AC: 16 (studded leather) HP: 110 (17d8+34) Speed: 30 ft. STR DEX CON INT WIS CHA 11 (0) 18 (+4)14 (+2)13 (+1)12 (+1)16 (+3) Saving Throws Wis +4 Skills Deception +6, Stealth +7 Damage Resistances: cold Languages Common, Draconic, Infernal, Elven, Dwarven Challenge 7 (2,000 XP) Dragon Fanatic. The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened. Fanatic Advantage. Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. Limited Flight. The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn. Pack Tactics. The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated. _____________________ Actions _____________________ Multiattack. The Dragonsoul attacks two attacks with its scimitar. Two-bladed Sword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing. Orb of Dragon's Breath (3/Day). Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage cold.
Talkin Atropus (Red Wizard/defector)
AC: 12 (15 With Mage Armor) HP: 90 Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 11 (+0) INT 20 (+5) WIS 12 (+1) CHA 11 (+0) Saving Throws: Int +7, Wis +4 Skills: Arcana +7, History +7 Senses: passive Perception 11 Languages: Draconic, Common, Elven, Infernal Challenge 6 (2,300 XP) Spellcasting. spell save DC 16, +8 to hit with spell attacks. The mage has the following wizard spells prepared: • Cantrips (at will): chill touch, light, mage hand, firebolt • 1st level (4 slots): false life, mage armor, magic missile, shield, sleep • 2nd level (3 slots): invisibility, mirror image, blur • 3rd level (3 slots): counterspell, fireball, gaseous form, animate dead • 4th level (3 slots): blight, stoneskin • 5th level (1 slot): cloudkill Grim Harvest: Kill a creature with a level 1 or greater necromancy spell gain 3x spell level in hp, 2x non- necromancy. Undead Thralls: Double animate dead's created undead. +wizard level to max hp of undead, +prof bonus to damage. Actions Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage. Blood Magic: Can harm themselves to regain a single spell slot for every 5 damage dealt to themselves. Can only be used for 1st and 2nd level spells.
2x White Guard Drake (Protect Atropus)
Armor Class 14 (natural armor) Hit Points 52 (7d8+21) Speed 30 ft., burrow 20 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3)11 (0) 16 (+3)4 (-3) 10 (0) 7 (-2) Skills: Perception +2 Damage Resistances: cold Senses: darkvision 60 ft. Languages: understands Draconic Challenge: 2 (450 XP) Actions Multiattack: The drake attacks twice, once with its bite and once with its tail. Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. Tail: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Dakraal Bloodwind of the Flesh Reaver Clan Warchief
AC: 16 (chain mail) HP: 93 (11d8+44) Speed: 30 ft. STR DEX CON INT WIS CHA 18 (+4)12 (+1)18 (+4)11 (0) 11 (0) 16 (+3) Saving Throws: Str +6, Con +6, Wis +2 Skills: Intimidation +5 Senses: darkvision 60 ft. Languages: Common, Orc Challenge: 4 (1,100 XP) Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Gruumsh's Fury: The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). Actions Multiattack: The orc makes two attacks with its greataxe or its spear. Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 4 plus 1d8) slashing damage. Spear: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. Battle Cry (1/Day): Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.
Adult Chaos Dragon
Armor Class 19 (Natural Armor) Hit Points 243 (18d12 + 126) Speed 40 ft., climb 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 26 (+8)10 (+0)25 (+7)15 (+2)14 (+2)20 (+5) Saving Throws Dex +6, Con +13, Wis +8, Cha +11 Skills Perception +14, Stealth +6, Intimidation +11, Athletics +14 Damage Immunities force Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic Challenge 17 (18,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Chaotic Form. The dragon has a chaotic cloak of arcane energy around it, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the dragon is incapacitated or has a speed of 0. ACTIONS Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) force damage. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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 the dragon's Frightful Presence for the next 24 hours. Force Breath (Recharge 5-6). The dragon exhales a blast of arcane force in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 67 (15d8) force damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon 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. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
One-Point Perspective and Other Renaissance Ideas in Gentile Da Fabriano's 'The Presentation of Christ in The Temple' From 'The Strozzi Altarpiece', 1423