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Creatures of Tiamat

C
reatures of Days Past, part 3. Creatures by Challenge Ratings
Creature CR
Whitespawn Hordeling 1/2
Greenspawn Leaper 1
Greenspawn Sneak 1
21 creatures inspired by/converted from the D&D 3.5
Whitespawn Hordeling, Barbarian 2
book Monster Manual IV, for use in you campaign,
especially in the Tyranny of Dragons storyline. Whitespawn Hunter 2
Feel free to use any of these creatures in your published Bluespawn Ambusher 3
(or to be published) adventures on the dmsguild website.
Greenspawn Sneak Swashbuckler 3
Blackspawn Raider 4
Whitespawn Hunter, Champion 4
Greenspawn Sneak Raid Leader 5
Redspawn Arcaniss 5
Redspawn Firebelcher 5
Whitespawn Hunter, Barbarian 5
Whitespawn Iceskidder 5
Bluespawn Stormlizard 6
Greenspawn Razorfiend 6
Blackspawn Assassin 7
Redspawn Arcaniss, Greater 7
Blackspawn Exterminator 9
Whitespawn Iceskidder, Huge 9
Redspawn Firebelcher, Huge 10

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| Creatures of Tiamat
1
Spawn of Tiamat

T
he deity Tiamat, the Queen of Evil Dragons,
has long sought domination of the world for Blackspawn Raider
herself and her progeny. For eons she has This humanlike creature has black-scaled skin whit glints
struggled against Bahamut, the King of of green. Two horns jut from the sides of its head, curving
Good Dragons, in a conflict called the forward around its skull.
Dragonfall War, and most people believed Blackspawn raiders are nomadic carnivores. They hunt
that this battle would last for millennia to to eat and aren't picky about their prey. Rats, boar, elves - it
come. doesn't matter. Some creatures taste better than others, but
The first spawn, gifts from the Dragon Queen, were their all edible.
summoned by Tiamat's followers in Unther. Her temples Favoring their black dragon heritage, blackspawn raiders
had been secretly breeding more and more spawn and are most at home in warm marshes. However, they can live
smuggling them out of the country to prevent their almost anywhere, and they move their camps to find better
discovery by the Mulhorandi occupation forces. hunting grounds. They might travel for many miles to
The church of Tiamat has since managed to spread follow up on a rumor about a favorite prey.
spawn throughout the Old Empires and beyond. Many lurk Blackspawn raiders call themselves the Children of
in dark corners of the world, roaming swamps, jungles, and Tiamat. Their lives focus on Tiamat and manifesting her
caverns as they hunt their prey and wait for the call to join will in the world. They revere her as both the literal mother
Tiamat's army. Some have allied themselves with the Cult of their race and their spiritual mother.
of the Dragon, though that group's goal never takes
precedence over serving the will of Tiamat.

Sneak Attack (1/turn). The blackspawn assassin deals an


Blackspawn Assassin extra 7 (2d6) damage when it hits a target with a
Medium monstrosity (dragon), chaotic evil weapon attack and has advantage on the attack roll, or
when the target is within 5 feet of an ally of the
Armor Class 16 (studded leather) blackspawn assassin that isn't incapacitated and the
Hit Points 78 (12d8 + 24) blackspawn assassin doesn't have disadvantage on the
Speed 40 ft. attack roll.
Uncanny Dodge. When an attacker that the blackspawn
assassin can see hits it with an attack, the blackspawn
STR DEX CON INT WIS CHA assassin can use its reaction to halve the attack’s
13 (+1) 18 (+4) 14 (+2) 10 (+0) 11 (+0) 8 (-1) damage against it.

Saving Throws Con +5, Cha +2


Actions
Skills Perception +3, Stealth +10, Survival +6 Multiattack. The blackspawn assassin makes two
Damage Resistances bludgeoning, piercing, and attacks with its rapier.
slashing from nonmagical weapons
Damage Immunities acid Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Condition Immunities paralysis, sleep target. Hit: 8 (1d8 + 4) piercing damage, and the target
Senses darkvision 60 ft., passive Perception 13 must make a DC 11 Constitution saving throw, taking
Languages Common, Draconic 10 (3d6) poison damage on a failed save, or half as
Challenge 7 (2,900 XP) much damage on a successful one.
Longbow. Melee or Ranged Weapon Attack: +7 to hit,
Amphibious. The blackspawn assassin can breathe air reach 5 ft. or range 150/600, one target. Hit: 8 (1d8 +
and water. 4) piercing damage, and the target must make a DC 11
Constitution saving throw, taking 10 (3d6) poison
Assassinate. The blackspawn assassin has advantage on damage on a failed save, or half as much damage on a
attack rolls against any creature that hasn’t taken a turn successful one.
in the combat yet. In addition, any hit it scores against
a creature that is surprised is a critical hit. Acid Breath (Recharge 5-6). The blackspawn assassin
exhales acid in a 15-foot line that is 5 feet wide. Each
Cunning Action. On each of its turns, the blackspawn creature in that line must make a DC 13 Dexterity
assassin can use a bonus action to take the Dash, saving throw, taking 36 (8d8) acid damage on a failed
Disengage, or Hide action. save, or half as much damage on a successful one.

Creatures of Tiamat
2
Shadow Strike. The blackspawn exterminator can
Blackspawn attempt to Hide as a bonus action at the end of its turn
Exterminator if no other creatures are within 15 feet of your it (and
isn't in plain sight).
Medium monstrosity (dragon), chaotic evil
Actions
Armor Class 17 (studded leather)
Multiattack. The blackspawn exterminator makes two
Hit Points 97 (15d8 + 30)
attacks with its rapier.
Speed 40 ft.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) piercing damage, plus the
STR DEX CON INT WIS CHA target must succeed on a DC 12 Constitution saving
16 (+3) 20 (+5) 14 (+2) 10 (+0) 14 (+2) 11 (+0) throw, taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one.
Saving Throws Dex +9, Con +6, Cha +4 Longbow. Ranged Weapon Attack: +9 to hit, range
Skills Acrobatics +9, Athletics +7, Perception +6, 150/600, one target. Hit: 9 (1d8 + 5) piercing
Stealth +9, Survival +6 damage, plus the target must succeed on a DC 12
Damage Resistances bludgeoning, piercing, and Constitution saving throw, taking 10 (3d6) poison
slashing from nonmagical weapons damage on a failed save, or half as much damage on a
Damage Immunities acid successful one.
Condition Immunities paralysis, sleep Acid Breath (Recharge 5-6). The blackspawn
Senses darkvision 60 ft., passive Perception 16 exterminator exhales acid in a 15-foot line that is 5
Languages Common, Draconic feet wide. Each creature in that line must make a DC
Challenge 9 (5,000 XP) 14 Dexterity saving throw, taking 40 (9d8) acid
damage on a failed save, or half as much damage on a
Amphibious. The blackspawn exterminator can breathe successful one.
air and water. Incense of Battle (2/day). The blackspawn eterminator
Child of Darkness. The blackspawn exterminator has can use a bonus action to breathe in this incense they
advantage on Dexterity (Stealth) checks made while it enter a battle trance. For one minute it have
is in dim light or darkness. disadvantage on all Wisdom (Perception) checks, but
can double their Strength and Dexterity modifier for
Blinding Strike. On the blackspawn exterminators first purposes of calculating damage.
attack in combat the target must make a DC 17
Dexterity saving throw, and if the target is surprised it Recovery Salts (2/day). The blackspawn exterminator
has disadvantage to the save. On a failed save the can use an action to ingest these salts to immediately
target is blinded for 3 (1d6) rounds, or half that (2 regain 6 (1d8+2) hit points. Additionally, the
rounds) as long on a successful one. blackspawn exterminator treats any 1 rolled on the hit
die as a 2.
Master Poisoner. Creatures making saving throws
against the blackspawn exterminator's poison gains
disadvantage to the save.

Creatures of Tiamat
3
Blackspawn Raider Bluespawn Ambusher
Medium monstrosity (dragon), chaotic evil The ground trembles, and a blue form bursts from the
ground in a shower of dirt and stones. The creature has the
Armor Class 14 (natural armor) shape of a giant badger, but bears the thick scales, sharp
Hit Points 58 (9d8 + 16) horns, and gnashing teeth of a blue dragon. Suddenly, its
Speed 40 ft. body crackles with electricity as sparks leap and arc across
its scales.
Bluespawn ambushers eat anything that falls to their
STR DEX CON INT WIS CHA electricity bursts but rarely trouble themselves with tiny or
13 (+1) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 8 (-1) smaller prey. Instead they wait for a suitable number of
small or larger creatures before springing their ambush. A
single ambusher can subsist for more than a month on a
Saving Throws Con +4, Cha +1
Skills Perception +2, Survival +2 small creature.
Damage Resistances bludgeoning, piercing, and Bluespawn ambushers prefer warm deserts, especially
slashing from nonmagical weapons those with dunes of loose sand that make burrowing easier.
Damage Immunities acid In such environments, packs of four to twelve ambushers
Condition Immunities paralysis, sleep migrate from watering hole to oasis to creek, preying on
Senses darkvision 60 ft., passive Perception 12 creatures that go to such places to drink. Their travel plans
Languages Common, Draconic depends on the season and what prey is likely to be
Challenge 4 (700 XP) available in given areas, and it rarely changes. Some desert
dwellers have learned these migration patterns and avoid
Amphibious. The blackspawn raider can breathe air watering holes when bluespawn ambushers are likely to be
and water. nearby. They might travel far across the desert to avoid the
voracious hunters.
Actions Bluespawn Ambushers are thick-bodied, burly creatures.
A typical specimen stands about 3 feet tall at the shoulder,
Multiattack. The blackspawn raider makes two attacks
and its body is about 4 feet long and nearly as wide. With
with its rapier.
dense muscles and thick scales, it weights about 350
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., pounds.
one target. Hit: 7 (1d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 30/120, one target. Hit: 4 (1d6 +
Bluespawn Ambusher
1) piercing damage. Medium monstrosity (dragon), lawful evil
Acid Breath (Recharge 5-6). The blackspawn raider
Armor Class 16 (natural armor)
exhales acid in a 15-foot line that is 5 feet wide. Each
Hit Points 39 (6d8 + 12)
creature in that line must make a DC 12 Dexterity
Speed 20 ft., burrow 20 ft.
saving throw, taking 22 (5d8) acid damage on a
failed save, or half as much damage on a successful
one. STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 15 (+2) 3 (-4) 13 (+1) 12 (+1)

Saving Throws Con +4, Int -2


Skills Athletics +6, Perception +3
Damage Immunities lightning
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13
Languages Draconic
Challenge 3 (450 XP)

Actions
Multiattack. The bluespawn ambusher makes two
attacks with its claws, and one attack with its gore.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (1d12 + 4) piercing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (1d10 + 4) piercing damage.
Lightning Burst (Recharge 5-6). The bluespawn
ambusher releases a burst of lightning, and any
creature within 10 feet of it are affected. Each
creature in that area must make a DC 12 Dexterity
saving throw, taking 22 (5d8) lightning damage on a
failed save, or half as much damage on a successful
one.

Creatures of Tiamat
4
Bluespawn Stormlizard Bluespawn Stormlizard
A hulking creature, as big as a horse and twice as wide, Large monstrosity (dragon), lawful evil
circles around you with surprising speed. It looks similar to
a wingless blue dragon, but its body is more burly. It lowers Armor Class 15 (natural armor)
its horn at you but seems to be waiting for something. Hit Points 84 (8d10 + 40)
Bluespawn stormlizards are always same-sex twins. Speed 40 ft..
Each egg holds two stormlizards, and the twins hatch and
develop together, inseparable for life. Although an adult can
STR DEX CON INT WIS CHA
use its lightning link with any other storm lizard, it first
learns to use the ability with its twin. 23 (+6) 9 (-1) 21 (+5) 2 (-4) 13 (+1) 8 (-1)
Bluespawn stormlizards live in warm lands. They're
more populous in arid regions but can adapt to any Saving Throws Con +7, Int -1
temperature or warm environment that provides a dry Skills Athletics +9, Perception +4
place to sleep. Mated pairs look for dry caverns in which to Damage Resistances bludgeoning, piercing, and
lay eggs and tend young; lacking this, they make do with an slashing from nonmagical weapons
area of large boulders or even a closely packed stand of Damage Immunities lightning
trees. Senses darkvision 60 ft., passive Perception 14
A bluespawn stormlizard stands roughly 6 feet tall at the Challenge 6 (2,300 XP)
shoulder and weighs about 4,000 pounds. Males carry
slightly more bulk than females, but otherwise they look Charge. If the bluespawn stormlizard moves at least
very similar. With plentiful feeding, though, stormlizards 20 feet straight toward a target and then hits it with
can attain tremendous size. a gore attack on the same turn, the target takes an
Many evil creatures ride stormlizard mounts, including extra 7 (2d6) piercing damage.
members of the Cult of the Dragon. What their riders don't
Tiamat's Blessing (lightning). All spawn of tiamat
know is that the beasts have a higher loyalty. Bluespawn within 5 feet of a bluespawn stormlizard gain
stormlizards recognize other spawn of Tiamat as kindred immunity to lightning.
creatures and refuse to attack them. When the time is right
for Tiamat's assault on the world, her stormlizards will Actions
serve no other master.
Multiattack. The bluespawn stormlizard makes one
attack with its gore or its lightning arc, and one
attack with its lightning link.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) piercing damage.
Lightning Arc (Recharge 5-6). The bluespawn
stormlizard releases a 100 ft. line of lightning. Each
creature in that area must make a DC 16 Dexterity
saving throw, taking 22 (4d10) lightning damage on
a failed save, or half as much damage on a successful
one.
Lightning Link. The bluespawn stormlizard releases a
line of lightning between it and another bluespawn
stormlizard. Each creature in that area must make a
DC 16 Dexterity saving throw, taking 11 (2d10)
lightning damage on a failed save, or half as much
damage on a successful one.

Creatures of Tiamat
5
Greenspawn Leaper Greenspawn Leaper
The sound of shaking branches and scrabbling claws Medium monstrosity (dragon), neutral evil
grows near. Suddenly you spy a green-scaled, dragonlike
creature climbing along the underside of a thick tree limb. Armor Class 16 (natural armor)
About the size of a dwarf, it is clearly a predator built for Hit Points 32 (5d8 + 10)
life in the trees. Speed 40 ft., climb 40 ft.
Greenspawn leapers are territorial carnivores that prowl
forests and jungles as solitary hunters. They spend most of
STR DEX CON INT WIS CHA
their lives in the treetops, touching the ground only when
they drop on prey from above. They feed mostly on small 15 (+2) 17 (+3) 15 (+2) 2 (-4) 14 (+2) 8 (-1)
prey they can surprise or chase down, such as birds and
canopy-dwelling mammals. They also hunt bigger creatures Saving Throws Dex +5, Int -2
that live on the forest floor but rarely attack anything larger Skills Athletics +6, Acrobatics +7, Perception +4,
that themselves. A greenspawn leaper is careful to avoid Stealth +7
damage when attacking prey, despite its poison burst Damage Immunities poison
ability. Greenspawn leapers learn early that the acidic Condition Immunities poisoned
spray costs them meals, so they use it only as a last resort. Senses darkvision 60 ft., passive Perception 14
Greenspawn leapers inhabit warm and temperate Challenge 1 (200 XP)
forests. They live almost entirely in the canopy, leaving the
trees only to attack prey. Large bodies of water, treeless Amphibious. The greenspawn leaper can breathe air
hills or cliffs, and grassy plains form natural barriers and water.
against leapers, since they are loath to leave the trees for
long. Actions
Greenspawn leapers live primarily in warmer climes of
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
the south, especially the Chultan jungles, but greenspawn
target. Hit: 7 (1d8 + 3) piercing damage.
sneaks have transplanted them to wherever they live.
Typically, sneaks establish a population of leapers around
an outpost to serves as mounts and guards. The sneaks Reactions
sometimes cultivate and shape natural breaks in the forest Poison Burst (1/day). The greenspawn leaper releases
canopy to serves as barriers, training the leapers to patrol a burst of poisonous gas, and any creature within 5
smaller territories. feet of it are affected. Each creature in that area must
make a DC 12 Constitution saving throw, taking 18
(4d8) poison damage on a failed save, or half as
much damage on a successful one.

Creatures of Tiamat
6
Greenspawn Razorfiend Greenspawn Razorfiend
A draconic shape leaps from the water, slashing with Large monstrosity (dragon), lawful evil
razortipped, clawed wings. A frill on its forehead and
extending down its back suggests a green dragon was Armor Class 15 (natural armor)
somehow involved in the creation of this beast. Hit Points 90 (12d10 + 24)
Green spawnrazorfiends were among the first spawn Speed 50 ft., swim 50 ft.
created by Tiamat, and the first originated in her realm in
the Nine Hells. Scores of eggs were distributed to her
draconic and hobgoblin servants throught faerun, interbred STR DEX CON INT WIS CHA
as troops for Tiamat's grand army. 19 (+4) 15 (+2) 14 (+2) 5 (-3) 14 (+2) 11 (+0)
Greenspawn razorfiends live primarily in temperate or
warm forests and marshes. They prefer to build nests near
Saving Throws Dex +5, Con +5, Int +0, Cha +3
bodies of fresh water, which they also use to ambush prey. Skills Athletics +10, Perception +5, Stealth +5
A greenspawn razorfiend stands about 6 feet tall at the Damage Resistances bludgeoning, piercing, and
shoulder and can reach 20 or more feet in length. An adult slashing from nonmagical weapons
weighs roughly 6,000 pounds. Its wings are modified for Damage Immunities poison
slashing attacks, and as a razorfiend grows older, the claws Condition Immunities paralysis, poisoned, sleep
become longer and the membranes shrink. When folded, a Senses darkvision 60 ft., passive Perception 15
razorfiend's wings resemble knife blades. Languages Draconic
Greenspawn razorfiends are thriving in forests Challenge 6 (2,300 XP)
throughout Faerun. They have been spotted within
Chondalwood, as well as within Thesk and Aglarond. Amphibious. The greenspawn razorfiend can breathe
Reports of creatures resembling razorfiends have surfaced air and water.
around the High Moor and the Serpent Hills, despite their
inhospitable climes, and rumors exist of similar beings in Improved Critical. (PH p.72)
the Vast Swamp of eastern Cormyr. Tiamat's Blessing (poison). All spawn of tiamat within
5 feet of the greenspawn razorfiend gain immunity
to poison and poisoned.

Actions
Multiattack. The greenspawn razorfiend makes one
attack with its bite, and two attacks with its wings.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) piercing damage.
Wing. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Poison Breath (Recharge 5-6). The greenspawn
razorfiend exhales poisonous gas in a 15-foot cone.
Each creature in that area must make a DC 13
Constitution saving throw, taking 31 (9d6) poison
damage on a failed save, or half as much damage on
a successful one.

Creatures of Tiamat
7
Greenspawn Sneak Greenspawn Sneak
You hear a rustle in the bushes and turn in time to see a Small monstrosity (dragon), lawful evil
greenskinned humanoid burst from hiding. Its obvious
speed and agility contrast with its squat body and thick Armor Class 15 (natural armor)
scales. It looks something like a short lizardfolk, but with a Hit Points 16 (3d6 + 6)
distinctly draconic appearance. Speed 30 ft.
An outpost of greenspawn sneaks has surprisingly small
impact on the local environment. This isn't due to any love
STR DEX CON INT WIS CHA
of nature, but rather to a desire to disguise the sneaks'
presence in an area. 11 (+0) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 14 (+2)
Greenspawn sneaks have a theocratic and orderly
society. They are wholly devoted to Tiamat and think Saving Throws Con +4
themselves as belonging to a great army with her as their Skills Deception +4, Perception +2, Stealth +6
god and general. Damage Immunities poison
Greenspawn sneaks live undiscovered in many forests Condition Immunities poisoned
and swamps throughout Faerun. They avoid areas with a Senses darkvision 60 ft., passive Perception 12
large population of elves or other good creatures that might Languages Draconic
inform the world of their presence. Major communities Challenge 1 (200 XP)
exist in the Lurkwood, Mere of Dead Men, High Moor,
Marsh of Tun, Winterwood, Umber Marshes, and Mhair Amphibious. The greenspawn sneak can breathe air
Jungles, but small tribes live in hundreds of other secret and water.
locations. Recent attacks by rogue dragons have the
greenspawn hopeful for a new Rage of Dragons, and they Sneak Attack (1/Turn). The greenspawn sneak deals an
extra 7 (2d6) damage when it hits a target with a
watch the skies for the return of a star the elves call the
weapon attack and has advantage on the attack roll,
Kingslayer, which they believe will be a sign from Tiamat or when the target is within 5 feet of an ally of the
that her divine war has at last begun. They trust no humans greenspawn sneak that isn't incapacitated and the
and thus never work with the Cult of the Dragon. greenspawn sneak doesn't have disadvantage on the
attack roll.

Actions
Multiattack. The greenspawn sneak makes one attack
with its shortsword or its dagger, and one attack with
its off-hand.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 3
(1d6) when used as an off-hand.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.

Creatures of Tiamat
8
When the Greenspawn sneak makes a weapon attack
Greenspawn Sneak Raid against a creature, the greenspawn sneak can expend
Leader one superiority die to add it to the attack roll.
If the greenspawn sneak is hit by an attack, it can
Small monstrosity (dragon), lawful evil
expend one superiority die as a reaction, adding the
number rolled to its AC. If the attack still hits, the
Armor Class 18 (natural armor) greenspawn sneak takes half damage from it.
Hit Points 75 (10d6 + 40)
Speed 30 ft. (40 ft. with longstrider) Favored Enemy. Humans, Elves (PH p.91).
Horde Breaker. (PH p.93)
STR DEX CON INT WIS CHA Natural Explorer. Forests and swamps (PH p.91).
16 (+3) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 11 (+0) Second Wind (1/rest). 9 hit points (1d10 + 4, PH p.72).
Sneak Attack (1/Turn). The greenspawn sneak deals an
Saving Throws Con +7 extra 7 (2d6) damage when it hits a target with a
Skills Acrobatics +8, Athletics +5, Deception +3, weapon attack and has advantage on the attack roll, or
Nature +3, Perception +4, Stealth +11, Survival +4 when the target is within 5 feet of an ally of the
Damage Immunities poison greenspawn sneak that isn't incapacitated and the
Condition Immunities poisoned greenspawn sneak doesn't have disadvantage on the
Senses darkvision 60 ft., passive Perception 14 attack roll.
Languages Common, Draconic Two-Weapon Fighting. (PH p.72)
Challenge 5 (1,800 XP)
Spellcasting. The Greenspawn sneak is a 2nd-level
spellcaster. Its spellcasting ability is Wisdom (spell
Action Surge (1/rest). (PH p.72)
save DC 11, +3 to hit with spell attacks). The
Amphibious. The greenspawn sneak can breathe air and greenspawn sneak has following ranger spells
water. prepared:
Archery. (PH p.72) 1st level (3 slots): alarm, longstrider
Combat Superiority (4/rest). The greenspawn sneak has
four superiority dice, which are d8s. When the
Actions
greenspawn sneak makes a check that allows it to Multiattack. The greenspawn sneak makes two attacks
apply its proficiency in Athletics, Nature, Perception, with its shortsword, one of which is its off-hand.
Stealth, or Survival, it can expend one superiority die to
bolster the check. The greenspawn sneak adds half the Shortsword. Melee Weapon Attack: +8 to hit, reach 5
number rolled on the superiority die (rounding up) to ft., one target. Hit: 8 (1d6 + 5) piercing damage.
its check. Longbow. Ranged Weapon Attack: +8 to hit, range
150/600 ft., one target. Hit: 11 (1d8 + 7) piercing
damage.

Creatures of Tiamat
9
Greenspawn Sneak
Swashbuckler
Small monstrosity (dragon), lawful evil

Armor Class 16 (natural armor)


Hit Points 55 (10d6 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Con +4


Skills Acrobatics +7, Deception +6, Perception +5,
Stealth +7
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Draconic
Challenge 3 (700 XP)

Amphibious. The greenspawn sneak can breathe air


and water.
Cunning Action. On each of its turns, the greenspawn
sneak can use a bonus action to take the Dash,
Disengage, or Hide action.
Evasion. (PH p.96)
Fancy Footwork. Creatures struck by the greenspawn
sneak's melee attacks can't make opportunity attacks
during that turn.
Rakish Audacity. The greenspawn sneak adds its
charisma modifier to its initiative roll.
Sneak Attack (1/Turn). The greenspawn sneak deals an
extra 21 (6d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll,
when the target is within 5 feet of an ally of the
greenspawn sneak that isn't incapacitated, or if no
other creatures is within 5 feet of you and the
greenspawn sneak doesn't have disadvantage on the
attack roll.
Uncanny Dodge. (PH p.96)

Actions
Multiattack. The greenspawn sneak makes one attack
with its shortsword or its dagger, and one attack with
its off-hand.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 3
(1d6) when used as an off-hand.
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.

Creatures of Tiamat
10
Redspawn Arcaniss Redspawn Arcaniss
A humanoid, covered in red scales with yellow and orange Medium monstrosity (dragon), chaotic evil
flamelike markings, leaps at you. It wears studded leather
armor and carries a shield, and it spits harsh sounds as it Armor Class 15 (studded leather, shield)
points a wand towards you. Hit Points 67 (9d8 + 27)
Redspawn arcanisses are carnivores that prefer freshly Speed 40 ft.
killed, well-roasted meat and blackened bones. They lack
skill at hunting and trapping, bu can usually bring down
STR DEX CON INT WIS CHA
game by a well-placed scorching ray or even a fireball.
Redspawn arcanisses haunt the fringes of civilization 10 (+0) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 15 (+2)
and move frequently. They don't mind living in the rough
for long periods, and they're most at home in large caves in Saving Throws Dex +4, Con +6
warm hills. Where it is safe for them to do so, they Skills Arcana +3, Perception +3
sometimes venture into towns to buy and sell goods and Damage Vulverability cold
seek information. Damage Immunities fire
A redspawn arcaniss stands 6 feet tall and weighs Condition Immunities paralysis, sleep
approximatley 200 pounds. When young, an arcaniss has Senses darkvision 60 ft., passive Perception 13
much yellow and orange in its coloring. As it ages, these Languages Common, Draconic
colors grow redder, eventually deepening in color to almost Challenge 5 (1,800 XP)
black.
Redspawn Arcanisses call themselves the Burning Ones Fire Affinity. Whenever the redspawn arcaniss casts a
of Tiamat. They believe themselves to be the most favored spell with fire damage it counts as a spell slot of 1
of her spawn: Through fire and destruction, they will level higher, and it regains 2 hit points.
cleanse the world of nondragons and rule over all
Spellcasting. The redspawn arcaniss is a 6th-level
dragonkind. Their holy books, the Scrolls of Fire, indtruct spellcaster. Its spellcasting ability is Charisma (spell
the arcanisses in these matters. Purportedly written by save DC 13, +5 to hit with spell attacks). The
Tiamat herself, the Scrolls tell arcanisses to go forth and redspawn arcaniss has following sorcerer spells
torch the land. prepared:
Cantrips (at will): acid splash, fire bolt, message, ray
of frost, true strike
1st level (4 slots): burning hands, detect magic,
magic missile
2nd level (3 slots): misty step, scorching ray
3rd level (3 slots): fireball, protection from energy

Actions
Multiattack. The firespawn arcaniss makes two attacks
with its dagger.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4
+ 1) piercing damage.
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120
ft.., one target. Hit: 11 (2d10) fire damage, and the
redspawn arcaniss regains 2 hit points.

Creatures of Tiamat
11
Redspawn Arcaniss, Redspawn Firebelcher
A red-scaled, dragonlike creature lumbers toward you with
Greater surprising speed. As it opens its fearsome jaws to roar, you
Medium monstrosity (dragon), chaotic evil can see fire flare within.
Redspawn firebelchers prefer extremely hot locales,
Armor Class 15 (studded leather, shield) particulary volcanic areas. They spend most of their days
Hit Points 89 (12d8 + 27) basking in the sun or sliding slowly through lava flows.
Speed 40 ft. This languid life belies the creatures' predatory nature and
surprising speed.
STR DEX CON INT WIS CHA Redspawn firebelchers most commonly inhabit warm
hills and mountains, but they can be found in any are with
10 (+0) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 17 (+3) volcanic activity.
Redspawn firebelchers inhabit many of Faerun's
Saving Throws Dex +4, Con +6 mountainous areas, often in volcanic caverns hidden
Skills Arcana +3, Perception +3 beneath snow-covered peaks. Many large colonies of
Damage Vulverability cold firebelchers exist in the Crags near the Neverwinter Wood
Damage Immunities fire and in the Smoking Mountains of Tymanther. The
Condition Immunities paralysis, sleep creatures can also be found in a few areas near civilization.
Senses darkvision 60 ft., passive Perception 13 For example, Thraxata, a adult red dragon, resides at the
Languages Common, Draconic top of Blood Horn in Deepingdale and encourages
Challenge 7 (2,900 XP) redspawn firebelchers to live near her lair.

Fire Affinity. Whenever the redspawn arcaniss casts a


spell with fire damage it counts as a spell slot of 1
level higher, and it regains 2 hit points.
Redspawn Firebelcher
Large monstrosity (dragon), chaotic evil
Flexible Casting. 3 sorcery points (PH p.101).
Armor Class 16 (natural armor)
Quickened Spell. (PH p.102) Hit Points 105 (10d10 + 50)
Spellcasting. The redspawn arcaniss is a 9th-level Speed 40 ft., swim 30 ft.
spellcaster. Its spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). The
redspawn arcaniss has following sorcerer spells STR DEX CON INT WIS CHA
prepared: 17 (+3) 8 (-1) 20 (+5) 1 (-5) 11 (+0) 6 (-2)
Cantrips (at will): acid splash, fire bolt, message, ray
of frost, true strike Saving Throws Con +8, Int -2
1st level (4 slots): burning hands, detect magic, Skills Athletics +6, Perception +3
magic missile Damage Vulverability cold
2nd level (3 slots): alter self, misty step, scorching Damage Immunities fire
ray Condition Immunities paralysis, sleep
3rd level (3 slots): fireball, protection from energy Senses darkvision 60 ft., passive Perception 13
4th level (3 slots): banishment, wall of fire Challenge 5 (1,800 XP)
5th level (1 slot): animate objects, wall of stone

Actions Tiamat's Blessing (fire). All spawn of tiamat within 5


feet of the redspawn firebelcher gain immunity to
Multiattack. The firespawn arcaniss makes two attacks fire.
with its dagger.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, Actions
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
+ 1) piercing damage. target. Hit: 12 (2d8 + 3) piercing damage plus 4
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 (1d8) fire damage.
ft.., one target. Hit: 16 (3d10) fire damage, and the
Belch Fire. Ranged Weapon Attack: +6 to hit, range
redspawn arcaniss regains 2 hit points.
60 ft., one target. Hit: 27 (6d8) fire damage. If the
target is hit, creatures within 5 feet of the target
must succeed on a DC 16 Dexterity saving throw,
taking 13 (3d8) fire damage on a failed save, or half
as much damage on a successful one.

Creatures of Tiamat
12
Redspawn Firebelcher, Whitespawn Hordeling
Small monstrosity (dragon), chaotic evil
Huge
Huge monstrosity (dragon), chaotic evil Armor Class 12 (natural armor)
Hit Points 16 (3d6 + 6)
Armor Class 18 (natural armor) Speed 40 ft., fly 20 ft.
Hit Points 218 (19d12 + 95)
Speed 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 15 (+2) 4 (-3) 9 (-1) 9 (-1)
STR DEX CON INT WIS CHA
23 (+6) 6 (-2) 23 (+5) 1 (-5) 11 (+0) 6 (-2)
Saving Throws Con +4, Int -1
Skills Athletics +2, Acrobatics +2
Saving Throws Con +9, Int -1 Damage Immunities cold
Skills Athletics +10, Perception +4 Damage Vulnerability fire
Damage Vulverability cold Senses darkvision 60 ft., passive Perception 12
Damage Immunities fire Languages Draconic
Condition Immunities paralysis, sleep Challenge 1/2 (100 XP)
Senses darkvision 60 ft., passive Perception 14
Challenge 10 (5,900 XP) Ice Walk. The whitespawn hordeling can move across
and climb icy surfaces without needing to make an
Tiamat's Blessing (fire). All spawn of tiamat within 5 ability check. Additionally, difficult terrain composed
feet of the redspawn firebelcher gain immunity to of ice or snow doesn't cost it extra moment.
fire.
Actions
Actions Multiattack. The whitespawn hordeling makes two
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., attacks with its shortsword, and one with its bite.
one target. Hit: 19 (3d8 + 6) piercing damage plus 5
(1d10) fire damage. Shortsword. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 3 (1d6) piercing damage.
Belch Fire. Ranged Weapon Attack: +10 to hit, range
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
60 ft., one target. Hit: 40 (9d8) fire damage. If the
target. Hit: 3 (1d6) piercing damage.
target is hit, creatures within 5 feet of the target
must succeed on a DC 17 Dexterity saving throw, Dart. Ranged Weapon Attack: +2 to hit, range 20/60
taking 18 (4d8) fire damage on a failed save, or half ft., one target. Hit: 2 (1d4) piercing damage.
as much damage on a successful one. Cold Breath (Recharge 5-6). The whitespawn
hordeling exhales an icy blast of hail in a 15-foot
cone. Each creature in that area must make a DC 12
Whitespawn Hordeling Constitution saving throw, taking 13 (3d8) cold
damage on a failed save, or half as much damage on
A creature the size of a gnome comes howling at you,
a successful one.
slashing the air with two short swords made of bone. It has
a fang-filled mouth in a head like that of a white dragon,
and thick ivory scales cover its body.
Whitespawn hordelings subsist as nomadic hunters, the
whole horde moving as one group. When prey is sighted,
the horde splits into packs and war parties. They approach
the quarry from several sides, then charge in to kill as
many creatures as they can. Because hordelings aren't
adept at stealth, such attacks rarely catch all of a herd.
Thus, they fill the role of natural predators: The healthiest
and most alert prey survive to propagate.
Whitespawn hordelings are barely more intelligent than
animals, ruled emotion and instinct more than by rational
thought. Some nevertheless can craft crude tools and
weapons of bone or horn. Their few cultural traditions
revolve around mating and egg laying.
Whitespawn hordelings can be found wherever white
dragons live. Some sages speculate that the creatures are
the result of inbreeding among half-white dragon kobolds,
but this theory doesn't explain their close associations with
white dragons. Metallic dragons say the hordelings
appeared in Faerun recently (as dragons reckon time) and
were loosed on the world by Tiamat herself, but humanoid
scholars scoff at the idea that the god would create such
stupid minions.

Creatures of Tiamat
13
Whitespawn Hordeling, Whitespawn Hunter
A white-scaled humanoid slinks along the ice, sizing you up
Berserker with reptilian eyes. Its face reminiscent of a white dragon's,
Small monstrosity (dragon), chaotic evil with a short crest and a beaklike nose.
Whitespawn hunters prowl the frozen realms far from
Armor Class 14 (natural armor, shield) civilization. They live a nomadic lifestyle, following herds of
Hit Points 33 (6d6 + 12) large, dangerous game such as giant elk, polar bears, and
Speed 40 ft., fly 20 ft. even remorhazes. They build and camp in easily
transportable huts, which are hauled by slaves or
STR DEX CON INT WIS CHA whitespawn hordelings.
Life among whitespawn hunters is brutal and short, with
13 (+1) 10 (+0) 15 (+2) 4 (-3) 9 (-1) 9 (-1) mist activity dedicated to the hunt. Status within a tribe
depends strictly on strength and the willingness to defend
Saving Throws Con +4, Int -1 one's position. Males are typically in charge, though in
Skills Athletics +3, Acrobatics +2 some tribes powerful females dominate. When a tribe
Damage Immunities cold grows too large to feed, the leader splits off, taking as many
Damage Vulnerability fire potential mates and sturdy combatants with him as he can.
Senses darkvision 60 ft., passive Perception 12 Massive bloodshed often results from such schisms.
Languages Draconic Whitespawn hunters live throughout the frozen north of
Challenge 2 (450 XP) Faerun, but most are found in Icewind Dale and the
frostfell north of Anauroch. They prey on the tribes of
Danger Sense. (PH p.48) humanoid barbarians and on hunters and fishers caught
alone on the windswept ice plains. Rumors persist of
Frenzy. (PH p.49)
whitespawn hunter encampments in parts of the Glaciers
Ice Walk. The whitespawn hordeling can move across of the White Worm. The creatures avoid the Monastery of
and climb icy surfaces without needing to make an the Yellow Rose, though, being too few and too weak to
ability check. Additionally, difficult terrain composed claim it.
of ice or snow doesn't cost it extra moment.
Rage (3/day). (PH p.48)
Reckless. At the start of its turn, the whitespawn
Whitespawn Hunter
hordeling can gain advantage on all melee weapon Medium monstrosity (dragon), chaotic evil
attack rolls it makes during that turn, but attack rolls
against it have advantage until the start of its next Armor Class 17 (half plate, shield)
turn. Hit Points 45 (7d8 + 14)
Speed 30 ft.
Actions
Multiattack. The whitespawn hordeling makes one STR DEX CON INT WIS CHA
attack with its shortsword, and one with its bite.
16 (+3) 11 (+0) 15 (+2) 8 (-1) 12 (+1) 10 (+0)
Shortsword. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 6
Saving Throws Con +4
(1d6 + 3) piercing damage if in rage.
Skills Perception, +3, Survival +3
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Damage Immunities cold
target. Hi:t 4 (1d6 + 1) piercing damage, or 6 (1d6 + Damage Vulnerability fire
3) piercing damage. Condition Immunities paralysis, sleep
Dart. Ranged Weapon Attack: +2 to hit, range 20/60 Senses darkvision 60 ft., passive Perception 13
ft., one target. Hit: 2 (1d4) piercing damage. Languages Common, Draconic
Challenge 2 (450 XP)
Cold Breath (Recharge 5-6). The whitespawn
hordeling exhales an icy blast of hail in a 15-foot Ice Walk. The whitespawn hunter can move across
cone. Each creature in that area must make a DC 12 and climb icy surfaces without needing to make an
Constitution saving throw, taking 13 (3d8) cold ability check. Additionally, difficult terrain composed
damage on a failed save, or half as much damage on of ice or snow doesn't cost it extra moment.
a successful one.
Actions
Multiattack. The whitespawn hunter makes two
attacks with its war pick, or two attacks with its hand
axe if in melee.
War pick. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Hand Axe. Melee or Ranged Weapon Attack: +5 to
hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.

Creatures of Tiamat
14
Whitespawn Hunter, Whitespawn Hunter,
Barbarian Champion
Medium monstrosity (dragon), chaotic evil Medium monstrosity (dragon), chaotic evil

Armor Class 18 (half plate, shield) Armor Class 19 (half plate, shield)
Hit Points 76 (9d8 + 36) Hit Points 82 (11d8 + 33)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 6 (-2) 11 (+0) 13 (+1) 18 (+4) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 10 (+0)

Saving Throws Con +6 Saving Throws Con +5


Skills Perception +2, Survival +2 Skills Perception, +3, Survival +3
Damage Immunities cold Damage Immunities cold
Damage Vulnerability fire Damage Vulnerability fire
Condition Immunities paralysis, sleep Condition Immunities paralysis, sleep
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic Languages Common, Draconic
Challenge 5 (1,800 XP) Challenge 4 (1,100 XP)

Danger Sense. (PH p.48) Action Surge (1/rest). (PH p.72)


Ice Walk. The whitespawn hunter can move across Defense. (PH p.72)
and climb icy surfaces without needing to make an Ice Walk. The whitespawn hunter can move across
ability check. Additionally, difficult terrain composed and climb icy surfaces without needing to make an
of ice or snow doesn't cost it extra moment. ability check. Additionally, difficult terrain composed
Reckless. At the start of its turn, the whitespawn of ice or snow doesn't cost it extra moment.
hunter can gain advantage on all melee weapon Improved Critical. (PH p.72)
attack rolls it makes during that turn, but attack rolls
against it have advantage until the start of its next Second Wind (1/rest). 9 (1d10+4, PH p.72)
turn.
Rage (2/day). (PH p.48)
Actions
Multiattack. The whitespawn hunter makes two
Actions attacks with its war pick, or two attacks with its hand
axe if in melee.
Multiattack. The whitespawn hunter makes two
attacks with its war pick, or two attacks with its hand War pick. Melee Weapon Attack: +6 to hit, reach 5 ft.,
axe if in melee. one target. Hit> 8 (1d8 + 4) piercing damage.
War pick. Melee Weapon Attack: +6 to hit, reach 5 ft., Hand Axe. Melee or Ranged Weapon Attack: +6 to
one target. Hit: 8 (1d8 + 4) piercing damage, or 10 hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4)
(1d8 + 6) piercing damage if in rage. slashing damage.
Hand Axe. Melee or Ranged Weapon Attack: +6 to
hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4)
piercing damage, or 9 (1d6 + 6) piercing damage if
in melee and in rage.

Creatures of Tiamat
15
Whitespawn iceskidders live and hunt in many cold lands,
Whitespawn Iceskidder but their populations are particulary large in Icewind Dale
A long, lizardlike creature slides toward you across the ice, and in northern Vaasa, Damara, and Narfell. Winter
its toothy maw gaping open and short legs pumping in migrations push them farther south into Impultur, the
unison to propel its white-scaled body forward. Easily as Great Dale, and Thesk in the east and the northern Sword
big as a horse, it doesn't slow its rapid skid even when Coast in the west.
nearly touching your weapon.
Whitespawn iceskidders live much like bears, except that
they estivate rarther than hibernate, sleeping through the
Whitespawn Iceskidder,
warm season. They spend most of their lives as solitary
hunters but gather once a year to mate. Unlike bears, male
Huge
Huge monstrosity (dragon), chaotic evil
iceskidders remain with their mates, hunting with the
mother until the young reach adolescence. Just before Armor Class 16 (natural armor)
sending off the young iceskidders, the parents lead them Hit Points 147 (14d12 + 56)
on a teaching hunt. Speed 40 ft.
Whitespawn iceskidders live primarily in cold marshes
and plains, but any place with frozen water makes a fine
home. They dwell in ice caves or dig dens in mounds of STR DEX CON INT WIS CHA
packed snow, where they eat, mate, lay eggs, and rear 29 (+9) 10 (+0) 19 (+4) 2 (-4) 13 (+1) 7 (-2)
young.

Saving Throws Con +8, Int +0


Whitespawn Iceskidder Skills Athletics +13, Perception, +5
Damage Resistances bludgeoning, piercing, and
Large monstrosity (dragon), chaotic evil
slashing from nonmagical weapons
Damage Immunities cold
Armor Class 14 (natural armor) Damage Vulnerability fire
Hit Points 93 (11d10 + 33) Senses darkvision 60 ft., passive Perception 15
Speed 40 ft. Challenge 9 (5,000 XP)

STR DEX CON INT WIS CHA Ice Walk. The whitespawn iceskidder can move
across and climb icy surfaces without needing to
23 (+6) 12 (+1) 16 (+3) 2 (-4) 13 (+1) 7 (-2) make an ability check. Additionally, difficult terrain
composed of ice or snow doesn't cost it extra
Saving Throws Con +6, Int -1 moment.
Skills Athletics +9, Perception, +4 Tiamat's Blessing (cold) All spawn of tiamat within 5
Damage Resistances bludgeoning, piercing, and feet of the whitespawn iceskidder gain immunity to
slashing from nonmagical weapons cold.
Damage Immunities cold
Damage Vulnerability fire
Senses darkvision 60 ft., passive Perception 14
Actions
Challenge 5 (1,800 XP) Bite. Melee Weapon Attack: +13 to hit, reach 5 ft.,
one target. Hit: 18 (2d8 + 9) piercing damage.
Ice Walk. The whitespawn iceskidder can move Cold Breath (Recharge 5-6). The whitespawn
across and climb icy surfaces without needing to iceskidder exhales an icy blast in a 90-foot cone.
make an ability check. Additionally, difficult terrain Each creature in that area must make a DC 16
composed of ice or snow doesn't cost it extra Constitution saving throw, taking 67 (15d8) cold
moment. damage and becoming restrained (DC 16 Strength
Tiamat's Blessing (cold) All spawn of tiamat within 5 saving throw to escape) on a failed save, or half as
feet of the whitespawn iceskidder gain immunity to much damage on a successful one. In addition
cold. surfaces within the cold breath attack become
covered with slippery ice (Slippery ice is difficult
Actions terrain. When a creature moves onto slippery ice for
the first time on a turn, it must succeed on a DC 10
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one Dexterity (Acrobatics) check or fall prone).
target. Hit: 15 (2d8 + 6) piercing damage.
Cold Breath (Recharge 5-6). The whitespawn
iceskidder exhales an icy blast in a 60-foot cone.
Each creature in that area must make a DC 14
Constitution saving throw, taking 49 (11d8) cold
damage and becoming restrained (DC 14 Strength
saving throw to escape) on a failed save, or half as
much damage on a successful one. In addition
surfaces within the cold breath attack become
covered with slippery ice (Slippery ice is difficult
terrain. When a creature moves onto slippery ice for
the first time on a turn, it must succeed on a DC 10
Dexterity (Acrobatics) check or fall prone).

Creatures of Tiamat
16
Homebrewery
Want to create D&D style PDFs like this? Head over to
http://www.naturalcrit.com. It's what I've used for this pdf.

Greenspawn Exterminator
Greenspawn Exterminator uses traits and abilities from
the dmsguild Ninja class made by Nicholas Rudkin
http://www.dmsguild.com/product/175200/Ninja-Class

Questions and the like?


(Or if you find an error in this pdf), leave a comment on the
Creatures of Tiamat store page, or send an e-mail to
aeberg89@gmail.com.
I'm also interested to hear if there's a creature theme you
would like converted from 3 / 3.5 to 5e.

Creatures of Tiamat
17

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