of your victim. Your voice and 
  appearance exactly match to those of your victim. 
  However you do not gain any memories, experience or 
  spell use of your victim. You may changes back to your 
  normal shape, but after doing so may not polymorph 
  again without ﬁnding another victim.
  Death throes (death face). When you die, your body 
  immediately changes shape, assuming the form of the 
  humanoid being that killed you. This death shape lasts 
  for three days, and then the entire body decomposes 
  into black soot. If your killer is a large creature or 
  greater, not humanoid or if you were a female sivak, 
  your body instead burst into ﬂame. Each creature within 
  10 feet of you must make a DC 17 Dexterity saving 
  throw, taking 7 (2d6) ﬁre damage on a failed save, or 
  half as much damage on a successful one.
  Aurak Draconian
  Ability Score Increase. Your Intelligence score increas-
  es by 2.
  Damage Resistance. You have resistance to ﬁre 
  damage. 
  Draconian Magic. You know the ﬁre bolt and mage 
  hand cantrips. When you reach 3rd level, you can cast 
  hold person once with this trait and regain the ability to 
  do so when you ﬁnish a long rest. When you reach 5th 
  level, you can cast the lighning bolt spell once with this 
  trait and regain the ability to do so when you ﬁnish a 
  long rest. Intelligence is your spellcasting ability for 
  these spells.
  Death throes (burning frenzy). When you die, your 
  body explodes in a blast of magical energy. Each crea-
  ture within 5 feet of you must make a DC 16 Dexterity 
  saving throw, taking 14 (4d6) force damage on a failed 
  save, or half as much damage on a successful one.
  Dark Dwarf Subrace Traits
  Ability Score Increase. Your Intelligence and Dexterity 
  scores increases by 1.
  Stalker. You have advantage on Dexterity (Stealth) 
  checks.
  Sunlight Sensibility. You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on 
  sight when you, the target of your attack, or whatever 
  you are trying to perceive is in direct sunlight. 
  Superior Darkvision. Your darkvision has a radius of 
  120 feet.
  Gully Dwarf Subrace Traits
  Ability Score Increase. Your Dexterity score increases 
  by 1.
  Survival instinct. You have advantage on Dexterity 
  (Stealth) and Wisdom (Survival) checks.
  Pitiable. You have advantage on Charisma (Persua-
  sion) checks used to convince an enemy not to harm 
  you.
  Cowardly. You have disadvantage on Wisdom saving 
  throws against being frightened or another fear eﬀects.
  3
  
  Kender Race Traits
  Ability Score Increase. Your Dexterity score increases 
  by 2 and your Charisma score by 1. 
  Size. Kender average about 3 or 4 feet tall and weigh 
  about 40 pounds. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  Languages. Kender can read, speak and write Common 
  and Kenderspeak.
  Lucky. When you roll a 1 on the d20 for an attack roll, 
  ability check, or saving throw, you can reroll the die and 
  must use the new roll. 
  Keen Senses. You have proﬁciency in the Perception 
  skill.
  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 equip-
  ment, there is a 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. Rum-
  maging through your pouches, pack and pockets in this 
  way takes 1 minute. 
  Subrace. When the dragon Malystryx destroyed Kend-
  ermore, she did more than burn down a town –she 
  snuﬀed out the inner spark of the kender there. There-
  fore, two subraces of this race are found in Krynn: True 
  and Aﬄicted Kender. Choose one. 
  True Kender
  Fearless. You have advantage on saving throws against 
  being frightened.
  Taunt. You have advantage on Charisma (Performance) 
  checks to taunt a creature and make it lose its temper. A 
  creature might turn hostile against you. 
  Lack of Focus. You have disadvantage to Intelligence 
  (Investigation) checks and Constitution checks to 
  maintain concentration.
  Aﬄicted Kender
  Pitiable. You have advantage on Charisma (Persuasion) 
  checks used to convince an enemy not to harm you.
  Available Classes
  Fighter
   
  • Cavalier variant: The Dragon Rider. The 
  Xanathar´s Guide to Everything´s Cavalier is an 
  excellent martial archetype for Dragon Riders. 
  Barbarian
  Ranger
  Paladin: Paladins are rare individuals on Krynn, 
  mortals chosen from among the faithful to do the noble 
  work of the gods of Light. Few enough receive the call 
  to paladinhood that in many eras their role is 
  subsumed by the work of the Solamnic knights or other 
  military orders with divine patronage. Paladins are 
  highly respected by priests of their patron deity, 
  welcomed into the churches as holy warriors in the 
  cause of good, but they are typically too focused on 
  their direct service to play much of a part in the 
  day-to-day aﬀairs of the clergy (”Holy Orders of the 
  Stars”, page 34). 
  Cleric: spellcasters who belong to one of the Holy 
  Orders of the Stars faction. 
   
  • New Background: Mystic. See background 
  traits below 
  Druid: spellcasters who extract their power of the 
  nature gods but don´t belong to one of the Holy Orders 
  of the Stars faction.
  Monk: normally they have a life of introspection in a 
  distant Majere´s monastery.
  Rogue
  Bard
  Wizard: spellcasters who extracts their power from the 
  moons.
  Sorcerer: spellcasters who extract their magic from 
  Krynn itself.
  Warlock: normally Knights of the Thorn, they are 
  spellcasters who extract their power from an ancient 
  pact.
   
  Artiﬁcer: Only gnomes can be artiﬁcers. Use the 
  Artiﬁcer class option in the “Unearthed Arcana: artiﬁ-
  cer” article of January of 2017.
  4
  
  New Backgrounds
  Mystic 
  You have learned to channel divine energy without 
  worshiping (or even acknowledging) any deity. The 
  process of harnessing this magic is one of inner aware-
  ness and self-discovery –a private faith that leads you to 
  great wisdom. 
  Skill Proﬁciencies: Insight, Medicine
  Languages: Two of your choice
  Equipment.  A scroll case stuﬀed full of notes from your 
  studies of prayers, a winter blanket, a set of common 
  clothes, and 5 steel pieces.
  Feature:  Revelation
  The quiet meditation gave you access to a unique and 
  powerful revelation. The exact nature of this discovery 
  depends on the nature of your spiritual journey. It might 
  be a great truth about the cosmos, the deities, the 
  powerful beings of the outer planes, or the forces of 
  nature. It could be a site that no one else has ever seen. 
  You might have uncovered a fact that has long forgotten, 
  or unearthed some relic of the past that could rewrite 
  history. 
  Work with your DM to determine the details of your 
  revelation and its impact on the campaign. 
  Suggested Characteristics
  Anyone who possesses the latent talent and the sensibil-
  ity required to harness the power of the heart may 
  become a mystic. Mystics prefer quiet contemplation to 
  crowds and noise and tend to be loners. Others search 
  for truth in life, having failed to ﬁnd it with the gods. 
  Personality Trait: like the Hermit background
  Ideal: like the Hermit background
  Bond: like the Hermit background
  Flaw: like the Acolyte background
  New Feats
  Feat variant: Second Chance. The Xanathar´s Guide 
  to Everything´s Second Chance feat works the same 
  way with kenders.
  Feat variant: Bountiful Luck. The Xanathar´s Guide to 
  Everything´s Bountiful Luck feat works the same way 
  with kenders.
  Feat variant: Ogre Fury. The Xanathar´s Guide to 
  Everything´s Orcish Fury feat works the same way with 
  ogres.
  Feat variant: Dragon Hide. The Xanathar´s Guide to 
  Everything´s Dragon Hide feat works the same way 
  with draconians.
  Kender Nightstalker
  Prerequisite: kender 
  You are one of the wonderous (and often crazy) kender 
  nightstalkers. You can speak with the souls whose 
  regrets and sorrows bind them to Krynn, and prevent 
  them from departing to the next stage of the soul´s 
  journey. You gain the following beneﬁts:
   
  • Increase your Wisdom score by 1, to a maxi-
  mum of 20. 
   
  • Whenever you are in an enclosed area (such as 
  a mansion, dungeon, or caverns) where ﬁve or more 
  creatures have been killed, the lingering essences of 
  the dead speak to you and whisper the secrets of the 
  surroundings, granting advantage on your Wisdom 
  (Perception) checks. 
   
  • You learn the speak with dead spell, and you 
  can cast once without expending a spell slot and requir-
  ing no material components. You regain the ability to 
  cast it in this way when you ﬁnish a long rest.
  Draconian Breath Weapon
  Prerequisite: draconian
  You have harnessed your draconic heritage and can 
  attack with a dragonlike breath weapon.  You can use 
  your action to exhale destructive energy. Your draconi-
  an subrace determines the size, shape and damage type 
  of the exhalation. 
  When you use your breath weapon, each creature in the 
  area of the exhalation must make a saving throw, the 
  type of which is determined by your draconian subrace. 
  The DC for this saving throw equals 8 + your Constitu-
  tion modiﬁer + your proﬁciency bonus. A creature takes 
  2d6 damage on a failed save, and half as much damage 
  5
  
  on a successful one. The damage increases to 3d6 at 
  6th level, 4d6 at 11th level, and 5d6 at 16th level. 
  After you use your breath weapon, you can´t use it 
  again until you complete a short or long rest.
   
  Baaz: 5 by 30 ft. line of ﬁre damage (Dexterity save).
  Kapak: 5 by 30 ft. line of acid damage (Dexterity save).
  Bozak: 5 by 30 ft. line of lightning damage (Dexterity 
  save).
  Sivak: 15 ft. cone of cold damage (Constitution save).
  Aurak: 15 ft. cone of ﬁre damage (Dexterity save).
  Setting Aspects  
  Moon Magic 
  Any Wizard (or any spellcaster) who passed the Test 
  and is part of the Wizards of High Sorcery faction, uses 
  Moon Magic.
  The Moon Magic uses the moon tracking chart of the 
  3rd edition Dragonlance Campaign Setting or any other 
  Dragonlance sourcebook, but with the following eﬀects 
  (both eﬀects stacks):
  DIFERENT MAGIC SOURCES
  To adapt the standard D&D 5th edition magic to the 
  Dragonlance setting, you can establish ﬁve magic 
  sources: 
  Magic from the gods: spellcasters who cast spells from 
  the gods and belongs to one of the Holy Orders of the 
  Stars faction are clerics. Those who worship all, some 
  or one of the nature gods (Habbakuk, Chislev and 
  Zeboim) and don´t belong to the Holy Orders of the 
  Stars are druids.
  Magic of the world: spellcasters who cast spells from 
  the pure essence of Krynn are sorcerers.
   
  Moon Magic: spellcasters who cast spells from the 
  moons are wizards. Before passing the Wizards of 
  High Sorcery Test they extract magic energy from all 
  the moons and after passing the Test they chose one 
  moon to serve. 
  Pact magic: spellcasters who cast spells from a pact 
  with a superior entity are warlocks. Normally, they 
  belong to the Order of the Thorn of the Knights of 
  Low Sanction
  Modiﬁer to spell save DC 
  and spell attacks
  High Sanction
  Waxing
  Waning
  -1
  +1
  0
  0
  Waxing and waning effects:
  Solinari and Lunitari
  Modiﬁer to spell save DC 
  and spell attacks
  Three moon conjunction
  Solinari and Nuitari
  Nuitari and Lunitari
  +1
  +2
  +1
  +1
  Moon alignment effects :
  6
  
  7
  Neraka, and they used to pact with Takhisis. Now, with 
  the dark goddess dead, who knows what dark and 
  mysterious entities they made a pact with?
   
  Magic from the heart: mystics are clerics who do not 
  worship any deity. The process of harnessing their 
  magic is one of inner awareness and self-discovery.
  If one of the players wants to play a mystic, she can do it 
  by taking the new Mystic background. 
  COINAGE
  Replace all gold pieces (gp) for steel pieces (stl). 
  MAJOR KRYNN´S FACTIONS
  Knights of Solamnia
  Operates in: Mostly in Solamnia, but they inﬂuence in 
  all Ansalon.
  Inside divisions: (hierarchical) Knights of the Crown, 
  Knights of the Sword, Knights of the Rose.
  Wizards of the High Sorcery
  Operates in: All Ansalon.
  Inside divisions: (not hierarchical) Wizards of White 
  Robes, Wizards of Red Robes, Wizards of Black Robes.
  Knights of Neraka
  Operates in: Mostly Neraka.
  Inside divisions: (not hierarchical) Knights of the Lily, 
  Knights of the Thorn, Knights of the Skull.
  Legion of Steel
  Operates in: All Ansalon.
  Inside divisions: none
  Holy Orders of the Stars
  Operates in: All Ansalon.
  Inside divisions: (not hierarchical) one church per god. 
  Dragonarmies 
  (formally dissolved after the War of the Lance)
  Operates in: From Neraka to all Ansalon.
  Inside divisions: (not hierarchical) Red Dragon Army, 
  Blue Dragon Army, Green Dragon Army, White Dragon 
  Army, Black Dragon Army.
  Monsters
  Baaz
  Medium humanoid (draconian), chaotic evil
  Speed 30 ft.
  Armor Class 16 (chain shirt)
  Hit Points 15 (2d8+6)
  STR
  14 (+2)
  DEX
  12 (+1)
  CON
  16 (+3)
  INT
  10 (+0)
  WIS
  11 (+0)
  CHA
  10 (+0)
  Skills Intimidation +2, Stealth +3 
  Damage Resistances ﬁre, lightning
  Senses passive Perception 10
  Languages Common, Nerakan
  Challenge 1/2
  Death throes (petriﬁcation). When a baaz reaches to 0 hit 
  points, it turns to stone instantly. If an opponent dealt 
  the killing blow with slashing or piercing weapon damage,
  she must succeed in a DC 13 Dexterity saving throw or her 
  weapon will stuck in the baaz´s body. As an action a 
  creature can try to succeed a DC 13 Strength (Athletics) 
  check to free the weapon. The baaz body crumbles to dust 
  after 1d4 turns.
  Actions
  Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one 
  target. Hit: 6 (1d8+2) slashing damage.
  Multiattack. The baaz makes two attacks: one with its 
  claw and one with its spear.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing 
  damage, or 7 (1d8+2) piercing damage if used with two 
  hands to make a melee attack.
  Glide. The baaz can use its wings to glide, negating any 
  damage from a fall of any height and it can travel 
  horizontally up to four times the vertical distance 
  descended.
  Draconians
  
  8
  Bozak
  Medium humanoid (draconian), lawful evil
  Speed 30 ft.
  Armor Class 15 (studded leather)
  Hit Points 84 (13d8+26)
  STR
  15 (+2)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  16 (+3)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Saving Throws Con +4, Int +5, Wis +4 
  Skills Arcana +5, Perception +3, Stealth +5  
  Damage Resistances lightning
  Senses passive Perception 13
  Languages Common, Nerakan
  Challenge 1
  Death throes (explosive bones). When a bozak reaches to 0 
  hit points, its scaly ﬂesh shrivels and crumbles from its 
  bones in a cloud of dust. The bones immediately explode. 
  Each creature within 10 feet of the bozak must make a 
  DC 14 Dexterity saving throw, taking 7 (2d6) bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one.
  Glide. The bozak can use its wings to glide, negating any 
  damage from a fall of any height and it can travel 
  horizontally up to four times the vertical distance 
  descended.
  Actions
  Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one 
  target. Hit: 6 (1d8+2) slashing damage.
  Multiattack. The bozak makes two attacks: one with its 
  shortsword and one with its claw.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft., 
  one target. Hit: 6 (1d6+3) piercing damage. 
  Spellcasting. The bozak is a 4th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). The bozak has the 
  following wizard spells prepared:
  Cantrip (at will): blade ward, ﬁre bolt, message, shocking 
      grasp, true strike
  1st level (4 slots): burning hands, detect magic, magic 
      missile, shield
  2nd level (3 slots): invisibility, stinking cloud, web
  Kapak
  Medium humanoid (draconian), lawful evil
  Speed 30 ft.
  Armor Class 15 (studded leather)
  Hit Points 58(9d8+18)
  STR
  11 (+0)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  13 (+1)
  WIS
  11 (+0)
  CHA
  10 (+0)
  Saving Throws Dex +6, Int +4
  Skills Acrobatics +6, Deception +3, Perception +3, 
     Stealth +9 
  Damage Resistances acid, poison
  Senses passive Perception 16
  Languages Common, Nerakan
  Challenge 3
  Death throes (acid pool). When a kapak reaches to 0 hit 
  points, its body instantly dissolves into a 5 foot radius 
  pool of acid. Any creature who starts its turn in the area 
  takes 1d6 acid damage.  The acid evaporates in 1d6 
  rounds. All armor, weapons, and items carried by the 
  kapak suffer damage from the acid as well.
  Assasinate. During its ﬁrst turn, the kapak has advantage 
  on attack rolls against any creature that hasn´t taken a 
  turn. Any hit the kapak scores against a surprised creature 
  is a critical hit. 
  Evasion. If the kapak is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half 
  damage, the kapak instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails. 
  Sneak Attack. Once per 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 attack 
  roll. 
  Actions
  Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one 
  target. Hit: 4 (1d8) slashing damage.
  Multiattack. The kapak makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., 
  one target. Hit: 6 (1d6+3) piercing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 10 
  (3d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 
  ft., one target. Hit: 6 (1d6+3) piercing damage, and the 
  target must make a DC 15 Constitution saving throw, 
  taking 10 (3d6) poison damage on a failed save, or half as 
  much damage on a successful one.
  Glide. The kapak can use its wings to glide, negating any 
  damage from a fall of any height and it can travel 
  horizontally up to four times the vertical distance 
  descended.
  
  9
  Aurak
  Medium humanoid (draconian), lawful evil
  Speed 30 ft.
  Armor Class 12 (15 with mage armor)
  Hit Points 84 (13d8+26)
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  17 (+3)
  WIS
  12 (+1)
  CHA
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +8, History +8
  Damage Resistances ﬁre
  Senses passive Perception 11
  Languages Common, Nerakan
  Challenge 9
  Death throes (burning frenzy). When an aurak dies, it 
  explodes in a blast of magical energy. Each creature within
  5 feet of the aurak must make a DC 16 Dexterity saving 
  throw, taking 14 (4d6) force damage on a failed save, or 
  half as much damage on a successful one.
  Magic Resistance. The aurak has advantage on saving 
  throws against spells and other magical effects.
  Spellcasting. The aurak is a 13th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, 
  +7 to hit with spell attacks). The aurak has the following 
  wizard spells prepared:
  Cantrip (at will): ﬁre bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile, 
      shield
  2nd level (3 slots): hold person, misty step, suggestion
  3rd level (3 slots): counterspell, ﬁreball, ﬂy, lightning bolt
  4rd level (3 slots): greater invisibility, ice storm
  5rd level (2 slots): cone of cold, wall of force
  6rd level (1 slot): ﬂesh to stone, globe of invulnerability
  7rd level (1 slot): teleport
  Actions
  Dagger. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) 
  piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one 
  target. Hit: 4 (1d8) slashing damage.
  Sivak
  Medium humanoid (draconian), lawful evil
  Speed 30 ft., ﬂy 30 ft.
  Armor Class 18 (plate)
  Hit Points 143 (22d8+44)
  STR
  20 (+5)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +6, 
  Damage Resistances cold
  Senses passive Perception 16
  Languages Common, Nerakan
  Challenge 9
  Death throes (death face). When a male sivak reaches to 0 
  hit points, it changes shape, assuming the form of the 
  humanoid being that killed it. This death shape lasts for 
  three days, and then the entire body decomposes into 
  black soot. If the sivak´s slayer is a large creature or 
  greater, not humanoid or the death sivak is a female, the 
  sivak instead burst into ﬂame. Each creature within 10 
  feet of the sivak must make a DC 17 Dexterity saving 
  throw, taking 7 (2d6) ﬁre damage on a failed save, or half 
  as much damage on a successful one.
  Steal appearance. The sivak can take the form of a 
  medium humanoid that it has just killed. Its voice and 
  appearance exactly match to those of its victim, but the 
  sivak do not gain any memories, experience or spell use 
  of its victim. The sivak can remain in its alternate form 
  until it chooses to assume a new one or return to its 
  natural form.
  Indomitable (2/day). The sivak rerolls a failed saving 
  throw. 
  Second Wind (1/day). As a bonus action, the sivak can 
  regain 20 hit points.
  Actions
  Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one 
  target. Hit: 9 (1d8+5) slashing damage, plus 7 (2d6) 
  slashing damage if the sivak has more than half of its 
  total hit points remaining.
  Multiattack. The sivak makes three attacks: two with its 
  greatsword and one with its tail.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., 
  one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) 
  slashing damage if the sivak has more than half of its 
  total hit points remaining. 
  Tail. Melee Weapon Attack: +9 to hit, reach 5ft., 
  one target. Hit: 9 (1d8+5) bludgeoning damage, plus 
  7 (2d6) bludgeoing damage if the sivak has more than 
  half of its total hit points remaining. 
  
  10
  Thanoi
  Medium monstrosity, neutral evil
  Speed 30 ft., swim 30 ft.
  Armor Class 14 (natural armor)
  Hit Points 52 (8d8+16)
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  15 (+2)
  INT
  6 (-2)
  WIS
  7 (-2)
  CHA
  9 (-1)
  Saving Throws Con +5
  Skills Athletics +6
  Damage Immunities cold
  Damage Resistances ﬁre
  Senses passive Perception 8
  Languages Common, Ice Folk
  Challenge 2
  Hold Breath. The thanoi can hold its breath for 30 
  minutes.
  Actions
  Tusks. Melee Weapon Attack: +6 to hit, reach 5ft., one 
  target. Hit: 7 (1d8+3) piercing damage.
  Multiattack. The thanoi makes two attacks: one with its 
  greatclub and one with its tusks.
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5ft., 
  one target. Hit: 7 (1d8+3) bludgeoning damage.
  Ogre Titan
  Large giant, neutral evil
  Speed 40 ft.
  Armor Class 18 (natural armor)
  Hit Points 189 (18d10+90)
  STR
  20 (+5)
  DEX
  16 (+3)
  CON
  20 (+5)
  INT
  16 (+3)
  WIS
  15 (+1)
  CHA
  19 (+4)
  Saving Throws Str +10, Int +8, Wis +7, Cha +9 
  Skills Athletics +10, Arcana +8, Deception +9, 
      Insight +7, Perception +7, Persuasion +9 
  Damage Resistances bludgeoning, piercing, and slashing 
      from nonmagical weapons
  Senses Darkvision 60 ft., passive Perception 17
  Languages Common, Ogre, Nerakan, Titan
  Challenge 11
  Awe Presence. Any creature hostile to the ogre titan that 
  starts its turn within 30 feet of the ogre titan must make a 
  DC 17 Wisdom saving throw, unless the ogre titan 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 ogre titan´s 
  Awe Presence for the next 24 hours.
  Magic Resistance. The ogre titan has advantage on saving 
  throws against spells and other magical effects.
  Spellcasting. The ogre titan is a 6th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, 
  +8 to hit with spell attacks). The ogre titan has the 
  following wizard spells prepared:
  Cantrip (at will): mage hand, message, ray of frost, 
      prestidigitation
  1st level (4 slots): detect magic, magic missile, shield, 
      fog cloud
  2nd level (3 slots): hold person, misty step, web
  3rd level (3 slots): counterspell, ﬂy, lightning bolt
  Innate Spellcasting. The ogre titan´s spellcasting ability is 
  Charisma (spell save DC 17). The ogre titan can innately 
  cast the following spells, requiring only verbal 
  components:
  At will: stone shape
  3/ day: magic missile
  Actions
  Multiattack. The ogre titan makes three attacks with its 
  greatsword.
  Greatsword. Melee Weapon Attack: +10 to hit, reach 5ft., 
  one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) 
  slashing damage if the ogre titan has more than half of its 
  total hit points remaining. 
  Ogre Titan
  Thanoi
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Dragonlance - Raistlin´s Guide to Krynn v2.2.pdf