Nildar Sunblight, Mind Spike slashing damage while under the effect of Enlarge plus 4 (1d8)
necrotic damage.
Medium Humanoid (Dwarf ), Lawful Evil
Enlarge. (Recharges after a Short or Long Rest). For 1 minute,
Armor Class 16 (chain mail) Nildar magically increases in size, along with anything he is
Hit Points 94 (9d8 + 44) wearing or carrying. While enlarged, Xardorok is Large, doubles
Speed 25 ft. his damage dice on Strength-based weapon attacks (included
in his attacks), and makes Strength checks and Strength saving
STR DEX CON INT WIS CHA throws with advantage. If Xardorok lacks the room to become
16 (+3) 11 (+0) 18 (+4) 12 (+1)) 14 (+2) 18 (+4) Large, he attains the maximum size possible in the space
available.
Saving Throws Wis +4, Cha +7
Skills Religion +4, Deception +7, Intimidation +7 Lay of Hands. Nildar has a pool of 35 hit points to use with its
Damage Resistances poison Lay on Hands ability. It regains spent hit points from this pool
Senses darkvision 120 ft., passive Perception 11 when it takes a long rest. It can use this ability to cause a
Languages Common, Dwarvish creature within 5 feet of it or itself to regain any number of hit
Challenge 8 (3,900 XP) points, up to its hit point maximum or the fallen paladin’s pool
of hit points is reduced to 0. Invisibility (Recharge 4–6).
Xardorok magically turns invisible until he attacks, he casts a
Innate Spellcasting (Oath). Nildar spellcasting ability is spell, he uses his Enlarge, or his concentration is broken (as if
Charisma (spell save DC 15). It has the following paladin spells concentrating on a spell). Any equipment Xardorok wears or
prepared.: carries is invisible with him.
1st level (4 slots): false life, dissonant whispers, bane, shield
of faith, command Channel Divinity(1/day). Nildar uses one of the two options
2nd level (3 slots): heat metal, cloud of daggers, hold person, bellow.
silence, branding smite Divine Debilitation. As an action, Nildar beset one creature
with excruciating pain using your Channel Divinity, provided it
Unholy Smite. When Nildar hits with a melee weapon attack, it is neither an undead or construct. Target a creature within 30
can expend a spell slot to deal additional necrotic damage to feet that has taken damage since the beginning of your last
the target, in addition to the weapon’s damage. The extra turn. That creature must make a Constitution saving throw. If
damage is 9 (2d8) for a 1st-level spell slot, plus 4 (1d8) for each its hit points are below half of their maximum value, then that
spell level higher than 1st, to a maximum of 21 (5d8). The creature has disadvantage on this saving throw.
damage increases by 4 (1d8) if the target is a celestial. On a failed save, any speed the target has can be no greater
than 10 feet, and whenever the target makes an attack roll,
Unholy Resilience. Nildar is immune to disease, and cannot be ability check, or saving throw, your Charisma modifier is
charmed or frightened. It has a +4 bonus to any saving throw it subtracted from the result of that roll (minimum 1.) These
makes. effects last until the end of your next turn.
Duergar Resilience. Nildar has advantage on saving throws Enhanced Agony. You can use your Channel Divinity to magnify
against poison, spells, and illusions, as well as to resist being the intensity of the pain experienced by a wounded individual.
charmed or paralyzed. When a creature within 30 feet takes damage from an attack or
spell, you can use your reaction to cause that creature to take
Echoes of Affliction. Whenever Nildar takes damage, it can use
an additional amount of psychic damage equal to half of the
it’s reaction to inflict 3 psychic damage equal to every creature
total damage (rounded up) inflicted by that attack or spell.
of it’s choice within 10 feet.
Legendary Actions
Sunlight Sensitivity. While in sunlight, Xardorok has
disadvantage on attack rolls, as well as on Wisdom Nildar can take 2 legendary actions, choosing from the options
(Perception) checks that rely on sight. below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Nildar regains
Actions spent legendary actions at the start of its turn.
Multiattack. Nildar makes two Longsword attacks. Invisibility. Nildar magically turns invisible until he attacks, he
casts a spell, he uses his Enlarge, or his concentration is
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one broken (as if concentrating on a spell). Nildar wears or carries
target. Hit: Hit: 9 (1d10 + 4) slashing damage, or 15 (2d10 + 4) is invisible with him.
Longsword. Nildar makes a Long Sword attack.
Spells Wisdom saving throw or follow the command on its
1st-level necromancy next turn. The spell has no effect if the target is undead,
False Life
Casting Time: 1 action Range: Self Components: V, S, if it doesn’t understand your language, or if your
M (a small amount of alcohol or distilled spirits) command is directly harmful to it. Some typical
Duration: 1 hour commands and their effects follow. You might issue a
Bolstering yourself with a necromantic facsimile of command other than one described here. If you do so,
life, you gain 1d4 + 4 temporary hit points for the the DM determines how the target behaves. If the target
duration. can’t follow your command, the spell ends.
At Higher Levels. When you cast this spell using a Approach. The target moves toward you by the
spell slot of 2nd level or higher, you gain 5 additional shortest and most direct route, ending its turn if it
temporary hit points for each slot level above 1st. moves within 5 feet of you.
Drop. The target drops whatever it is holding and
Dissonant Whispers 1st-level enchantment then ends its turn.
Casting Time: 1 action Range: 60 feet Components: V Flee. The target spends its turn moving away from
Duration: Instantaneous you by the fastest available means.
You whisper a discordant melody that only one Grovel. The target falls prone and then ends its turn.
creature of your choice within range can hear, wracking Halt. The target doesn’t move and takes no actions. A
it with terrible pain. The target must make a Wisdom flying creature stays aloft, provided that it is able to do
saving throw. On a failed save, it takes 3d6 psychic so. If it must move to stay aloft, it flies the minimum
damage and must immediately use its reaction, if distance needed to remain in the air.
available, to move as far as its speed allows away from At Higher Levels. When you cast this spell using a
you. The creature doesn’t move into obviously spell slot of 2nd level or higher, you can affect one
dangerous ground, such as a fire or a pit. On a additional creature for each slot level above 1st. The
successful save, the target takes half as much damage creatures must be within 30 feet of each other when you
and doesn’t have to move away. A deafened creature target them.
automatically succeeds on the save.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st.
Bane 1st-level enchantment
Casting Time:1 action Range:30 feet Components:V,
S, M (a drop of blood) Duration:Concentration, up to 1
minute
Up to three creatures of your choice that you can see
within range must make Charisma saving throws.
Whenever a target that fails this saving throw makes
an attack roll or a saving throw before the spell ends,
the target must roll a d4 and subtract the number rolled
from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Shield of Faith 1st-level abjuration
Casting Time: 1 bonus action Range: 60 feet
Components: V, S, M (a small parchment with a bit of
holy text written on it) Duration: Concentration, up to 10
minutes
A shimmering field appears and surrounds a creature
of your choice within range, granting it a +2 bonus to AC
for the duration.
Command 1st-level enchantment
Casting Time: 1 action Range: 60 feet Components: V
Duration: 1 round
You speak a one-word command to a creature you
can see within range. The target must succeed on a
Branding Smite 2nd-level evocation you can see within range. You cause the object to glow
Casting Time: 1 bonus action Range: Self red-hot. Any creature in physical contact with the object
Components: V Duration: Concentration, up to 1 minute takes 2d8 fire damage when you cast the spell. Until the
The next time you hit a creature with a weapon attack spell ends, you can use a bonus action on each of your
before this spell ends, the weapon gleams with astral subsequent turns to cause this damage again.
radiance as you strike. The attack deals an extra 2d6 If a creature is holding or wearing the object and
radiant damage to the target, which becomes visible if it takes the damage from it, the creature must succeed on
is invisible, and the target sheds dim light in a 5-foot a Constitution saving throw or drop the object if it can.
radius and can’t become invisible until the spell ends. If it doesn’t drop the object, it has disadvantage on
At Higher Levels. When you cast this spell using a attack rolls and ability checks until the start of your next
spell slot of 3rd level or higher, the extra damage turn.
increases by 1d6 for each slot level above 2nd.** both At Higher Levels. When you cast this spell using a
work within a descriptive box. spell slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.
Hold Person 2nd-level enchantment
Casting Time:1 action Range:60 feet Components:V,
S, M (a small, straight piece of iron)
Duration:Concentration, up to 1 minute
Choose a humanoid that you can see within range.
The target must succeed on a Wisdom saving throw or
be paralyzed for the duration. At the end of each of its
turns, the target can make another Wisdom saving
throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional humanoid for each slot level above 2nd. The
humanoids must be within 30 feet of each other when
you target them.
Silence 2nd-level illusion (ritual)
Casting Time:1 action Range:120 feet Components:V,
S Duration:Concentration, up to 10 minutes
For the duration, no sound can be created within or
pass through a 20-foot-radius sphere centered on a
point you choose within range. Any creature or object
entirely inside the sphere is immune to thunder
damage, and creatures are deafened while entirely
inside it. Casting a spell that includes a verbal
component is impossible there.
Cloud of Daggers 2nd-level conjuration
Casting Time: 1 action Range: 60 feet Components:
V, S, M (a sliver of glass) Duration: Concentration, up to
1 minute
You fill the air with spinning daggers in a cube 5 feet
on each side, centered on a point you choose within
range. A creature takes 4d4 slashing damage when it
enters the spell’s area for the first time on a turn or
starts its turn there.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
2d4 for each slot level above 2nd.
Heat Metal 2nd-level transmutation
Casting Time: 1 action Range: 60 feet Components:
V, S, M (a piece of iron and a flame) Duration:
Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal
weapon or a suit of heavy or medium metal armor, that
Sand Cow
Verbeeg Rowdy Large fey/giant, neutral
Armor Class 14 (Hide Armor, Shield) Hit Points 85 (10d10 +
30) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 11 (+0)
16 (+3) 11 (+0) 10 (+0) 9 (-1) Saving Throws DEX +2, CON +5
Skills Animal Handling +2, Deception +1, Stealth +2 Senses
Passive Perception 10 Languages Common, Giant Challenge 4
(1,100 XP) Hidden-Stepper. The verbeeg can hide in any cover
large enough to obscure a Small creature.
Word-Twister. The verbeeg has advantage on Charisma
checks made to deceive any creature it has not told a direct lie
to.
Actions Multiattack. The verbeeg makes two attacks with its
Kingfisher Spear.
Kingfisher Spear. Melee Weapon Attack: +6 to hit, reach 15 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage.
A prone target hit with this attack has one object it is carrying
but not wielding cut loose and flung up to 15 feet in a direction
of the verbeeg’s choice.
Sweeping Trip (Recharge 5-6). The verbeeg sweeps the haft of
its spear in a 15 foot cone, forcing each creature in the area to
succeed on a DC 14 Dexterity saving throw or take 9 (2d8)
bludgeoning damage and fall prone.
Reactions Stay Down. When a creature stands from prone
within 15 feet of the verbeeg, the verbeeg can make a melee
attack against it.
On a hit, the target is additionally knocked prone.