The Duchess has already used a _sending stone_ to contact Waterdeep, but due to a orc horde approaching from the northeast and an incident within the city, they are not able to send immediate aid to Daggerford's defense. However, a detachment of griffon riders will arrive at down.
As the dragon continues to ravage the town, a grim look overcomes Sir Isteval. He will inform the party that he has faced this dragon before, and will tell them his name: Sjachmalsvir, better known as Thoss Fyurnen. He tells them he will craft a plan to deal with him and that they should focus on helping the Duchess.
The Duchess asks the party if they'd rather help the guards on the courtyard walls and watch the town or help the guards tending to the civilians. Whatever their choice, they should remain at the keep for now.
### Fairfortune Hall in Flames
One hour after the attack begun, those on top of the wall will begin to see smoke rising from Fairfortune Hall on the other side of town. At about the same time, a team of guards returning to the keep will inform the Duchess that several dozen civilians have holed up in Fairfortune Hall, but are in need of help (see Attack Plan - Step 4).
The Duchess then asks if the party will sneak through town and help evacuate Fairfortune Hall. She tells them the guards will assist them in guiding the civilians back once they have secured the Hall.
If the party agrees, she tells them they can use the cisterns to sneak out of the keep.
#### Roving Raiders
On the way to the Hall, the party encounters a roving band of raiders: 4 **marauders** and 5 **kobolds**. They carry four partially filled sacks, each with 100 gp worth of coins and treasures.
The party can either sneak past them (DC 13 Dexterity (Stealth) group check) or engage them in combat. If 5 or more raiders are killed, the rest flee into the town with what loot they can carry.
#### To The Hall
Fairfortune hall faces south towards the Drill Field, and is surrounded by a 3-foot wide alleyway on its other three sides. The building's only set of doors in a front set of double doors, but it does have two windows on each side (half of which are broken). All of these possible entrances are currently blocked with wooden furniture on the inside. A Small bell tower that doubles as a chimney rises from the room at the back of the building, and a Small creature can squeeze down the chimney into the Hall.
Raiders have gathered bundles of wood and straw around each of the windows, and a wood plank has been placed over the chimney. The straw was lit with a torch and is burning; this is what has created the pillars of smoke rising from the building. Those raiders are currently in the Drill Field (6 **marauders**, 10 **kobolds**, 4 **dragon cultists**, and 1 **dragonclaw**) and are arguing about what to do next while gathering more wood and straw. Sneaking past the front of the building requires a DC 13 Dexterity (Stealth) check to avoid being spotted.
Shoving open the front door and the furniture behind it requires a DC 17 Strength check. The furniture blocking the windows and door, as well as the front doors itself, are Large objects made of wood. If destroyed, the way becomes passable for any Medium or smaller creature.
Fairfortune Hall has two rooms: the first is a chapel with a dozen wooden pews (which have been moved to block the windows and front doors); the second is a preparation room in which only the priest is typically allowed. In the chapel, 50 **commoners** quietly huddle together, terrified to make a sound. The resident priest, Curran Corvalin, is the most level-headed person present, and if he learns the party is trying to enter, he will move furniture to allow them to enter through a window or door. He then replaces the furniture.
Once inside, Curran Corvalin tells them the raiders will be back to break into the Hall very soon. He'll use his magic to assist the party when they come.
> ##### Objects
> Objects have statistics, including HP, AC, damage resistances and immunities, and hardness (the minimum damage a single instance of damage must deal in order to affect the target's HP).
>
> The different levels of Hit Points equals the the object's size (Tiny/Small/Medium/Large).
>
> Use the statistics below if your party needs to destroy a piece of wooden furniture or a section of a stone wall. If an object was specifically crafted to defend against attacks, double its maximum HP.
>
>
>
> | Canvas/Rope | | |
> |---|---|---|
> | Hit Points: 1/5/10/15 | AC 11 | Hardness 0 |
>
>
>
> | | | |
> |----------|-----|----|
> | Immunities: psychic | Resistances: bludgeoning | Vulnerabilities: fire, slashing |
>
>
>
>
>
>
>
> | Wood | | |
> |---|---|---|
> | Hit Points: 5/10/15/25 | AC 15 | Hardness 5 |
>
>
>
> | | | |
> |----------|-----|----|
> | Immunities: psychic | Resistances: bludgeoning, piercing | Vulnerabilities: fire |
>
>
>
>
>
>
>
> | Stone | | |
> |---|---|---|
> | Hit Points: 15/25/35/55 | AC 17 | Hardness 10 |
>
>
>
> | | | |
> |----------|-----|----|
> | Immunities: poison, psychic | Resistances: bludgeoning, piercing, slashing | Vulnerabilities: thunder |
>
>
>
>
>
>
>
> | Iron | | |
> |---|---|---|
> | Hit Points: 10/20/30/45 | AC 19 | Hardness 10 |
>
>
>
> | | | |
> |----------|-----|----|
> | Immunities: poison, psychic | Resistances: bludgeoning, piercing, slashing | Vulnerabilities: acid |
>
>
>
>
\pagebreakNum
#### The Raiders Surround
A minute after the party makes their way inside Fairfortune Hall, the raiders from the Drill Field attack. They surround the building, breaking the rest of the unbroken glass while whooping and hollering. While the kobolds claw at the door and blocked windows, the marauders and cultists add more fuel to the fires in an attempt to smoke everyone out. If the party hasn't moved the wooden plank covering the chimney, the building will fill up with smoke in 10 minutes, causing everyone within to begin suffocating.
After 1 minute, the raiders break down the front door, clearing the way for creatures to move in and out of the building. The first wave of raiders to enter includes 4 **marauders**, 6 **kobolds**, and 2 **dragon cultists**. After three rounds, the rest of this group of raiders join the fight (2 **marauders**, 4 **kobolds**, 2 **dragon cultists**, and the **dragonclaw**). Once two-thirds of the raiders are defeated, the rest flee to the Drill Field.
The Duchess sent 15 **guards** to help the party escape; they arrive once the raiders begin to flee the Hall into the Drill Field. They engage the remaining raiders, but as soon as the battle begins, Thoss Fyurnen lands and uses his Acid Breath on everyone in the Drill Field. There are no survivors, and Thoss Fyurnen takes off once more.
The party witnesses this, and is left to carefully guide the civilians back through the town on their own. Have the party make a DC 13 Dexterity (Stealth) group check; on a failure, they encounter another band of roving raiders (4 **marauders** and 5 **kobolds**). Otherwise, they make it back to the keep safely.
### Veterans' Strike
The party returns and are now recognized as heroes to all within the keep. The healers have just enough healers kits to heal the party back up to full hit points before they run out.
With Thoss Fyurnen as the most formidable enemy tonight, Sir Isteval has provided Duchess Morwen Daggerford a plan to take care of him. Sir Isteval will sneak over the north outer wall to lure the dragon away and engage it in combat. Sir Darfin Floshin will join him, offering to cast the _earthbind_ spell to ground the dragon. Commander Sherlin Miller and Priest Curran Corvalin will join as well, and the Duchess will send an additional 10 **guards** with them. The strike takes place two hours after the raid began.
The party is not expected to join this strike, and is even encouraged not to if they offer.
#### Hidden Tunnel
Instead of joining the strike, the Duchess asks the party to check an old secret passageway hidden in the cisterns. She tells them the location of the level in the cistern that will open the way, and asks them to follow the tunnel to see if it is still traversable.
The lever is hidden, and normally requires a DC 15 Intelligence (Investigation) check to find. However, since the Duchess informed them of its location, the party can locate it after one minute of searching.
Within the tunnel, 2 **gray oozes** lie in wait 20 feet from its entrance. Once they are dealt with, the party will discover that the tunnel has caved in after 100 feet.
\columnbreak
#### A Bitter Victory
After the party returns, they can choose to view the battle between the veterans and Thoss Fyurnen from the walls of the keep. If they do, they will witness the battle taking place 300 feet north of Daggerford.
A moment later, everyone will see the dragon take to the sky, wounded, and traveling west. Thoss Fyurnen has retreated.
About ten minutes later, a single survivor returns to the keep: Sir Isteval. The others had all perished during the fight, except for Curran Corvalin, who was abducted. The dragon also took the _+2 spear_ Commander Sherlin Miller wielded. Sir Isteval had survived, but was reduced to 10 hit points.
The knight tells everyone that they can mourn once the night is over, but for now there is still work to do.
### Champion Showdown
As the third hour of the raid finishes, the raiders noticeably begin hauling their loot out of town. However, a large group of them gather together and begin to march to the keeps front gate, stopping just outside of the range of the guards on the keep's walls (see Attack Plan - Step 5).
Marr Coalborne walks forward from the group, sword in sheath. Following him are 16 **marauders** holding 8 **commoners** hostage, weapons ready. The rest of the raiders present include 30 **kobolds** and 10 **marauders**.
Marr hollers out a challenge to the group. "Send your strongest warrior forth! We will duel in a battle of champions! If you win, we leave this town. If we win, you hand over every coin, jewel, and treasure in the castle vaults. And if you refuse," He gestures to the hostages behind him, "they die, and we attack. So what will it be?"
If the party stalls for longer than 10 minutes, Marr takes it as a refusal of his challenge. If the showdown begins and anyone interferes, Marr and the raiders attack the keep.
Duchess Morwen Daggerford is stubborn, but will not chose the treasure in the castle vaults over the lives of those in the keep. Even with 30 **guards** remaining, she believes the casualties will be too great to risk fighting back. She calls for 10 of the guards to begin hauling everything from the vaults up to the courtyard before turning to the party. "After everything you have already done for Daggerford, I do not expect you to put your life on the line once more. But, I will still ask: will one of you go and stand against that monster?"
If no one accepts, Sir Isteval steps forward, offering to fight. While heavily wounded, he knows that even in the face of insurmountable odds, he will fight. If for some reason Sir Isteval cannot step forward, the Duchess will accept the challenge instead.
It is very unlikely for any opponent within the keep to stand against Marr Coalborne and win. Whichever champion is reduced to 0 hit points first loses, and their body is quickly retrieved by their allies and stabilized. Whatever the outcome, Marr and the raiders honor his word. Whether or not they are able to take the treasure, they are the last raiders to leave Daggerford.
Anyone who succeeds on a DC 13 Wisdom (Perception) check while on the keep's walls sees the raiders retreating to the west.
\pagebreakNum
## The Sun Rises
After the raiders leave, some civilians are too scared to leave the protection of the keep while others rush back to their homes to assess the damage. The Duchess, and Sir Isteval, if conscious, somberly thank the party for their help.
The Duchess immediately begins ordering the remaining militia to sweep through the town and secure the perimeter of Daggerford. She asks the staff of the manor to go through after and assess the damage and losses of the town.
Of the 1,300 citizens of Daggerford, there were less than 100 casualties, and most were members of the militia. However, nearly every valuable thing has been looted from the town. If the party checks with the Duchess after a day or two, she can tell them that Daggerford lost roughly 200,000 gp worth of coins and treasures (minus whatever the party might have been able to protect during the night).
#### Funeral for the Fallen
As the sun rises, Sir Isetval goes to the place he and his allies fought against Thoss Fyurnen. There, he offers a mournful prayer to Lathander. If he encounters the party, he will inform them that this evening he will be holding a funeral for all who died tonight, and asks if they will join him. He also asks the party to look for Curran Corvalin if they ever go after Thoss Fyurnen.
\columnbreak
The funeral is held at dusk at the Eastern Farmlands graveyard. Most of Daggerford's populace attend. As it concludes, Sir Isteval offers these final words: "Remember the fallen, but do not look back. We cannot change what has happened, but we can change the future."
#### Griffon Riders of Waterdeep
In the morning, 6 **griffons**, 5 **griffon calvary riders**, and 1 **griffon calvary knight** named Savra Belabranta (neutral good human female) arrive with six crates of supplies, food, water, and essentials. Savra Belabranta worships Tyr and is a member of the Order of the Gauntlet.
Savra informs the Duchess that their group will continue to ferry supplies to Daggerford, but that they do not have the forces to pursue the raiders as of now.
#### Duchess's Request
Once the Duchess learns the Griffon Riders won't follow the raiders, she finds the party. She calls upon them to follow the thieves and retrieve the stolen gold and treasure, promising them 10% of whatever they can return. Duchess Morwen also asks the party to find out where they're taking the money and why.
Daggerford can only currently offer to replenish whatever basic supplies, weapons, or armor that the party lost during the night. Until the party departs, they can rest free of charge at the River Shining Tavern.
> ##### Art Credit
> **The Wormworld Saga - Chapter 2, Panel 1** by [Daniel Lieske](https://www.artstation.com/artwork/NxXV4N)
\pagebreakNum
# Chapter 25: The Cult of the Dragon
## Mission
The Cult of the Dragon's final goal is the summoning of Tiamat into Faerûn. To do so, they need the ritual power of a sect of the Wizards of Thay as well as hoard worthy of the Queen of Dragons and a multitude of sacrificed souls by the day the ritual begins: the Day of Ruin.
During the course of the adventure, the cult is working to gather and protect a number of components: treasure, sacrifices, support, and the _Dragon Masks_.
#### Gather Treasure
As a part of the summoning ritual, the cult must gather a hoard worth 10 million gold pieces. To do so, they have a few tactics.
**Raid, Pillage, and Plunder.** The Cult of the Dragon will take the majority of their treasure through violence by raiding towns and villages throughout the Sword Coast. With dragons on their side, they can pillage lesser towns with ease. Most of the treasure they require will be gathered this way.
**Threats, Extortion, and Blackmail.** As the cult gains political power and influence, they will use fear and intimidation to extort any population they can. Many will gladly give up their treasure when under the threat of a dragon attack, if it means their lives will be spared.
**Taxes, Fundraising, and Donations.** As the cult's support grows, so do their numbers. There will be several benefactors that will give large donations to the Cult of the Dragon of their own free will. Additionally, they will collect slivers of wealth from within their own ranks.
#### Gather Sacrifices
As a part of the summoning ritual, the cult must sacrifice 10,000 humanoid souls. To gather these sacrifices, they have a few tactics.
**Slavery.** The cult will cut deals with the drow of the underdark and the yuan-ti of Najara to gather a multitude of slaves. These will make up the cult's workforce until the Day of Ruin.
**Abduction.** When the cult claims dominion over areas of land as they get closer to their goal, they will abduct and steal individuals from their homes, travelers on the road, and survivors of their battles.
**Cultists.** When the time comes, the cult will require lower-ranking members of the cult to give up their lives for the ritual. This information will not be revealed to many cultists until that day.
#### Gather Support
For both of the above components of the ritual, the Cult of the Dragon will cultivate a political presence. Initially, this will hide under the alias the Church of the Scaly Way, but as they grow bolder, they will openly preach, recruit, and fundraise in smaller cities as the Cult of the Dragon.
\columnbreak
#### The Mask of the Dragon Queen
The ritual also requires the _Mask of the Dragon Queen_, an extremely powerful magical artifact. The _Mask of the Dragon Queen_ is constructed when the five _Dragon Masks_ are brought together. Currently a _Dragon Mask_ is worn by each of the five Wyrmspeakers of the Talons of the cult.
#### Summon Tiamat
As these components are being gathered, opposition to the Cult of the Dragon will grow. Eventually, the fight against the cult will become a war.
When the Day of Ruin arrives, the cult will have become a fledgling empire, and at its heart, the Well of Dragons. Here, the cult will perform a powerful ritual to bring the Dragon Queen into the Material Plane.
## Hierarchy
The Cult of the Dragon is split into five large factions that work with (an sometimes against) each other to further the cult's objective. Each of these five factions are associated with one of the primary five types of chromatic dragons.
| Cult Faction | Dragon Type | Wyrmspeaker |
|---|---|---|
| The Obisidian Talon | Black | Rezmir |
| The Ivory Talon | White | Varram |
| The Jade Talon | Green | Nerovain |
| The Cobalt Talon | Blue | Galvan |
| The Crimson Talon | Red | Severin |
The leader and most powerful member of each Talon of the cult is called a Wyrmspeaker. The next in line are the Wearers of Purple, individuals in charge of leading the smaller cells of each Talon under the Wyrmpeakers directive. Below them, the ranking of cultist is as follows, from most powerful to least powerful: dragonsoul, dragonfang, dragonwing, dragonclaw, and dragon initiate (called dragon cultist).
When a cultist is first initiated into the Cult of the Dragon's ranks, they are given a special tattoo called a _dragonblood tattoo_. They can only ascend the ranks if promoted by a Wearer of Purple, but not beyond the rank of dragonsoul. A cultist, usually a dragonsoul, can only be promoted to a Wearer of Purple by the Wyrmspeaker of that Talon. If a Wyrmspeaker falls, then Severin the Red must select which Wearer of Purple will rise to take their place.
#### Wyrmspeakers
Each Talon of the Cult of the Dragon is led by a single individual: a wyrmspeaker. Together, the five wyrmspeakers make up the Inner Circle of the cult and the five _Dragon Masks_. Of the five, the Red Wyrmspeaker Severin Silrajin is the primary leader of the Cult of the Dragon and the true mastermind behind the plot to summon Tiamat.
\pagebreakNum
# Appendix B: New Spells
#### Draconic Bolt
_cantrip evocation_
\
\
**Casting Time:** 1 action
\
**Range:** 60 feet
\
**Components:** V, S
\
**Duration:** Instantaneous
\
\
You hurl a bolt of draconic energy at a target in range. Make a ranged spell attack. On a hit, the target takes damage equal to 1d6 + your spellcasting modifier of a type associated with a dragon you choose when you learn this spell: blue, bronze (lightning); black, copper (acid); green (poison); brass, gold, red (fire); silver, white (cold).
***At Higher Levels.*** This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
# Appendix C: Magic Items
#### Dragonblood Tattoo
_Wondrous Item (tattoo), uncommon (requires attunement)_
\
\
A dragonbood tattoo requires special ink crafted from dragon's blood and a needle carved form a dragon's tooth. The tattoo's effects are dependent on the type of dragon's blood used.
Only a creature that knows how to create this tattoo can apply it to another. Doing so requires a special ink crafted from dragon's blood and a needle carved from a dragon's tooth.
**Tattoo Attunement.** The creature receiving this tattoo must have an open attunement slot. If it does not, the tattoo fades upon completion, having no effect. Removing this tattoo and breaking its attument requires a _remove curse_ spell or similar magic.
**Hidden Ink.** Once you are attuned to this tattoo, it becomes invisible to creatures without a _dragonblood tattoo_, unless that creature is a Dragon.
**Draconic Tongue.** While you have this tattoo, you know Draconic.
**Draconic Spark.** This tattoo grants benefits associated with a specific damage type related to the type of dragonblood used in the tattoo:
Dragon | Damage Type | | Dragon | Damage Type
--- |:---:| --- | --- |:---:
Black | Acid | | Brass | Fire
Blue | Lightning | | Bronze | Lightning
Green | Poison | | Copper | Acid
Red | Fire | | Gold | Fire
White | Cold | | Silver | Cold
If you are a dragonclaw or higher ranking member of the Cult of the Dragon, you are have resistance to this damage type.
**Draconic Bolt.** While the tattoo is on your skin, you know the _draconic bolt_ cantrip and can cast it at will. If you are also a dragonclaw or higher ranking member of the Cult of the Dragon, its damage die increases to 1d8.
#### Sword of Peredus
_Weapon (longsword), uncommon (requires attunement by a creature of good alignment)_
\
\
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
While you hold the drawn sword, it radiates bright light for 15 feet and dim light for an additional 15 feet.
\pagebreakNum
# Appendix D: Stat Blocks
### Marauder
- - -
> ## Marauder
> *Medium humanoid (any race), any alignment*
> ___
> - **Armor Class** 14 (leather armor, shield)
> - **Hit Points** 22 (4d8 + 4)
> - **Speed** 30 ft.
> ___
> | STR | DEX | CON | INT | WIS | CHA |
> |:-------:|:-------:|:-------:|:-------:|:-------:|:-------:|
> | 16 (+3) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) |
> ___
> - **Skills** Athletics +5, Survival +2
> - **Senses** passive Perception 10
> - **Languages** Common
> - **Challenge** 1/2 (100 XP)
> ___
> ### Actions
> ***Mace.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) bludgeoning damage.
>
> ***Shortbow.*** _Ranged Weapon Attack:_ +3 to hit, range 80/320 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage.
### Dragon Cultist
- - -
> ## Dragon Cultist
> *Medium humanoid (any race), any evil alignment*
> ___
> - **Armor Class** 13 (leather armor)
> - **Hit Points** 16 (3d8 + 3)
> - **Speed** 30 ft.
> ___
> | STR | DEX | CON | INT | WIS | CHA |
> |:-------:|:-------:|:-------:|:-------:|:-------:|:-------:|
> | 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 11 (+0) | 14 (+2) |
> ___
> - **Saving Throws** Wis +2
> - **Skills** Deception +4, Religion +2
> - **Senses** passive Perception 10
> - **Languages** Common, Draconic
> - **Challenge** 1/4 (50 XP)
> ___
> ***Dark Devotion.*** The cultist has advantage on saving throws against being charmed or frightened.
> ### Actions
> ***Dagger.*** _Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage.
>
> ***Draconic Bolt.*** _Ranged Spell Attack:_ +4 to hit, range 60 ft., one target. _Hit:_ 5 (1d6 + 2) of the damage type associated with the type of dragon it worships.
\columnbreak
### Dragonclaw
- - -
> ## Dragonclaw
> *Medium humanoid (any race), any evil alignment*
> ___
> - **Armor Class** 14 (studded leather armor)
> - **Hit Points** 33 (6d8 + 6)
> - **Speed** 30 ft.
> ___
> | STR | DEX | CON | INT | WIS | CHA |
> |:-------:|:-------:|:-------:|:-------:|:-------:|:-------:|
> | 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 12 (+1) | 16 (+3) |
> ___
> - **Saving Throws** Wis +3, Cha +5
> - **Skills** Deception +5, Persuasion +5, Religion +2
> - **Damage Resistances** same as Draconic Spark
> - **Senses** passive Perception 11
> - **Languages** Common, Draconic, DRSL
> - **Challenge** 2 (450 XP)
> ___
> ***Draconic Devotion.*** The cultist has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.
>
> ***Draconic Spark.*** The dragonclaw is associated with one type of dragon its damage type: blue (lightning), black (acid), green (poison), red (fire), or white (cold).
>
> ### Actions
> ***Multiattack.*** The dragonclaw makes two attacks.
>
> ***Dagger.*** _Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) damage of the same damage type as the dragonclaw's Draconic Spark.
>
> ***Draconic Bolt.*** _Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 6 (1d8 + 3) damage. The damage type is the same as the dragonclaw's Draconic Spark.
>
> ***Dragon's Breath (Recharge 6).*** The dragonclaw exhales destructive energy in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) damage on a failed save, or half as much damage on a successful one. The damage type is the same as the dragonclaw's Draconic Spark.
> ##### Draconic Sign Language
> Among the many languages that exist, there are sign languages. One of these is called Draconic Sign Language (DRSL).
>
> For more information on how sign languages work, see NyteShark's [Character Creation](https://www.gmbinder.com/share/-NAjbpGpe7caayjRYFMr) document, page 4.
\pagebreakNum
### Frulam Mondath
- - -
> ## Frulam Mondath
> *Medium humanoid (human), lawful evil (she/her)*
> ___
> - **Armor Class** 15 (draconic resilience)
> - **Hit Points** 41 (5d8 + 15)
> - **Speed** 30 ft.
> ___
> | STR | DEX | CON | INT | WIS | CHA |
> |:-------:|:-------:|:-------:|:-------:|:-------:|:-------:|
> | 10 (+0) | 14 (+2) | 14 (+2) | 14 (+2) | 13 (+1) | 16 (+3) |
> ___
> - **Saving Throws** Con +5, Cha +6
> - **Skills** Arcana +5, Deception +6, Perception +4, Persuasion +6, Religion +5, Stealth +5
> - **Damage Resistances** acid
> - **Senses** passive Perception 14
> - **Languages** Common, Draconic, DRSL
> - **Challenge** 5 (1,800 XP)
> ___
> ***Draconic Devotion.*** Frulam has advantage on saving throws against being charmed or frightened. While she can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, she ignores the effects of being charmed or frightened.
>
> ***Draconic Resilience.*** While not wearing armor, Frulam's AC is equal to 10 + her Dexterity modifier + her Charisma Modifier.
>
> ***Spellcasting.*** Frulam is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks) and she has 17 Sorcery Points (SP). She has the following sorcerer spells prepared:
>
> Cantrips (at will): _acid splash, dancing lights, message, shape water, thaumaturgy_
> \
> 1st level (costs 2 SP): _absorb elements, caustic brew, command, featherfall, shield_
> \
> 2nd level (costs 3 SP): _acid arrow, darkvision, dragon's breath, suggestion_
> \
> 3rd level (costs 5 SP): _fear, fly, sending_
>
> ### Actions
> ***Multiattack.*** Frulam makes two attacks.
>
> ***Dagger.*** _Melee or Ranged Weapon Attack:_ +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) acid damage.
>
> ***Draconic Bolt.*** _Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 12 (2d8 + 3) acid damage.
>
> ***Dragon's Breath (Recharge 6).*** Frulam exhales destructive energy in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.
> ##### LaserLlama's Alternate Sorcerer
> Frulam Mondath is a Draconic Sorcery Sorcerer as shown in [LaserLlama's Alternate Sorcerer](https://www.gmbinder.com/share/-M2ZGCOTpShGn-0ruzB5).
\columnbreak
### Half-Black Dragon Veteran
- - -
> ## Half-Black Dragon Veteran
> *Medium humanoid (any race), any alignment*
> ___
> - **Armor Class** 18 (plate armor)
> - **Hit Points** 65 (10d8 + 20)
> - **Speed** 30 ft.
> ___
> | STR | DEX | CON | INT | WIS | CHA |
> |:-------:|:-------:|:-------:|:-------:|:-------:|:-------:|
> | 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
> ___
> - **Saving Throws** Str +6, Con +5
> - **Skills** Athletics +6, Perception +3, Stealth +5
> - **Damage Resistances** acid
> - **Senses** Blindsight 10 ft., Darkvision 60 ft., passive Perception 13
> - **Languages** Common, Draconic
> - **Challenge** 5 (1,800 XP)
> ___
> ### Actions
> ***Multiattack.*** The veteran makes two longsword attacks.
>
> ***Longsword.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
>
> ***Heavy Crossbow.*** _Ranged Weapon Attack:_ +4 to hit, range 100/400 ft., one target. _Hit:_ 6 (1d10 + 1) piercing damage.
>
> ***Acid Breath (Recharge 5–6).*** The veteran exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.
>
> ### Bonus Actions
> ***Shortsword.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage.
>
> ***Second Wind (1/Short Rest).*** The veteran recovers 11 (1d10 + 5) hit points.
>
> ### Reactions
> ***Parry.*** The veteran adds 3 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.