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Kentti - Dragonlance Chaos Spawn 5e Conversion

This document provides conversion details for the Chaos Spawn adventure from previous editions of Dungeons & Dragons to 5th edition. It summarizes the attack routines and abilities of a sample chaos spawn monster. It also provides converted character sheets for several pregenerated player characters from the adventure, including a paladin named Sir Bradwick Thanedon and a fighter named Sir Kelwyn.

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0% found this document useful (0 votes)
275 views44 pages

Kentti - Dragonlance Chaos Spawn 5e Conversion

This document provides conversion details for the Chaos Spawn adventure from previous editions of Dungeons & Dragons to 5th edition. It summarizes the attack routines and abilities of a sample chaos spawn monster. It also provides converted character sheets for several pregenerated player characters from the adventure, including a paladin named Sir Bradwick Thanedon and a fighter named Sir Kelwyn.

Uploaded by

max
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Dragonlance: Chaos Spawn

Dungeons & Dragons 5th Edition Conversion by Kentti


Introduction

Y
ou can find this chapter on page 2 of the Chaos Attack Routine
Spawn Adventure by TSR, Inc.
+1 Greatsword (Action). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
+1 Greatsword (Extra Attack). Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
OR
Clerical Troubles
See page 4 for the following information. When a cleric, Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
druid, or paladin tries to cast a spell, make an ability check reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing
using your spellcasting ability. The DC equals 10 + the spell's damage.
level. On a success, the spell is cast normally. On a failure, the Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
spell fails but the spell slot is not lost. to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
piercing damage.
Pregenerated Heroes OR
These are the conversions of the pregenerated player
characters. that can be found on pages 7-11. Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 1d10 + 1 piercing damage.
Sir Bradwick Thanedon, Class Features
Knight of the Rose Aura of Courage. You and friendly creatures within 10 feet
Lawful Good Male Human, Paladin 10 of Kiri-Jolith of you can't be frightened while you are conscious.
Sir Bradwick is the youngest heir of a proud knightly family, Aura of Protection. Whenever you or a friendly creature
which is an elder clan among the dark-skinned people of within 10 feet of you must make a saving throw, the creature
Ergoth. His father died during the War of the Lance, and both gains a +2 bonus to the saving throw. You must be conscious
his brothers have been lost, presumably killed, during the to grant this bonus.
summer’s campaign in Ansalon. He was determined to join Divine Smite. When you hit a creature with a melee weapon
the garrison of the High Clerist’s Tower, but his ship arrived attack, you can expend one paladin spell slot to deal an extra
in Palanthas on the same day as word came that the tower 2d8 radiant damage to the target (3d8 radiant damage if it is
had fallen to the Dark Knights. an undead or a fiend), plus 1d8 for each spell level higher
Since then, he has been active in the city, disguising than first, to a maximum of 5d8.
himself as a deaf beggar while he helps the families of the
slain Solamnic Knights escape the city to safety. His steadfast Divine Health. You are immune to disease.
belief in this cause has earned him the gratitude of many
people. Divine Sense (3; Recharges after a Long Rest). As an
Bradwick is 5’11" tall, weighs 200 lb, and he resides in action, you can open your awareness to sense strong evil and
Northern Ergoth. He has access to a dragonlance. powerful good. Until the end of your next turn, you know the
location of any celestial, fiend, or undead within 60 feet of you
Hit Dice 10d10 that is not behind total cover. You know the type of any being
Hit Points 94 whose presence you sense, but not its identity. Within the
Armor Class 18 (+2 chain mail) same radius, you also detect the presence of any place or
Speed 30 ft. object that has been consecrated or desecrated, as with the
STR DEX CON INT WIS CHA hallow spell.
18 (+4) 13 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3) Lay on Hands (Recharges After a Long Rest). You have a
pool of healing power, with which you can restore up to 50 hit
Background Noble points.
Proficiency Bonus +4 As an action, you can touch a creature and draw power
Saving Throws Wis +6, Cha +7 from the pool to restore a number of hit points to that
Skills Animal Handling +6, Athletics +8, History +6, creature, up to the maximum amount remaining in your pool.
Persuasion +7 Alternatively, you can expend 5 hit points from your pool of
Armor All armor, shields healing to cure the target of one disease or neutralize one
Weapons Simple weapons, martial weapons poison affecting it. You can cure multiple diseases and
Tools Khas set neutralize multiple poisons with a single use of Lay on
Senses passive Perception 12 Hands, expending hit points separately for each one.
Languages Common, Ergot, Solamnic This feature has no effect on undead and constructs.
INTRODUCTION | PREGENERATED
HEROES
2
Extra Attack. You can attack twice instead of once whenever Lawful Good Male Human, Fighter 10
you take the Attack action on your turn.
Sir Kelwyn was not available to join the Knightly army
Fighting Style: Great Weapon Fighting. When you roll a 1 defending the High Clerist’s Tower. Instead, he was in the city
or 2 on a damage die for an attack you make with a melee doing something that he has kept secret from everyone else.
weapon that you are wielding with two hands, you can reroll This action caused him to bear a numbing sense of shame
the die and must use the new roll, even if the new roll is a 1 or and a determination that he will atone for his mistake and
a 2. The weapon must have the two-handed or versatile restore his honor. You should use your own discretion to
property for you to gain this benefit. determine the nature of this shame; it should be told to the
Dungeon Master, but the effects on play should then be
Spellcasting. Charisma is your spellcasting ability for your determined by roleplaying.
paladin spells. You use your Charisma whenever a spell Since the conquest of the city, Sir Kelwyn has either
refers to your spellcasting ability. To cast a spell, you must worked hard to help Sir Bradwick save the families of
expend a slot of the spell’s level or higher. You regain all Solamnic Knights or has wallowed in a well of self-pity
expended spell slots when you finish a long rest. (which would cause him to find escape in drinking).
You prepare the list of paladin spells that are available for Kewlyn is 6’2” tall, weighs 190 pounds, and resides in
you to cast, choosing from the paladin spell list. When you do Palanthas. He has access to a dragonlance.
so, choose 8 spells. The spells must be of a level for which
you have spell slots. Hit Dice 10d10
Spell save DC: 15 Hit Points 84
Spell attack modifier: +7 Armor Class 19 (chain mail, +1 shield)
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2) Speed 30 ft.
STR DEX CON INT WIS CHA
Sacred Oath: Oath of the Crown 16 (+3) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0)
Channel Divinity (Recharges After a Short or Long Rest).
When you use your Channel Divinity, you choose which Background Soldier
option to use. Proficiency Bonus +4
Champion Challenge. You issue a challenge that compels Saving Throws Str +7, Con +6
other creatures to do battle with you. Each creature of your Skills Animal Handling +4, Athletics +7, Intimidation +4,
choice that you can see within 30 feet of you must make a Perception +4, Persuasion +8
Wisdom saving throw. On a failed save, a creature can’t Feats Heavy Armor Master, Mounted Combatant
willingly move more than 30 feet away from you. This effect Armor All armor, shields
ends on the creature if you are incapacitated or die or if the Weapons Simple weapons, martial weapons
creature is moved more than 30 feet away from you. Tools Khas set, vehicles (land)
Turn the Tide. As a bonus action, you can bolster injured Senses passive Perception 14
creatures with your Channel Divinity. Each creature of your Languages Camptalk, Common, Solamnic
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 Attack Routine
points.
+1 Longsword (Action). Melee Weapon Attack: +8 to hit,
Oath Spells. You know the following oath spells that are reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
always prepared and don’t count against the number of spells 1d10 + 6 slashing damage if used with two hands.
you can prepare each day:
1st-level: command, compelled duel +1 Longsword (Extra Attack). Melee Weapon Attack: +8 to
2rd-level: warding bond, zone of truth hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
3rd-level: aura of vitality, spirit guardians 1d10 + 6 slashing damage if used with two hands.
Divine Allegiance. When a creature within 5 feet of you OR
takes damage, you can use your reaction to magically Dagger (Action). Melee or Ranged Weapon Attack: +7 to hit,
substitute your own health for that of the target creature, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
causing that creature not to take the damage. Instead, you piercing damage.
take the damage. This damage to you can’t be reduced or
prevented in any way. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +7
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
Equipment piercing damage.
+2 chain mail, +1 greatsword, dagger, heavy crossbow, 20 OR
crossbow bolts, crossbow bolt case, has access to a lesser Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
footman’s dragonlance. range 100/400 ft., one target. Hit: 1d10 + 1 piercing
damage.
Sir Kelwyn Ogrebane,
Knight of the Crown
INTRODUCTION | PREGENERATED
HEROES
3
Class Features Cindrall is the daughter of a Senior Solamnic Knight and the
grandniece of a Warrior Lord. Her father, though determined
Action Surge (Recharges After a Short or Long Rest). On that she would not experience the horrors of war, trained her
your turn, you can take one additional action on top of your well. At the age of eighteen, Cindrall chafed against the
regular action and a possible bonus action. restrictions her dead father placed on her and started fighting
on her own. She has acted as a spy, disguising herself as a
Extra Attack. You can attack twice instead of once whenever kitchen maid to carry food and drink through the
you take the Attack action on your turn. headquarters of the Dark Knights. She knows that the
Fighting Style: Dueling. When you are wielding a melee Knights have lost contact with their main body, and if
weapon in one hand and no other weapons, you gain a +2 encountered outside of the headquarters, she is quite likely to
bonus to damage rolls with that weapon. be recognized by an Dark Knight she meets.
Cindrall is 5’2” tall, weighs 130 lb, and resides in
Indomitable (Recharges After a Long Rest). You can reroll Palanthas.
a saving throw that you fail. If you do so, you must use the Hit Dice 10d10
new roll. Hit Points 84
Second Wind (Recharges After a Short or Long Rest). On Armor Class 19 (+1 chain mail, shield)
your turn, you can use a bonus action to regain 1d10 + 9 hit Speed 30 ft.
points. STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 10 (+0) 16 (+3) 15 (+2)
Martial Archetype: Knight
Inspiring Surge. When you use your Action Surge feature,
you can choose one creature within 60 feet of you that is Background Knight of the Order
allied with you. That creature can make one melee or ranged Proficiency Bonus +4
weapon attack with its reaction, provided that it can see or Saving Throws Str +6, Dex +7
hear you. Skills Animal Handling +7, Nature +4, Persuasion +6, Stealth
+7, Survival +7
Rallying Cry. When you use your Second Wind feature, you Feats Heavily Armored
can choose up to three creatures within 60 feet of you that Armor All armor, shields
are allied with you. Each one regains hit points equal to your Weapons Simple weapons, martial weapons
fighter level, provided that the creature can see or hear you. Tools Khas set
Senses passive Perception 13
Royal Envoy. You gain proficiency in the Persuasion skill. Languages Common, Draconic, Nordmaarian, Solamnic
Your proficiency bonus is doubled for any ability check you
make that uses Persuasion. Attack Routine
+2 Shortsword (Action). Melee Weapon Attack: +10 to hit,
Feats reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
Heavy Armor Master. While you are wearing heavy armor, +2 Shortsword (Extra Attack). Melee Weapon Attack: +10 to
bludgeoning, piercing, and slashing damage that you take hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
from non-magical weapons is reduced by 3.
OR
Mounted Combatant. You have advantage on melee attack
rolls against any unmounted creature that is smaller than Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
your mount. reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3
You can force an attack targeted at your mount to target piercing damage.
you instead. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
If your mount is subjected to an effect that allows it to to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3
make a Dexterity saving throw to take only half damage, it piercing damage.
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails. OR
Equipment +2 Shortsword (Action). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
Chain mail, +1 shield, +1 longsword, dagger, heavy crossbow,
20 crossbow bols, crossbow bolt case. Dagger (Bonus Action). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
piercing damage.
Cindrall Wistan +2 Shortsword (Extra Attack). Melee Weapon Attack: +10 to
Chaotic Good Male Human, Ranger 10 hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
OR
Longbow (Action). Ranged Weapon Attack: +9 to hit, range
150/600 ft., one target. Hit: 1d8 + 3 piercing damage.
INTRODUCTION | PREGENERATED
HEROES
4
Longbow (Extra Attack). Ranged Weapon Attack: +9 to hit, Primeval Awareness. You can use your action and expend
range 150/600 ft., one target. Hit: 1d8 + 3 piercing damage. one ranger spell slot to focus your awareness on the region
around you. For 1 minute per level of the spell slot you
Class Features expend, you can sense whether the following types of
Extra Attack. You can attack twice instead of once whenever creatures are present within 1 mile of you (or within 6 miles
you take the Attack action on your turn. of you if you are in coast, or forest terrain): aberrations,
celestials, dragons, elementals, fey, fiends, and undead. This
Favored Enemy. You have significant experience studying, feature doesn’t reveal the creatures’ location or number.
tracking, hunting, and even talking to beasts and dragons. You
have advantage on Wisdom (Survival) checks to track beasts Spellcasting. You have the ability to cast spells. Wisdom is
and dragons, as well as on Intelligence checks to recall your spellcasting ability for your ranger spells. You use your
information about them. Wisdom whenever a spell refers to your spellcasting ability.
To cast a spell, you must expend a slot of the spell’s level or
Fighting Style: Archery. You gain a +2 bonus to attack rolls higher. You regain all expended spell slots when you finish a
you make with ranged weapons. long rest.
Spell Save DC: 15
Hide in Plain Sight. You can spend 1 minute creating Spell Attack Modifier: +7
camouflage for yourself. You must have access to fresh mud, Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
dirt, plants, soot, and other naturally occurring materials with Spells Known: conjure barrage, darkvision, fog cloud,
which to create your camouflage. hunter’s mark, nondetection, pass without trace
Once you are camouflaged in this way, you can try to hide
by pressing yourself up against a solid surface, such as a tree Ranger Archetype: Hunter
or wall, that is at least as tall and wide as you are. You gain a Defensive Tactics: Steel Will. You have advantage on saving
+10 bonus to Dexterity (Stealth) checks as long as you throws against being frightened.
remain there without moving or taking actions. Once you
move or take an action or a reaction, you must camouflage Hunter’s Prey: Colossus Slayer. Your tenacity can wear
yourself again to gain this benefit. down the most potent foes. When you hit a creature with a
weapon attack, the creature takes extra 1d8 damage if it’s
Land’s Stride. Moving through nonmagical difficult terrain below its hit point maximum. You can deal this extra damage
costs you no extra movement. You can also pass through only once per turn.
nonmagical plants without being slowed by them and without
taking damage from them if they have thorns, spines, or a Feats
similar hazard.
In addition, you have advantage on saving throws against Heavily Armored. You gain proficiency with heavy armor.
plants that are magically created or manipulated to impede
movement, such those created by the entangle spell. Equipment
Natural Explorer. You are particularly at home in coast, +1 chain mail, shield, +2 shortsword, dagger, longbow, 20
forest, and mountain terrain. When you make an Intelligence arrows, quiver.
or Wisdom check related to coast, forest, or mountain terrain,
your proficiency bonus is doubled if you are using a skill that Heraldri Rosemaster
you’re proficient in.
While traveling for an hour or more in coast, forest, or Chaotic Neutral Female Human, Fighter 10
mountain terrain, you gain the following benefits: Heraldri is a childhood friend of Cindrall’s. She, too, has
Difficult terrain doesn’t slow your group’s speed. learned about battle and, with her size and strength, has been
Your group can’t become lost except by magical means. a match for most young men (who are often intimidated by
Even when you are engaged in another activity while her). Oprhaned in infancy, she was raised under the care of
traveling, you remain alert to danger. the Temple of Paladine’s priests. Lately Heraldri has rebelled
If you are traveling alone, you can move stealthily at a against that orderly life and has been running with a wild
normal pace. crowd. She knows that her father concealed a dragonlance
When you forage, you find twice as much food as you beneath the tile floor of the family’s mansion on Palanthas’s
normally would. Noble Hill.
While tracking other creatures, you also learn their exact She first found her current situation irritating when the
number, their sizes, and how long ago they passed through Dark Knights shut down the clubs and inns that she
the area. freqented. In the weeks since then, the suffering she has
witnessed as a direct result of the conquest has appalled her.
A part of her thinks that the storms of Chaos are a just
punishment for Ariakan's forces.
Heraldri is 5’9” tall, weighs 160 lb, and resides in
Palanthas.
Hit Dice 10d10
Hit Points 84
Armor Class 22 (plate, +1 shield)
INTRODUCTION | PREGENERATED
HEROES
5
Speed 30 ft. Martial Archetype: Champion
STR DEX CON INT WIS CHA Improved Critical. Your weapon attacks score a critical hit
on a roll of 19 or 20.
18 (+4) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 12 (+1)
Remarkable Athlete. You can add +2 to any Strength,
Background Acolyte Dexterity, or Constitution check you make that doesn’t
Proficiency Bonus +4 already use your proficiency bonus.
Saving Throws Str +8, Con +6 In addition, when you make a running long jump, the
Skills Animal Handling +5, Athletics +9, Insight +4, Religion distance you can cover increases by 4 feet.
+6
Feats Savage Attacker, Sentinel Feats
Armor All armor, shields Savage Attacker. Once per turn when you roll damage for a
Weapons Simple weapons, martial weapons melee weapon attack, you can reroll the weapon’s damage
Tools None dice and use either total.
Senses passive Perception 10
Languages Camptalk, Common, Nordmaarian, Solamnic Sentinel. When you hit a creature with an opportunity attack,
Attack Routine the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if
+1 Longsword (Action). Melee Weapon Attack: +9 to hit, they take the Disengage action before leaving your reach.
reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or When a creature within 5 feet of you makes an attack
1d10 + 7 slashing damage if used with two hands. against a target other than you (and that target doesn’t have
+1 Longsword (Extra Attack). Melee Weapon Attack: +9 to this feat), you can use your reaction to make a melee weapon
hit, reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or attack against the attacking creature.
1d10 + 7 slashing damage if used with two hands. Equipment
OR Plate mail, +1 shield, longsword, dagger, light crossbow, 20
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, crossbow bolts, crossbow bolt case.
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage. Basalt Fireforge
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 Lawful Good Male Hill Dwarf, Fighter 10
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage. Nephew of the famed Hero of the Lance Flint Fireforge,
OR 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
Light Crossbow (Action). Ranged Weapon Attack: +4 to hit, maintains the family inn back in the hill dwarf country north
range 80/320 ft., one target. Hit: 1d8 piercing damage. of Thorbardin, but he felt compelled to offer his services to
the Knights of Solamnia when war threatened.
Class Features Now he is overwhelmed by a sense that the whole world is
Action Surge (Recharges After a Short or Long Rest). On doomed; still, he has vowed to do everything he can to return
your turn, you can take one additional action on top of your to Hildy and Hillhome. However, he feels that helping the
regular action and a possible bonus action. Solamnic families leave Palanthas takes a higher priority at
this point. Consquently, he has assisted Sir Bradwick and Sir
Extra Attack. You can attack twice instead of once whenever Ogrebane with the endeavors while attempting to locate a
you take the Attack action on your turn. way home for himself.
Basalt is 4’1” tall, weighs 200 lb, and resides in Hillhome.
Fighting Style: Defense. While you are wearing armor, you
gain a +1 bonus to AC. Hit Dice 10d10
Hit Points 113
Fighting Style: Dueling. When you are wielding a melee Armor Class 22 (plate, +1 shield)
weapon in one hand and no other weapons, you gain a +2 Speed 25 ft.
bonus to damage rolls with that weapon. (This is factored STR DEX CON INT WIS CHA
into the stat block.)
18 (+4) 15 (+2) 19 (+4) 11 (+0) 14 (+2) 11 (+0)
Indomitable (Recharges After a Long Rest). You can reroll
a saving throw that you fail. If you do so, you must use the Background Folk Hero
new roll. Proficiency Bonus +4
Second Wind (Recharges After a Short or Long Rest). On Saving Throws Str +8, Con +8
your turn, you can use a bonus action to regain 1d10 + 9 hit Skills Animal Handling +6, Athletics +8, Insight +6, Survival
points. +6
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Brewer’s supplies, vehicles (land)
INTRODUCTION | PREGENERATED
HEROES
6
Senses darkvision 60 ft., passive Perception 12 Second Wind (Recharges After a Short or Long Rest). On
Languages Abanasinian, Common, Dwarvish 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
Attacks long rest before you can use it again.
+1 Battleaxe (Action). Melee Weapon Attack: +9 to hit, reach Martial Archetype: Champion
5 ft., one target. Hit: 1d8 + 7 slashing damage, or 1d10 + 7 Improved Critical. Your weapon attacks score a critical hit
slashing damage if used with two hands. on a roll of 19 or 20.
+1 Battleaxe (Extra Attack). Melee Weapon Attack: +9 to hit, Remarkable Athlete. You can add +2 to any Strength,
reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or Dexterity, or Constitution check you make that doesn’t
1d10 + 7 slashing damage if used with two hands. already use your proficiency bonus.
OR In addition, when you make a running long jump, the
distance you can cover increases by 4 feet.
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 Equipment
piercing damage.
Plate mail, +1 shield, +1 battleaxe, dagger, light crossbow, 20
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 crossbow bolts, crossbow bolt case.
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage.
OR Dirkal Knifecutter
Chaotic Neutral Male Human, Rogue 10
Light Crossbow (Action). Ranged Weapon Attack: +6 to hit,
range 80/320 ft., one target. Hit: 1d8 + 2 piercing damage. Dirkal is a quick (and quick-witted) young member of the
Thieves’ Guild. Exceptionally stealthy and intelligent, he has
Racial Traits worked primarily as a spy for the guild, though he also spies
Darkvision. You can see in dim light within 60 feet of you as on behalf of some of the city’s most powerful nobles and
if it were bright light, and in darkness as if it were dim light. elegant ladies. He has a knack for disguising his appearance
and knowing the right mannerism to blend into any social
Dwarven Resilience. You have advantage on saving throws setting.
against poison, and you have resistance against poison Dirkal was an effective enemy of the occupying Dark
damage. Knights, pilfering from individual Knights as he gathered
intelligence about those occupying forces. Finally, the onset
Dwarven Toughness. Your hit point maximum increases by of the Chaos War was so stunning that he set aside his
1, and it increases by 1 every time you gain a level. avarice in favor of the fight to survive.
Stonecunning. Whenever you make an Intelligence (History) Dirkal is 5’6” tall and, 135 lb, and resides in Palanthas at
check related to the origin of stonework, you are considered Thieves' Guildhall.
proficient in the History skill and add double your proficiency Hit Dice 10d8
bonus to the check, instead of your normal proficiency bonus. Hit Points 53
Armor Class 16 (leather, ring of protection)
Class Features Speed 40 ft.
Action Surge (Recharges After a Short or Long Rest). On STR DEX CON INT WIS CHA
your turn, you can take one additional action on top of your 10 (+0) 20 (+5) 11 (+0) 15 (+2) 10 (+0) 16 (+3)
regular action and a possible bonus action.
Extra Attack. You can attack twice instead of once whenever Background Charlatan
you take the Attack action on your turn. Proficiency Bonus +4
Saving Throws Dex +10, Int +7
Fighting Style: Defense. While you are wearing armor, you Skills Deception +7, Insight +8•, Perception +8•, Persuasion
gain a +1 bonus to AC. +11•, Sleight of Hand +9, Stealth +13•
Feats Mobile
Fighting Style: Dueling. When you are wielding a melee Armor Light armor
weapon in one hand and no other weapons, you gain a +2 Weapons Simple weapons, hand crossbows, longswords,
bonus to damage rolls with that weapon. (This is factored rapiers, shortswords
into the stat block.) Tools Disguise kit, forgery kit, khas set, playing card set,
Indomitable (Recharges After a Long Rest). You can reroll thieves’ tools
a saving throw that you fail. If you do so, you must use the Senses passive Perception 16
new roll. Languages Common, Ergot, Kalinese, Nerakese, Solamnic,
Thieves’ cant

INTRODUCTION | PREGENERATED
HEROES
7
Attack Routine Roguish Archetype: Mastermind
Insightful Manipulator. If you spend at least 1 minute
+1 Shortsword (Action). Melee Weapon Attack: +10 to hit, observing or interacting with another creature outside
reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. combat, you can learn certain information about its
OR capabilities compared to your own. The DM tells you if the
creature is your equal, superior, or inferior in regard to two of
Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit, the following characteristics of your choice:
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5 Intelligence score
piercing damage. Wisdom score
OR Charisma score
Class levels (if any)
+1 Shortsword (Action). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. 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
Dagger (Bonus Action). Melee or Ranged Weapon Attack: +9 has any.
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
piercing damage. Master of Intrigue. You can unerringly mimic the speech
OR patterns and accent of a creature that you hear speak for at
least 1 minute, allowing you to pass yourself off as a native
Hand Crossbow (Action). Ranged Weapon Attack: +9 to hit, speaker of a particular land, provided that you know the
range 30/120 ft., one target. Hit: 1d6 + 5 piercing damage. language.
Class Features Master of Tactics. You can use the Help action as a bonus
Cunning Action. You can take a bonus action on each of your action. Additionally, when you use the Help action to aid an
turns in combat. This action can be used only to take the ally in attacking a creature, the target of that attack can be
Dash, Disengage, Hide action. within 30 feet of you, rather than 5 feet of you, if the target
can see or hear you.
Evasion. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage, Feats
you instead take no damage if you succeed on the saving Mobile. Your speed increases by 10 feet. When you use the
throw, and only half damage if you fail. Dash action, difficult terrain doesn’t cost you extra movement
Expertise. Your proficiency bonus is doubled for Insight, on that turn. When you make a melee attack against a
Perception, Persuasion, and Stealth skill checks. creature, you don’t provoke opportunity attacks from that
creature for the rest of the turn, whether you hit or not.
Sneak Attack. Once per turn, you can deal an extra 5d6
damage to one creature you hit with an attack if you have Equipment
advantage on the attack roll. The attack must use a finesse or Leather armor, ring of protection, +1 shortsword, dagger,
a ranged weapon. hand crossbow, 20 crossbow bolts, crossbow bolt case.
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 Whisper Shadowfriend
roll. Chaotic Neutral Female Kender, Rogue 10
Thieves' Cant. A secret mix of dialect, jargon, and code Whisper hails from Hylo originally, but kender wanderlust
allows Artemis to hide messages in seemingly normal has seized her strongly. For the last ten years, she has
conversation. Only another creature that knows thieves' cant traveled from port to port in Northern Ansalon, never paying
understands such messages. It takes four times longer to for her passage and somehow avoiding getting hanged as a
convey such a message than it does to speak the same idea stowaway. She decided that Palanthas is her favorite place
plainly. and has formed attachments to several humans here.
In addition, Artemis understands a set of secret signs and Recently, she has become intrigued by a traveling hill
symbols used to convey short, simple messages, such as dwarf, Basalt Fireforge. Now that Basalt has succumbed to a
whether an area is dangerous or the territory of a thieves' mood of bleak hopelessness, she wishes she could do
guild, whether loot is nearby, or whether the people in an area something to improve his spirits. He continues to help others,
are easy marks or will provide a safe house for thieves on the but he is pining away.
run. Whisper is 3’9” tall, weighs 95 lb, and resides in Palanthas,
Uncanny Dodge. When an attacker that you can see hits you Ergoth and Hylo.
with an attack, you can use your reaction to halve the attack’s Hit Dice 10d8
damage against you. Hit Points 63
Armor Class 17 (+1 leather)
Speed 25 ft.

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STR DEX CON INT WIS CHA If you win the contest, the target must use its next action to
10 (+0) 20 (+5) 12 (+1) 14 (+2) 12 (+1) 13 (+1) attack only you. If you are out of range, it must Move towards
you or, if not reaching you, Dash toward you. The target
Background Urchin attacks you with disadvantage during this action.
Proficiency Bonus +4 If the target wins the contest, it is immune to your Taunt for
Saving Throws Dex +9, Int +6 24 hours.
Skills Acrobatics +9, Athletics +4, Insight +5, Perception +9•, Class Features
Persuasion +5, Sleight of Hand +13•, Stealth +13•
Feats Alert Cunning Action. You can take a bonus action on each of your
Armor Light armor turns in combat. This action can be used only to take the
Weapons Simple weapons, hand crossbows, longswords, Dash, Disengage, Hide, Dexterity (Sleight of Hand), or use
rapiers, shortswords your thieves’ tools to disarm a trap or open a lock, or take the
Tools Disguise set, thieves’ tools• Use an Object action.
Senses Passive Perception 19
Languages Common, Kenderspeak, Solamnic, Thieves’ cant Evasion. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage,
Attack Routine you instead take no damage if you succeed on the saving
+1 Shortsword. (Action). Melee Weapon Attack: +10 to hit, throw, and only half damage if you fail.
reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. Expertise. Your proficiency bonus is doubled for Perception,
OR Sleight of Hand, and Stealth skill checks and for thieves’ tools
checks.
Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5 Sneak Attack. Once per turn, you can deal an extra 5d6
piercing damage. damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or
OR a ranged weapon.
+1 Shortsword. (Action). Melee Weapon Attack: +10 to hit, You don’t need advantage on the attack roll if another
reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the attack
Dagger (Bonus Action). Melee or Ranged Weapon Attack: +9 roll.
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
piercing damage. Thieves' Cant. A secret mix of dialect, jargon, and code
allows Artemis to hide messages in seemingly normal
OR conversation. Only another creature that knows thieves' cant
Hand Crossbow (Action). Ranged Weapon Attack: +9 to hit, understands such messages. It takes four times longer to
range 30/120 ft., one target. Hit: 1d6 + 5 piercing damage. convey such a message than it does to speak the same idea
plainly.
Racial Traits In addition, Artemis understands a set of secret signs and
Fearless. You cannot be frightened. symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves'
Kender Nimbleness. You can move through the space of any guild, whether loot is nearby, or whether the people in an area
creature that is of a size larger than yours. are easy marks or will provide a safe house for thieves on the
run.
Kender Pockets. Kender constantly pick things up and Uncanny Dodge. When an attacker that you can see hits you
pocket them, and then often forget about them. If you find with an attack, you can use your reaction to halve the attack’s
yourself in need of a piece of nonmagical equipment, there is damage against you.
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 Roguish Archetype: Thief
can’t search again for the same item until you’ve spent at least Second-Story Work. You gain the ability to climb faster than
one day in a town or city. Rummaging through your pouches, normal; climbing no longer costs you extra movement. In
pack, and pockets in this way takes 1 minute. addition, when you make a running jump, the distance you
cover increases by a number of feet equal to your Dexterity
Taunt. You have an uncanny insight into the motivations and modifier.
characteristics of other races, and you can use this insight to
infuriate them. As an action you can unleash a verbal barrage Supreme Sneak. You have advantage on a Dexterity
of sarcasm, insults, and crude comments against a creature. (Stealth) check if you move no more than half your speed on
Make a Charisma (Performance) check contested by the the same turn.
target’s Wisdom (Insight) check. You fail the contest if the
target can’t understand you. Feats
Alert. You gain a +5 bonus to initiative and you can't be
surprised while you are conscious.
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9
Other creatures don't gain advantage on attack rolls against Class Features
you as a result of being hidden from you.
Channel Divinity (2; Recharges After a Short or Long
Equipment Rest). You can channel divine energy to create one of the
following effects.
+1 leather armor, +1 shortsword, dagger, hand crossbow, 20 Guided Strike. When you make an attack roll, you can use
crossbow bolts, crossbow bolt case. your Channel Divinity to gain a +10 bonus to the roll. You
make this choice after you see this roll, but before the DM
Terrence Kanegrower says whether the attack hits or misses.
Turn Undead. As an action, you present your holy symbol
Lawful Good Male Human, Cleric 10 of Paladine and speak a prayer censuring the undead. Each undead that
can see or hear you within 30 feet of you must succeed on a
A clan of farmers in a fertile valley of Caergoth raised DC 16 Wisdom saving throw or become turned for 1 minute
Kanegrower. From an early age he displayed an acuity for or until it takes any damage. If the creature has a challenge
nature and philosophy, and it was only natural that he should rating of 1 or lower, it is destroyed instead.
come to Palanthas for schooling in the temple. Applying A turned creature must spend its turns trying to move as
himself studiously, he mastered many spells in the name of far away from you as it can, and it can’t willingly move to a
Paladine. However, he rarely ventured beyond the walls of his space within 30 feet of you. It also can’t take reactions. For its
temple, and until recently he was naive and timid as regards action, it can use only the Dash action or try to escape from
the “real" world. an effect that prevents it from moving. If there’s nowhere to
With the coming of war, however, Terrence found a reserve move, the creature can use the Dodge action.
of courage that frightened and excited him. He has fought War God’s Blessing. When a creature 30 feet of you
against the Dark Knights and the forces of Chaos with a makes an attack roll, you can use your reaction to grant that
ferocity that has inspired his allies even as it has put his life creature a +10 bonus to the roll, using your Channel Divinity.
in terrible danger. You make this choice after you see the roll, but before the DM
Terrence is 6’2” tall, weighs 170 pounds, and resides in says whether the attack hits or misses.
Palanthas at the Temple of Paladine.
Divine Intervention. You can call on your deity to intervene
Hit Dice 10d8 on your behalf when your need is great.
Hit Points 75 Imploring your deity's aid requires you to use your action.
Armor Class 20 (plate, shield) Describe the assistance you seek, and roll percentile dice. If
Speed 30 ft. you roll a number equal to or lower than your cleric level,
STR DEX CON INT WIS CHA your deity intervenes. The DM chooses the nature of the
10 (+0) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 14 (+2)
intervention; the effect of any cleric spell or cleric domain
spell would be appropriate.
If your deity intervenes, you can't use this feature again for
Background Acolyte 7 days. Otherwise, you can use it again after you finish a long
Proficiency Bonus +4 rest.
Saving Throws Wis +8, Cha +6
Skills History +4, Insight +8, Medicine +8, Religion +4 Spellcasting. You have the ability to cast spells. Wisdom is
Armor All armor, shields your spellcasting ability for your cleric spells. You use your
Weapons Simple weapons, martial weapons Wisdom whenever a spell refers to your spellcasting ability.
Tools None You prepare the list of cleric spells that are available for you
Senses passive Perception 14 to cast. To do so, choose 14 spells. The spells must be of a
Languages Abanasinian, Common, Elvish, Ergot, Solamnic level for which you have spell slots.
Attack Routine 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
+1 Warhammer (Action). Melee Weapon Attack: +5 to hit, long rest.
reach 5 ft., one target. Hit: 1d8 + 1 bludgeoning damage, or You can use a holy symbol as a spellcasting focus for your
1d10 + 1 bludgeoning damage if used with two hands. cleric spells. You can cast any cleric spell as a ritual if that
spell has the ritual tag.
OR Spell Save DC: 16
Dagger (Action). Melee or Ranged Weapon Attack: +5 to hit, Spell Attack Modifier: +8
reach 5 ft. or range 20/60, one target. Hit: 1d4 + 1 piercing Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
damage. level (3), 5th-level (2)
Cantrips (at will): guidance, light, mending, sacred flame,
OR spare the dying
Light Crossbow (Action). Ranged Weapon Attack: +5 to hit, Divine Domain: War
range 80/320 ft., one target. Hit: 1d8 + 1 piercing 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 damage of the same type dealt by the
weapon to the target.

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Domain Spells. You know the following domain spells that Class Features
are always prepared and don’t count against the number of
spells you can prepare each day: Arcane Recovery. Once per day when you finish a short rest,
1st-level: divine favor, shield of faith you can choose expended spell slots to recover. The spell
2rd-level: magic weapon, spiritual weapon slots can have a combined level equal to or less than 5.
3th-level: crusader’s mantle, spirit guardians Moon Magic. The waxing and waning of Lunitari has an
4th-level: freedom of movement, stoneskin effect upon your magic. When Lunitari is at High Sanction,
5th-level: flame strike, hold monster you gain advantage on attack rolls with spells and gain a +1
War Priest. When you use the Attack action, you can make bonus to your spell save DCs. When a moon is at Low
one weapon attack as a bonus action. You can use this feature Sanction, you have disadvantage on attack rolls with spells,
four times. You regain all expended uses when you finish a and a -1 penalty to your spell save DCs. During the waxing
long rest. and waning periods around the quarter moons, you cast your
spells normally.
Equipment When the moons align, it has several effects. When two
moons align, you gain a +1 bonus to your spell save DCs.
Plate mail, shield, +1 warhammer, dagger, light crossbow, 20 When all three moons align, you gain a +2 bonus to your spell
crossbow bolts, crossbow bolt case. save DCs. This bonus is cumulative with High and Low
Sanction bonuses or penalties.
Dathas Windknower, Red- Spellcasting. You have the ability to cast spells. Intelligence
Robed Mage is your spellcasting ability for your wizard spells. You use
your Intelligence whenever a spell refers to your spellcasting
Neutral Male Human, Wizard 10 ability.
You prepare the list of wizard spells that are available for
Dathas considered herself aloof from the war for Ansalon, you to cast. To do so, choose 15 spells. The spells must be of
even scorning the efforts of the Conclave to try to organize a level for which you have spell slots.
resistance. However, she now sees that even the Tower of To cast a spell, you must expend a slot of the spell’s level or
High Sorcery might not be safe from the onslaught of Chaos, higher. You regain all expended spell slots when you finish a
and she belatedly sees the necessity of resistance. Still, she is long rest.
looking for ways to profit from the current strife and has no You can use an arcane focus as a spellcasting focus for
intention of risking her life any more than absolutely your wizard spells. You can cast any wizard spell in your
necessary. So, though she has helped Solamnic families out spellbook as a ritual if that spell has the ritual tag.
of Palanthas and helped keep the Dark Knights busy, she has Spell Save DC: 17
also gained quite a bit of wealth on the side. Spell Attack Modifier: +9
Dathas is 5’1” tall, weighs 110 pounds, and resides in Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
Palanthas at the Tower of High Sorcery. level (3), 5th-level (2)
Hit Dice 10d6 Cantrips (at will): fire bolt, light, mage hand, mending,
Hit Points 42 prestidigitation
Armor Class 14 (bracers of defense) Arcane Tradition: School of
Speed 30 ft.
Conjuration
STR DEX CON INT WIS CHA Benign Transportation. You can use your action to teleport
10 (+0) 14 (+2) 10 (+0) 20 (+5) 13 (+1) 8 (-1) up to 30 feet to an unoccupied space that you can see.
Alternatively, you can choose a space within range that is
Background Sage occupied by a Small or Medium creature. If that creature is
Proficiency Bonus +4 willing, you both teleport, swapping places.
Saving Throws Int +9, Wis +5 Once you use this feature, you can’t use it again until you
Skills Arcana +9, History +9, Insight +5, Investigation +9 finish a long rest or you cast a conjuration spell of 1st level or
Feats Spell Sniper higher.
Armor None Conjuration Savant. The gold and time you must spend to
Weapons Daggers, darts, slings, quarterstaffs, light copy a conjuration spell into your spellbook is halved.
crossbows
Tools None Focused Conjuration. While you are concentrating on a
Senses passive Perception 11 conjuration spell, your concentration can't be broken as a
Languages Common, Draconic, Magius, Nerakese, Solamnic result of taking damage.
Attack Routine
Steelfriend (Action). Melee or Ranged Weapon Attack: +9 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.

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11
Minor Conjuration. You can use your action to conjure up an STR DEX CON INT WIS CHA
inanimate object in your hand or on the ground in an 20 (+5) 12 (+1) 14 (+2) 11 (+0) 13 (+1) 8 (-1)
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 Background Urchin
more than 10 pounds, and its form must be that of a Proficiency Bonus +4
nonmagical object that you have seen. The object is visibly Saving Throws Str +9, Con +6
magical, radiating dim light out to 5 feet. Skills Animal Handling +5, Athletics +9, Insight +5, Sleight of
The object disappears after 1 hour, when you use this Hand +5, Stealth +5
feature again, or if it takes any damage. Feats Great Weapon Master, Heavy Armor Master, Mounted
Spells in Spellbook Combatant
Armor All armor, shields
1st-level spells: charm person, detect magic, identify, mage Weapons Simple weapons, martial weapons
armor, magic missile, shield, sleep, unseen servant Tools Disguise kit, thieves’ tools
2nd-level spells: continual flame, detect thoughts, hold Senses passive Perception 11
person, mirror image Languages Common, Nerakese
3rd-level spells: dispel magic, fireball, lightning bolt, tongues Attack Routine
4th-level spells: dimension door, greater invisibility, ice
storm, polymorph +1 Greatsword (Action). Melee Weapon Attack: +10 to hit,
5th-level spells: conjure elemental, telekinesis reach 5 ft., one target. Hit: 2d6 + 6 slashing damage.
Feats +1 Greatsword (Extra Attack). Melee Weapon Attack: +10 to
Spell Sniper. When you cast a spell that requires you to hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing damage.
make an attack roll, the spell’s range is doubled. OR
Your ranged spell attacks ignore half cover and three-
quarters cover. +1 Lance (Action). Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 1d12 + 6 piercing damage.
Equipment +1 Lance (Extra Attack). Melee Weapon Attack: +10 to hit,
Bracers of defense, Steelfriend (+3 dagger), spellbook. reach 10 ft., one target. Hit: 1d12 + 6 piercing damage.
OR
Knights of Takhisis and Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
Allien Characters reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
The Knights of Takhisis and allied characters can be found
on pages 9-11. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +9
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
Sir Farall Skycutter, OR
Knight of the Lily, Warder Longbow (Action). Ranged Weapon Attack: +5 to hit, range
of the Lily 150/600 ft., one target. Hit: 1d8 + 1 piercing damage.
Lawful Evil Male Human, Fighter 10 Longbow (Extra Attack). Ranged Weapon Attack: +5 to hit,
range 150/600 ft., one target. Hit: 1d8 + 1 piercing damage.
Farall is a dedicated dragonrider whose patron was Ariakan
himself. The lord brought Farrall as a youth out of the slums Class Features
of Flotsam, and the young warrior rewarded his mentor with Action Surge (Recharges After a Short or Long Rest). On
loyalty, ingenuity, and courage. Bearing a +1 lance, he rides your turn, you can take one additional action on top of your
the mighty blue dragon Kerrilastian. regular action and a possible bonus action.
Now that he has been left in command of the Dark Knights
still in the city, however, Farall is struggling with a feeling of Extra Attack. You can attack twice instead of once whenever
loss and dismay. He senses that something terrible has you take the Attack action on your turn.
happened to Lord Ariakan, and he fears that he isn't smart
enough to know what to do next. He has noticed Sandaryll Fighting Style: Great Weapon Fighting. When you roll a 1
watching him, which leads him to believe that she is more or 2 on a damage die for an attack you make with a melee
than ready to step up should he fail in his duties. weapon that you are wielding with two hands, you can reroll
Farall is 6’ tall, weighs 200 lb, and resides in Storm's Keep. 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
Hit Dice 10d10 property for you to gain this benefit.
Hit Points 84
Armor Class 19 (+1 plate)
Speed 30 ft.
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Indomitable (Recharges After a Long Rest). You can reroll Mounted Combatant. You have advantage on melee attack
a saving throw that you fail. If you do so, you must use the rolls against any unmounted creature that is smaller than
new roll, and you can’t use this feature again until you finish a your mount.
long rest. You can force an attack targeted at your mount to target
you instead.
Second Wind (Recharges After a Short or Long Rest). On If your mount is subjected to an effect that allows it to
your turn, you can use a bonus action to regain 1d10 + 9 hit make a Dexterity saving throw to take only half damage, it
points. Once you use this feature, you must finish a short or instead takes no damage if it succeeds on the saving throw,
long rest before you can use it again. and only half damage if it fails.
Martial Archetype: Cavalier Equipment
Bonus Proficiency. You gain proficiency in Animal Handling
skill. +1 plate mail, shield (used while riding), +1 greatsword, +1
lance, dagger, longbow, 20 arrows, quiver.
Born to the Saddle. You have advantage on saving throws
made to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your feet Sir Jerod Argentbane,
if you’re not incapacitated. Knight of the Lily,
Finally, mounting or dismounting a creature costs you only
5 feet of movement, rather than half your speed. Guardian of the Lily
Hold the Line. Creatures provoke an opportunity attack from Lawful Evil Male Human, Fighter 10
you when they move 5 feet or more while within your reach, Sir Jerod entered the ranks of the Knights by serving as page
and if you hit a creature with an opportunity attack, the to one of Ariakan’s right-hand men. With the death of his
target's speed is reduced to 0 until the end of the current sponsor in the early part of the summer’s campaign, Sir Jerod
turn. devotes himself to vengeance with a single-minded
Unwavering Mark. When you hit a creature with a melee determination that has earned the admiration of Lord
weapon attack, you can mark the creature until the end of Ariakan himself. Famed for the deadly accuracy of his
your next turn. This effect ends early if you are incapacitated longbow, Sir Jerod has learned to shoot from dragonback
or you die, or if someone else marks the creature. with perfect accuracy. His favorite mount is the blue dragon
While it is within 5 feet of you, a creature marked by you Krackellix.
has disadvantage on any attack roll that doesn't target you. Jerod hates his current assignment with Farall, but he
In addition, if a creature marked by you deals damage to understands the reason for it. This internal conflict is one he
anyone other than you, you can make a special melee weapon knows he must control, but occasionally, when in tense
attack against the marked creature as a bonus action on your situations, he makes a sarcastic comment or two about his
next turn. You have advantage on the attack roll, and if it hits, current situation. Farall recently had to talk to him about it,
the attack's weapon deals 5 extra damage to the target. and with Sandaryll always within earshot, Jerod feels very
Regardless of the number of creatures you mark, you can uneasy.
make this special attack 5 times, and you regain all expended Jerod is 5’9” tall, weighs 180 pounds, and resides in
uses of it when you finish a long rest. Storm's Keep.
Warding Maneuver (2; Recharges After a Long Rest). If Hit Dice 10d10
you or a creature you can see within 5 feet of you is hit by an Hit Points 75
attack, you can roll 1d8 as a reaction if you're wielding a Armor Class 20 (+2 chain mail, shield)
melee weapon or a shield. Roll the die, and add the number Speed 30 ft.
rolled to the target's AC against that attack. If the attack still STR DEX CON INT WIS CHA
hits, the target has resistance against the attack's damage. 17 (+3) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 13 (+1)
Feats Background Soldier
Great Weapon Master. On your turn, when you score a Proficiency Bonus +4
critical hit with a melee weapon or reduce a creature to 0 hit Saving Throws Str +7, Con +5
points with one, you can make one melee weapon attack as a Skills Animal Handling +6, Athletics +7, Intimidation +5,
bonus action. Perception +6, Persuasion +5
Before you make a melee attack with a heavy weapon that Feats Mounted Combatant, Sharpshooter
you are proficient with, you can choose to take a -5 penalty to Armor All armor, shields
the attack roll. If the attack hits, you add +10 to the attack’s Weapons Simple weapons, martial weapons
damage. Tools Playing card set, vehicles (land)
Heavy Armor Master. While you are wearing heavy armor, Senses passive Perception 16
bludgeoning, piercing, and slashing damage that you take Languages Camptalk, Common, Nerakese
from non-magical weapons is reduced by 3. Attack Routine
Longsword (Action). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 1d8 + 3 slashing damage.
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Longsword (Extra Attack). Melee Weapon Attack: +7 to hit, In addition, if a creature marked by you deals damage to
reach 5 ft., one target. Hit: 1d8 + 3 slashing damage. anyone other than you, you can make a special melee weapon
attack against the marked creature as a bonus action on your
OR next turn. You have advantage on the attack roll, and if it hits,
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, the attack's weapon deals 5 extra damage to the target.
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 Regardless of the number of creatures you mark, you can
piercing damage. make this special attack 5 times, and you regain all expended
uses of it when you finish a long rest.
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 Warding Maneuver (Recharges After a Long Rest). If you
piercing damage. or a creature you can see within 5 feet of you is hit by an
attack, you can roll 1d8 as a reaction if you're wielding a
OR melee weapon or a shield. Roll the die, and add the number
Longbow (Action). Ranged Weapon Attack: +10 to hit, range rolled to the target's AC against that attack. If the attack still
150/600 ft., one target. Hit: 1d8 + 4 piercing damage. hits, the target has resistance against the attack's damage.
Longbow (Extra Attack). Ranged Weapon Attack: +10 to hit, Feats
range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage. Mounted Combatant. You have advantage on melee attack
Class Features rolls against any unmounted creature that is smaller than
Action Surge (Recharges After a Short or Long Rest). On your mount.
your turn, you can take one additional action on top of your You can force an attack targeted at your mount to target
regular action and a possible bonus action. you instead.
If your mount is subjected to an effect that allows it to
Extra Attack. You can attack twice instead of once whenever make a Dexterity saving throw to take only half damage, it
you take the Attack action on your turn. instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Fighting Style: Archery. You gain a +2 bonus to attack rolls
you make with ranged weapons. Sharpshooter. Attacking at long range doesn’t impose
disadvantage on your ranged weapon attack rolls.
Indomitable (Recharges After a Long Rest). You can reroll Your ranged weapon attacks ignore half cover and three-
a saving throw that you fail. If you do so, you must use the quarters cover.
new roll. Before you make an attack with a ranged weapon that you
are proficient with you can choose to take a -5 penalty to the
Second Wind (Recharges After a Short or Long Rest). On attack roll. If the attack hits, you add +10 to the attack’s
your turn, you can use a bonus action to regain 1d10 + 9 hit damage.
points.
Equipment
Martial Archetype: Cavalier
Bonus Proficiency. You gain proficiency in Animal Handling +2 plate mail, shield, longsword, dagger, +1 longbow, 20
skill. arrows, quiver.
Born to the Saddle. You have advantage on saving throws Lady Cyrine Harrian-
made to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your feet Caergothia, Knight of the
if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only Lily, Marshal of the Lily
5 feet of movement, rather than half your speed. Lawful Evil Female Human, Fighter 10
Hold the Line. Creatures provoke an opportunity attack from Cyrine is a petite and vivacious young woman with a core of
you when they move 5 feet or more while within your reach, steel, and she sports a temper that she is quick to unleas on
and if you hit a creature with an opportunity attack, the those who balk her in the performance of her duties. Rigidly
target's speed is reduced to 0 until the end of the current honorable, she wears a bit of a chip on her shoulder.
turn. Nevertheless, Ariakan trusts her and has used her as a spy.
Unwavering Mark. When you hit a creature with a melee She rides the blue dragon Lyssirix.
weapon attack, you can mark the creature until the end of Currently, she is ferreting out Solamnic families and
your next turn. This effect ends early if you are incapacitated bringing them to the attention of Sir Farall and Sir Jerod.
or you die, or if someone else marks the creature. Lyssix sometimes joins her in human form. Their most recent
While it is within 5 feet of you, a creature marked by you escapades together have led to an even greater bonding
has disadvantage on any attack roll that doesn't target you. between the two. She is somewhat worried about the status
of the Dark Knights at the High Clerist's Tower.
Cyrine is 5’2” tall, weighs 110 pounds, and resides in
Storm's Keep.
Hit Dice 10d10
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Hit Points 64 Martial Archetype: Cavalier
Armor Class 19 (chain mail, shield, ring of protection) Bonus Proficiency. You gain proficiency in Animal Handling
Speed 30 ft. skill.
STR DEX CON INT WIS CHA Born to the Saddle. You have advantage on saving throws
14 (+2) 18 (+4) 10 (+0) 11 (+0) 15 (+2) 16 (+3) made to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your feet
Background Urchin if you’re not incapacitated.
Proficiency Bonus +4 Finally, mounting or dismounting a creature costs you only
Saving Throws Str +7, Con +7 5 feet of movement, rather than half your speed.
Skills Animal Handling +6, Perception +6, Persuasion +7, Hold the Line. Creatures provoke an opportunity attack from
Sleight of Hand +8, Stealth +8 you when they move 5 feet or more while within your reach,
Feats Alert, Inspiring Leader, Mounted Combatant and if you hit a creature with an opportunity attack, the
Armor All armor, shields target's speed is reduced to 0 until the end of the current
Weapons Simple weapons, martial weapons turn.
Tools Disguise kit, thieves’ tools
Senses passive Perception 16 Unwavering Mark. When you hit a creature with a melee
Languages Common, Nerakese weapon attack, you can mark the creature until the end of
Attack Routine your next turn. This effect ends early if you are incapacitated
or you die, or if someone else marks the creature.
+2 Longsword (Action). Melee Weapon Attack: +8 to hit, While it is within 5 feet of you, a creature marked by you
reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or has disadvantage on any attack roll that doesn't target you.
1d10 + 6 slashing if used with two hands. In addition, if a creature marked by you deals damage to
+2 Longsword (Extra Attack). Melee Weapon Attack: +8 to anyone other than you, you can make a special melee weapon
hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or attack against the marked creature as a bonus action on your
1d10 + 6 slashing if used with two hands. next turn. You have advantage on the attack roll, and if it hits,
the attack's weapon deals 5 extra damage to the target.
OR Regardless of the number of creatures you mark, you can
make this special attack 5 times, and you regain all expended
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, uses of it when you finish a long rest.
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage. Warding Maneuver (Recharges After a Long Rest). If you
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 or a creature you can see within 5 feet of you is hit by an
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 attack, you can roll 1d8 as a reaction if you're wielding a
piercing damage. melee weapon or a shield. Roll the die, and add the number
rolled to the target's AC against that attack. If the attack still
OR hits, the target has resistance against the attack's damage.
Longbow (Action). Ranged Weapon Attack: +8 to hit, range Feats
150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
Alert. You gain a +5 bonus to initiative.
Longbow (Extra Attack). Ranged Weapon Attack: +8 to hit, You can’t be surprised while you are conscious.
range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage. Other creatures don’t gain advantage on attack rolls against
Class Features you as a result of being hidden from you.
Action Surge (Recharges After a Short or Long Rest). On Inspiring Leader. You can spend 10 minutes inspiring your
your turn, you can take one additional action on top of your companions, shoring up their resolve to fight. When you do
regular action and a possible bonus action. so, choose up to six friendly creatures (which can include
yourself) within 30 feet of you who can see or hear you and
Extra Attack. You can attack twice instead of once whenever who can understand you. Each creature can gain temporary
you take the Attack action on your turn. hit points equal to 13. A creature can’t gain temporary hit
Fighting Style: Dueling. When you are wielding a melee points from this feat again until it has finished a short or long
weapon in one hand and no other weapons, you gain a +2 rest.
bonus to damage rolls with that weapon. (This is factored Mounted Combatant. You have advantage on melee attack
into the stat block.) rolls against any unmounted creature that is smaller than
Indomitable (Recharges After a Long Rest). You can reroll your mount.
a saving throw that you fail. If you do so, you must use the You can force an attack targeted at your mount to target
new roll. you instead.
If your mount is subjected to an effect that allows it to
Second Wind (Recharges After a Short or Long Rest). On make a Dexterity saving throw to take only half damage, it
your turn, you can use a bonus action to regain 1d10 + 10 hit instead takes no damage if it succeeds on the saving throw,
points. and only half damage if it fails.
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Equipment Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
Chain mail, shield, ring of protection, +2 longsword, dagger, piercing damage.
longbow, 20 arrows, quiver. OR
Madam Darewind Shortbow (Action). Ranged Weapon Attack: +9 to hit, range
80/320 ft., one target. Hit: 1d6 + 5 piercing damage.
Waverunner, Knight of Class Features
the Lily, Guardian of the Cunning Action. You can take a bonus action on each of your
Lily, Captain of the turns in combat. This action can be used only to take the
Dash, Disengage, and Hide.
Wavecutter Evasion. When you are subjected to an effect that allows you
Lawful Evil Female Human, Rogue 10 to make a Dexterity saving throw to take only half damage,
Darewind is a legendary mariner who has captained a you instead take no damage if you succeed on the saving
number of vessels in Ariakan’s fleet. Her current (and throw, and only half damage if you fail.
favorite) command is the Wavecutter, which is a small, fast Expertise. Your proficiency bonus is doubled for Acrobatics,
single-masted sloop that led the Dark Knights into the Bay of Athletics, Perception, and Stealth skill checks.
Branchala.
Her current objectives include commanding the remaining Sneak Attack. Once per turn, you can deal an extra 5d6
seagoing troops that did not make the trip to the High damage to one creature you hit with an attack if you have
Clerist's Tower, arranging for transport for those families advantage on the attack roll. The attack must use a finesse or
captured by the Dark Knights on commandeered ships a ranged weapon.
manned with additional Knights, and maintaining a strong You don’t need advantage on the attack roll if another
Dark Knight presence in the bay with her own remaining enemy of the target is within 5 feet of it, that enemy isn’t
ships. She coordinates these activities with Sir Farall, who incapacitated, and you don’t have disadvantage on the attack
she judges as a good commander—though he clearly worries roll.
about the fate of Lord Ariakan.
Darewind is 5’10” tall, weighs 140 pounds, and resides in Thieves' Cant. A secret mix of dialect, jargon, and code
Storm's Keep. allows Artemis to hide messages in seemingly normal
conversation. Only another creature that knows thieves' cant
Hit Dice 10d8 understands such messages. It takes four times longer to
Hit Points 63 convey such a message than it does to speak the same idea
Armor Class 17 (studded leather, ring of protection) plainly.
Speed 30 ft., swim 30 ft., climb 30 ft. In addition, Artemis understands a set of secret signs and
STR DEX CON INT WIS CHA symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves'
14 (+2) 20 (+5) 13 (+1) 14 (+2) 14 (+2) 15 (+2) guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the
Background Sailor run.
Proficiency Bonus +4
Saving Throws Dex +9, Int +6 Uncanny Dodge. When an attacker that you can see hits you
Skills Acrobatics +13, Athletics +10, Insight +6, Perception with an attack, you can use your reaction to halve the attack’s
+10, Persuasion +6, Stealth +13 damage against you.
Feats Defensive Duelist, Dual Wielder, Keen Mind
Armor Light armor Roguish Archetype: Swashbuckler
Weapons Simple weapons, hand crossbows, longswords, Fancy Footwork. You know how to land a strike and then slip
rapiers, shortswords away without reprisal. During your turn, if you make a melee
Tools Navigator’s tools, vehicles (water) attack against a creature, that creature can't make
Senses passive Perception 20 opportunity attacks against you for the rest of your turn.
Languages Common, Nerakese, Thieves' cant Panache. Your charm becomes extraordinarily beguiling. As
Attack Routine an action, you can make a Charisma (Persuasion) check
+2 Rapier (Action). Melee Weapon Attack: +11 to hit, reach 5 contested by a creature's Wisdom (Insight) check. The
ft., one target. Hit: 1d8 + 7 piercing damage. creature must be able to hear you, and the two of you must
share a language.
Rapier (Bonus Action). Melee Weapon Attack: +9 to hit, If you succeed on the check and the creature is hostile to
reach 5 ft., one target. Hit: 1d8 + 5 piercing damage. you, it has disadvantage on attack rolls against targets other
than you and can't make opportunity attacks against targets
OR 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.
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If you succeed on the check and the creature isn't hostile to Speed 30 ft.
you, it is charmed by you for 1 minute. While charmed, it STR DEX CON INT WIS CHA
regards you as a friendly acquaintance. This effect ends
immediately if you or your companions do anything harmful 16 (+3) 12 (+1) 11 (+0) 11 (+0) 18 (+4) 14 (+2)
to it.
Background Urchin
Rakish Audacity. Your unmistakable confidence propels you Proficiency Bonus +4
into battle. You can add your Charisma modifier to your Saving Throws Wis +8, Cha +6
initiative rolls. Skills Insight +8, Religion +4, Sleight of Hand +5, Stealth +5
In addition, you don't need advantage on your attack roll to Feats Heavily Armored, War Caster
use your Sneak Attack if no creature other than your target is Armor All armor, shields
within 5 feet of you. All the other rules for the Sneak Attack Weapons Simple weapons, martial weapons
class feature still apply to you. Tools Disguise kit, thieves’ tools
Senses passive Perception 14
Feats Languages Abanasinian, Common
Defensive Duelist. When you are wielding a finesse weapon
with which you are proficient and another creature hits you Attack Routine
with a melee attack, you can use your reaction to add your +2 Spear (Action). Melee or Ranged Weapon Attack: +9 to
proficiency bonus to your AC for that attack, potentially hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 5
causing the attack to miss you. piercing damage, or 1d8 + 5 piercing damage if used with
Dual Wielder. You gain a +1 bonus to AC while you are two hands to make a melee attack.
wielding a separate melee weapon in each hand. OR
You can use two-weapon fighting even when the one-
handed melee weapons you are wielding aren’t light. Dagger (Action). Melee or Ranged Weapon Attack: +7 to hit,
You can draw or stow two one-handed weapons when you reach 5 ft. or range 20/60, one target. Hit: 1d4 + 3 piercing
would normally be able to draw or stow only one. damage.
Keen Mind. You always know which way is north. OR
You always know the number of hours left before the next Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
sunrise or sunset. range 100/400 ft., one target. Hit: 1d10 + 1 piercing
You can accurately recall anything you have seen or heard damage.
within the past month.
Cleric Features
Equipment Channel Divinity (2; Recharges After a Short or Long
Studded leather armor, ring of protection, +2 rapier, rapier, Rest). You can channel divine energy to create one of the
dagger, shortbow, 20 arrows, quiver. following effects.
Touch of Death. When you hit a creature with a melee
attack, you can use Channel Divinity to deal 23 points of
Sir Borac Kyristian, extra necrotic damage to the target.
Turn Undead. As an action, you present your holy symbol
Knight of the Skull, and speak a prayer censuring the undead. Each undead that
Guardian of the Skull 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
Lawful Evil Male Human, Cleric 10 of Takhisis or until it takes any damage. If the creature has a challenge
Borac has been a loyal priest of Takhisis since his young days rating of 1 or lower, it is destroyed instead.
as an orphan in Sanction. He earned the trust of the clerics at A turned creature must spend its turns trying to move as
the Dark Queen’s temple and eventually killed a corrupt high far away from you as it can, and it can’t willingly move to a
priest so as to assume the seat himself. From there he moved space within 30 feet of you. It also can’t take reactions. For its
into the Knighthood, starting as a raw Knight of the Lily and action, it can use only the Dash action or try to escape from
working his way up. He recently established a watch on the an effect that prevents it from moving. If there’s nowhere to
Temple of Paladine in the Old City and visited each of the move, the creature can use the Dodge action.
temples in the New City. Among those parishioners at the Divine Intervention. You can call on your deity to intervene
Temple of Takhisis is a young widow named Ayleth on your behalf when your need is great.
Blackdash, who needs his spiritual guidance. She recently Imploring your deity's aid requires you to use your action.
renounced her faith in Paladine when her husband died of a Describe the assistance you seek, and roll percentile dice. If
wasting illness. you roll a number equal to or lower than your cleric level,
Borac is 5’11” tall, weighs 170 pounds, and resides in your deity intervenes. The DM chooses the nature of the
Storm's Keep. intervention; the effect of any cleric spell or cleric domain
Hit Dice 10d8 spell would be appropriate.
Hit Points 53
Armor Class 21 (+1 plate, shield)
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17
If your deity intervenes, you can't use this feature again for 7 Equipment
days. Otherwise, you can use it again after you finish a long
rest. +1 plate mail, shield, +2 spear, dagger, heavy crossbow, 20
crossbow bolts, crossbow bolt case.
Spellcasting. You have the ability to cast spells. Wisdom is
your spellcasting ability for your cleric spells. You use your Lady Sandaryll
Wisdom whenever a spell refers to your spellcasting ability.
You prepare the list of cleric spells that are available for you Smokingwar, Knight of
to cast. To do so, choose 14 spells. The spells must be of a
level for which you have spell slots. the Thorn, Guardian of
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 the Thorn
long rest. Lawful Evil Female Human, Wizard 10
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 Sandaryll Smokingwar displayed a natural affinity for magic
spell has the ritual tag. that enabled her to make it through warrior training, even
Spell Save DC: 16 though she lacked some of the size and stamina for hand to
Spell Attack Modifier: +8 hand combat. A valued power in the Thorn Knights, she
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th- performed difficult missions, sometimes for Ariakan himself.
level (3), 5th-level (2) Ariakan's last orders were that she should keep an eye on
Cantrips (at will): light, mending, sacred flame, spare the Farall Skycutter, helping him (or removing him) as necessary
dying, thaumaturgy for the success of the Knight's garrison. Though Farall has
seemed overwhelmed by the coming of Chaos, she can't
Divine Domain: Death really blame him. She, too, fears that something bad has
Bonus Proficiency. You gain proficiency with martial happened to Ariakan.
weapons. Sandaryll is 5’5” tall, weighs 160 pounds, and resides in
Storm's Keep.
Divine Strike. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to Hit Dice 10d6
deal an extra 1d8 necrotic damage to the target. Hit Points 48
Armor Class 12 (ring of protection)
Domain Spells. Your clerical domain grants you certain Speed 30 ft.
spells that are always prepared, which do not count against STR DEX CON INT WIS CHA
the number of spells you can prepare each day. All of your
domain spells count as cleric spells for you. 14 (+2) 12 (+1) 10 (+0) 18 (+4) 13 (+1) 7 (-2)
1st-level: false life, ray of sickness
2nd-level: blindness/deafness, ray of enfeeblement Background Sage
3rd-level: animate dead, vampiric touch Proficiency Bonus +4
4th-level: blight, death ward Saving Throws Int +8, Wis +7
5th-level: antilife shell, cloudkill Skills Arcana +8, History +8, Investigation +8, Perception +5
Feats Spell Sniper, War Caster
Inescapable Destruction. Necrotic damage dealt by your Armor None
spells and Channel Divinity options ignores resistance to Weapons Daggers, darts, slings, quarterstaffs, light
necrotic damage. crossbows
Reaper. You learn one necromancy cantrip (spare the dying) Tools Alchemist’s supplies
of your choice on any spell list. When you cast a necromancy Senses passive Perception 15
cantrip that normally targets only one creature, the spell can Languages Common, Nerakese, Solamnic
instead target two creatures within range and within 5 feet of Attack Routine
each other.
+1 Dagger (Action). Melee or Ranged Weapon Attack: +6 to
Feats hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2
Heavily Armored. You gain proficiency with heavy armor. piercing damage.
War Caster. You have advantage on Constitution saving Wizard Features
throws that you make to maintain your concentration on a Arcane Recovery. Once per day when you finish a short rest,
spell when you take damage. You can perform the somatic you can choose expended spell slots to recover. The spell
components of spells even when you have weapons or a slots can have a combined level equal to or less than 5.
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.
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18
Moon Magic. The waxing and waning of all three moons has Feats
an effect upon your magic. When any moon is at High
Sanction, you gain advantage on attack rolls with spells and Spell Sniper. When you cast a spell that requires you to
gain a +1 bonus to your spell save DCs. When any moon is at make an attack roll, the spell’s range is doubled.
Low Sanction, you have disadvantage on attack rolls with Your ranged spell attacks ignore half cover and three-
spells, and a -1 penalty to your spell save DCs. During the quarters cover.
waxing and waning periods around the quarter moons, you War Caster. You have advantage on Constitution saving
cast your spells normally. throws that you make to maintain your concentration on a
When the moons align, it has several effects. When two spell when you take damage.
moons align, you gain a +1 bonus to your spell save DCs. You can perform the somatic components of spells even
When all three moons align, you gain a +2 bonus to your spell when you have weapons or a shield in one or both hands.
save DCs. This bonus is cumulative with High and Low When a hostile creature’s movement provokes an
Sanction bonuses or penalties. opportunity attack from you, you can use your reaction to cast
Spellcasting. You have the ability to cast spells. Intelligence a spell at the creature, rather than making an opportunity
is your spellcasting ability for your wizard spells. You use attack. The spell must have a casting time of 1 action and
your Intelligence whenever a spell refers to your spellcasting must target only that creature.
ability.
You prepare the list of wizard spells that are available for Equipment
you to cast. To do so, choose 14 spells. The spells must be of Ring of protection, +1 dagger.
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 Silver and Blue Dragon
long rest.
You can use an arcane focus as a spellcasting focus for Mounts
your wizard spells. You can cast any wizard spell in your The silver and blue dragon mounts can be found on pages 11-
spellbook as a ritual if that spell has the ritual tag. 13.
Spell Save DC: 16
Spell Attack Modifier: +8
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
level (3), 5th-level (2)
Cantrips (at-will): blade ward, fire bolt, light, mage hand,
shocking grasp
Arcane Tradition: School of Evocation
Empowered Evocation. You can add +4 to the damage roll of
any wizard evocation spell you cast.
Evocation Savant. The gold and time you must spend to
copy an evocation spell into your spellbook is halved.
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.
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.
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
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Arentian, Young Male Actions
Silver Dragon Multiattack. Arentian makes three attacks: one with his
bite and two with his claws.
Arentian fought during the heady last days of the War
of the Lance. He spent the decades since reliving the Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
great battles wages against red and black dragons over one target. Hit: 17 (2d10 + 6) piercing damage.
central Ansalon. Distance makes the memories ever
sweeter, and this young hothead feels very distressed Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
about the necessity to hold himself back from the target. Hit: 13 (2d6 + 6) slashing damage.
current strife. Cold Breath (Recharge 5-6). Arentian uses one of the
following breath weapons.
Large dragon, lawful good
Cold Breath. Arentian exhales an icy blast in a 30-foot
cone. Each creature in that area must make a DC 17
Armor Class 18 (natural armor) Constitution saving throw, taking 54 (12d8) cold
Hit Points 168 (16d10 + 80) damage on a failed save, or half as much damage on a
Speed 40 ft., fly 80 ft. successful one.
Paralyzing Breath. Arentian exhales paralyzing gas in a
STR DEX CON INT WIS CHA 30-foot cone. Each creature in that area must succeed
on a DC 17 Constitution saving throw or be paralyzed
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 on a success.
Skills Arcana +6, History +6, Perception +8, Stealth +4 Change Chape. Arentian magically polymorphs into a
Damage Immunities cold humanoid or beast that has a challenge rating no
Senses blindsight 30 ft., darkvision 120 ft., passive higher than his own, or back into his true form. He
Perception 18 reverts to his true form if he dies. Any equipment he is
Languages Common, Draconic wearing or carrying is absorbed or borne by the new
Challenge 9 (5,000 XP) form (Arentian's choice).
Innate Spellcasting. Arentian’s spellcasting ability is In a new form, Arentian retains his alignment, hit
Charisma (spell save DC 16). Arentian can innately cast points, Hit Dice, ability to speak, proficiencies, and
the following spells, requiring no material components: Intelligence, Wisdom, and Charisma scores, as well as
this action. His statistics and capabilities are otherwise
1/day each: feather fall, fog cloud, gust of wind, wind replaced by those of the new form, except any class
wall features of that form.

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Derianstyn, Young Male Actions
Silver Dragon Multiattack. Derianstyn makes three attacks: one with
his bite and two with his claws.
Derian witnessed a lot of war, being one of its first
silvers to fly from the Dragon Isles during the War of Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
the Lance. He lost two Knights from his own back and one target. Hit: 17 (2d10 + 6) piercing damage.
saw the deaths of all his nestmates during battle
against the blue dragons of Kitiara's wing. Far more Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
cautious than the younger Arentian, he remains target. Hit: 13 (2d6 + 6) slashing damage.
courageous and strong. Cold Breath (Recharge 5-6). Derianstyn uses one of the
following breath weapons.
Large dragon, lawful good
Cold Breath. Derianstyn exhales an icy blast in a 30-foot
cone. Each creature in that area must make a DC 17
Armor Class 18 (natural armor) Constitution saving throw, taking 54 (12d8) cold
Hit Points 168 (16d10 + 80) damage on a failed save, or half as much damage on a
Speed 40 ft., fly 80 ft. successful one.
Paralyzing Breath. Derianstyn exhales paralyzing gas in a
STR DEX CON INT WIS CHA 30-foot cone. Each creature in that area must succeed
on a DC 17 Constitution saving throw or be paralyzed
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 on a success.
Skills Arcana +6, History +6, Perception +8, Stealth +4 Change Chape. Derianstyn magically polymorphs into a
Damage Immunities cold humanoid or beast that has a challenge rating no
Senses blindsight 30 ft., darkvision 120 ft., passive higher than his own, or back into his true form. He
Perception 18 reverts to his true form if he dies. Any equipment he is
Languages Common, Draconic wearing or carrying is absorbed or borne by the new
Challenge 9 (5,000 XP) form (Derianstyn's choice).
Innate Spellcasting. Derianstyn’s spellcasting ability is In a new form, Derianstyn retains his alignment, hit
Charisma (spell save DC 16). Derianstyn can innately points, Hit Dice, ability to speak, proficiencies, and
cast the following spells, requiring no material Intelligence, Wisdom, and Charisma scores, as well as
components: this action. His statistics and capabilities are otherwise
replaced by those of the new form, except any class
1/day each: feather fall, fog cloud, gust of wind, wind features of that form.
wall

INTRODUCTION | PREGENERATED
HEROES
21
Warall-Argent, Young Actions
Female Silver Dragon Multiattack. Warall-Argent makes three attacks: one
with her bite and two with her claws.
Warall carried a young Knight into battle at the High
Clerist's Tower, a man for whom the silver serpent felt Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
a powerful infatuation. Sir Banford Overdane died in one target. Hit: 17 (2d10 + 6) piercing damage.
the first clash, and the rest of the fight passed in a blur
—until the protective Derian escorted Warall Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
westward. She grieves for the Knight at the same time target. Hit: 13 (2d6 + 6) slashing damage.
as she hopes for revenge. Cold Breath (Recharge 5-6). Warall-Argent uses one of
the following breath weapons.
Large dragon, lawful good
Cold Breath. Warall-Argent exhales an icy blast in a 30-
foot cone. Each creature in that area must make a DC
Armor Class 18 (natural armor) 17 Constitution saving throw, taking 54 (12d8) cold
Hit Points 168 (16d10 + 80) damage on a failed save, or half as much damage on a
Speed 40 ft., fly 80 ft. successful one.
Paralyzing Breath. Warall-Argent exhales paralyzing gas
STR DEX CON INT WIS CHA in a 30-foot cone. Each creature in that area must
succeed on a DC 17 Constitution saving throw or be
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) paralyzed for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 effect on itself on a success.
Skills Arcana +6, History +6, Perception +8, Stealth +4 Change Chape. Warall-Argent magically polymorphs into
Damage Immunities cold a humanoid or beast that has a challenge rating no
Senses blindsight 30 ft., darkvision 120 ft., passive higher than her own, or back into her true form. She
Perception 18 reverts to her true form if she dies. Any equipment she
Languages Common, Draconic is wearing or carrying is absorbed or borne by the new
Challenge 9 (5,000 XP) form (Warall-Argent's choice).
Innate Spellcasting. Warall-Argent’s spellcasting ability is In a new form, Warall-Argent retains his alignment, hit
Charisma (spell save DC 16). Warall-Argent can innately points, Hit Dice, ability to speak, proficiencies,
cast the following spells, requiring no material Legendary Resistance, lair actions, and Intelligence,
components: Wisdom, and Charisma scores, as well as this action.
Her statistics and capabilities are otherwise replaced by
1/day each: feather fall, fog cloud, gust of wind, wind those of the new form, except any class features or
wall legendary actions of that form.

INTRODUCTION | PREGENERATED
HEROES
22
Kerrilastian, Young Challenge 9 (5,000 XP)

Male Blue Dragon Innate Spellcasting. Kerrilastian’s spellcasting ability is


Kerril takes on the role of mentor of Lyssirix and Charisma (spell save DC 14). Kerrilastian can innately
Krackell. He is a veteran of many campaigns, and cast the following spells, requiring no material
Ariakan has instructed Kerril to use his own judgment components:
in matters of military importance. He is the favorite
mount of Farall Skycutter. 1/day each: create or destroy water, major image,
phantasmal force
Large dragon, lawful evil
Actions
Armor Class 18 (natural armor) Multiattack. Kerrilastian makes three attacks: one with
Hit Points 152 (16d10 + 64) his bite and two with his claws.
Speed 40 ft., burrow 20 ft., fly 80 ft. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) piercing damage plus 5
(1d10) lightning damage.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) target. Hit: 12 (2d6 + 5) slashing damage.
Saving Throws Dex +4, Con +8, Wis +5, Cha +7 Lightning Breath (Recharge 5-6). Kerrilastian exhales
Skills Perception +9, Stealth +4 lightning in a 60-foot line that is 5 feet wide. Each
Damage Immunities lightning creature in that line must make a DC 16 Dexterity
Senses blindsight 30 ft., darkvision 120 ft., passive saving throw, taking 55 (10d10) lightning damage on a
Perception 19 failed save, or half as much damage on a successful
Languages Common, Draconic one.

INTRODUCTION | PREGENERATED
HEROES
23
g g
Krackellix, Young Challenge 9 (5,000 XP)

Female Blue Dragon Innate Spellcasting. Krackellix’s spellcasting ability is


Krackel, a mischievous wyrm, displays a penchant for Charisma (spell save DC 14). Krackellix can innately
cruel jokes against her enemies and embarrassing and cast the following spells, requiring no material
somewhat dangerous pranks worked against her components:
companions. However, her clear ferocity in battle earns
her the right to get away with tricks that might draw 1/day each: create or destroy water, major image,
punishment to dragons of lesser status. phantasmal force

Large dragon, lawful evil Actions


Multiattack. Krackellix makes three attacks: one with her
Armor Class 18 (natural armor) bite and two with her claws.
Hit Points 152 (16d10 + 64) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Speed 40 ft., burrow 20 ft., fly 80 ft. target. Hit: 16 (2d10 + 5) piercing damage plus 5
(1d10) lightning damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
Lightning Breath (Recharge 5-6). Kerrilastian exhales
Saving Throws Dex +4, Con +8, Wis +5, Cha +7 lightning in a 60-foot line that is 5 feet wide. Each
Skills Perception +9, Stealth +4 creature in that line must make a DC 16 Dexterity
Damage Immunities lightning saving throw, taking 55 (10d10) lightning damage on a
Senses blindsight 30 ft., darkvision 120 ft., passive failed save, or half as much damage on a successful
Perception 19 one.
Languages Common, Draconic

INTRODUCTION | PREGENERATED
HEROES
24
Lyssirix, Young Female Languages Common, Draconic
Challenge 9 (5,000 XP)
Blue Dragon
Lyssirix is a devoted servant of her clan, and when her Innate Spellcasting. Lyssirix’s spellcasting ability is
nest matriarch designated her for service in Ariakan’s Charisma (spell save DC 14). Lyssirix can innately cast
army she felt deeply honored. During this summer’s the following spells, requiring no material components:
campaign she has had success carrying Knight of the
Lily Lady Cyrine Harrian-Caergothia into battle. They 1/day each: create or destroy water, major image,
have proven exceptionally adept at spying on and phantasmal force
evading the Good dragons.
Actions
Large dragon, lawful evil Multiattack. Lyssirix makes three attacks: one with her
bite and two with her claws.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Hit Points 152 (16d10 + 64) target. Hit: 16 (2d10 + 5) piercing damage plus 5
Speed 40 ft., burrow 20 ft., fly 80 ft. (1d10) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 12 (2d6 + 5) slashing damage.
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) Lightning Breath (Recharge 5-6). Lyssirix exhales
lightning in a 60-foot line that is 5 feet wide. Each
Saving Throws Dex +4, Con +8, Wis +5, Cha +7 creature in that line must make a DC 16 Dexterity
Skills Perception +9, Stealth +4 saving throw, taking 55 (10d10) lightning damage on a
Damage Immunities lightning failed save, or half as much damage on a successful
Senses blindsight 30 ft., darkvision 120 ft., passive one.
Perception 19

INTRODUCTION | PREGENERATED
HEROES
25
The Knight's Spur
Starting the Adventure: See page 26 for the following information. A successful DC
Palanthas 15 Intelligence (Investigation) check is required to notice that
You can find this chapter on page 14. the corpses have been eaten by giant rats.
Anyone standing in the courtyard to figure out where the
smoke is coming requires a successful DC 15 Wisdom
Bay of Branchala (Perception) check.
See pages 16-17 for the following information. Use the rules To bash an opening requires a successful DC 20 Strength
for extreme heat found on page 110 in the Dungeon Master's (Athletics) check.
Guide. The mist is so hot that the DC starts at 10.
Stalking Shadows
See pages 17-18 for the following information. There is a
shadow wight in the small alcove.

Part One: Heights of


Vingaard
You can find this chapter on page 19.
The Skies over Vingaard
See pages 19-21 for the following information. Use the rules
for extreme heat found on page 110 in the Dungeon Master's
Guide. If the creature flies farther into the smoke than just
the fringe, the creature must make a new Constitution saving
throw and the DC increases by 5. If the creature plunges
toward the center of the burn, the creature must make a new
Constitution saving throw and the DC increases by 10. In
addition, the creature takes 3 (1d6) fire damage, or half as
much damage if the save is successful.
Guardian of the Tower
See page 21 for the following information. There are 1-3
young fire dragons.
Gaining Entry
See page 22 for the following information. To open the gate
requires a successful DC 25 Strength (Athletics) check.
Inside the Tower
See pages 22-23 for the following information. There are pit
traps (see Dungeon Master's Guide page 122), chute traps
(variations of pit traps), collapsing roof traps (see Dungeon
Master's Guide page 122), and imprisoning traps.
The Upper Reaches
See pages 24-25 for the following information. Characters
can find +1 magic weapons in the upper reaches.
To notice the extra smoke rising from the area of the
Knight's Spur requires a successful DC 20 Wisdom
(Perception) check.
The Lower Reaches
See page 25 for the following information. There are 12
giant rats.

PART 1 | HEIGHTS OF VINGAARD


26
Part Two: Cavern of Chaos
You can find this chapter on page 27.
One: Tomb of Chaos
See page 27 for the following information. To notice how
deep the hole is requires a successful DC 20 Wisdom
(Perception) check because of the smoke.
There are two shadow wights at the base of the hole.
Two: Lava Pool
See pages 27-28 for the following information. Anyone who
reaches the apertures requires a successful DC 15
Constitution saving throw, taking 3 (1d6) fire damage on a
failed save, or half as much damage on a successful one.
To pass through this room requires a successful DC 20
Constitution saving throw, taking 7 (2d6) fire damage on a
failed save, or half as much damage on a successful one. This
saving throw must be repeated at the start of each creature's
turn.
Three: Gulf of Darkness
See pages 28-29 for the following information. There are 12
giant rats at the bottom of the chasm.
Treasure. There are two potions of healing, a spell scroll of
protection from energy, and a ring of cold resistance.
Four: Cell of the Doomed
See pages 29-30 for the following information. To break the
shell requires a successful DC 20 Strength (Athletics) check.
Five: Firefall
See pages 30-31 for the following information. To notice the
whirlpool motion requires a successful DC 15 Wisdom
(Perception) check.
There are three fire elementals at the bottom of the cliff.
Six: Den of the Daemons
See page 31 for the following information. There are three
daemon warriors in the alcoves.
Seven: Chaos Gate
See page 31 for the following information. There are six
daemon warriors waiting at the entrances.
If the Heroes Try to Intervene
See page 33 for the following information. The daemonlord
hurls lightning bolts at the characters causing the roof to
collapse in places. Any creature in the area must succeed on
a DC 15 Dexterity saving throw, taking 22 (4d10)
bludgeoning damage on a failed save, or half as much
damage on a successful one.

PART 2 | CAVERN OF CHAOS


27
Part Three: The Chase
You can find this chapter on page 34.
Flight to the Plains
See pages 36-37 for the following information. There are
three young fire dragons and three daemon warriors.
On the Ground
See pages 37-38 for the following information. There are 12
cedar spawn
Course of the Cloud
See pages 38-39 for the following information. A creature
starting the turn in the cloud must make a successful DC 15
Constitution saving throw or suffer 7 (2d6) lightning damage.
The creature must make a saving throw for every 10 minutes
it is in the cloud.
Bones of the Scavengers
See pages 40-41 for the following information. There are 25
scavenger spawn in village.
Victims of the Killer Trees
See page 41 for the following information. There are 75
cedar spawn village.
Another Chaos Onslaught
See pages 41-42 for the following information. There are 12
or 48 sand spawn.

PART 3 | THE CHASE


28
Part Four: Maelgoth
You can find this chapter on page 43.
A Plea for Help
See page 44 for the following information. Party consists of
six guards with longswords instead of spears and Captain
Afftar Lane, who is a thug with AC 18 (chain mail, shield) and
armed with a longsword instead of a mace.
Escaping from the City by Day
See page 45 for the following information. There are three
young fire dragons and three daemon warriors in the
patrol.
Escaping from the City by Night
See page 45 for the following information. There are three
shadow wights in the patrol.
One: Perimeter Forts
See pages 45-46 for the following information. There is a
spell scroll of fly hidden.
Four: Waterfront
See page 47 for the following information. There is a potion
of flying.
Five: Central Square and Palace
See pages 47-48 for the following information. There is
Fanthalas Karango and 30 guards with longswords instead
of spears.
Six: Temples
See pages 48-49 for the following information.
Good Temple. There is a potion of healing.
Neutral Temple. A successful DC 15 Wisdom (Perception)
check is required to notice the passage.
Evil Temple. The characters are offered two potions of
healing. There is also a sword of Chemosh.
Seven: Wizard's Quarter
See page 49 for the following information. Zandar the
Magnificent and Hennihoya the Unequaled are both mages.
Treasure. Zandar has a broom of flying, potion of flying,
and a potion of invulnerability.
Hennihoya has a spell scrolls of fly and levitate, ring of
feather fall, ring of evasion, and potion of flying, potion of
invulnerability.

PART 4 | MAELGOTH
29
Part Five: The Chaos
Cloud
You cand find this chapter on page 50.
Flying to the Cloud
See page 50 for the following information. There are several
scavenger spawn.
Riding the Tornado
See page 50 for the following information. There is a
daemon warrior.
One: Vortex Chamber
See pages 51-52 for the following information. There are
three air elementals in the room.
Two: Aeries
See pages 52-54 for the following information. There is a
young fire dragon and a daemon warrior in the aerie.
Three: Spawning Room
See page 54 for the following information. There are ten
scavenger spawn in the room.
Four: Power Chamber
See pages 54-55 for the following information. There is a
dracolich in the chamber.
Creatures entering the upward shaft must make a DC 15
Constitution saving throw or take 10 (3d6) poison damage on
a failed save, or half as much damage on a successful one.
Five: Bombardment Station
See pages 55-56 for the following information.
21-25 Minutes. The meteor has AC 17 and needs to take
27 points of damage to be interrupted.
26-29 Minutes. Creatures near the meteor must make a
DC 15 Constitution saving throw or take 10 (3d6) fire
damage on a failed save, or half as much damage on a
successful one.
30 Minutes. Anyone in the bombardment station when the
meteor is dropped must make a successful DC 15 Strength
saving throw or fall toward the city.
Six: Fire Pit
See pages 56-57 for the following information. There is a
deepspawn in the pit.
Seven: Lair of the Daemonlord
See page 57 for the following information. There are eight
brutes, a spirit naga, two water elementals, and a
daemonlord in the lair.

PART 5 | THE CHAOS CLOUD


30
APPENDIX 1: MONSTER/NPC STATISTICS
Brute Languages Common, Tarmakian
Challenge 1/2 (100 XP)
Medium humanoid (human), lawful evil

Armor Class 15 (Tarmak war paint) Tarmak War Paint. While wearing this paint, the brute
Hit Points 11 (2d8 + 2) has AC 15 and it regains 5 hit points at the start of its
Speed 30 ft. turn. When the paint has healed a total of 20 points of
damage, it loses its effectiveness.

STR DEX CON INT WIS CHA Actions


12 (+1) 11 (+0) 13 (+1) 9 (-1) 10 (+0) 8 (-1) Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) slashing damage, or 6
Senses passive Perception 10 (1d10 + 1) slashing damage if used with two hands.

Cedar Spawn Senses blindsight 60 ft. (blind beyond this radius),


passive Perception 10
Large plant, chaotic evil
Languages —
Armor Class 15 (natural armor) Challenge 5 (1,800 XP)
Hit Points 68 (8d10 + 24)
Speed 20 ft. False Appearance. While the spawn remains motionless,
it is indistinguishable from a dead tree.

STR DEX CON INT WIS CHA Actions


18 (+4) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 3 (-4) Multiattack. The spawn makes three slam attacks.
Skills Stealth +2 Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Damage Vulnerabilities fire target. Hit: 13 (2d8 + 4) bludgeoning damage and the
Damage Resistances bludgeoning, piercing, and slashing target is grappled (escape DC 14). Until this grapple
from nonmagical attacks ends, the spawn has advantage on attack rolls against
Condition Immunities blinded, deafened the grappled creature. The spawn can grapple three
creatures simultaneously.

APPENDIX 1 | MONSTER/NPC STATISTICS


31
Daemon Warrior Fear Aura. Any creature hostile to the warrior that starts
its turn within 30 feet of the warrior must make a DC
Medium undead, chaotic evil
12 Wisdom saving throw, unless the warrior is
Armor Class 17 (natural armor) incapacitated. On a failed save, the creature is
Hit Points 45 (7d8 + 14) frightened until the start of its next turn. If a creature’s
Speed 30 ft., fly 60 ft. (hover) saving throw is successful, the creature is immune to
the warrior’s Fear Aura for the next 24 hours.
Unholy Smite (Recharge 6). When the warrior hits a
STR DEX CON INT WIS CHA creature with a melee weapon attack, it can deal an
17 (+3) 19 (+4) 15 (+2) 13 (+1) 13 (+1) 15 (+2) extra 9 (2d8) necrotic damage.

Damage Vulnerabilities radiant Actions


Damage Resistances bludgeoning, piercing, and slashing Multiattack. The warrior makes two greatsword attacks.
from nonmagical attacks Alternatively, the warrior makes two attacks: one with
Damage Immunities fire, poison its bite and one with its claw.
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11 Greatsword. Melee Weapon Attack: +6 to hit, reach 5
Languages Common, Infernal ft., one target. Hit: 9 (2d6 + 3) slashing damage.
Challenge 5 (1,800 XP) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Death Throes. When the warrior dies, it explodes, and
each creature within 5 feet of it must make a DC 13 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Dexterity saving throw, taking 21 (6d6) fire damage on target. Hit: 8 (2d4 + 3) slashing damage.
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 warrior’s weapons.

Daemonlord Magic Resistance. The daemonlord has advantage on


saving throws against spells and other magical effects.
Large fiend, chaotic evil
Regeneration. The daemonlord regains 10 hit points at
Armor Class 17 (natural armor) the start of its turn if it has at least 1 hit point.
Hit Points 195 (17d10 + 102)
Speed 30 ft., fly 60 ft. Actions
Multiattack. The daemonlord makes three attacks: one
STR DEX CON INT WIS CHA with its bite and two with its claws.
26 (+8) 16 (+3) 22 (+6) 19 (+4) 17 (+3) 21 (+5) Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 19 (2d10 + 8) piercing damage.
Saving Throws Str +13, Con +11, Wis +8, Cha +10 Claws. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Damage Resistances cold, fire, lightning; bludgeoning, one target. Hit: 17 (2d8 + 8) slashing damage.
piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison Paralyzing Gaze. The daemonlord targets one creature it
Condition Immunities paralyzed, poisoned can see within 30 feet of it. If the target can see it, the
Senses truesight 120 ft., passive Perception 13 target must succeed on a DC 19 Constitution saving
Languages Abyssal, Common, Draconic, Ignan, Infernal throw or be paralyzed for 1 minute. The target can
Challenge 16 (15,000 XP) repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Innate Spellcasting. The daemonlord's innate Roar (Recharge 5-6). The daemonlord roars in a 60-foot
spellcasting ability is Charisma (spell save DC 18). The cone. Each creature in that area must succeed on a DC
daemonlord can innately cast the following spells, 19 Constitution saving throw or be deafened for 1
requiring no material components: minute.
At will: detect evil and good, magic circle Summon Spawn (Recharge 5-6). The daemonlord
summons 2d6 scavenger spawn, 1d6 sand spawn, or
3/day each: chain lightning, stinking cloud, teleport 1d4 cedar spawn.
1/day each: control weather, meteor swarm

APPENDIX 1 | MONSTER/NPC STATISTICS


32
Deepspawn Fanthalas Karango
Large aberration, chaotic evil Medium humanoid (human), lawful neutral

Armor Class 13 (natural armor) Armor Class 16 (chain mail; 18 with shield of faith)
Hit Points 119 (14d10 + 42) Hit Points 58 (9d8 + 18)
Speed 20 ft., swim 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 17 (+3) 16 (+3) 4 (-3) 16 (+3) 13 (+1) 14 (+2) 13 (+1) 16 (+3) 13 (+1)

Damage Immunities poison Skills Persuasion +3


Condition Immunities poisoned Senses passive Perception 13
Senses darkvision 60 ft., passive Perception 13 Languages Common
Languages Deep Speech Challenge 2 (450 XP)
Challenge 7 (2,900 XP)
Spellcasting. Fanthalas is a 4th-level spellcaster. His
Innate Spellcasting. The deepspawn's innate spellcasting ability is Wisdom (spell save DC 13, +5
spellcasting ability is Intelligence (spell save DC to hit with spell attacks). Fanthalas has the
15). The deepspawn can innately cast the following following cleric spells prepared:
spells, requiring no material components:
Cantrips (at will): light, sacred flame, thaumaturgy
At will: detect thoughts, water breathing 1st level (4 slots): cure wounds, guiding bolt,
3/day: hold monster sanctuary, shield of faith
1/day: heal (self only) 2nd level (3 slots): hold person, lesser restoration,
spiritual weapon
Actions
Multiattack. The deepspawn makes four attacks: two
Actions
with its bite and two with its tentacles. Multiattack. Fanthalas makes two attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., Longsword. Melee Weapon Attack: +5 to hit, reach
one target. Hit: 11 (2d6 + 4) piercing damage. 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
or 8 (1d10 + 3) slashing damage if used with two
Tentacles. Melee Weapon Attack: +9 to hit, reach hands.
10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage, and the target is grappled (escape DC 15).
Until this grapple ends, the target is restrained. The
deepspawn has three tentacles.

APPENDIX 1 | MONSTER/NPC STATISTICS


33
Sand Spawn Scavenger Spawn
Medium elemental, chaotic evil Medium undead, chaotic evil

Armor Class 14 Armor Class 13


Hit Points 39 (6d8 + 12) Hit Points 32 (5d8 + 10)
Speed 40 ft. Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 6 (-2) 10 (+0) 6 (-2) 14 (+2) 16 (+3) 14 (+2) 7 (-2) 10 (+0) 6 (-2)

Damage Resistances lightning, thunder; Damage Resistances bludgeoning, piercing, and


bludgeoning, piercing, and slashing from slashing from nonmagical attacks
nonmagical attacks Damage Immunities poison
Damage Immunities poison Condition Immunities poisoned
Condition Immunities exhaustion, grappled, Senses darkvision 60 ft., passive Perception 10
paralyzed, petrified, poisoned, prone, restrained, Languages —
unconscious Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Terran
Challenge 2 (450 XP)
Actions
Multiattack. The spawn makes two attacks: one with
Sand Form. The spawn can enter a hostile creature's its bite and one with its claws.
space and stop there. It can move through a space Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
as narrow as 1 inch wide without squeezing. one target. Hit: 6 (1d8 + 2) piercing damage and
the target must make a DC 12 Constitution saving
Actions throw. On a failed save, the target's speed is halved,
Multiattack. The spawn makes two slam attacks. it takes a -2 penalty to AC and Dexterity saving
throws, and it can't use reactions. On its turn, it can
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., use either an action or a bonus action, not both.
one target. Hit: 6 (1d8 + 2) bludgeoning damage The target can repeat the saving throw at the end of
and the target must make a DC 12 Constitution each of its turns, ending the effect on itself on a
saving throw or be blinded for 1 minute. A blinded success.
target can repeat the saving throw at the end of Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
each of its turns, ending the blinded condition on one target. Hit: 5 (1d6 + 2) slashing damage.
itself on a success.

APPENDIX 1 | MONSTER/NPC STATISTICS


34
Shadow Wight Young Fire Dragon
Medium undead, chaotic evil Large dragon, chaotic evil

Armor Class 13 Armor Class 18 (natural armor)


Hit Points 67 (9d8 + 27) Hit Points 157 (15d10 + 75)
Speed 0 ft., fly 50 ft. (hover) Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 16 (+3) 14 (+2) 13 (+1) 21 (+5) 23 (+6) 10 (+0) 21 (+5) 9 (-1) 10 (+0) 9 (-1)

Damage Vulnerabilities fire, radiant Saving Throws Dex +4, Con +9, Wis +4, Cha +3
Damage Resistances acid, cold, lightning, thunder; Skills Perception +8, Stealth +4
bludgeoning, piercing, and slashing from Damage Vulnerabilities cold
nonmagical attacks Damage Immunities fire
Damage Immunities necrotic, poison Condition Immunities poisoned
Condition Immunities charmed, exhaustion, Senses blindsight 30 ft., darkvision 120 ft., passive
grappled, paralyzed, petrified, poisoned, prone, Perception 10
restrained, unconscious Languages Common, Draconic
Senses darkvision 60 ft., passive Perception 11 Challenge 9 (5,000 XP)
Languages the languages it knew in life, telepathy
120 ft. Heated Body. A creature that touched the dragon or
Challenge 5 (1,800 XP) hits it with a melee attack while within 5 feet of it
takes 7 (2d6) fire damage.
Incorporeal Movement. The wight can move through
other creatures and objects as if they were difficult Actions
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object. Multiattack. The dragon makes three attacks: one
with its bite and two with its claws.
Bright Light Sensitivity. While in bright light, the
wight has disadvantage on attack rolls, as well as on Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Wisdom (Perception) checks that rely on sight. one target. Hit: 17 (2d10 + 6) piercing damage
plus 3 (1d6) fire damage.
Actions Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 one target. Hit: 13 (2d6 + 6) slashing damage.
ft., one target. Hit: 21 (4d8 + 3) necrotic damage. Fire Breath (Recharge 5-6). The dragon exhales fire in
The target must make a DC 14 Constitution saving a 30-foot cone. Each creature in that area must
throw or its hit point maximum is reduced by an make a DC 17 Dexterity saving throw, taking 42
amount equal to the damage taken. This reduction (12d6) fire damage on a failed save, or half as much
lasts until the target finishes a long rest. The target damage on a successful one. If the target is a
dies and vanishes, leaving only its possessions if creature or a flammable object, it ignites. Until a
this effect reduces its hit point maximum to 0. All creature takes an action to douse the fire, the target
memory of the target similarly vanishes from the takes 7 (2d6) fire damage at the start of each of its
minds of those who knew it or met it, as if it had turns.
never existed. The target may not be raised,
resurrected, or otherwise restored, even with a
wish.
Fear Gaze. The wight targets one creature it can see
within 30 feet of it. If the target can see it, the
target must succeed on a DC 16 Wisdom saving
throw or be frightened for 1 minute. The target can
repeat the saving throw at the end of each of its
turns, ending the effect on a success.

APPENDIX 1 | MONSTER/NPC STATISTICS


35
APPENDIX 2: KNIGHTS OF TAKHISIS

O
f all the knightly orders of Ansalon, none are as During this time, Ariakan learned all that he could about
feared as the Dark Knights of Takhisis. Born the structure, organization, and mentality of the Knights of
from the vision of Ariakan, the Knights of Solamnia. A personable youth, handsome and charming, he
Takhisis stand in the pages of history as the soon won the favor and admiration of his captors. The
greatest organized force of Evil to ever walk Knights were eager to indoctrinate him in the Oath and the
the face of Krynn. Measure, believing that such a course of study would benefit
After Ariakan’s time of imprisonment by the Knights of the young man and teach him the error of his ways. The error
Solamnia, he envisioned a dark knighthood that would draw was on the part of the Knights.
from the best aspects of the Knights of Solamnia, without Ariakan studied the Knighthood as a warrior sizing up his
falling into the traps of the Solamnics’ failings. While enemy. It was only a matter of time before Ariakan knew all
studying the Knights of Solamnia as their prisoner, he the right things to say to convince the Knights of his
realized his father’s greatest flaw. Ariakas relied on the Law rehabilitation and conversion. Indeed, after two years, he was
of the Dark Queen—Evil feeds on itself, gaining strength given an early release from the High Clerist’s Tower, but he
from the failure of its weaker members. By undermining the asked to stay and finish his studies. His request was happily
ability of the forces of Evil to work together, this had proven granted.
to be the downfall of Takhisis throughout history, most At the end of five years, learning all he could from the
notably with the dragonarmies during the War of the Lance. Knights, he offered his farewells. Many among the
What if Evil did not turn upon its own? What if there was a Knighthood were sorry to see him go, for Ariakan was a
group of dark knights who put the Knighthood before charming companion, a knowledgeable scholar, and an
personal gain? These questions haunted Ariakan until his excellent fighter. Only after he had left the Knights did it
encounter with the Dark Warrior, a fearsome aspect of the occur to them that, during all the time that he was with them,
goddess Takhisis. He bared his heart to her and, though he he had been careful never to actually proclaim any true
had touched upon her own failings, she approved of his allegiance, swear any vow, take any oath.
vision. She commanded him to build a knighthood in her Ariakan was in his mid-twenties when he rode out onto the
name. Solamnic Plain. He had an escort—Knights bound for other
The Knights of Takhisis are divided into three orders. The parts of the realm—but he soon managed to divest himself of
Knights of the Lily are the physical body of the Knighthood, his unwanted companions. Immersed in their own affairs,
warriors trained to fight in single combat, whether on foot, on attempting to put back together a country shattered by war,
horse, or riding a dragon. The Knights of the Skull are the the Solamnic Knights made only a halfhearted attempt to
spiritual body of the Knights of Takhisis, guiding them capture Ariakan. He had led them to believe he was going to
through the power of the Vision. The Knights of the Thorn enter the mercenary line of work and, though they considered
are the intellectual mind of the Knights of Takhisis, whose this a lowly occupation, they agreed that he must be off in
divinations augment their conquests. The Knights of Takhisis some realm, selling his sword to earn his living.
bring steel, spirit, and sorcery together in powerful Ariakan had no thought of selling his sword. He had
combination. learned much more from the Knights than just their culture,
As Ariakan foresaw, his knighthood would have to be like tradition, and history. Using the skills the Knights had taught
the ironwood trees, merging a strong foundation with the him, he eluded their watch and slipped back across the
ability to move and adapt. The foundations of the Knights of plains. Amidst a raging blizzard, he climbed the forbidding
Takhisis remain the same. To reach their Vision of mountains of Neraka and soon lost his way. Frozen and
dominating Ansalon and the world beyond—no matter who starving, he collapsed in a snowdrift and, with his last breath,
they believe the leader of this world will be—they are prayed to his mother Zeboim, for aid.
empowered by the laws of the Code to guide them and to As he ended his prayer, he saw a seashell in the snow
maintain unity. The Blood Oath fuels their actions and, in the before him. Accepting this as a sign from his goddess mother,
end, all must submit or die. Ariakan struggled to his feet. A trail of seashells led him to a
cavern. Here he found shelter against the storm, a cache of
food, and dry wood for a fire. He ate and, exhausted, fell
History of the Knights of asleep.
Ariakan awoke to find a figure clad in shining black armor
Takhisis near the fire. He did not fear the figure, thinking it a
The foundations of the Knights of Takhisis date back to the manifestation of his dead father. When the figure told Ariakan
year 352 AC when Ariakan, son of the Dragon Emperor to relate his experiences, he told the figure how he admired
Ariakas by an aspect of the goddess Zeboim, was captured by the Knights of Solamnia—the discipline, training, and
the Whitestone forces at the Temple of Neraka. His very willingness to sacrifice themselves for their cause. He
existence wasn’t even known to the Solamnics until the fall of described why the dragonarmies had failed and suggested
the Temple of Neraka. His capture and subsequent that a new knighthood could succeed where they had fallen
imprisonment was one of the biggest secrets of the War of short.
the Lance.

APPENDIX 2 | KNIGHTS OF TAKHISIS


36
It was then that the figure revealed himself to be the Dark During the War of the Lance, the forces of Good were
Warrior, an aspect of the goddess Takhisis. She was not defeated until they decided to work together under a unified
happy to hear a list of her faults and her enemies’ virtues, but leadership. Ariakan took this a step further by training
she realized the value of Ariakan’s honesty and insight. warriors, clerics, and wizards to complement one another in
Ariakan shared his vision of this new knighthood, one that battle. Although a Knight’s training may begin within his own
would improve upon the example set by the Knights of Order, they begin working with other Orders at the
Solamnia and surpass them as the dominant knighthood on compgroup level and higher.
Ansalon. The Dark Queen gave her blessing to Ariakan’s plan. The Knights of Takhisis army is led by the Lord of the
Ariakan quickly gathered what remained of his father’s Night, who reigns as supreme commander of the entire army.
forces and set about building the Knights of Takhisis. Wary of He is advised by the Lord Knights of each order. The army is
discovery, Ariakan sought a secret base from which to build then broken down into seven quadrons, each one led by a
his forces. Zeboim guided her son to an island in the North Master of the Lily, Skull, or Thorn, who report to their
Sirrion Sea; Storm’s Keep was built within a year, becoming respective Lord Knight. Quadrons are broken down into four
one of the most unassailable fortresses on all of Krynn. A shields, which are led by a Marshal. Each shield consists of
cool current from Icewall Glacier kept the island chilly. Great five compgroups, which is led by a Champion. Compgroups
storms brewed overhead as the frigid polar waters met the are made of seven wings and include 30–40 support staff. A
warmer northern waters and sheathed the isle in fog, keeping wing is led by a Knight of Warder rank and consists of five
its location secret. talons. The talon, a group of nine people each, is led by a
While work on this great military edifice progressed, Knight of Guardian rank. At the wing and talon level, Knights
Ariakan explored the sea beyond Ansalon and recruited come from only one order. This allows for small missions that
followers. During a voyage beyond the Blood Sea Isles, he may only require members of one order, as well as an
discovered the island-continent of Ithin’Carthia, home of the environment that is conducive towards teaching younger
towering human-like brutes known as the Tarmaks. Ariakan Knights the ways of the Knighthood.
convinced them he was the manifestation of one of their
departed gods and gained their loyalty.
By the summer of 383 AC, Ariakan was ready. In less than Rank Structure
fifteen years, he had built the Knights of Takhisis into a force The rank structure of the Knights of Takhisis is modeled after
that would dominate Ansalon. He had written the Code, the the rank structure of the Knights of Solamnia to a degree,
laws that governed the Dark Knights. He had organized three though changes were made to fit the organization of the
Orders—those of the Lily, the Skull, and the Thorn—each Knights of Takhisis. The ranks of the Knights of Takhisis
with an individual specialty and purpose, but working as a were created to represent the individual identity of each
united whole. His Knights were strengthened by blue dragon Order, while maintaining a unified rank structure that all
mounts, by the Tarmaks, and by the Minions of Dark, an knights could easily identify. The hierarchy of the Knights of
infantry force of mercenaries. The time had come to put his Takhisis is divided into three groups: supplicants who are
dark paladins to the ultimate test. essentially green troops, knight-officers who directly
Moving with an audacity born of courage, discipline, and command troops in battle, and the Order of Lords who are
unshakable faith, the Knights of Takhisis invaded Ansalon. In the generals and strategists of the Knighthood. A Squire of
a single month’s time, Ariakan’s forces had conquered more the Lily is not officially considered part of the Knighthood
territory than the dragonarmies had during the entire War of and therefore does not hold a military rank within the
the Lance. Each new conquest brought more recruits. Knights.
Supplicants are the lowest-ranking members in each
Leadership and Order. They are the backbone of the Knighthood and the
largest percentage of Knights of Takhisis hold a rank within
Organization this level. At this stage, they are given the title of Sir or
Madam. A supplicant enters the Knighthood at the Novice
The Knights of Takhisis are organized in such a way that the level where the initial training of each Order takes place.
strengths of each of the three Orders work to complement Novices learn their place within their respective Orders and
one another, combining the power of steel, sorcery, and spirit. begin the fundamental instruction that the Order requires.
The Knights of the Lily are the warriors of the Knighthood, They are quickly trained in the art of battle and how their
fighting on the battlefield in a variety of roles, from foot Order approaches combat. Acolytes, having mastered the
soldiers to cavalry to dragon riders. The Knights of the Skull basics expected by their Order, begin to put their lessons to
are divine spellcasters who guide the Knighthood spiritually, more practical use. Most Knights of Takhisis on the
weeding out all those who would be traitors to the Vision as battlefield hold this rank. As the Knights of Takhisis progress
well as threats from the outside. Their unholy power is used to the Warrior rank, they are placed in a leadership role as
on the battlefield to aid fellow Knights and to harm enemies. second-in-command of a talon.
The Knights of the Thorn are the arcane spellcasters of the
Knighthood. They use their arcane arts to predict the
movements of their adversaries and use magical power to
obliterate their foes.

APPENDIX 2 | KNIGHTS OF TAKHISIS


37
A Knight of Takhisis who becomes a Knight-Officer has The Knights of Takhisis Rank Structure
proven that he is capable of leading others. Knights of Rank Lily Knights Skull Knights Thorn Knights
Guardian rank are given command of a talon, a group of nine Lord of the Lord of the Lord of the Lord of the
Knights. A Warder commands a wing—five talons consisting Night Night Night Night
of forty-five Knights total. From there, he advances to the rank
of Champion, commanding a compgroup consisting of seven Lord Knight Lord of the Lord of the Lord of the
wings, a total of 315 knights and 30–40 support personnel. Lily Skull Thorn
Champion is the first rank at which a Knight of Takhisis Master Master of the Master of the Master of the
commands members of another Order as well as his own. A Lily Skull Thorn
Champion may, for example, command two Lily Wings, two Marshal Marshal of Marshal of the Marshal of the
Skull Wings, and one Thorn Wing. Knights who reach the Lily Skull Thorn
Champion level are indoctrinated in the concept that victory
is more assured when all available assets are used. It is a Champion Champion of Champion of
the Lily the Skull
Champion of
the Thorn
point of honor to the Knighthood that no favoritism is shown
to one’s own Order. Such an accusation of dishonor and Warder Warder of the Warder of the Warder of the
impropriety never goes unanswered. Lily Skull Thorn
Once a Knight has proven himself as a Knight-Officer and Guardian Guardian of Guardian of Guardian of the
successfully commanded a compgroup, he may seek to the Lily the Skull Thorn
advance into the Order of Lords. This level of power is only Warrior Night Warrior Bone Clerist Blood
attainable if there is a vacancy. Such a vacancy may be Apprentice
created; advancement through formal challenge and knightly
combat is not only permissible, it is encouraged. The Acolyte Night Acolyte Bone Acolyte Blood Acolyte
victorious Knight assumes the rank of the defeated Knight. Novice Night Novice Bone Novice Blood Novice
When a vacancy in the upper ranks of the Knighthood comes
about as the result of attrition (such as a Lord Knight dying of
natural causes or being killed in battle, outside single Traditions of the Knights
combat), all applicants must present themselves before a of Takhisis
tribunal of the Order of Lords. The reviewing tribunal
determines the criteria under which the position shall be The Knights of Takhisis were founded on a chivalric code of
won. Typically, such criteria will consist of elimination honor that was based in principle on the honor of the Knights
tournaments or particularly hazardous ventures. of Solamnia, though modified to fit the Vision. The Code is
Those who attain rank within the Order of Lords may use based on the ideal of respect, both for allies and for enemies
the title of Lord or Lady. This is the first time that a Knight who have earned it, such as the Knights of Solamnia. All
commands forces numbering thousands. The lowest rank others are beneath a Knight of Takhisis. The Knights of
within the Order of Lords is the Marshal, who commands a Takhisis also hold true to loyalty. However, unlike the Knights
shield consisting of five compgroups (1,575 knights). A of Solamnia, the Knights of Takhisis don’t hold true to virtue.
Master commands a quadron consisting of four shields A Knight of Takhisis is free to murder or even steal, but only if
(6,300 knights). Masters report to the heads of their Orders, doing so furthers the goals of the Knighthood. The Knights of
the Lord Knights. There are only three Lord Knights at any Takhisis’ code of honor is not as generous as that of the
given time, one per Order, who report directly to the Lord of Knights of Solamnia, having harsh penalties for failure.
the Night. Lord Knights are the guiding forces within their Knight of Takhisis honor has many things in common with
Orders. the minotaur code of honor, though it is more “civilized” and
At the head of the Knighthood is the Lord of the Night, who not as brutal. In theory, a Knight’s life should revolve around
may come from any of the three Orders. He is the supreme honor.
military commander of the entire Knighthood, leading the Each morning as the sun rises, the Knights of Takhisis
army through the Order of the Lords. present themselves on the field in front of their commander.
There, they recite the Blood Oath five times, interspersed
The Knights of Takhisis Order of Battle with excerpts from the Code in order to keep it fresh in the
Approximate Unit minds of all Knights. During the day, Knights are expected to
Commander Unite Type Size perform their everyday duties. In the evening, all the Orders
Lord Army (7 Quadrons) 44,100 men must spend time on their individual focus. Lily Knights focus
Master Quadron (4 Shields) 6,300 men
on exercise and practice with the sword, Thorn Knights study
their arcane arts, and Skull Knights spend time in meditation
Marshal Shield (5 1,575 men and prayer.
Compgroups) The Knights of Takhisis are a brotherhood trained to work
Champion Compgroup (7 Wings) 315 men for the betterment of the Knighthood. Personal goals and
Warder Wing (5 Talons) 45 men
feelings are set aside in favor of the goals of the Knights of
Takhisis. Individual ambition for one’s own sake is
Guardian Talon 9 men discouraged, while ambition for the sake of the Knighthood is
encouraged. Knights are expected to work together, not only
within their Order but with members of the other Orders as
well.

APPENDIX 2 | KNIGHTS OF TAKHISIS


38
Duels are a common feature in Knight of Takhisis culture. A
duel can take place for a number of reasons, though typically Recruitment and Training
it is to settle a dispute centered on a point of honor. For Recruitment for a Knight of Takhisis begins at a young age,
example, if one Knight accuses another of stealing, the two typically around twelve years old. Few candidates are
will duel. Whichever of the two Knights is left alive is accepted past age fourteen. For the next three years, the
considered to have met any requirements of honor, while the young petitioner will undergo a program of rigorous physical
defeated Knight will be buried without honor. Duels also training and indoctrination. The Knights of the Skull are
determine advancement into the Order of Lords, if an responsible for their training, shaping the bodies, hearts, and
opening does not already exist. A Knight who wishes to minds of the young petitioners through harsh discipline.
advance challenges a Knight within the Order. If he succeeds Petitioners quickly learn the values of honor and obedience
and his foe is slain, he takes his opponent’s place in the Order and the tenets of the Vision, the Blood Oath, and the Code.
of Lords. Young petitioners who display a knack for magical talent may
In combat, it is customary to salute one’s opponent if that also gain additional training by the Knights of the Thorn.
opponent is known to be honorable. A Knight of Solamnia, After this three-year period, petitioners are ready to become
may be saluted; kender, gnomes, or human mercenaries may Squires of the Lily.
not. Although it is a rare occurrence, the Knighthood does
The Dark Knights take a very grim view of failure. While welcome older candidates who have sworn their allegiance
there may be setbacks on the field of battle, utter and and demonstrated the heart of honor of a Knight of Takhisis.
complete failure will be met with harsh discipline. Often this Like their younger counterparts, older petitioners undergo
is based on the circumstances. A minor infraction may only their own program of training and indoctrination by the
result in a lashing. The Knight is stripped of his armor for the Knights of the Skull. This program is different, focused on
duration of the punishment, as he is not considered removing existing worldly views and replacing them with the
honorable enough to wear the symbols of his Order. A Vision of the Knights of Takhisis.
Knight’s hands are tied to a stake which is driven into a wall Recruits to the Knighthood are typically human, though the
above the level of his head. His offenses are recited as he is occasional dark elf, half-elf, fatherless dwarf, half-ogre, or
whipped, ending with a recitation of the portion of the Code minotaur will join the ranks. Minotaurs are valued for their
that governs this particular behavior. When the lashing ends, strength in battle and deep code of honor, while dark elves
the Knight must stand on two feet and look his commander and fatherless dwarves are valued for the talents and
in the eye, swearing an oath that he will never commit the information they have that can be used against their parent
offense again. If he is unable to stand, he will undergo the race. Half-elves and half-ogres are treated as half-breeds,
lashing again the next day and each subsequent day until he though half-elves often make superior Skull Knight
can stand as a Knight. ambassadors and half-ogres perform well in the ranks of the
Some offenses are severe enough to warrant execution, Knights of the Lily. Ogres are frowned upon. Though very
such as treason, disobeying orders, or murdering a fellow strong, they have slow minds and no sense of honor. Kender
Knight without a duel. In such cases, the Knight’s sponsor is and gnomes are not welcome, and draconians are regarded
to carry out the execution. The Knight is placed in kneeling as little more than subhuman monsters. Nonhuman Dark
position, then beheaded by his own sword. If the Knight is not Knights discover that the other Knights of Takhisis are not
in custody, his sponsor will work with an adjudicator to hunt always welcoming of their company. The Code does allow for
down and kill the Knight. nonhumans, so they are accepted, though grudgingly. The
Knights accused of breaking the Code may present proof of Knights of the Skull examine each nonhuman candidate,
their innocence and may request an advocate. The advocate checking into their backgrounds to weed out those who
will offer the proof of the Knight’s innocence and his unerring would betray the Knighthood, as well as evaluating what skills
dedication to the Code, as well as listing the the petitioners might bring with them.
accomplishments of the Knight. If the adjudicator agrees with After serving as a petitioner, the prospective Knight
the advocate, the accusation is removed from the records. If becomes a Squire of the Lily, serving under a patron Knight.
the adjudicator finds the Knight guilty, then the Knight and It is during this time, typically around a year, that their
his advocate are both executed. training and indoctrination are first put to practical use.
The Dark Knights set aside one day a year to honor Though a squire may serve under a Thorn or Skull Knight,
Ariakan’s mother, Zeboim, and the founding of the Knights of they are still considered part of the Order of the Lily since the
Takhisis. squires require basic warrior training. A Thorn or Skull
Knight may recognize talents with arcane or divine magic
and may groom the squire to some degree, but the vast
majority of training focuses on honor and the warrior arts.
The squire will work with members of all three Orders,
learning how they work together to fight a foe.
When a squire completes the Test of Takhisis, he typically
serves a year of general service in his Order. As he rises in
rank, he may choose specialized training.

APPENDIX 2 | KNIGHTS OF TAKHISIS


39
While all Knights are proficient in basic combat, Knights of
the Lily can expand upon that training. Many Lily Knights The Vision and the Blood
train as cavaliers, learning the techniques of mounted Oath
combat. Horsemanship is paramount, and the Knight must
learn to take care of his steed. Cavalry training also includes When Ariakan formed the Knights of Takhisis, he knew that
training with a lance. Jousting is used to further this training. he would need a set of laws to govern his knights so that
Some Lily Knights take mounted combat to the ultimate level order would be maintained. While Ariakan drew inspiration
by learning the specialized role of a dragon rider. Dragon from the Measure of the Knights of Solamnia, he was
riders learn that aerial combat is a lot more unpredictable frustrated by the debates over minor points of the Measure
than regular mounted combat. Ranks are replaced with aerial that he witnessed during his time in captivity. He envisioned a
formations, such as the Blue Lady’s Formation, the Flying V, set of laws that would allow a knight to know what was
and the Thunderbolt, though dragon riders are also taught expected of him, even if separated from his fellow knights, yet
that, once battle begins, formations don’t last very long. Aerial would allow flexibility and occasional exceptions. Ariakan
combat tactics include the use of lances, missile weapons (for drew up the Code to serve as those laws, based on the Vision
archers), and the dragons’ natural weapons (fang and claw of Takhisis. Knights would be expected to swear the Blood
attacks, wing buffets, tail slaps, and breath weapons). Oath to demonstrate their unwavering dedication to the
Knights of the Skull can train in several different Code.
specializations. All Skull Knights train in the basics precepts
of their faith and are in charge of internal security and, when The Vision
at war, support services and interrogation. Most are capable The Vision is a statement of the ultimate goal of the
of defending themselves. A select few are chosen to join the Knighthood: One World Order. The goal is nothing short of
ranks of the Cabal of the Code as adjudicators. Such Skull the total and unquestioned domination of the world of Krynn.
Knights must memorize the entire Code and learn the skills The Blood Oath and the Code were established to make the
of adjudication. Perhaps the most important task of the Skull Vision manifest. Each Knight also experienced his own
Knights is to serve as taskmasters for young petitioners, personal Vision, originally granted by Takhisis through the
focusing on doctrine, discipline, and control. Skull Knights Knights of the Skull. This individual Vision showed each
can also serve as ambassadors for the Knighthood. In Knight his place within the Dark Knights and how he fit into
addition to the art of diplomacy, the ambassadors learn how Takhisis’ grand scheme.
to gather information on other races and nations in order to
benefit the Knighthood. The Blood Oath
Knights of the Thorn may specialize in one of several roles
open to arcane spellcasters. Many take on the role of war The Blood Oath of the Knights of Takhisis is quite simple:
mage, aiding their fellow Lily Knights from behind the lines Submit or Die. The Blood Oath is part of the indoctrination
of battle. Some Thorn Knights focus on using divination in process, teaching young aspirants into the Knighthood that
their role of gathering external intelligence, supplementing they must be utterly dedicated, both in body and soul, to the
the valuable intelligence gathered by mundane spies. Some cause. All thoughts of self are submerged, sublimated. This
Thorn Knights are trained in the art of casting spells while doesn’t mean that the Knights of Takhisis may not think for
riding dragonback. Typically, a Thorn Knight will sit in a themselves, merely that the Knighthood comes before all self-
specially made three-seated saddle, with a Lily Knight in the interest.
front and the Thorn Knight riding behind him, next to a Skull
Knight who offers healing, protection, and enhancement The Code of the Knights
magic to the other Knights. This allows the Thorn Knight to
concentrate on casting his spells. If the dragon has of Takhisis
spellcasting abilities as well, the Thorn Knight will learn how
to cast spells in tandem with the dragon. The Code is the set of laws, crafted by Ariakan himself, that
All Knights of Takhisis are taught the battle techniques of are designed to deal with both military situations and the
the Knights of Solamnia. The Knights of Takhisis not only lives of each member of the Knighthood. The Code borrows
learn their tactical weaknesses, but also the weakness of the from the Measure of the Knights of Solamnia, but it has been
Solamnic heart. By understanding what it is to be a Knight of adapted to Ariakan’s vision of the Knights of Takhisis. Strict
Solamnia, the Knights of Takhisis learn what it takes to adherence to the Code is required, though each case is
defeat them. decided on its own merits and exceptions can be made.
The Knights of Takhisis try to train all Knights to be Ariakan determined that council meetings to consider
leaders. While it is true that some individuals are better changes to the Code wasted precious time on endless
followers than leaders, the Knights of Takhisis view lack of bickering over trivial points of law and honor. Ariakan
ambition as a weakness. Leadership training includes not established the Code as the unwavering foundation of the
only basic principles, but also how all three Orders work Knights of Takhisis. Obvious violations were dealt with
together and how to command those who are not from your swiftly and with certainty.
Order. It also centers on placing the Knighthood above the
self, even if it means sacrificing your own life.

APPENDIX 2 | KNIGHTS OF TAKHISIS


40
On the other hand, Ariakan realized the need to be flexible, so The Test of Takhisis
he established means by which exceptions to the Code might
be considered and accepted or rejected on their own merits. For all of the Orders within the Knighthood, continuation past
Adjudicators of the Code, drawn from the higher ranks of the the level of Squire of the Lily requires that the Knight pass
Knights of the Skull, are appointed by the Lord of the Night to the Test of Takhisis, just as wizards must face the dread Test
look into each case. An adjudicator is recognizable by the of High Sorcery. Failure in this test results in death. There
scepter he wields, presented to him by the Lord of the Night has never been a case where a failed Knight has survived;
as a badge of his office. The adjudicator’s decision is law. If even if a Knight manages to escape, the members of all three
the adjudicator decides that the Code has been violated, then Orders use their powers to track the Knight down.
punishment—usually death—is meted out to the offender. The Test of Takhisis usually centers on the three themes of
The bulk of the Code deals with establishing lines of Vision, Order, and Obedience. Typical problems posed are:
communication and authority, detailing how orders are Will the Knight sacrifice whatever is necessary—power,
dispatched and acted upon quickly. Ariakan knew that there fortune, a loved companion, life itself—in order to fulfill the
would be times when a Knight might find himself cut off from Vision? Will order and obedience win out over sentiment and
the chain of command. Therefore, he devoted sections of the the heart? Will the Knight obey an order at the sacrifice of the
Code to teaching the Knights how to act on the Vision and Knight’s own life or the lives of kin or loved ones?
carry out the will of the Knighthood when on their own. Even As with the Test of High Sorcery, the Test of Takhisis may
within the bounds of the Code, a Knight has a fair amount of be an illusion, though the tested Knights truly believe that
discretion on how to carry out the Vision. what they are undergoing is real. In some instances, the
The Code allows for a Knight to lie, steal, or murder, but Knights may be sent on missions or quests designed to prove
only if such acts further the Vision and are not done for self- their worthiness. The Test is dangerous and often extremely
gain or due to loss of control. The Knights of Takhisis do not cruel, but those who pass are as strong as steel forged in the
rape, pillage, and plunder. Such acts are considered to be fires of Neraka.
averse to advancing the Vision and the establishment of an The nature of the Test is determined by the Knight’s
ordered world, free of chaos. advocate—the person who best knows the Knight. The
The Code is divided into several basic precepts, which advocate understands and appreciates the fact that a Knight
guide each Order of the Knights of Takhisis. must be strong in order to fulfill the Vision. There can be no
Order of the Lily. Independence breeds chaos. Submit weak links in the chain. Therefore, the Test is never made
and be strong. The Order of the Lily is the body of the easy for the squire. Quite the contrary, no advocate wants to
Knights of Takhisis. They are the strength by which order is be known as the sponsor of a weak and ineffective Knight;
maintained, providing unity through that strength. therefore, the Test is designed to be as difficult as possible.
Order of the Skull. Death is patient. It flows both from Knights who pass the Test are free to choose the Order
without and from within. Be vigilant in all and skeptical of all. they wish to enter. Often, though not always, this is the Order
The Order of the Skull is the soul of the Knights of Takhisis, of their advocate. The ascension of the Knight into the next
guiding them with the Vision and eliminating those who Order takes place in a solemn ceremony at the Knighthood’s
would seek to undo them. headquarters. The Knight is kept in seclusion in a Skull
Order of the Thorn. One who follows the heart finds it will Knight temple, fasting and praying, for four days prior to the
bleed. Feel nothing but victory. The Order of the Thorn is the ceremony. At the end of this period, during which the Knight
mind of the Knights of Takhisis. Thorn Knights believe that receives the Vision, the Knight is blessed by the Knights of
intellect should always come before emotion. Intellect and the Skull and sent forth. The Knight comes before the rank
knowledge provide the keys to victory, while the heart is and file of Knights currently in residence, including the Lord
nothing but a distraction. of the Night himself. The Procession of Knights is enacted,
and the Knight is formally presented by his advocate. The
advancement in rank is bestowed by the Lord of the Night,
Quests and Trials and the Knight is accepted into his Order of choice.
The quests of the Knights of Takhisis typically revolve around
their single-minded purpose: One World Order. Each Conquest
challenge the Knights of Takhisis overcome brings the The primary objective of the Knights of Takhisis is the
conquest of Ansalon a closer. Some may revolve around open conquest of Ansalon and the world beyond. Knights of
warfare, while others are more covert in nature. Each Knight Takhisis figure prominently in times of war. Smaller acts of
is expected to make sacrifices for the Knights of Takhisis, and conquest may present themselves during times of peace, if
they may be assigned to a variety of missions. the Knights of Takhisis feel they can annex a city into their
All of the Knights of Takhisis must undergo the Test of territory or bring people under their control. Lily Knights are
Takhisis, before becoming a Knight. Like the Test of High typically assigned battlefield positions, either as infantry,
Sorcery, the Test of Takhisis tests the Knight, revealing much cavalry, or dragon riders. Thorn Knights often stay behind the
about him and his place in the Knighthood. lines, offering arcane aid to infantry and cavalry troops.
Knights of the Skull are as likely to enter the fray, delivering
their deadly magic directly, as they are to hold back and serve
as support. Spellcasting Knights often ride behind a Lily
Knight on dragonback as part of a cooperative triad, the Lily
Knight directing the dragon mount and the two others using
spells and their special abilities to assist.

APPENDIX 2 | KNIGHTS OF TAKHISIS


41
Intelligence Gathering The Knights of Takhisis
To defeat an enemy, you must know him. Thus, intelligence and Religion
gathering is a critical component of victory. The Knights of
the Thorn have elevated this to a fine art, acquiring much of Founded on her authoritarian principles and with her dark
their knowledge through divination magic. In most cases, blessing, the Knights of Takhisis are devoted mind, body, and
however, first hand testimony is preferable. A Knight of the soul to the Queen of Darkness. Through her, the Knights of
Thorn or Knight of the Skull frequently undertake quests to the Skull are able to administer the Vision to the Knights of
uncover information, leading groups of lower-rank Knights, Takhisis so that they would each know their place in the Dark
chosen by the expedition leader for their readiness to use Queen’s plans.
force, as well as the guile required in successful intelligence-
gathering. These specialized talons are much feared, even by The Knights of Takhisis and the
other Knights of Takhisis, capable of appearing in almost any Gods of Darkness
area under the influence of the Knighthood to root out
traitors, survey populated areas, and establish an intelligence Takhisis has been their source of strength and inspiration,
foothold over the opposition. but she has also been very fickle. She has played a variety of
roles within the Knighthood, sometimes very visibly and
Items of Power sometimes behind the scenes. The Knights of Takhisis
primarily view Takhisis in her aspect of the Dark Warrior who
The Knights of Takhisis are always on the lookout for sat with Ariakan as he laid out his plans for the Knighthood.
weapons to use against their enemies. Items of power can The Dark Warrior is portrayed as a Knight of the Lily, a tall
give the Knighthood an edge during conflicts. Sometimes this man in midnight-black armor riding a dark bay charger and
comes in the form of creating new weapons; sometimes wielding a barbed greatsword. The Knights of Takhisis also
Knights of Takhisis search for ancient artifacts to give them revere Takhisis in her chromatic dragon aspect, said to be the
an advantage. Knights may also seek out personal items to most powerful of all dragons.
aid them in combat. Lily Knights might search for ancient Zeboim is revered by the Knights of Takhisis as the mother
swords of legend, Thorn Knights might search for ancient of Ariakan. Legends surrounding the creation of Storm’s
tomes of magic, and Skull Knights might search for unholy Keep say that she raised it from the ocean depths as a gift for
artifacts of divine power. her son. The capricious sea goddess is seen in different
forms by the Knights of Takhisis. Many Knights of Takhisis
Propaganda view her as a powerful storm cloud, with lightning striking
The Knights of Takhisis make use of propaganda in order to those who displease her. Such a storm cloud is said to rise
gain allies and garner support for their goals. Skull Knights over Storm’s Keep on the anniversary of its founding. Knight
may be sent to spread disinformation regarding the gods. Lily of Takhisis mariners tend to view her as her Dragon Turtle
Knights may speak of how the Knights of Takhisis can aspect, a mighty beast that rises from the deep to snap apart
“protect” a town from the forces that threaten it, while in any vessel that displeases her. As a courtesy, the Knights of
reality they intend to take control. Thorn Knights spread Takhisis will ask for Zeboim’s blessing when going on ocean
propaganda regarding matters of intelligence or magical voyages.
affairs. They often speak out against the Wizards of High The Knights of Takhisis do not revere any of the other gods
Sorcery, portraying them as elitists with mysterious traditions of Evil, but they at least show them respect. Sargonnas
and high entry requirements. Propaganda may be used especially is esteemed as a fierce god of war and as Takhisis’
within the borders of Nerakan territory to solidify Knight of consort. Morgion, who would rather waste away than die in
Takhisis holdings, or outside of their borders to increase their battle, is viewed with distaste. Chemosh is well regarded by
holdings. the Knights of the Skull for his patronage of the mysteries of
death. Nuitari is admired by the Knights of the Thorn, though
Quests of Honor they do not worship him. Hiddukel is looked upon as an
untrustworthy and dishonorable trickster. Though the
The Knights of Takhisis value honor to such a strong degree Knights of Takhisis have an appreciation of his power, they
that a Knight must sometimes undertake a quest in order for are wary.
their personal integrity and reputation to be satisfied. This
may include dueling someone who slighted the Knight,
retrieving a family heirloom (such as a family sword), or
repaying a debt of honor. Such a quest is deeply personal and
must be fulfilled. The Code’s punishment for failure is death.

APPENDIX 2 | KNIGHTS OF TAKHISIS


42
The Knights of Takhisis and the For this reason, the Knights of Takhisis primarily use the
fiercely loyal blue dragons, which work well within the
Gods of Balance organized atmosphere of the Knighthood and are
The gods of Balance are largely perceived as indecisive. accustomed to following orders. Blue dragons, for their part,
Reorx is respected as god of the forge and Shinare as hold the Knights of Takhisis in great respect for their
goddess of industry, though her recent patronage of the courage, discipline, and leadership. Blues are excellent aerial
Knights of Solamnia has caused the Knights of Takhisis to combatants and work well with their riders in battle; this
view her with suspicion. Gilean is seen as a weakling whose bond between a blue dragon and her rider is a lifelong
knowledge would be put to better use by the Knights of the covenant, so the loss of a rider is a devastating blow. The
Thorn. Sirrion is a fool who lets his urges control him, Knights of Takhisis are careful to partner a blue with a Knight
lacking discipline. Chislev is valued as goddess of nature, who shares the dragon’s personality, so this bond will form
though the Knights of Takhisis seek to dominate nature. swiftly during training.
Zivilyn is a total mystery to the Dark Knights, who don’t Red dragons are vastly intelligent and have a fine grasp of
understand how the god’s attention can be distracted from military strategy and tactics, but they are supremely arrogant
the present. The Knights of the Thorn admire Lunitari, and aware of their power. They perform poorly under orders.
viewing her in the same light as Nuitari. However, their fiery breath weapons and cunning nature have
often turned the tide of battle, so the Knights of Takhisis have
occasionally partnered them with confident and high-ranking
The Knights of Takhisis Knights who share their mindset. The most famous of the red
and the Gods of Light dragons to serve the Knighthood was Pyraxxus, the mount of
Ariakan.
All of the gods of Good are regarded with contempt, some Black dragons are used primarily by the Knights of the
more than others. Paladine is viewed with a mixture of Skull, who use the somewhat skull-like features of the wyrms
respect and spite as one of the patrons of the Knights of to their advantage when intimidating foes. Black dragons are
Solamnia, yet also the sworn enemy of the Queen of self-serving and prone to brooding or turning on their
Darkness. Kiri-Jolith is acknowledged for his honorable ways masters, so the Cabal of the Code’s adjudicators are the only
and as patron of the sworn enemy of the Knights of Takhisis, Knights of Takhisis who use them with any frequency.
the Knights of Solamnia. Habbakuk is monitored with White and green dragons have found little to no use as
caution, as his teachings of renewal fly in the face of the mounts or allies by the Knights of Takhisis.
Code. He is also respected as patron to the Order of the The Knights of Takhisis grudgingly respect the metallic
Crown. dragons of Good, especially the gold, silver, and bronze
The Skull Knights take great enjoyment in killing clerics of dragons that see so much wartime activity, but they almost
Mishakal, quashing her message of hope in the process. With always meet them as enemies, not companions or potential
hope gone, the masses will be much easier to subjugate. allies. The good dragons serve alongside the elves and the
Majere is frowned upon as a coward who never gets Knights of Solamnia in opposing the Knights of Takhisis at
involved in the affairs of man. Branchala is perceived as a every opportunity. Frequent allies of the Knights of Solamnia,
buffoon who should be paying more attention to the world the silver dragons in particular present a strong contrast to
around him, rather than playing like a child. The Knights of the blues in service to the Knights of Takhisis, as they are
the Thorn offer Solinari respect similar to that enjoyed by his equally fond of humans, equally responsive to discipline and
magical cousins, though his compassion is viewed as a righteous battle, and just as likely to form lifelong bonds with
weakness. their riders.

The Knights of Takhisis Training


A Knight of Takhisis employs a staff of handlers to take care
and Dragons of his dragon ally. These handlers work to ensure that the
Like the dragonarmies before them, the Knights of Takhisis dragons are well-fed, in good health, and generally content.
know the value of working with dragons. Power incarnate, Dragon handlers also aid in the training of dragons for
dragons are capable of breathing blasts of fire, bolts of combat. Blue dragons are the easiest to train, knowing what
lightning, or worse; with their massive size and dragonfear, is expected of them. The others are too arrogant, too crafty,
their alliance is the Knights of Takhisis’ ultimate weapon. or too irascible to work well with a structured training
regimen.
Dragon Clans Most dragons are trained with a single rider, though a
three-person saddle is used in times of war so that members
The Knights of Takhisis differ from the dragonarmies in their of all three Orders can serve as a single mounted unit,
alliance with dragonkind. The dragonarmies worked with all employing martial expertise, clerical or mystical support, and
five clans of evil dragon. While each clan of dragon has its arcane firepower. Such an arrangement was initially alien to
uses, several are individualistic and have chaotic natures. the blues, but they adapted quickly. Larger dragons have also
been trained to serve almost as airborne troop transports,
often carrying units of Knight of Takhisis strike teams or even
draconians into battle, then flying off to serve in other roles
elsewhere on the field.

APPENDIX 2 | KNIGHTS OF TAKHISIS


43
Moon Magic
The Knights of Takhisis The waxing and waning of all three moons has an effect upon
and Magic your magic. When any moon is at High Sanction, you gain
advantage on attack rolls with spells and gain a +1 bonus to
The Knights of Takhisis approach magic differently from their your spell save DCs. When any moon is at Low Sanction, you
enemies, the Knights of Solamnia. The Solamnic Knights have disadvantage on attack rolls with spells, and a -1 penalty
embraced the divine power of Kiri-Jolith, but they shun to your spell save DCs. During the waxing and waning
arcane magic. The Knights of Takhisis, on the other hand, are periods around the quarter moons, you cast your spells
much more accepting of magic. Two of their three Orders are normally.
devoted to magic. Knights of the Skull wield divine energies, When the moons align, it has several effects. When two
while Knights of the Thorn wield arcane power. This unity moons align, you gain a +1 bonus to your spell save DCs.
gives the Knights of Takhisis an advantage on the battlefield. When all three moons align, you gain a +2 bonus to your spell
The Knights of the Skull draw their divine power from the save DCs. This bonus is cumulative with High and Low
goddess Takhisis. Though the Skull Knights revere Zeboim Sanction bonuses or penalties.
as well, they were nevertheless wholly dedicated to the Dark
Queen. Through her, unholy miracles are made manifest. The Magic Items
Skull Knights channel the power of Takhisis to inflict wounds The Knights of Takhisis typically make more use of magic
on their enemies while healing their comrades. They use the items than their Solamnic counterparts. The Thorn Knights
power of Takhisis to bestow the Vision on the Dark Knights use magic items for a variety of reasons, from divination to
and to weed out their enemies. assisting the Lily Knights in battle. Drawing on their
The Knights of the Thorn are the arcane spellcasters of the sorcerous talents, they craft their own items, although the
Dark Knights. They use the power of High Sorcery, granted Gray Robes continue to seek out those created by the
to them directly by Takhisis. The inspiration for the Thorn Wizards of High Sorcery.
Knights was Ariakan’s own father, Ariakas, who had received The Knights of the Skull utilize several unholy items
arcane energies from Takhisis during the War of the Lance. blessed by Takhisis. The original copy of the Code is believed
Though each school of magic is studied, the Thorn Knights to be blessed by Takhisis herself and is held as the most
place particular emphasis on the school of divination, with sacred of unholy artifacts. The scepters given to the
which they can anticipate the moves of their enemies. They Adjudicators of the Code, signifiers of their responsibility, are
also established their own tower at Storm’s Keep. The Tower often charged with unholy power.
of the Thorn was the Thorn Knights’ counterpart to the Of the three Orders, the Knights of the Lily are the least
Tower of Wayreth, serving as a place of study and training likely to use magic items outside of weapons and armor.
and a storehouse of arcane power.
The Thorn Knights spread falsehoods about the origins of
their magic, including a tale claiming that the Thorn Knights
drew their magic from all three moons of magic. Other
stories claimed that the Thorn Knights studied schools of
magic different from the Orders of High Sorcery and that the
Tower of the Thorn was their own Tower of High Sorcery.
Thorn Knights and the Moons of
Krynn
The sorcerer Knights of the Thorn have their own schools of
magic. They wear grey or black robes and have no
relationship to the Black Robes of the Towers of High
Sorcery.
Unlike the orders of the towers, the knights draw on the
power of all three of Krynn’s moons as the source of their
magic, rather than from one moon. This grants a far more
powerful magical edge to Thorn Knights. Just how they have
accomplished this feat remains unknown to the conclave. It is
not surprising that the robed wizards of Ansalon are
extremely disturbed by the appearance of this new and
powerful order of sorcery in the world. They view it as a
distinct threat to themselves, and wizards of all robes are
exerting all their efforts to both study it and eradicate it.

APPENDIX 2 | KNIGHTS OF TAKHISIS


44

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