Dragonsofaihrde 5 e
Dragonsofaihrde 5 e
Dragonsofaihrde 5 e
By Stephen Chenault
Conversion: MARK HART
©2019 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll
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content copyright 2019 Troll Lord Games. All Rights Reserved.
DRAGONS OF AIHRDE 3
Charge. If the dragon can move at least 20 feet towards a target ANCIENT BEAKED DRAGON
and make an attack, it has advantage with its bite attack. Huge Dragon, Neutral
Actions Armor Class: 18(natural armor)
Multiattack: The Dragon makes three attacks per round, two Hit Points: 133 (14d12+42)
with its claws and one with its bite. If the creature is grappling
a target with its mouth, it cannot use its claws. Speed: 30 ft 60 ft Swim
Claws: Melee Weapon Attack. +6 to hit, reach 5ft, one target. STR: DEX: CON: INT: WIS: CHA:
Hit: 11(2d6+4) slashing damage. 22(+6) 12(+1) 17(+3) 12(+1) 12(+1) 10(+0)
Bite: Melee Weapon Attack. +6 to hit, reach 5 ft, one target. Skills: Athletics+9, Stealth+4
Hit: 13(2d8+4) Piercing damage. In addition, the target must
make a strength save (DC 16) or be grappled. If the dragon has Saves: Strength+9, Constitution+6
a creature grappled at the beginning of its turn, it automatically Senses: Passive Perception 16
inflicts bite damage, and in addition does 9(2d8) acid damage.
Languages: Draconic
Armor Class: 17(natural armor) Camouflage: While hiding in water, the dragon has advantage
on stealth checks.
Hit Points: 95 (10d12+30)
Stone to Mud: Three times per day, the dragon can transform
Speed: 30 ft 60 ft Swim an area up to 30 feet by 30 feet from stone to mud. Any creature
STR: DEX: CON: INT: WIS: CHA: on the area when it transforms must make a dexterity save (DC
16) or be knocked prone, and the area becomes difficult terrain.
20(+5) 12(+1) 16(+3) 10(+0) 10(+0) 8(-1)
Charge: If the dragon can move at least 20 feet towards a
Skills: Athletics+8, Stealth+4 target and make an attack, it has advantage with its bite attack.
Saves: Strength+8, Constitution+6 Actions
Senses: Passive Perception 15 Multiattack: The Dragon makes three attacks per round, two
Languages: Draconic with its claws and one with its bite. If the creature is grappling
Challenge: 5 (1800 XP) a target with its mouth, it cannot use its claws.
Special Qualities Claws: Melee Weapon Attack. +9 to hit, reach 10 ft, one
target. Hit: 16(3d6+6) slashing damage.
Camouflage: While hiding in water, the dragon has advantage
on stealth checks. Bite: Melee Weapon Attack. +9 to hit, reach 5 ft, one target.
Hit: 19(3d8+6) Piercing damage. In addition, the target must
Stone to Mud: twice per day, the dragon can transform an area make a strength save (DC 16) or be grappled. If the dragon has
up to 30 feet by 30 feet from stone to mud. Any creature on the a creature grappled at the beginning of its turn, it automatically
area when it transforms must make a dexterity save (DC 15) or inflicts bite damage, and in addition does 18(4d8) acid damage.
be knocked prone, and the area becomes difficult terrain.
More turtle than lizard the beaked dragon is a wide bodied
Charge: If the dragon can move at least 20 feet towards a creature with thick, round overlapping scales across its back
target and make an attack, it has advantage with its bite attack. and sides. Its tail is long, thick in its beginning, tapering down
Actions to a cone shaped point. Its neck, with multiple folds of skin is
wide and long as well and ends only where the armored head
Multiattack: The Dragon makes three attacks per round, two
begins. A full adult can be up to 30 feet long. Its narrow jaws are
with its claws and one with its bite. If the creature is grappling
capped with fierce beaks on the upper and lower jaw. It is able to
a target with its mouth, it cannot use its claws.
open its toothless maw extremely wide. Its head is crowned by
Claws: Melee Weapon Attack. +8 to hit, reach 10 ft, one two, large dwarf sized scales. Short legs give way to long, webbed
target. Hit: 15(3d6+5) slashing damage. claws. Two small wings adorn its back, though these are useless
Bite: Melee Weapon Attack. +8 to hit, reach 5 ft, one target. for flight, but serve the creature well in the deep sea currents
Hit: 18(3d8+5) Piercing damage. In addition, the target must where it is often encountered.
make a strength save (DC 16) or be grappled. If the dragon has Beaked dragons are very heavy creatures, baring too much
a creature grappled at the beginning of its turn, it automatically weight for their forms. For this reason they prefer to dwell in
inflicts bite damage, and in addition does 13(3d8) acid damage. watery environs, living in swamps, rivers, lakes and upon the
world’s seas. They are not particularly agile swimmers, but are
rather fast. They are able to use their bulks to float or settle in
the water and spend a great deal of time doing so. They can
DRAGONS OF AIHRDE 5
larva dies, or the target dies. If the target dies, the larva consumes the first round, the escape DC is 15. It increases by 1 for each
the body over the next 24 hours. At the end of this process, there round to a maximum DC of 20.
is a new young Crup Dragon. A Greater Restoration or Heal spell Larva (recharge 6): Instead of trying to grapple, the Crup
will kill the larva immediately and restore the target to full health. instead attempts to inject a larva into a target. After a successful
Bite attack, the Crup releases a larva. The target must make a
ADULT CRUP Constitution save (DC 14). If the save succeeds, the larva fails to
Large Dragon, Chaotic Evil catch on and is cast off. If the save fails, then the larva successfully
inserts itself into the target. The target immediately suffers the
Armor Class: 16
poisoned condition. Once per day thereafter, the target can
Hit Points: 120(16d10+32) make a constitution save. If the save succeeds, the Larva dies.
Speed: 30 ft, 60 ft Swim If this save fails, the target is poisoned and incapacitated. The
next day that target saves again. On a successful save, the target
STR: DEX: CON: INT: WIS: CHA: is no longer incapacitated, but remains poisoned. On a failed
16(+3) 16(+3) 14(+2) 8(-1) 10(+0) 8(-1) save, the target is rendered unconscious. The unconscious target
gets another save the next day. If that save succeeds, they are
Skills: Athletics+5, Perception+2, Stealth+5
awake but incapacitated. If they fail the save, they die. The saves
Senses: Darkvision 60 ft, passive perception 17 continue each day until either the target clears the poison and the
Languages: Draconic larva dies, or the target dies. If the target dies, the larva consumes
the body over the next 24 hours. At the end of this process, there
Challenge: 4(1100 XP) is a new young Crup Dragon. A Greater Restoration or Heal spell
Special Qualities will kill the larva immediately and restore the target to full health.
Camouflage: The Crup has advantage on Stealth checks when
in its natural environment. ANCIENT CRUP
Luring Call: When Hunting, the Crup issues a strange, Large Dragon, Chaotic Evil
low sound with magical qualities. Any creature within Armor Class: 13
120 feet of the Crup must make a Wisdom Save (DC14)
Hit Points: 150(20d10+40)
or be charmed by the Crup and inclined to seek out the
source of the strange, pleasant noise. If the Crup believes Speed: 30 ft, 60 ft Swim
the creature will make an easy meal, it lures them close and
STR: DEX: CON: INT: WIS: CHA:
then ambushes them. If the creature(s) look too tough, the
Crup will try to convince them it’s harmless and convince 18(+4) 16(+3) 14(+2) 10(+0) 10(+0) 10(+0)
them to leave. Skills: Athletics+7, Perception+3, Stealth+6
Innate Spellcasting: The Crup’s innate spellcasting ability is Senses: Darkvision 60 ft, passive perception 17
Wisdom (spell save DC 10). It can innately cast the following
Languages: Draconic
spells, requiring no components to cast.
Challenge: 5(1800 XP)
Cantrips (At Will): Prestidigitation
Special Qualities
3/day each: Light
Camouflage: The Crup has advantage on Stealth checks when
1/day each: Blur, Phantasmal Killer
in its natural environment.
Actions
Luring Call: When Hunting, the Crup issues a strange, low
Multiattack: The Crup can make 2 Claw and 1 Bite attack sound with magical qualities. Any creature within 120 feet of
every turn. the Crup must make a Wisdom Save (DC15) or be charmed
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. by the Crup and inclined to seek out the source of the strange,
Hit: 8(2d4+3) slashing damage. pleasant noise. If the Crup believes the creature will make an
easy meal, it lures them close and then ambushes them. If the
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. creature(s) look too tough, the Crup will try to convince them
Hit: 14(2d10+3) Piercing damage. In addition, the target must it’s harmless and convince them to leave.
make a Strength save (DC 15) or be grappled.
Innate Spellcasting: The Crup’s innate spellcasting ability is
Constriction: If the Crup is able to maintain a grapple for a full Wisdom (spell save DC 11). It can innately cast the following
round, it can attempt to constrict its victim. It makes a single spells, requiring no components to cast.
bite attack. If the attack hits, in addition to the damage the
target becomes wrapped up by the Crup. They are considered Cantrips (At Will): Prestidigitation
restrained and take 11(2d10) bludgeoning damage at the 3/day each: Light; 1/day each: Blur, Phantasmal Killer
beginning of their turn. The victim can attempt to break out of
Actions
the constriction, but the creature keeps squeezing tighter. On
DRAGONS OF AIHRDE 7
Challenge: 1/2 (100 XP) Unarmored Underbelly: By accepting disadvantage on an
Special Qualities attack roll, an attacker can target the erder wyrm’s underbelly,
which has only an AC of 12.
Lightning Speed: The erder wyrm gains advantage on initiative
Actions
Keen Senses: The erder wyrm gains advantage on all perception
checks due to its keen sight and smell Multiattack: The erder wyrm strikes twice with its claws, and
can either bite or use its breath weapon.
Stealthy Camouflage: The erder wyrm naturally blends into
shadows and dark, murky environs. As such, it gains advantage Claws: Melee Weapon Attack. +5 to hit, 5’ range, one target.
on stealth checks. Hit: 7 (1d6+3) slashing damage.
Unarmored Underbelly: By accepting disadvantage on an Bite: Melee Weapon Attack. +5 to hit, 5’ range, one target.
attack roll, an attacker can target the erder wyrm’s underbelly, Hit: 10 (2d6+3) piercing damage.
which has only an AC of 12. Deafening Roar (Recharge 6): The erder wyrm can issue a
Actions deafening roar which affects everyone in a 120-foot cone and
causes bone-chilling panic in the hearts of its foes. All those
Multiattack: The erder wyrm strikes twice with its claws, and hostile to the wyrm who hear the roar suffer from the deafened
can either bite or use its breath weapon. and frightened conditions. Further, and creature with a CR or
Claws: Melee Weapon Attack. +4 to hit, 5’ range, one target. level of 2 or less will flee from the creature as fast as it can. The
Hit: 4 (1d4+2) slashing damage. wyrm does not have to concentrate to maintain this effect. A
DC 13 charisma saving throw negates all effects of the roar. A
Bite: Melee Weapon Attack. +4 to hit, 5’ range, one target.
creature affected by the roar can make another save at the end
Hit: 7 (2d4+2) piercing damage.
of its turn, negating the effects on a success.
Deafening Roar (Recharge 6): The erder wyrm can issue a
deafening roar which affects everyone in a 60-foot cone and ERDER WYRM, ADULT
causes bone-chilling panic in the hearts of its foes. All those
hostile to the wyrm who hear the roar suffer from the deafened Large Dragon, Chaotic Evil
and frightened conditions. Further, and creature with a CR or Armor Class: 18(natural armor)
level of 1 or less will flee from the creature as fast as it can. The Hit Points: 68 (8d10+24)
wyrm does not have to concentrate to maintain this effect. A
DC 11 charisma saving throw negates all effects of the roar. A Speed: 50 ft
creature affected by the roar can make another save at the end STR: DEX: CON: INT: WIS: CHA:
of its turn, negating the effects on a success.
19(+4) 15(+2) 16(+3) 7(-2) 10(+0) 7(-2)
ERDER WYRM, YOUNG Skills: Perception +2, Stealth +4
Large Dragon, Chaotic Evil Damage Immunities: Cold
Armor Class: 16(natural armor) Condition Immunities: Blinded
Hit Points: 30(4d10+8) Senses: Darkvision 120 ft, Tremorsense 120 ft, Passive
Speed: 50 ft perception 17
Challenge: 3 (700 XP)
STR: DEX: CON: INT: WIS: CHA:
Special Qualities
17(+3) 15(+2) 15(+2) 7(-2) 10(+0) 7(-2)
Lightning Speed: The erder wyrm gains advantage on initiative
Skills: Perception +2, Stealth +4
Keen Senses: The erder wyrm gains advantage on all perception
Damage Immunities: Cold
checks due to its keen sight and smell
Condition Immunities: Blinded
Stealthy Camouflage: The erder wyrm naturally blends into
Senses: Darkvision 120 ft, Tremorsense 120 ft, Passive perception 17 shadows and dark, murky environs. As such, it gains advantage
Challenge: 1 (200 XP) on stealth checks.
Special Qualities Unarmored Underbelly: By accepting disadvantage on an
attack roll, an attacker can target the erder wyrm’s underbelly,
Lightning Speed: The erder wyrm gains advantage on initiative which has only an AC of 12.
Keen Senses: The erder wyrm gains advantage on all perception Actions
checks due to its keen sight and smell
Multiattack: The erder wyrm strikes twice with its claws, and
Stealthy Camouflage: The erder wyrm naturally blends into can either bite or use its breath weapon.
shadows and dark, murky environs. As such, it gains advantage
on stealth checks. Claws: Melee Weapon Attack. +6 to hit, 5’ range, one target.
Hit: 11 (2d6+4) slashing damage.
DRAGONS OF AIHRDE 9
then immediately land on the target and attack with claw bite
tail, gaining advantage due to the targets prone condition.
DRAGONS OF AIHRDE 11
a successful save, the character takes half damage which does creature and mean tempered. Their nascent intelligence allows
not reduce their maximum and does not suffer the poisoned them enough understanding to realize the harm and damage
condition. One hour after being poisoned, the character makes they and they often revel in, dragging out the suffering of a kill,
another save. If they succeed on this save, they shake off the watching it die over time.
poisoned condition. If they fail, they again take 14(4d6) poison
damage which reduces the hit point maximum. At dawn the FLYING DRAGONS IN THE WORLD OF AIHRDE
next day for up to six days, the character has to make the save,
Flying dragons are found throughout the world of Aihrde. They
removing the poisoned condition on a success and taking the
are particularly attracted to regions where faerie dwell, and often
damage on a failure. If the poison reduces a character to 0
develop a symbiotic relationship with the pixies, sprites and the
maximum hit points, they die.
like. They are known to exist in the Voralberg Mountains and
Breath Weapon (recharge 6): The dragon exhales caustic the Detmold and together with small hordes of malicious sprites
ash in a 40 ft cone. All creatures within the cone must make they hound caravans and the like. Sometimes the sprites use the
a Dexterity save (DC 17), taking 45(13d6) acid damage on a dragons as mounts.
failed save, or half as much on a success.
Overbearing: When three or more flying dragons attack a DRAGON, FRILLED
single opponent they are able to attempt an overbearing attack.
FRILLED DRAGON WYRMLING
The largest dragon flies by the target and does a Shove attack
on the target, gaining advantage on the shove due to the speed Medium dragon, Chaotic Good
of their flight and the distraction of the other dragons. If the Armor Class: 15(natural)
shove succeeds, the target is knocked prone. The other dragons
Hit Points: 38 (7d8+7)
then immediately land on the target and attack with claw bite
tail, gaining advantage due to the targets prone condition. Speed: 60 ft 90 ft Fly
These are small dragons, ranging only a dozen feet in length.
They have narrow bodies, two legs with large wings with a
span greater than the length of their bodies. Their feet are
long and thin as well, capped by toes more like tendrils with
razor sharp claws. Their eyes are always green, wide and more
like a cat’s than anything else. They test the air with forked
tongues and use specially adapted senses to feel the tremor
of the earth as it vibrates up the tree stems upon which they
make their homes. They are adept fliers and can run with
some speed. They have rows of small but sharp teeth in their
long snout. Two thin, obsidian horns rise from their brow. They
are orange red or red in color.
Kings of the Forest: The flying dragon spends the bulk of
its life in the tree tops, coming down only to feed. They nest
in small pods along thick branches of deciduous trees, sleeping
in crooks of limbs and the like. They lay their eggs in the tree
and rear their young there. Their pods rarely number more than
a score, but sometimes, if an area offers good hunting several
pods, up to a dozen, can be located in close proximity of each
other. Their scales are small but very sensitive and are able to
detect the tell tale sounds of creatures approaching along the
forest floor up to 500 yards away. They use their wings and agile
legs to leap from branch to branch, passing through the trees
more like primates than flying creatures.
Master Hunters: They are skilled hunters, though one good
sized meal keeps the creature at bay for a week or more. They are
often spotted watching, or following people in the forest, their
hollow, vacant stares filled with only a dim glow of intelligence,
only a vague curiosity about a possible future meal. If they are
hungry however, they attack almost any target, no matter the
size. Once killed the whole pod settles upon the unfortunate
victim and makes a meal out of them. This is the only time a
flying dragon comes out of its trees.
Cruel and Sadistic: The flying dragon is a particularly vicious
Challenge: 1 (200 XP) Breath Weapon (Recharge 5-6): The Frilled Dragon’s is a
slow acting poison. The dragon breathes out a 30 foot cone.
Actions All creatures in the cone must make a Constitution save (DC
Multiattack: The dragon makes three attacks, one with its 14). If they succeed on the save, then the breath has no effect.
bite, one with its claws and one with its tail. If they fail the save, they have the poisoned condition. The
poisoned condition remains for the next minute. At the end of
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft, one target.
that minute, the target has to roll another Constitution save. If
Hit: 6(1d10+1) Piercing damage.
the second save succeeds, they shake off the poisoned condition.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. If the second save fails, the target is incapacitated with pain and
Hit: 5(1d6+2) slashing damage. take 9(2d8) poison damage. Each round thereafter, the target
Tail: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. must make the save again, removing both the incapacitated and
Hit: 5(1d6+2) slashing damage. poisoned conditions on a success, and taking the damage on a
failure. Any magic that removes the poisoned condition will
Breath Weapon (Recharge 5-6): The Frilled Dragon’s is a
stop all other effects of the poison.
slow acting poison. The dragon breathes out a 20 foot cone.
All creatures in the cone must make a Constitution save (DC
FRILLED DRAGON ADULT
13). If the succeed on the save, then the breath has no effect.
If they fail the save, they have the poisoned condition. The Large dragon, Chaotic Good
poisoned condition remains for the next minute. At the end of Armor Class: 17(natural)
that minute, the target has to roll another Constitution save. If
the second save succeeds, they shake off the poisoned condition. Hit Points: 82 (11d10+22)
If the second save fails, the target is incapacitated with pain and Speed: 60 ft 90 ft Fly
take 4(1d8) poison damage. Each round thereafter, the target
must make the save again, removing both the incapacitated and STR: DEX: CON: INT: WIS: CHA:
poisoned conditions on a success, and taking the damage on a 15(+2) 17(+3) 14(+2) 14(+2) 14(+2) 13(+1)
failure. Any magic that removes the poisoned condition will Skills: PERSUASION+3, PERCEPTION+4
stop all other effects of the poison.
Damage Resistance: Poison
FRILLED DRAGON YOUNG Senses: Passive Perception 14
Large dragon, Chaotic Good Languages: Elvish, Draconic
Armor Class: 16(natural) Challenge: 3 (700 XP)
Hit Points: 52 (7d10+14) Actions
Speed: 60 ft 90 ft Fly Multiattack: The dragon makes three attacks, one with its
bite, one with its claws and one with its tail.
STR: DEX: CON: INT: WIS: CHA:
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target.
14(+2) 16(+3) 14(+2) 12(+1) 14(+2) 12(+1)
Hit: 13(2d10+2) Piercing damage.
Skills: Persuasion+3, Perception+4
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
Damage Immunities: Hit: 10(2d6+3) slashing damage.
Condition Immunities: Tail: Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
Damage Resistance: Poison Hit: 10(2d6+3) slashing damage.
Senses: Passive Perception 14 Breath Weapon (Recharge 5-6): The Frilled Dragon’s is a
slow acting poison. The dragon breathes out a 30 foot cone.
Languages: Elvish, Draconic All creatures in the cone must make a Constitution save (DC
Challenge: 2 (450 XP) 15). If they succeed on the save, then the breath has no effect.
If they fail the save, they have the poisoned condition. The
DRAGONS OF AIHRDE 13
poisoned condition remains for the next minute. At the end of with a span that equals if not exceeds their body length. The
that minute, the target has to roll another Constitution save. If undersides of their wings are blood red, the outer side bluish
the second save succeeds, they shake off the poisoned condition. black. They have a long, thin snout with razor sharp teeth, its
If the second save fails, the target is incapacitated with pain and head crowned with short boney spikes. Behind its jaw line are
take 13(3d8) poison damage. Each round thereafter, the target long webbed spikes that the creature (this like a frilled lizard)
must make the save again, removing both the incapacitated and which when the creature is agitated open wide and spread out,
poisoned conditions on a success, and taking the damage on a the connecting skin being a reddish orange with deep red veins
failure. Any magic that removes the poisoned condition will throughout. All four legs are the same length, with long claws.
stop all other effects of the poison. Friends of the Elves: These intelligent beasts travel alone or
in pairs, rarely are they found in large groups. They are unique
FRILLED DRAGON ANCIENT in that they have long been allied with elves, usually living in or
Huge dragon, Chaotic Good around elven communities. Further they have a distinct distaste
for most humanoids, hunting them wherever they encounter
Armor Class: 18(natural)
them. Frilled dragons are highly predatory and very reactionary,
Hit Points: 102 (12d12+24) attacking threats before they communicate with them.
Speed: 60 ft 90 ft Fly Woodland Dwellers: The frilled dragon dwells mostly in
wooded environments, old growth deciduous forests and the
STR: DEX: CON: INT: WIS: CHA:
like. They lay their eggs in nests of bramble on the ground. They
16(+3) 18(+4) 14(+2) 16(+3) 16(+3) 14(+2) take little precaution in hiding the nest as the female spends the
Skills: Persuasion+5, Perception+6 whole of the egg’s gestation time nearby. They attack anything,
good or evil, that approaches their nest. They are intelligent
Saves: Dexterity+7, Intelligence+6
and highly reasoned.
Damage Resistance: Poison
Frilled: The creature attacks by rearing back, opening its
Senses: Passive Perception 16 webbed neck membranes wide and blasting a cloud of toxic gas
Languages: Elvish, Draconic upon its foes. The membrane serves to make the dragon look
much larger than it actually is, though serves no other purpose,
Challenge: 5 (1800 XP) defensive or otherwise.
Actions
Multiattack: The dragon makes three attacks, one with its FRILLED DRAGON IN AIHRDE
bite, one with its claws and one with its tail. The frilled dragon came to Aihrde not through the gift of Inzae
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. as many of the dragon kin did, but rather through the gates to the
Hit: 19(3d10+3) Piercing damage. Seven Rivers, those lands where the elves first dwelt. This realm
the All Fathered fashioned only in his dreams and it came to be
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft, one target. when he succumbed to the machinations of the Goblin Lords.
Hit: 14(3d6+4) slashing damage. When his mind splintered and the gates to these worlds opened,
Tail: Melee Weapon Attack: +7 to hit, reach 5 ft, one target. the elves came to Aihrde and with them came the frilled dragons.
Hit: 14(3d6+4) slashing damage. These dragons have dwelt in harmony with the elves in Aihrde
Breath Weapon (Recharge 5-6): The Frilled Dragon’s is a even as they did with in the land of Seven Rivers.
slow acting poison. The dragon breathes out a 40 foot cone. They range far and wide, but are most common in and around
All creatures in the cone must make a Constitution save (DC the Channel Lakes where the elves built their first elven homes.
17). If they succeed on the save, then the breath has no effect. They have an unusual hatred for orcs and upon sight, or even
If they fail the save, they have the poisoned condition. The scent of them, attack with an extreme hatred. Their lives and
poisoned condition remains for the next minute. At the end of memory are long and they remember the wars in and around the
that minute, the target has to roll another Constitution save. If Marl so many years ago.
the second save succeeds, they shake off the poisoned condition. In some wild elf lands, the elves use the older frilled dragons as
If the second save fails, the target is incapacitated with pain and mounts. They are very swift and able.
take 18(4d8) poison damage. Each round thereafter, the target
must make the save again, removing both the incapacitated and
poisoned conditions on a success, and taking the damage on a DRAGON, IAHNEAL
failure. Any magic that removes the poisoned condition will IAHNEAL DRAGON WYRMLING
stop all other effects of the poison. Medium Dragon, Lawful Evil
Frilled dragons are long, sinuous drakes, adults ranging up to Armor Class: 14(natural armor)
20 feet in length. Their tails are almost as long as their bodies
and end in two long twin spikes. They have large bluish black Hit Points: 78 (12d8+24)
scales ranged down their back sides, with broad banded reddish Speed: 40 ft 60 ft Fly
segments on their bellies. Their wings are broad and thin,
Actions Tail: Melee Weapon Attack. +6 to hit, reach 10 ft, one target.
Hit: 11(2d6+4) Bludgeoning damage.
Multiattack: The Dragon attacks twice with its claws, once
with its bite, and once with its tail. The dragon can make these Breath Weapon (Recharge 6): The dragons breath weapon is
attacks in the same round it uses its Bewilder power. a small cloud of dust and stone, barely 5 feet long. It can only
affect one target, and that target must be with the range of the
Claws: Melee Weapon Attack. +5 to hit, reach 5 ft, one target. creature’s bite attack. The target must make a Dexterity Save
Hit: 5(1d4+3) Slashing damage. (DC 14). If they fail the save by 5 or more, they are instantly
Bite: Melee Weapon Attack. +5 to hit, reach 5 ft, one target. petrified. Otherwise, a creature that fails the save begins to turn
Hit: 8(1d10+3) piercing damage. to stone and is restrained. The restrained creature must repeat
the saving throw at the end of its next turn, becoming petrified
Tail: Melee Weapon Attack. +5 to hit, reach 5 ft, one target.
on a failure and ending the effect on a success.
Hit: 6(1d6+3) Bludgeoning damage.
Breath Weapon (Recharge 6): The dragons breath weapon is IAHNEAL DRAGON ADULT
a small cloud of dust and stone, barely 5 feet long. It can only
affect one target, and that target must be with the range of the Large Dragon, Lawful Evil
creature’s bite attack. The target must make a Dexterity Save Armor Class: 18(natural armor)
(DC 13). If they fail the save by 5 or more, they are instantly
Hit Points: 119 (14d10+42)
petrified. Otherwise, a creature that fails the save begins to
turn to stone and is restrained. The restrained creature must Speed: 40 ft 60 ft Fly
repeat the saving throw at the end of its next turn, becoming STR: DEX: CON: INT: WIS: CHA:
petrified on a failure and ending the effect on a success.
20(+5) 12(+1) 16(+3) 15(+2) 13(+1) 14(+2)
IAHNEAL DRAGON YOUNG Skills: Deception+5, Intimidation+5
Large Dragon, Lawful Evil Saves: Strength+8, Constitution+6
Armor Class: 14(natural armor) Senses: Passive Perception 11
Hit Points: 90 (12d10+24) Languages: Draconic
Speed: 40 ft 60 ft Fly Challenge: 6(2300 XP)
STR: DEX: CON: INT: WIS: CHA: Special Qualities
18(+4) 11(+0) 15(+2) 13(+1) 11(+0) 12(+1) Bewilder: The dragon opens its wings, displaying a dazzling
variety of scintillating colors. All creatures within 30 feet of the
Skills: Deception+3, Intimidation+3
dragon must make a Wisdom Save (DC15) or be incapacitated.
Senses: Passive Perception 10 Any creature so incapacitated can repeat the save at the end
Languages: Draconic of their turn, ending the effect on a success. Any creature who
successfully saves against the bewilderment is immune from this
Challenge: 3(700 XP) effect for 24 hours. Note that the dragon cannot use this power
Special Qualities while flying, as it needs to hold its wings open in a way that
would keep it from flying.
DRAGONS OF AIHRDE 15
Wing Attack: Once per round, as a reaction, the dragon can
attempt to smash its wings down on its enemies. It cannot use this
ability in the same round it uses its bewilder attack and cannot
use it while flying. All creatures within 10 ft of the dragon must
make a Dexterity save (DC 15), taking 10(3d6) bludgeoning
damage on a failed save and being knocked prone. Creatures
that save take half damage and are not knocked prone.
Actions
Multiattack: The Dragon attacks twice with its claws, once
with its bite, and once with its tail. The dragon can make these
attacks in the same round it uses its Bewilder power.
Claws: Melee Weapon Attack. +8 to hit, reach 5 ft, one target.
Hit: 10(2d4+5) Slashing damage.
Bite: Melee Weapon Attack. +8 to hit, reach 10 ft, one target.
Hit: 16(2d10+5) piercing damage.
Tail: Melee Weapon Attack. +8 to hit, reach 10 ft, one target.
Hit: 12(2d6+5) Bludgeoning damage.
Breath Weapon (Recharge 6): The dragons breath weapon is
a small cloud of dust and stone, barely 5 feet long. It can only
affect one target, and that target must be with the range of the
creature’s bite attack. The target must make a Dexterity Save
(DC 15). If they fail the save by 5 or more, they are instantly
petrified. Otherwise, a creature that fails the save begins to turn
to stone and is restrained. The restrained creature must repeat
the saving throw at the end of its next turn, becoming petrified
this ability in the same round it uses its bewilder attack and
on a failure and ending the effect on a success.
cannot use it while flying. All creatures within 15 ft of the
dragon must make a Dexterity save (DC 17), taking 17(5d6)
IAHNEAL DRAGON ANCIENT
damage on a failed save and being knocked prone. Creatures
Huge Dragon, Lawful Evil that save take half damage and are not knocked prone.
Armor Class: 20(natural armor) Actions
Hit Points: 152 (16d12+48) Multiattack: The Dragon attacks twice with its claws, once
Speed: 40 ft 60 ft Fly with its bite, and once with its tail. The dragon can make these
attacks in the same round it uses its Bewilder power.
STR: DEX: CON: INT: WIS: CHA:
Claws: Melee Weapon Attack. +9 to hit, reach 5 ft, one target.
22(+6) 12(+1) 16(+3) 18(+4) 15(+2) 14(+2) Hit: 13(3d4+6) Slashing damage.
Skills: Deception+5, Intimidation+5 Bite: Melee Weapon Attack. +9 to hit, reach 10 ft, one target.
Saves: Strength+9, Constitution+6 Hit: 22(3d10+6) piercing damage.
Senses: Passive Perception 12 Tail: Melee Weapon Attack. +8 to hit, reach 10 ft, one target.
Hit: 16(3d6+6) Bludgeoning damage.
Languages: Draconic
Breath Weapon (Recharge 6): The dragons breath weapon is
Challenge: 8(3900 XP)
a small cloud of dust and stone, barely 5 feet long. It can only
Special Qualities affect one target, and that target must be with the range of the
Bewilder: The dragon opens its wings, displaying a dazzling creature’s bite attack. The target must make a Dexterity Save
variety of scintillating colors. All creatures within 30 feet of the (DC 17). If they fail the save by 5 or more, they are instantly
dragon must make a Wisdom Save (DC17) or be incapacitated. petrified. Otherwise, a creature that fails the save begins to turn
Any creature so incapacitated can repeat the save at the end to stone and is restrained. The restrained creature must repeat
of their turn, ending the effect on a success. Any creature who the saving throw at the end of its next turn, becoming petrified
successfully saves against the bewilderment is immune from this on a failure and ending the effect on a success.
effect for 24 hours. Note that the dragon cannot use this power The iahneal dragons are large beasts, more like traditional drag-
while flying, as it needs to hold its wings open in a way that ons than most of the lesser wyrms. Their forelegs are shorter
would keep it from flying. than their hind legs, and their bodies squat toward its tail. The
Wing Attack: Once per round, as a reaction, the dragon can tail itself is very long, mounted with small plates that range up
attempt to smash its wings down on its enemies. It cannot use the beasts spine to the back of its head. Their scales are a deep,
DRAGONS OF AIHRDE 17
consumes twice its hit points in damage. If the dragon consumes
double its hit points in blood, it will immediately stop draining
blood and fly away to digest its meal.
Paralysis Breath (Recharge 5-6): The dragon exhales a
cloud of spores in a 10 foot cone. Anyone in the area must
make a dexterity save (DC 13) or be infected by the spores
and paralyzed. Anyone immune to disease automatically saves
against the spores.
IRIS ADULT
Medium Dragon, Neutral
Armor Class: 15(natural armor)
Hit Points: 27(5d8+5)
Speed: 15 ft 30 ft Fly
STR: DEX: CON: INT: WIS: CHA:
10(+0) 16(+3) 12(+1) 12(+1) 12(+1) 10(+0)
Skills: Stealth+5
Senses: Passive Perception 11
Languages: Draconic
Challenge: 1 (200 XP)
Special Qualities
Camouflage: The dragon is able to adapt its color to match its
environment. The creature has advantage on all stealth checks.
Actions
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft, one
target. Hit 7(1d8+3) slashing damage. The target must make
a constitution save (DC 15) or be affected by the creature’s
poison. The poison causes the target to become incapacitated. STR: DEX: CON: INT: WIS: CHA:
The target can repeat the save at the end of each of its turns, 10(+0) 16(+3) 12(+1) 13(+1) 14(+2) 12(+1)
shaking off the effect and gaining immunity to the poison for 24
Skills: Stealth+5
hours on a successful save.
Senses: Passive Perception 11
Blood Drain: If the dragon has incapacitated a target, it
will try to feed. The dragon lands on the target, injecting its Languages: Common, Elvish, Draconic
mouth tube into the victim and sucking out blood. The target Challenge: 2 (450 XP)
automatically takes 4(1d8) necrotic damage each round. The
creature will keep drinking until attacked, its victim dies, or it Special Qualities
consumes twice its hit points in damage. If the dragon consumes Camouflage: The dragon is able to adapt its color to match its
double its hit points in blood, it will immediately stop draining environment. The creature has advantage on all stealth checks.
blood and fly away to digest its meal. Actions
Paralysis Breath (Recharge 5-6): The dragon exhales a cloud Claws: Melee Weapon Attack: +9 to hit, reach 5 ft, one
of spores in a 15 foot cone. Anyone in the area must make a target. Hit 12(2d8+3) slashing damage. The target must make
dexterity save (DC 15) or be infected by the spores and paralyzed. a constitution save (DC 16) or be affected by the creature’s
Anyone immune to disease automatically saves against the spores. poison. The poison causes the target to become incapacitated.
The target can repeat the save at the end of each of its turns,
IRIS ANCIENT shaking off the effect and gaining immunity to the poison for 24
Medium Dragon, Neutral hours on a successful save.
Armor Class: 17(natural armor) Blood Drain: If the dragon has incapacitated a target, it
will try to feed. The dragon lands on the target, injecting its
Hit Points: 55(10d8+10)
mouth tube into the victim and sucking out blood. The target
Speed: 15 ft 30 ft Fly automatically takes 5(1d10) necrotic damage each round. The
creature will keep drinking until attacked, its victim dies, or it
DRAGONS OF AIHRDE 19
IRS WYRM YOUNG
Large Dragon, Lawful Evil
Armor Class: 16(natural armor)
Hit Points: 127(15d10+45)
Speed: 20 ft
STR: DEX: CON: INT: WIS: CHA:
16(+3) 9(-1) 17(+3) 4(-3) 10(+0) 6(-2)
Damage Resistance: Poison
Senses: Passive Perception 10
Languages:
Challenge: 4(1100 XP) Speed: 20 ft
Special Qualities STR: DEX: CON: INT: WIS: CHA:
Aura of Hopelessness: The IRS Wyrm projects an aura of fear, 18(+4) 9(-1) 19(+4) 4(-3) 10(+0) 6(-2)
desperation and hopelessness. All creatures within 90 feet of
the IRS must make a Charisma Save (DC 14). Those who fail Damage Resistance: Poison
are stunned from the overwhelming feeling of helplessness. At Senses: Passive Perception 10
the beginning of their turn, they can again make the save. If Languages:
they fail again, they remain stunned and lose 1d4 Charisma.
The target continues to save until they make a save or their Challenge: 6(2300 XP)
Charisma reaches 0. A target reduced to 0 Charisma becomes Special Qualities
completely catatonic and will starve to death if not helped.
Aura of Hopelessness: The IRS Wyrm projects an aura of fear,
Only a Heal spell has the strength to restore a creature from 0
desperation and hopelessness. All creatures within 90 feet of
Charisma. Otherwise Greater Restoration is sufficient. Once
the IRS must make a Charisma Save (DC 15). Those who fail
a creature makes a successful save against this effect, they are
are stunned from the overwhelming feeling of helplessness. At
immune for the next 24 hours.
the beginning of their turn, they can again make the save. If
•Stench: A small cloud of poisonous gas surrounds the they fail again, they remain stunned and lose 1d4 Charisma.
creature at all times. Any creature that comes within 20 feet The target continues to save until they make a save or their
of the creature must make a Constitution save (DC 14) or Charisma reaches 0. A target reduced to 0 Charisma becomes
immediately be paralyzed by the poison. A creature immune completely catatonic and will starve to death if not helped.
to the poisoned condition will ignore this effect. A creature Only a Heal spell has the strength to restore a creature from 0
immune to the paralyzed condition instead suffers the poisoned Charisma. Otherwise Greater Restoration is sufficient. Once
condition. Once affected, the victim remains paralyzed until a creature makes a successful save against this effect, they are
removed from the poison cloud or the IRS is slain. A Greater immune for the next 24 hours.
Restoration will overcome the effect, but the target can be
Stench: A small cloud of poisonous gas surrounds the creature
affected again. Anyone who makes the Constitution save is
at all times. Any creature that comes within 20 feet of the
immune to this effect for 24 hours.
creature must make a Constitution save (DC 15) or immediately
Slow to Act: IRS Wyrms always go last in the initiative order. be paralyzed by the poison. A creature immune to the poisoned
Actions condition will ignore this effect. A creature immune to the
paralyzed condition instead suffers the poisoned condition.
Multiattack: The IRS makes two attacks, one with its bite Once affected, the victim remains paralyzed until removed
and one with its tail. It cannot use its bite and tail attacks on from the poison cloud or the IRS is slain. A Greater Restoration
the same target. will overcome the effect, but the target can be affected again.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Anyone who makes the Constitution save is immune to this
Hit: 12(2d8+3) piercing damage. effect for 24 hours.
Tail: Melee Weapon Attack: +5 to hit, reach 10 ft, one target. Slow to Act: IRS Wyrms always go last in the initiative order.
Hit: 14(2d10+3) bludgeoning damage. Actions
IRS WYRM ADULT Multiattack: The IRS makes two attacks, one with its bite
and one with its tail. It cannot use its bite and tail attacks on
Large Dragon, Lawful Evil the same target.
Armor Class: 18(natural armor) Bite: Melee Weapon Attack: +7 to hit, reach 5 ft, one target.
Hit Points: 171(18d10+72) Hit: 13(2d8+4) piercing damage.
DRAGONS OF AIHRDE 21
Speed: 30 ft, 40 ft Fly Actions
STR: DEX: CON: INT: WIS: CHA: Multiattack: The Kurlet strikes twice with its claws, once with
its bite and once with its tail or uses its breath weapon.
12(+1) 16(+3) 13(+1) 10(+0) 10(+0) 11(+0)
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
Damage Immunities: Cold
Hit: 8(2d4+3) slashing damage.
Damage Resistance: Necrotic, Bludgeoning, Piercing And
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
Slashing From Non Magical Weapons
Hit: 12(2d8+3) Piercing damage.
Senses: Passive Perception 10
Tail: Melee Weapon Attack: +5 to hit, reach 10 ft, one target.
Languages: Draconic Hit: 10(2d6+3) bludgeoning damage.
Challenge: 2(450 XP) Breath Weapon (Recharge 5-6): The dragon exhales the
Special Qualities cold of the grave in a 30 ft cone. All creatures in the area of
effect must make a Dexterity save (DC 14), taking 22(4d10)
Innate Spellcasting: The Kurlet can cast Wall of Ice once per necrotic damage on a failed save, or half as much on a success.
day (DC 10) Any creature that fails the Dexterity save must also make a
Actions Constitution save (DC 14) or age 1d10 years. The aging can be
Multiattack: The Kurlet strikes twice with its claws, once with reversed by a Greater Restoration spell, but only if cast within
its bite and once with its tail or uses its breath weapon. 24 hours. Otherwise, the aging is permanent.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. KURLET ADULT
Hit: 5(1d4+3) slashing damage.
Large Dragon, Lawful Evil
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
Hit: 7(1d8+3) Piercing damage. Armor Class: 16(natural armor)
Tail: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit Points: 90 (12d10+24)
Hit: 6(1d6+3) bludgeoning damage. Speed: 30 ft, 40 ft Fly
Breath Weapon (Recharge 5-6): The dragon exhales the STR: DEX: CON: INT: WIS: CHA:
cold of the grave in a 20 ft cone. All creatures in the area of
effect must make a Dexterity save (DC 13), taking 11(2d10) 16(+3) 16(+3) 14(+2) 12(+1) 12(+1) 12(+1)
necrotic damage on a failed save, or half as much on a success. Saves: Dexterity+6, Intelligence+4
Any creature that fails the Dexterity save must also make a Damage Immunities: COLD
Constitution save (DC 13) or age 1d10 years. The aging can be
reversed by a Greater Restoration spell, but only if cast within Damage Resistance: Necrotic, Bludgeoning, Piercing And
24 hours. Otherwise, the aging is permanent. Slashing From Non Magical Weapons
Senses: Passive Perception 11
KURLET YOUNG Languages: Draconic
Large Dragon, Lawful Evil Challenge: 6(2300 XP)
Armor Class: 16(natural armor) Special Qualities
Hit Points: 58 (9d10+9) Innate Spellcasting: The Kurlet can cast Wall of Ice once per
Speed: 30 ft, 40 ft Fly day (DC 14)
STR: DEX: CON: INT: WIS: CHA: Actions
14(+2) 16(+3) 14(+2) 11(+0) 11(+0) 12(+1) Multiattack: The Kurlet strikes twice with its claws, once with
its bite and once with its tail or uses its breath weapon.
Damage Immunities: Cold
Claws: Melee Weapon Attack: +6 to hit, reach 10 ft, one
Damage Resistance: Necrotic, Bludgeoning, Piercing And
target. Hit: 8(2d4+3) slashing damage.
Slashing From Non Magical Weapons
Bite: Melee Weapon Attack: +6 to hit, reach 10 ft, one target.
Senses: Passive Perception 10
Hit: 12(2d8+3) Piercing damage.
Languages: Draconic
Tail: Melee Weapon Attack: +6 to hit, reach 10 ft, one target.
Challenge: 5 (450 XP) Hit: 10(2d6+3) bludgeoning damage.
Special Qualities
Breath Weapon (Recharge 5-6): The dragon exhales the
Innate Spellcasting: The Kurlet can cast Wall of Ice once per
cold of the grave in a 30 ft cone. All creatures in the area of
day (DC 12)
effect must make a Dexterity save (DC 15), taking 33(6d10)
necrotic damage on a failed save, or half as much on a success.
KURLET ANCIENT
Huge Dragon, Lawful Evil
Armor Class: 17(natural armor)
Hit Points: 123 (13d12+39)
Speed: 30 ft, 40 ft Fly
STR: DEX: CON: INT: WIS: CHA:
18(+4) 16(+3) 16(+3) 14(+2) 15(+2) 13(+1)
Skills: Survival(Cold)+5, Nature(Cold)+5
Saves: Dexterity+6, Intelligence+5 scales meet the under scales, all the way to the head. Here they
Damage Immunities: Cold hang, resembling whiskers, though they do not stand out on the
face like a cats, rather they shroud the head from behind. The
Damage Resistance: Necrotic, Bludgeoning, Piercing And
beast is bone white, hence its name, its eyes a deep blue.
Slashing From Non-Magical Weapons
Solitary Creatures: They are solitary creatures that dwell in
Senses: Passive Perception 10
deep caves, sometimes hollowed from the icy landscape they
Languages: Draconic call home. They horde treasure like other wyrms and are clever
Challenge: 8(3900 XP) to understand the world of men. They speak the common
tongues of men and dwarves, elves and halflings, orcs and other
Special Qualities creatures with which they have come into contact. They are
Innate Spellcasting: The Kurlet can cast Wall of Ice once per terrible in appearance, filled with a cunning and hatred that
day (DC 16) they exude. They are unforgiving and very destructive. While
Actions they may bargain if they see it is in their best interest, they
prefer to destroy those who enter their territory. The boned
Multiattack: The Kurlet strikes twice with its claws, once with dragon is immortal.
its bite and once with its tail or uses its breath weapon.
Patient Hunters: They are cunning in the hunt, lying for
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft, one target. long periods of time under the snow, waiting for prey to pass
Hit: 11(3d4+4) slashing damage. near. Alternately they take to the high, thin clouds looking
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft, one target. for creatures traversing the icy landscape, waiting for them to
Hit: 17(3d8+4) Piercing damage. become exposed on cliff faces, ledges and the like. At which
point they swoop in and attempt to knock them from their
Tail: Melee Weapon Attack: +7 to hit, reach 5 ft, one target.
perch the ground below.
Hit: 14(3d6+4) bludgeoning damage.
AERIAL FIGHTER: The boned dragon attacks by rising with
Breath Weapon (Recharge 5-6): The dragon exhales the
a blast of its fetid, cold breath that drains the souls from men. It
cold of the grave in a 40 ft cone. All creatures in the area of
follows by ferocious attack with claw and fang. It keeps airborne
effect must make a Dexterity save (DC 17), taking 44(8d10)
as often as it can, swooping in to dispatch the incapacitated
necrotic damage on a failed save, or half as much on a success.
victims from which life has been drained.
Any creature that fails the Dexterity save must also make a
Constitution save (DC 17) or age 1d10 years. The aging can be
reversed by a Greater Restoration spell, but only if cast within KURLET (BONED) DRAGON IN AIHRDE
24 hours. Otherwise, the aging is permanent. For the greatest while, the boned dragon dwelt in the high
The boned dragon’s name is a contrast to its appearance. The reaches of the world, in the lands of Engale and northern
beast is a winter dragon, normally only found in northern Aenoch. Some few migrated to the peaks of the Marl or other
climates where there is snow or ice year round. It is long, roughly mountains. Dwelling far from the haunts of man they remained
25 feet when fully grown, but unlike its traditional relatives it unknown, and little spoken of in the lore of the dragon scholars.
is thick, its scales broad, resembling overlapping plates. These But with the coming of the Dark, things changed, suddenly their
plates are super sensitive to the temperature, especially sun range opened up and the whole world became their hunting
light, absorbing as much of it as they can. The beast’s long neck grounds. They spread south and learned the joy of hunting men
ends in a broad, fang filled mouth. Its tail is long as well. Upon in the open country. They learned to love the taste of elf flesh
the end of its tail are long, strands of hair. This hair ranges up and to serve the dark. The boned dragon became a favorite pet
the side of the creature, running its full length, where the back to the Lords of Aufstrag and its population and influence spread
DRAGONS OF AIHRDE 23
across the world of Aihde so that this terror of the frozen wastes the acid off and avoid further effect. Those who are immune
became known all to well to the kingdoms of men. to acid damage avoid all effects of this breath weapon. Those
When the Winter failed and the horned god fell from the world who are resistant to acid have advantage on their saves after the
into the abyss the boned dragons found their range greatly initial saving throw.
reduced. But they adapted quickly, retreating to the high Wing Hypnosis: The Lial Beast cannot be flying when it uses
mountains and hibernating in the warm months, but awakening this ability. It opens its wings, creating a bright display of light
in the winter to return to the plain and forests and hunt their and color. This acts as a hypnotic pattern spell, but the cube
favored prey, humans. They remain a terror and the most ardent must be projected directly in front of the dragon. The DC for
rangers know that to drive them from the lowlands you must the wisdom save is 13.
hunt them in their dens and slay them in the mountains.
LIAL BEAST YOUNG
DRAGON, LIAL BEAST (FEATHERED DRAGON) Large Dragon, Chaotic Neutral
LIAL BEAST WYRMLING Armor Class: 15(description)
Medium Dragon, Chaotic Neutral Hit Points: 97 (15d10+15)
Armor Class: 13(description) Speed: 20 ft 80 ft Fly
Hit Points: 71(13d8+13) STR: DEX: CON: INT: WIS: CHA:
Speed: 20 ft 60 ft Fly 12(+1) 16(+3) 12(+1) 11(+0) 12(+1) 9(-1)
STR: DEX: CON: INT: WIS: CHA: Skills: Perception +3
10(+0) 15(+2) 12(+1) 9(-1) 11(+0) 8(-1) Damage Immunities: Acid
Skills: Perception +2 Senses: Passive Perception 13
Damage Immunities: Acid Languages: Draconic
Senses: Passive Perception 12 Challenge: 3 (700 XP)
Languages: Draconic Actions
Challenge: 1 (200 XP) Multiattack: While flying, the Lial Beast can make two claw
Actions attacks with its rear claws as well as a tail attack. While on
the ground, it makes 2 front claw attack and a bite attack.
Multiattack: While flying, the Lial Beast can make two claw
Otherwise, it can make a breath attack if available or use its
attacks with its rear claws as well as a tail attack. While on
wing hypnosis.
the ground, it makes 2 front claw attack and a bite attack.
Otherwise, it can make a breath attack if available or use its Claws (front). Melee Weapon Attack: +5 to hit, reach 5 ft,
wing hypnosis. one target. Hit: 8(2d4+3) slashing damage.
Claws (front). Melee Weapon Attack: +4 to hit, reach 5 ft, Claws (rear). Melee Weapon Attack: +5 to hit, reach 5 ft, one
one target. Hit: 4(1d4+2) slashing damage. target. Hit: 10(2d6+3) slashing damage.
Claws (rear). Melee Weapon Attack: +4 to hit, reach 5 ft, one Bite: Melee Weapon Attack: +5 to hit, reach 10 ft, one target.
target. Hit: 5(1d6+2) slashing damage. Hit 12(2d8+3) Piercing damage.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Tail: Melee Weapon Attack: +5 to hit, reach 10 ft, one target.
Hit 6(1d8+2) Piercing damage. Hit 10(2d6+3) bludgeoning damage.
Tail: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Breath Weapon, Caustic Cloud (Recharge 5-6): The
Hit 5(1d6+2) bludgeoning damage. dragon exhales a cloud of caustic gas in a 20 foot cone. All
creatures within the cone need to make a Dexterity Save (DC
Breath Weapon, Caustic Cloud (Recharge 5-6): The
14). Those who fail the save become coated with a thick, caustic
dragon exhales a cloud of caustic gas in a 15 foot cone. All
acid. They suffer 13(2d12) points of acid damage immediately
creatures within the cone need to make a Dexterity Save (DC
and are at disadvantage on all attack and ability checks. At the
13). Those who fail the save become coated with a thick, caustic
end of each of their turns, they must repeat the save. If they
acid. They suffer 6(1d12) points of acid damage immediately
succeed, they take half damage and shake off the disadvantage.
and are at disadvantage on all attack and ability checks. At the
If they fail they take full damage again and continue to be at
end of each of their turns, they must repeat the save. If they
disadvantage on attacks and ability checks. Those making the
succeed, they take half damage and shake off the disadvantage.
initial save take half damage and are not coated. If a target can
If they fail they take full damage again and continue to be at
immerse themselves in water for an entire turn, they can wash
disadvantage on attacks and ability checks. Those making the
the acid off and avoid further effect. Those who are immune
initial save take half damage and are not coated. If a target can
to acid damage avoid all effects of this breath weapon. Those
immerse themselves in water for an entire turn, they can wash
Innate Spellcasting: The Lial Beasts innate spellcasting Senses: Passive Perception 15
ability is Intelligence (spell save DC 11). It can innately cast Languages: Draconic
the following spells, requiring no material components. Challenge: 7 (2900 XP)
At will: Dancing Lights, Friends Special Qualities
2/day: Hypnotism Innate Spellcasting: The Lial Beasts innate spellcasting
1/day: Blur, Hallucinatory Terrain, Hypnotic Pattern ability is Intelligence (spell save DC 14). It can innately cast the
Actions following spells, requiring no material components.
Multiattack: While flying, the Lial Beast can make two claw At will: Dancing Lights, Friends
attacks with its rear claws as well as a tail attack. While on 2/day: Hypnotism
the ground, it makes 2 front claw attack and a bite attack. 1/day: Blur, Hallucinatory Terrain, Hypnotic Pattern
Otherwise, it can make a breath attack if available or use its
wing hypnosis.
DRAGONS OF AIHRDE 25
Actions Territorial: They do nest, generally returning each year
Multiattack: While flying, the Lial Beast can make two claw to the same nest. Sometimes they eat their prey where they
attacks with its rear claws as well as a tail attack. While on kill, at others they bring it back to the nest to devour. They
the ground, it makes 2 front claw attack and a bite attack. instinctively steal shiny objects and are therefore one of the few
Otherwise, it can make a breath attack if available or use its lesser dragons who actively gather treasure. Though this is not
wing hypnosis. hoarded so much as dropped or woven into the nest.
Claws (front). Melee Weapon Attack: +8 to hit, reach 10 ft, Opportunists: On occasion these creatures nest in cities where
one target. Hit: 12(3d4+5) slashing damage. they have learned to use their abilities to confuse and hypnotize
crowds of people, stealing one or two of the crowd for dinner.
Claws (rear). Melee Weapon Attack: +8 to hit, reach 10 ft, They favor herd animals for prey and are often spotted by
one target. Hit: 15(3d6+5) slashing damage. farmers as they swoop down and single out a lone cow, horse
Bite: Melee Weapon Attack: +8 to hit, reach 15 ft, one target. or pig and drive it further from the herd, or scoop it up and
Hit 18(3d8+5) Piercing damage. carry it off. They are not adverse to hunting other prey and have
a dragon cunning that allows them to attempt to mesmerize a
Tail: Melee Weapon Attack: +8 to hit, reach 15 ft, one target.
victim to make it easier to kill. The lial beast spends much of its
Hit 15(3d6+5) bludgeoning damage.
time in the skies, slowly circling, ever searching for prey. It has
Breath Weapon, Caustic Cloud (Recharge 5-6): The keen vision and can spot most movement and creatures both
dragon exhales a cloud of caustic gas in a 30 foot cone. All great and small. It is however, a rather delicate dragon, for its
creatures within the cone need to make a Dexterity Save (DC body, legs and neck are thin so it abhors direct attacks. Rather, it
17). Those who fail the save become coated with a thick, caustic swoops down upon its victim, using its breath weapon to confuse
acid. They suffer 26(4d12) points of acid damage immediately or disorient. It then lands, spreading its multicolored wings and
and are at disadvantage on all attack and ability checks. At the dipping its head low, to beguile those who are watching. It uses
end of each of their turns, they must repeat the save. If they this attack to further cripple the prey’s ability to defend itself. It
succeed, they take half damage and shake off the disadvantage. pounces upon the prey, rending it and devouring it. If there are
If they fail they take full damage again and continue to be at more than one, it tries to separate one from the group.
disadvantage on attacks and ability checks. Those making the
initial save take half damage and are not coated. If a target can LIAL BEAST IN THE WORLD OF AIHRDE
immerse themselves in water for an entire turn, they can wash
the acid off and avoid further effect. Those who are immune The lial beast is found throughout the world of Aihrde. It
to acid damage avoid all effects of this breath weapon. Those flourished during the winter dark and expanded its territory
who are resistant to acid have advantage on their saves after the and numbers. They are not uncommon. Their scales, thin and
initial saving throw. flexible, though strong, are highly sought after and bring a good
price from craftsmen. A single scale can bring up to 15gp on the
Wing Hypnosis: The Lial Beast cannot be flying when it uses market. They are used for crafting armor and some weapons.
this ability. It opens its wings, creating a bright display of light Any such weapon or armor gains a +1 to its to hit or AC values.
and color. This acts as a hypnosis pattern spell, but the cube
must be projected directly in front of the dragon. The DC for
the wisdom save is 17.
DRAGON, MAEGLE
MAEGLE WYRMLING
Easily one of the most exotic and beautiful dragons the lial
beast is large with huge wings, with a 30 foot span when fully Small Dragon, Chaotic Evil
grown. The creature walks on two or four legs, the front being Armor Class: 15 (description)
noticeably shorter than the rear. Its body is squat and short,
crowned by a long neck and thin head and snout. The scales on Hit Points: 88 (16d6+32)
the snout and back of the neck are long, like spears and pointed. Speed: 20 ft
The lial beast raises these high when threatened or excited. The
creatures eyes are like many faceted jewels and set high and far STR: DEX: CON: INT: WIS: CHA:
back on its brow. The lial beast’s scales on its body and legs are 14(+2) 8(-1) 14(+2) 4(-3) 6(-2) 3(-4)
long, thin, almost feather like. They are colored as well, bright Skills: Stealth+1
colors with no discernable pattern. The wings consist of similar
scales and colors. These make the creature look strange as it Senses: Passive Perception 8
sticks out in almost any environment. It has long claws and a Challenge: 2 (450 XP)
wicked toothy snout.
Special Qualities
Ranging Hunters: The lial beast is rare, found only in wide open
Sludge Fever: The Maegle infects its targets with a nasty
country such as deserts, savannahs, or prairie. They are normally
disease, rendering the target weak. Even if a target manages to
solitary hunters but are occasionally encountered in groups
escape the Maegle, it will eventually drop from sickness, only
of up to 6. If so encountered one or two of them are generally
to find the Maegle catching up to it. The target is considered
hatchlings. They range over broad territories of hundreds of
to have the poisoned condition. In addition, they cannot heal
miles, taking flight and hunting for prey from the air.
damage normally and magical healing only heals half of the
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Sludge Breath (Recharge 5-6): The dragon spits a gout of
Hit: 4(1d4+2) Slashing damage. diseased sludge in a line 40 feet long. Any target must make
a Constitution save (DC 15). Any target that fails the save is
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. infected with sludge fever. On a successful save, the target is
Hit: 5(1d6+2) piercing damage. In addition, on a hit the immune to Sludge Fever for the next 24 hours.
target is grappled (escape DC 13). They target must also make
a Constitution save (DC 13) or be infected with Sludge Fever. MAEGLE ADULT
If a creature makes this save, they are immune to Sludge Fever
for 24 hours. Large Dragon, Chaotic Evil
Crush. Melee Weapon Attack: +4 to hit, reach 5 ft, one Armor Class: 19 (description)
target. Hit: 5(1d6+2) bludgeoning damage. Hit Points: 199 (21d10+84)
Sludge Breath (Recharge 5-6): The dragon spits a gout of Speed: 20 ft
diseased sludge in a line 30 feet long. Any target must make
a Constitution save (DC 13). Any target that fails the save is STR: DEX: CON: INT: WIS: CHA:
infected with sludge fever. On a successful save, the target is 19(+4) 10(+0) 18(+4) 4(-3) 6(-2) 3(-4)
immune to Sludge Fever for the next 24 hours. Skills: Stealth+4
Hit Points: 142 (19d8+57) Sludge Fever. The Maegle infects its targets with a nasty disease,
rendering the target weak. Even if a target manages to escape
Speed: 20 ft the Maegle, it will eventually drop from sickness, only to find
STR: DEX: CON: INT: WIS: CHA: the Maegle catching up to it. The target is considered to have
the poisoned condition. In addition, they cannot heal damage
17(+3) 9(-1) 16(+3) 4(-3) 6(-2) 3(-4) normally and magical healing only heals half of the damage it
Skills: Stealth+2 normally would. Until healed, the target can repeat the saving
Senses: Passive Perception 8 throw once per day after a long rest, ending the disease on a
successful save.
Challenge: 5 (1800 XP)
Actions
Special Qualities
Multiattack: The Maegle can strike twice with its claws and
Sludge Fever: The Maegle infects its targets with a nasty once with its bite. In addition, if it has a creature grappled,
disease, rendering the target weak. Even if a target manages to it can use all of its normal attacks against that target with
escape the Maegle, it will eventually drop from sickness, only advantage and also do a crush attack.
to find the Maegle catching up to it. The target is considered
to have the poisoned condition. In addition, they cannot heal Claws: Melee Weapon Attack: +8 to hit, reach 10 ft, one
damage normally and magical healing only heals half of the target. Hit: 11(2d6+4) Slashing damage.
damage it normally would. Until healed, the target can repeat Bite: Melee Weapon Attack: +8 to hit, reach 10 ft, one target.
the saving throw once per day after a long rest, ending the Hit: 15(2d10+4) piercing damage. In addition, on a hit the
disease on a successful save. target is grappled (escape DC 17). They target must also make
Actions a Constitution save (DC 17) or be infected with Sludge Fever.
If a creature makes this save, they are immune to Sludge Fever
Multiattack: The Maegle can strike twice with its claws and for 24 hours.
once with its bite. In addition, if it has a creature grappled,
it can use all of its normal attacks against that target with Crush: Melee Weapon Attack: +8 to hit, reach 5 ft, one target.
advantage and also do a crush attack. Hit: 17(2d12+4) bludgeoning damage.
Claws: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Sludge Breath (Recharge 5-6): The dragon spits a gout of
Hit: 6(1d6+3) Slashing damage. diseased sludge in a line 50 feet long. Any target must make
DRAGONS OF AIHRDE 27
a Constitution save (DC 17). Any target that fails the save is
infected with sludge fever. On a successful save, the target is
immune to Sludge Fever for the next 24 hours.
MAEGLE ANCIENT
Large Dragon, Chaotic Evil
Armor Class: 21 (description)
Hit Points: 231 (22d10+110)
Speed: 20 ft
STR: DEX: CON: INT: WIS: CHA:
22(+6) 10(+0) 20(+5) 4(-3) 6(-2) 3(-4)
Skills: Stealth+4
Senses: Passive Perception 8
Challenge: 11 (7200 XP) red. It has a broad flat tongue as well. Its thick tail is lined with
plate-like apertures that change color when the beast feeds.
Special Qualities
Normally a deep blue, these turn red when the creature is fed
Sludge Fever: The Maegle infects its targets with a nasty or while its feeding. The creature is a deep yellow-brown color.
disease, rendering the target weak. Even if a target manages to
Aggressive when Hungry: The maegle dragon is rather
escape the Maegle, it will eventually drop from sickness, only
unintelligent, unable to speak any languages or comprehend any.
to find the Maegle catching up to it. The target is considered
It has no magic using ability and little ability to empathize with
to have the poisoned condition. In addition, they cannot heal
any other creature. Its overriding drive is to feed and sleep. When
damage normally and magical healing only heals half of the
they are famished they are very aggressive, but after a meal they
damage it normally would. Until healed, the target can repeat
care little for any activity and are almost docile. When they do
the saving throw once per day after a long rest, ending the
feed it is a horrific process. They take their prey into their mouths
disease on a successful save.
and through the force of their jaws grind the victims to a pulp.
Actions They grip the tattered remains of the tenderized flesh in their
Multiattack: The Maegle can strike twice with its claws and mouths where they suck the blood from the morass. It’s a sloppy,
once with its bite. In addition, if it has a creature grappled, brutal process. When all the nutrients have been sucked out the
it can use all of its normal attacks against that target with mangled corpse is dropped and the beast moves on.
advantage and also do a crush attack. Wandering Hunters: The maegle dragon travels in small
Claws: Melee Weapon Attack: +10 to hit, reach 10 ft, one packs, usually up to six or so. They lay their eggs in warm
target. Hit: 13(2d6+6) Slashing damage. vegetation, sand and the like. They leave their young to hatch
and fend for themselves. The maegle is found in many climes,
Bite: Melee Weapon Attack: +10 to hit, reach 10 ft, one target. but generally warm and hot subtropical or desert environments.
Hit: 17(2d10+6) piercing damage. In addition, on a hit the target is They are particularly adapted to swamps and wetlands.
grappled (escape DC 18). They target must also make a Constitution
save (DC 18) or be infected with Sludge Fever. If a creature makes
IN AIHRDE
this save, they are immune to Sludge Fever for 24 hours.
This beast is often associated with Thorax the Red Duke, lord
Crush: Melee Weapon Attack: +10 to hit, reach 5 ft, one
of chaos and evil. Seeing one is believed to be the sign of the
target. Hit: 19(2d12+6) bludgeoning damage.
red curse, a blight on the viewer who has somehow garnered
Sludge Breath (Recharge 5-6): The dragon spits a gout of the attention of the Duke and must suffer his wrath. Slaying
diseased sludge in a line 60 feet long. Any target must make the beast is the only way of removing the curse as this cuts the
a Constitution save (DC 18). Any target that fails the save is bonds between mortal and immortal.
infected with sludge fever. On a successful save, the target is
The Crna Ruk and other assassins often seek out the maegle
immune to Sludge Fever for the next 24 hours.
dragon. They use their saliva as a potent poison that retards
The maegle dragon is a brute of a creature. Thick of body and people’s abilities to heal and makes the assassins job that much
limb it drags itself along the ground, tearing up vegetation, easier. For years the Crna Ruk hired and trained rangers to hunt
moving rocks, grinding things beneath it. Its torso is wide, fat the beasts, subdue or kill them, and extract the poisons from
beneath the plated scales of its hide. Its legs are short, topped their gums and teeth. Generally a small vial of the toxin costs
with wickedly thick claws. It has a very wide mouth, with between 100gp and 500gp.
disjointed fangs, that protrude in every direction. Oft time these
fangs grind into the creature’s gums or jaws, bruising the flesh
so much so that the jaws are always a discolored purple or dark
DRAGONS OF AIHRDE 29
Poison Cloud Breath (Recharge 5-6): The dragon releases
a cloud of poisonous gas, filling a 30 foot radius circle adjacent
to the dragon. The cloud remains for 1 minute. Any creature
that enters the cloud or ends its turn in the cloud must make
a Constitution save (DC 15), taking 25(10d4) poison damage
on a failed save, or half as much on a successful save. If the
cloud is touched by open flame, it explodes. All creatures in the
cloud must make a Dexterity Save (DC 15), taking 55(10d10)
fire damage on a failed save or half as much on a success. This
immediately destroys the cloud.
The musk dragon is a long, thin beast, a distant relative of the
red dragon. Its snake-like body is matched by a long tail and
head, so that in the adults the creature is often 30 feet long. It
has a long snout and wide jaws, filled with massive fangs. Thick,
syrupy musk constantly streams from the beast’s mouth, hanging
in rope like tendrils to the ground or splattering against its side.
Its legs bend toward its body making for an ungainly look, but
allow the creature to attain very rapid speeds and allow it to
gain purchase in the tops of trees or upon the sides of cliffs.
Its skin is thick and consists of small, indiscernible scales from
head to toe. Only around its eyes are the scales a little larger
MUSK WYRM ANCIENT and noticeable. Upon its back are large wings, that fold in upon
themselves when the creature is not in flight. The musk wyrm
Huge Dragon, Chaotic Evil
has little intelligence and its eyes reflect this in vacant, hungry
Armor Class: 16(description) stares.
Hit Points: 127 (15d12+30) Survival of the Fittest: Musk dragons congregate in pods of
Speed: 30 ft, swim 90 ft up to eight. When they breed they spawn, and hundreds of tiny
wyrms are forever crawling about until they are devoured by their
STR: DEX: CON: INT: WIS: CHA: parents or other predators. Only a few make it young adults and
12(+1) 18(+4) 14(+2) 11(+0) 10(+0) 3(-4) these either fight their way into an existing pod or travel off to
start their own. They are found in most temperate environments,
Skills: Stealth+7
but prefer hot country, jungles, scrub, even deserts. They are
Damage Resistance: Poison highly territorial, ranging over broad regions, marking trees, rocks
Senses: Passive Perception 10 and the like with their huge claws. Any trespasser is investigated
and often attacked. Only the musk goblins (see below) are able to
Challenge: 6 (2300 XP) live in the shadow of these beasts, and often they are devoured,
Special Qualities killed or maimed by their protectors.
Camoflage: The Musk Wyrm is able to camouflage itself in any Watery Warrens: Musk wyrms always hole up in natural caves
water, gaining advantage on all stealth rolls. where there is a water source. The dens are usually very deep in
Innate spellcaster: The Musk Wyrm’s innate spellcasting the ground. They hoard treasure like most larger dragons, picking
ability is Wisdom (Spell Save DC 11, +3 to hit with spell over the debris of their feeding to pull back anything that interests
attacks). It Can innately cast the following spells, requiring no them, which is most things. They do not pile the treasure in any
material components. noticeable fashion, but rather drop it wherever they are in the
den. There is almost always a grove of bandy willows around their
3/day: Locate object dens, as the sapling of these peculiar trees can only take root in
1/day: Hypnotism the droppings of Musk Wyrm dragons. The grove usually hides
the den’s entrance and serves as a place of refuge for the small
Actions
breed of symbiotic goblins that dwell with the dragons.
Multiattack: The Musk Wyrm attacks twice with its claws,
Goblin Companions: A strange breed of goblin, who call
once with its bite, and once with its tail.
themselves Masli, are able to live with and amongst the Musk
Bite: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Dragons. Scholars are unsure as to why, but the Musk Dragons
Hit: 17(3d8+4) Piercing Damage. never attack the Masli (although they certainly might crush one
Claws: Melee Weapon Attack: +7 to hit, reach 10 ft, one accidentally). In return, the Masli maintain the dragons lair
target. Hit: 11(3d4+4) Slashing damage. and act as a guard system for the lair.
Tail: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Violent: They are the most vicious of the miasmal wyrms,
Hit: 14(3d6+4) bludgeoning damage. filled with an ever driving urge to kill, a remnant or shadow
Multiattack: The Nakal attacks twice with its claws, once 16(+3) 15(+2) 18(+4) 6(-2) 18(+4) 7(-2)
with its bite and once with its tail. Skills: Stealth +5, Survival +7, Nature +7, Perception +7
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Saves: Strength +6, Dex +5, Con +7
Hit: 4(1d4+2) Slashing Damage. Condition Immunities: Paralyzed, Unconscious
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Senses: Darkvision 60 Ft, Passive Perception 22
Hit: 4(1d4+2) Piercing Damage.
Languages: Draconic
DRAGONS OF AIHRDE 31
Challenge: 7 (2900 XP)
Special Qualities
Acute Senses: The Dragon has superior senses, granting it
advantage on perception checks and nature (tracking) checks.
Actions
Multiattack: The Nakal attacks twice with its claws, once
with its bite and once with its tail.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft, one target.
Hit: 14(3d6+4) Slashing Damage.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft, one target.
Hit: 11(2d6+4) Piercing Damage.
Tail: Melee Weapon Attack: +7 to hit, reach 5 ft, one target.
Hit: 13(2d8+4) Piercing damage plus 7(2d6) poison damage.
In addition, the target must make a Constitution save (DC 17).
On a failed save, the target is paralyzed for 24 hours. On a
successful save, the target is poisoned for 24 hours.
The nakal dragons are small creatures, ranging up to 12 with
the tail. They stand more like a bird than a lizard, moving
rapidly through the forest on their two, thick hind legs. They
have enormous, clawed feet. Their arms are small and used for
Challenge: 5 (1800 XP) little more than balance for the thin, membrane that serve as
Special Qualities wings and that stretch between their arms and the creature’s
Acute Senses. The Dragon has superior senses, granting it body. They range in color from a rusty red to a deep green. Their
advantage on perception checks and nature (tracking) checks. underbellies are almost always sallow yellow and scaled with
tiny small scales that look more like chips of bark than anything
Actions else. They have a ridge of spines, each one connected to the
Multiattack: The Nakal attacks twice with its claws, once one behind with a thin skin laced with thousands of tiny veins.
with its bite and once with its tail. Their snouts are wide and culminate in a beak upon the upper
jaw that they use to tear flesh or armor. Their long, narrow tail
Claws: Melee Weapon Attack: +6 to hit, reach 5 ft, one target.
ends in a bulb upon which rest a host of barbs.
Hit: 10(2d6+3) Slashing Damage.
Forest Hunters: The nakal dragons are only found in heavy
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft, one target.
forests or jungles in almost any climate. They are very territorial,
Hit: 6(1d6+3) Piercing Damage.
marking their territory by dragging their sides against large
Tail: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. trees. Their territory ranges up to 15 square miles, depending
Hit: 7(1d8+3) Piercing damage plus 3(1d6) poison damage. In on the size of the dragon. They only cross out of the territory
addition, the target must make a Constitution save (DC 16). if food becomes short, of in the case of males, to hunt out an
On a failed save, the target is paralyzed for 24 hours. On a adult female to mate with. The nakal are highly predacious and
successful save, the target is poisoned for 24 hours. skilled hunters. They are always on the move, searching for the
scent of their prey, generally wild animals, but they are keenly
NAKAL, ANCIENT intelligent and inquisitive and will hunt new prey-animals if
Large Dragon, Neutral that prey-animal should wander into its territory. This of course
makes humans, demi-humans and humanoids perfect targets.
Armor Class: 16(description) Once they have picked up a scent they track the creature until
Hit Points: 133(14d10+56) they find it. They single out what appears to be the weakest and
smallest in the herd and attack it.
Speed: 30 ft Fly 30 ft Swim 20 ft
Family Packs: Though often encountered alone, nakal dragons
STR: DEX: CON: INT: WIS: CHA: occasionally travel in groups of 2-5. If traveling in a group it is
18(+4) 15(+2) 19(+4) 6(-2) 18(+4) 7(-2) usually a family group of one adult female, one or two hatchlings,
and one young adult female. On occasion, males are encountered
Skills: Stealth +5, Survival +7, Nature +7, Perception +7
in pairs, a young adult attaching itself to the older mature nakal
Saves: Strength +7, Dex +5, Con +7 in order to hone its skills as a hunter. Female young adult nakals
Condition Immunities: Paralyzed, Unconscious do the same with a mature female for hunting and nesting. In
both instances the young adult constantly challenges the older
Senses: Darkvision 60 Ft, Passive Perception 22
until it is able to kill it and take over its territory.
Languages: Draconic
DRAGONS OF AIHRDE 33
Acid Secretion: While on land, the Tagean is naturally Mirror Image, Misty Step, Pass Without Trace
covered with a thick acid coating. Any creature that ends its 3rd level (2 slots): Call Lightning, Dispel Magic, Water Breathing,
turn grappled by the Tagean or in close physical contact must Water Walk
make a Dexterity Save (DC 13), taking 10(3d6) acid damage on
a failed save, or half damage on a success. Fog Breath: As a bonus action, the Tagean can spit out a
30 foot radius cloud of thick fog. The cloud cannot be seen
Actions through, and the area is considered to be heavily obscured. The
Multiattack: The Tagean strikes once with its claws, once cloud lasts for 1 minute before dissipating.
with its bite, and once with its tail. If the Tagean has a creature Acid Secretion: While on land, the Tagean is naturally
grappled at the beginning of its turn, it will instead use its Rend covered with a thick acid coating. Any creature that ends its
attack. turn grappled by the Tagean or in close physical contact must
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. make a Dexterity Save (DC 15), taking 14(4d6) acid damage on
Hit: 4(1d4+1) Slashing damage. In addition, the target must a failed save, or half damage on a success.
make a Dexterity Save (DC 13) or be grappled by the Tagean. Actions
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Multiattack: The Tagean strikes once with its claws, once with
Hit: 6(1d8+2) piercing damage. its bite, and once with its tail. If the Tagean has a creature grappled
Tail: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. at the beginning of its turn, it will instead use its Rend attack.
Hit: 5(1d6+2) Bludgeoning damage. Claws: Melee Weapon Attack: +5 to hit, reach 10 ft, one
Rend. If the Tagean starts its turn grappling a target, the target target. Hit: 8(2d4+3) Slashing damage. In addition, the target
automatically takes claw damage. Its Bite and Tail attacks are must make a Dexterity Save (DC 15) or be grappled by the
made at advantage. In addition, if its Acid Secretion is active, Tagean.
all attacks do an additional 7(2d6) acid damage. Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
Hit: 12(2d8+3) piercing damage.
TAGEAN ADULT
Tail: Melee Weapon Attack: +5 to hit, reach 10 ft, one target.
Large Dragon, Neutral Good Hit: 10(2d6+3) Bludgeoning damage.
Armor Class: 16(description) Rend: If the Tagean starts its turn grappling a target, the target
Hit Points: 120 (16d10+32) automatically takes claw damage. Its Bite and Tail attacks are
made at advantage. In addition, if its Acid Secretion is active,
Speed: 30 ft, 60 ft Fly, 40 ft Swim
all attacks do an additional 10(3d6) acid damage.
STR: DEX: CON: INT: WIS: CHA:
13(+1) 16(+3) 14(+2) 15(+2) 18(+4) 13(+1) TAGEAN ANCIENT
Skills: Nature+4, Survival+6 Huge Dragon, Neutral Good
Saves: Intelligence+4, Wisdom+6 Armor Class: 17(description)
Damage Immunities: Acid Hit Points: 136 (16d12+32)
Senses: Passive Perception 14 Speed: 30 ft, 80 ft Fly, 50 ft Swim
Languages: Draconic, Common STR: DEX: CON: INT: WIS: CHA:
Challenge: 4 (1100 XP) 15(+2) 16(+3) 15(+2) 17(+3) 20(+5) 15(+2)
Special Qualities Skills: Nature+6, Survival+8
Innate Spellcasting: The Tagean’s spellcasting ability is Saves: Intelligence+6, Wisdom+8
Wisdom (spell save DC 14). The Tagean can innately cast the Damage Immunities: Acid
following spells, requiring no material components:
Senses: Passive Perception 14
At Will: Heat Metal (range touch only)
Languages: Draconic, Common
3/day: Water Breathing (self only)
Challenge: 6 (2300 XP)
Spellcasting: The Tagean is a 5th level spellcaster. Its spellcasting
ability is Wisdom (Spell save DC 15, +7 to hit with spell attacks). Special Qualities
The Tagean has the following Druid spells prepared: Innate Spellcasting: The Tagean’s spellcasting ability is
Cantrips (at will): Druidcraft, Mending, Thorn Whip Wisdom (spell save DC 16). The Tagean can innately cast the
following spells, requiring no material components:
Ist level (4 slots): Animal Friendship, Cure Wounds, Entangle,
Longstrider, Speak With Animals At Will: Heat Metal (range touch only)
2nd level (3 slots): Darkvision, Lesser Restoration, Moonbeam, 3/day: Water Breathing (self only)
Multiattack: The Tagean strikes once with its claws, once with This dragon is a very rare creature and found almost exclusively
its bite, and once with its tail. If the Tagean has a creature grappled along the coasts of the Straights of Ursal and the Sea of Shenal.
at the beginning of its turn, it will instead use its Rend attack. They are encountered more often in the Gelderland and the
wilds of Aenochain Valley than near any civilized land. The
Claws: Melee Weapon Attack: +6 to hit, reach 10 ft, one Tageans prize the beasts and never kill them for they have
target. Hit: 10(3d4+3) Slashing damage. In addition, the learned to harvest the trees that the tagean wrym despoils. For
target must make a Dexterity Save (DC 16) or be grappled by when the beast climbs onto trees, hunting or taking the sun,
the Tagean. its secretions burn and harden the trees they use. These husks
Bite: Melee Weapon Attack: +6 to hit, reach 10 ft, one target. are greatly valued by the tagean weapon smiths and they are
Hit: 16(3d8+3) piercing damage. harvested, shaped and honed into battle spears (see below,
magic items). Further, the chest scale is sought after by the
DRAGONS OF AIHRDE 35
tageans as well for once retrieved it serves as a light weight,
indestructible shied (see below). The creature is honored in
tagea and the surrounding islands, temples have been built in
its honor. Killing one is tantamount to an act of war from the
men of tagea so holy has the beast become.
Bite: Melee weapon attack: +7 to hit, reach 5ft, one target. STR: DEX: CON: INT: WIS: CHA:
Hit: 13 (2d8+4) piercing damage plus 7 (2d6) fire damage. 14(+2) 15(+2) 12(+1) 10(+0) 12(+1) 11(+0)
Skills: Perception+3
TAVIS WYRM, ANCIENT
Damage Resistance: Poison
Huge Dragon, Unaligned
Senses: Passive Perception 13
Armor Class: 18(natural armor)
Languages: Common, Draconic
Hit Points: 189 (18d12+72)
Challenge: 3 (700 XP)
Speed: 40 ft, 20 ft burrow
Special Qualities
STR: DEX: CON: INT: WIS: CHA:
Tulmat Poison: Tulmats have a unique poison, which they use
23 (+6) 14 (+2) 18 (+4) 7 (-2) 10 (+0) 7 (-2) in both their breath weapon and their tail spikes. Any creature
Damage Immunities: Lightning, Fire, Poison exposed to it must make a Constitution save (DC 13). On a
success, the poison has no effect. If the save is failed, the target
Condition Immunities: Poisoned
immediately has the poisoned condition and takes 7(2d6) poison
Damage Resistance: Bludgeoning, Piercing And Slashing damage. At the end of each of their turns, the target must make
From Nonmagical Weapons another Constitution save. On a success, they suffer half damage
Senses: Darkvision 60 Ft, Passive Perception 10 and no longer need to make saves. If they fail, they take full
damage and continue to be poisoned. If they fail the save by
Challenge: 11 (7200 XP)
more than 5, they are also incapacitated. Once Incapacitated,
Special Qualities they continue to save at the end of each of their rounds. On
Heat: The Tavis Wyrm is heat incarnate. Any non metallic, a successful save, they take half damage and no longer need to
non magical weapon that strikes a tavis wyrm is automatically save. On a failed save, they take full damage. If they fail a save
destroyed by the heat. Any non magical metallic weapon by more than 5, they are reduced to 0 hit points and must begin
striking a tavis wyrm requires its wielder to make a Dexterity making death saves as normal. Any effect caused by this poison
save (DC 15) or the weapon is heated exactly as per the heat lasts for 1 hour except for death, which is of course permanent.
metal spell. Any creature that starts its turn within 5 feet of a Actions
tavis wyrm suffers 28 (8d6) fire damage.
Multiattack: The Tulmat attacks with 2 claws, one bite and
Actions one tail attack. Or it uses its breath weapon.
Bite: Melee weapon attack: +10 to hit, reach 5ft, one target. Claws: Melee Weapon Attack. +4 to hit, reach 5 ft, one target.
Hit: 19 (3d8+6) piercing damage plus 10 (3d6) fire damage. Hit: 9(2d6+2) Slashing damage.
Denizens of the elemental plane of fire, these creatures are often Bite: Melee Weapon Attack. +4 to hit, reach 5 ft, one target.
found in the mortal realms. They have long, snake-like bodies Hit: 13(2d10+2) Piercing damage.
with two well-developed forearms. With a head and jaws much
Tail: Melee Weapon Attack. +4 to hit, reach 10 ft, one target.
like a dragon’s, tavis wyrms are often mistaken as the offspring
Hit: 7(2d4+2) piercing damage plus the target is exposed to
of one of the greater drakes.
Tulmat poison.
Denizens of Fire: These wyrms are able to squeeze themselves
Poison Cloud Breath Weapon (Recharge 5-6): The Tulmat
through very tight tunnels and often surprise their prey in this
breathes in a 15 foot cone. All creatures in the cone are exposed
manner. They radiate an incredible amount of heat, which
to Tulmat poison.
they use to burrow through solid rock, fusing and melting the
stone in passing. These creatures travel to the mortal realms
TULMAT YOUNG
and prime material plane to derive sustenance from there which
cannot be found in their home elemental plane. Large Dragon, Lawful Neutral
Armor Class: 16(description)
Hit Points: 105(14d10+28)
Speed: 30 ft 90 ft Fly
DRAGONS OF AIHRDE 37
STR: DEX: CON: INT: WIS: CHA: Senses: Passive Perception 15
16(+3) 16(+3) 14(+2) 12(+1) 14(+2) 12(+1) Languages: Common, Draconic
Skills: Perception+5 Challenge: 7 (2900 XP)
Damage Resistance: Poison Special Qualities
Senses: Passive Perception 15 Tulmat Poison: Tulmats have a unique poison, which they
use in both their breath weapon and their tail spikes. Any
Languages: Common, Draconic
creature exposed to it must make a Constitution save (DC 17).
Challenge: 5 (1800 XP) On a success, the poison has no effect. If the save is failed, the
Special Qualities target immediately has the poisoned condition and takes 14(4d6)
poison damage. At the end of each of their turns, the target must
Tulmat Poison: Tulmats have a unique poison, which they make another Constitution save. On a success, they suffer half
use in both their breath weapon and their tail spikes. Any damage and no longer need to make saves. If they fail, they take
creature exposed to it must make a Constitution save (DC 15). full damage and continue to be poisoned. If they fail the save by
On a success, the poison has no effect. If the save is failed, more than 5, they are also incapacitated. Once Incapacitated,
the target immediately has the poisoned condition and takes they continue to save at the end of each of their rounds. On
10(3d6) poison damage. At the end of each of their turns, the a successful save, they take half damage and no longer need to
target must make another Constitution save. On a success, they save. On a failed save, they take full damage. If they fail a save
suffer half damage and no longer need to make saves. If they by more than 5, they are reduced to 0 hit points and must begin
fail, they take full damage and continue to be poisoned. If they making death saves as normal. Any effect caused by this poison
fail the save by more than 5, they are also incapacitated. Once lasts for 1 hour except for death, which is of course permanent.
Incapacitated, they continue to save at the end of each of their
rounds. On a successful save, they take half damage and no Actions
longer need to save. On a failed save, they take full damage. If Multiattack: The Tulmat attacks with 2 claws, one bite and
they fail a save by more than 5, they are reduced to 0 hit points one tail attack. Or it uses its breath weapon.
and must begin making death saves as normal. Any effect
Claws: Melee Weapon Attack. +7 to hit, reach 5 ft, one target.
caused by this poison lasts for 1 hour except for death, which is
Hit: 14(3d6+4) Slashing damage.
of course permanent.
Bite: Melee Weapon Attack. +7 to hit, reach 5 ft, one target.
Actions
Hit: 20(3d10+4) Piercing damage.
Multiattack: The Tulmat attacks with 2 claws, one bite and
Tail: Melee Weapon Attack. +7 to hit, reach 10 ft, one target.
one tail attack. Or it uses its breath weapon.
Hit: 11(3d4+4) piercing damage plus the target is exposed to
Claws: Melee Weapon Attack. +6 to hit, reach 5 ft, one target. Tulmat poison.
Hit: 10(2d6+3) Slashing damage.
Poison Cloud Breath Weapon (Recharge 5-6): The Tulmat
Bite: Melee Weapon Attack. +6 to hit, reach 5 ft, one target. breathes in a 35 foot cone. All creatures in the cone are exposed
Hit: 14(2d10+3) Piercing damage. to Tulmat poison.
Tail: Melee Weapon Attack. +6 to hit, reach 10 ft, one target.
Hit: 8(2d4+3) piercing damage plus the target is exposed to TULMAT ANCIENT
Tulmat poison. Gargantuan Dragon, Lawful Neutral
Poison Cloud Breath Weapon (Recharge 5-6): The Tulmat Armor Class: 19(description)
breathes in a 25 foot cone. All creatures in the cone are exposed
Hit Points: 187(15d20+30)
to Tulmat poison.
Speed: 30 ft 90 ft Fly
TULMAT ADULT STR: DEX: CON: INT: WIS: CHA:
Huge Dragon, Lawful Neutral 22(+6) 16(+3) 14(+2) 16(+3) 17(+3) 14(+2)
Armor Class: 17(description) Skills: Perception+7
Hit Points: 127(15d12+30) Saves: Dexterity+7, Intelligence+7
SPEED: 30 ft 90 ft Fly Damage Resistance: Poison
STR: DEX: CON: INT: WIS: CHA: Senses: Passive Perception 17
19(+4) 16(+3) 14(+2) 14(+2) 15(+2) 13(+1) Languages: Common, Draconic
Skills: Perception+5 Challenge: 12 (8400 XP)
Saves: Dexterity+6, Intelligence+5 Special Qualities
Damage Resistance: Poison
DRAGONS OF AIHRDE 39
of the more powerful green dragons, they spread rapidly into Bite: Melee Weapon Attack: +1 to hit, reach 5 ft, one target.
the north so that that they are now common in all climes and Hit:2(1d6-1) Piercing Damage.
regions. Poisoned Spittle Breath (Recharge 6): The Unk can spit
During the long wars between the Dwarves and Goblins, when a glob of poisonous goo at a target up to 30 feet away. The
the kobold peoples first came to Aihrde, they encountered the target must make a Dexterity save (DC 10). On a failed save,
tulmat wyrms before all other creatures. It is said by the learned the target is coated with the poison. They immediately suffer
that the tulmat wyrm the kobold’s first encountered took pity the poisoned condition. They also take 5(2d4) poison damage.
on the small creatures largely because his belly was full; it is not The coating remains and continues to do damage. At the end
entirely known why the dragon did not feed upon the kobolds. of each of their turns, the target must make a Constitution
They lived for a great while in the shadow of one another, save (DC 10), taking another 5(2d4) poison damage on a
working in concert on occasion. failed save, or half as much on a successful one. The target
The kobolds tell of a time when a tribe of men pressed their can attempt to remove the poison by spending an action and
peoples living in the northern mountains. The war dragged making a Dexterity (Acrobatics) check against a DC of 10. If
on for several years when the expansion of the men began to they succeed, they remove the poison coating and stop taking
threaten the hunting grounds of several of the tulmat. These damage. The poisoned condition lasts for 1 hour regardless.
creatures attacked the men so fiercely that the kobolds came
to them with promises of gems and jewels if they would help UNK YOUNG
them drive the men from the plains. This arrangement began a Medium Dragon, Neutral Evil
century’s long alliance between these dragons and the kobolds.
Armor Class: 15(description)
Eventually the dragons allowed the kobolds to ride them, but
only with promises of saddles studded with jewels and gems of Hit Points: 91 (14d8+28)
wondrous beauty. Even today the powerful kobold tribes live Speed: 20 ft 10 ft Swim
near tulmat dragons, feeding them and working with them on
their long hunts. STR: DEX: CON: INT: WIS: CHA:
12(+1) 8(-1) 15(+2) 5(-3) 10(+0) 5(-3)
DRAGON, UNK WYRM (HORNED DRAGON) Skills: Stealth+1
UNK WYRMLING Damage Immunities: Poison
Small Dragon, Neutral Evil Condition Immunities: Poisoned
Armor Class: 12(description) Senses: Passive Perception 10
Hit Points: 22 (4d6+8) Challenge: 2(450 XP)
Speed: 20 ft 10 ft Swim Special Qualities
STR: DEX: CON: INT: WIS: CHA: Camoflage: The Unk innately uses minor illusions to hide
6(-2) 8(-1) 14(+2) 5(-3) 10(+0) 5(-3) itself. It has advantage on all Stealth checks.
Skills: Stealth+1 Innate Spellcasting: The Unk can cast each of the following
spells once per day, requiring no material components. Its
Damage Immunities: Poison Spellcasting ability is Wisdom (Spell Save DC 10). Phantasmal
Condition Immunities: Poisoned Force, Dissonant Whispers, Hallucinatory Terrain.
Senses: Passive Perception 10 Musk: If the Unk has released its breeding musk or is in an area
where such musk has been released, it goes into a frenzy. The
Challenge: 1/8(25 XP)
Unk gains advantage on all attacks, but all attacks against the
Special Qualities Unk are also at advantage.
Camoflage: The Unk innately uses minor illusions to hide Exposed Gland: The creatures poison gland is on the surface
itself. It has advantage on all Stealth checks. of its body behind its head. Anyone who knows about this
Innate Spellcasting: The Unk can cast each of the following weakness (DC 20 nature check) can try to target it. The attack
spells once per day, requiring no material components. Its is made at disadvantage, but any hit is a critical.
Spellcasting ability is Wisdom (Spell Save DC 10). Phantasmal Actions
Force, Dissonant Whispers, Hallucinatory Terrain.
Multiattack: The Unk makes two Claw attacks and one Bite
Actions attack.
Multiattack: The Unk makes two Claw attacks and one Bite Claws: Melee Weapon Attack: +3 to hit, reach 5 ft, one target.
attack. Hit: 3(1d4+1) Slashing Damage.
Claws: Melee Weapon Attack: +1 to hit, reach 5 ft, one target. Bite: Melee Weapon Attack: +3 to hit, reach 5 ft, one target.
Hit: 1(1d3-1) Slashing Damage. Hit:6(1d10+1) Piercing Damage.