Draconic Command. Whenever a Dragon or a creature with the Draconic Devotion trait within 30 feet of Verminaard makes an attack roll, the creature can roll a d4 and add the number rolled to the attack roll.
Legendary Resistance (3/Day). If Verminaard fails a saving throw, he can choose to succeed instead.
Divine smite: when Verminaard hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8
Special Equipment. Verminaard wears +2 plate armor, wears a cloak of displacement and wields the mace Nightbringer, which grants him blindsight as well as immunity to fire damage and to the charmed and frightened conditions (included above).
Improved divine smite:Whenever Verminaard hits a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.(included in the attack)
Spellcasting. verminaad is an 11th-level spellcaster. his spellcasting ability is charisma (spell save DC 18 , +10 to hit with spell attacks). verminaad has the following paladin spells prepared:
1st level (4 slots) command, wrathful smite, searing smite
2d level (3 slots) branding smite, lesser restoration
3d level (3 slots) dispel magic, spirit shroud, blinding smite
Multiattack. Verminaard makes two Nightbringer attacks and uses Malediction.
Nightbringer. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 9) bludgeoning damage plus 10 (4d4) radiant damage and 1d8 radiant damage. If the target is a creature, the target must succeed on a DC 20 Constitution saving throw or be blinded until the start of Verminaard’s next turn. if a creature is blinded 3 times by his mace 3 times over the course of a week they are blinded until someone casts greater restoration, wish or remove curse on them.
Malediction. Verminaard utters an unholy word, causing profane fire to descend on one creature Verminaard can see within 60 feet of himself. The creature must make a DC 18 Dexterity saving throw, taking 22 (4d10) necrotic damage.
Dragon Queen’s Favor (5/Day). Verminaard or one creature he can see within 60 feet of himself magically regains 17 (2d12 + 4) hit points.
Verminaard can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Verminaard regains spent legendary actions at the start of his turn.
Tactical Movement. Verminaard moves up to his speed or commands a mount he is riding to move up to its speed. This movement doesn’t provoke opportunity attacks.
Fervent Strike (Costs 2 Actions). Verminaard makes one Nightbringer attack. If this attack hits, it deals an additional 7 (2d6) bludgeoning damage.
Cast a Spell (Costs 3 Actions). Verminaard casts a spell of 3d level or lower
Description
Dragon Highlord Verminaard leads the Red Dragon Army—the largest and most powerful of the Dragon Queen’s forces—with fanatic zeal and ruthless might. Though prophesied to banish evil forces from the lands of Krynn, Verminaard was tempted by Takhisis and her promises of glory. Corrupted by the Dragon Queen, Verminaard rose to become one of her champions, claiming command of the fiercest among the Dragon Armies.
Verminaard’s extreme devotion to Takhisis allows him to channel her unholy power on the battlefield, bolstering those under his command while raining cursed fire on his foes. His towering silhouette is often wreathed in the fire of Ember, his red dragon companion and adviser.
Comments