TEXT: Dragonlance: Seeds of Chaos
  Dungeons & Dragons 5th Edition Conversion by Kentti
  
  Introduction
  Y
  ou can find this chapter on page 2 of the Seeds
  of Chaos Adventure by TSR, Inc.
  Clerical Troubles
  See page 3 for the following information. When a cleric,
  druid, or paladin tries to cast a spell, make an ability check
  using your spellcasting ability. The DC equals 10 + the spell's
  level. On a success, the spell is cast normally. On a failure, the
  spell fails but the spell slot is not lost.
  Pregenerated Player
  Characters
  These are the conversions of the pregenerated player
  characters.
  Defenders of Palanthas
  The defenders of Palanthas can be found on pages 6-9.
  Sir Bradwick Thanedon,
  Knight of the Rose
  Lawful Good Male Human, Paladin 9 of Kiri-Jolith
  Sir Bradwick is the youngest heir of a proud knightly family,
  an elder clan among the dark-skinned people of Ergoth. His
  father died during the War of the Lance and both his brothers
  were lost, presumably killed, during the summer’s campaign
  in Ansalon. He determined to join the garrison of the High
  Clerist’s Tower, but his ship arrived in Palanthas on the same
  day as word came that the tower had fallen to the Dark
  Knights.
  Bradwick is 5’11" tall, weighs 200 lb, and he resides in
  Northern Ergoth. He has access to a dragonlance.
  Hit Dice 9d10
  Hit Points 85
  Armor Class 18 (+2 chain mail)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  16 (+3)
  14 (+2)
  14 (+2)
  16 (+3)
  Background Noble
  Proficiency Bonus +4
  Saving Throws Wis +6, Cha +7
  Skills Animal Handling +6, Athletics +8, History +6,
  Persuasion +7
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Khas set
  Senses passive Perception 12
  Languages Common, Ergot, Solamnic
  Attack Routine
  +1 Greatsword (Action). Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
  +1 Greatsword (Extra Attack). Melee Weapon Attack: +9 to
  hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing
  damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
  piercing damage.
  OR
  Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
  range 100/400 ft., one target. Hit: 1d10 + 1 piercing damage.
  Class Features
  Aura of Protection. Whenever you or a friendly creature
  within 10 feet of you must make a saving throw, the creature
  gains a +2 bonus to the saving throw. You must be conscious
  to grant this bonus.
  Divine Smite. When you hit a creature with a melee weapon
  attack, you can expend one paladin spell slot to deal an extra
  2d8 radiant damage to the target (3d8 radiant damage if it is
  an undead or a fiend), plus 1d8 for each spell level higher
  than first, to a maximum of 5d8.
  Divine Health. You are immune to disease.
  Divine Sense (3; Recharges after a Long Rest). As an
  action, you can open your awareness to sense strong evil and
  powerful good. Until the end of your next turn, you know the
  location of any celestial, fiend, or undead within 60 feet of you
  that is not behind total cover. You know the type of any being
  whose presence you sense, but not its identity. Within the
  same radius, you also detect the presence of any place or
  object that has been consecrated or desecrated, as with the
  hallow spell.
  Lay on Hands (Recharges After a Long Rest). You have a
  pool of healing power, with which you can restore up to 45 hit
  points.
  As an action, you can touch a creature and draw power
  from the pool to restore a number of hit points to that
  creature, up to the maximum amount remaining in your pool.
  Alternatively, you can expend 5 hit points from your pool of
  healing to cure the target of one disease or neutralize one
  poison affecting it. You can cure multiple diseases and
  neutralize multiple poisons with a single use of Lay on
  Hands, expending hit points separately for each one.
  This feature has no effect on undead and constructs.
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  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  Fighting Style: Great Weapon Fighting. When you roll a 1
  or 2 on a damage die for an attack you make with a melee
  weapon that you are wielding with two hands, you can reroll
  the die and must use the new roll, even if the new roll is a 1 or
  a 2. The weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Spellcasting. Charisma is your spellcasting ability for your
  paladin spells. You use your Charisma whenever a spell
  refers to your spellcasting ability. To cast a spell, you must
  expend a slot of the spell’s level or higher. You regain all
  expended spell slots when you finish a long rest.
  You prepare the list of paladin spells that are available for
  you to cast, choosing from the paladin spell list. When you do
  so, choose 6 spells. The spells must be of a level for which
  you have spell slots.
  Spell save DC: 15
  Spell attack modifier: +7
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
  Sacred Oath: Oath of the Crown
  Channel Divinity (Recharges After a Short or Long Rest).
  When you use your Channel Divinity, you choose which
  option to use.
  Champion Challenge. You issue a challenge that compels
  other creatures to do battle with you. Each creature of your
  choice that you can see within 30 feet of you must make a
  Wisdom saving throw. On a failed save, a creature can’t
  willingly move more than 30 feet away from you. This effect
  ends on the creature if you are incapacitated or die or if the
  creature is moved more than 30 feet away from you.
  Turn the Tide. As a bonus action, you can bolster injured
  creatures with your Channel Divinity. Each creature of your
  choice that can hear you within 30 feet of you regains hit
  points equal to 1d6 + 3 if it has no more than half of its hit
  points.
  Oath Spells. You know the following oath spells that are
  always prepared and don’t count against the number of spells
  you can prepare each day:
  1st-level: command, compelled duel
  2rd-level: warding bond, zone of truth
  3rd-level: aura of vitality, spirit guardians
  Divine Allegiance. When a creature within 5 feet of you
  takes damage, you can use your reaction to magically
  substitute your own health for that of the target creature,
  causing that creature not to take the damage. Instead, you
  take the damage. This damage to you can’t be reduced or
  prevented in any way.
  Equipment
  +2 chain mail, +1 greatsword, dagger, heavy crossbow, 20
  crossbow bolts, crossbow bolt case, has access to a lesser
  footman’s dragonlance.
  Sir Kelwyn Ogrebane,
  Knight of the Crown
  Lawful Good Male Human, Fighter 9
  Not available to join the Knightly army defending the High
  Clerist’s Tower, Sir Kelwyn was in the city, doing something
  that he has kept secret from everyone else. This action
  causes him to bear a numbing sense of shame and a
  determination that he will atone for his mistake and restore
  his honor. You should use your own discretion to determine
  the nature of this shame; it should be told to the DM, but the
  effects on play should then be determined by roleplaying.
  Kelwyn is 6’2” tall, weighs 190 pounds, and resides in
  Palanthas. He has access to a dragonlance.
  Hit Dice 9d10
  Hit Points 76
  Armor Class 19 (chain mail, +1 shield)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  14 (+2)
  16 (+3)
  10 (+0)
  10 (+0)
  Background Soldier
  Proficiency Bonus +4
  Saving Throws Str +7, Con +6
  Skills Animal Handling +4, Athletics +7, Intimidation +4,
  Perception +4, Persuasion +8
  Feats Heavy Armor Master, Mounted Combatant
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Khas set, vehicles (land)
  Senses passive Perception 14
  Languages Camptalk, Common, Solamnic
  Attack Routine
  +1 Longsword (Action). Melee Weapon Attack: +8 to hit,
  reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
  1d10 + 6 slashing damage if used with two hands.
  +1 Longsword (Extra Attack). Melee Weapon Attack: +8 to
  hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
  1d10 + 6 slashing damage if used with two hands.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +7 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
  piercing damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack: +7
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
  piercing damage.
  OR
  Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
  range 100/400 ft., one target. Hit: 1d10 + 1 piercing
  damage.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  3
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  Fighting Style: Dueling. When you are wielding a melee
  weapon in one hand and no other weapons, you gain a +2
  bonus to damage rolls with that weapon.
  Indomitable (Recharges After a Long Rest). You can reroll
  a saving throw that you fail. If you do so, you must use the
  new roll.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 9 hit
  points.
  Martial Archetype: Knight
  Rallying Cry. When you use your Second Wind feature, you
  can choose up to three creatures within 60 feet of you that
  are allied with you. Each one regains hit points equal to your
  fighter level, provided that the creature can see or hear you.
  Royal Envoy. You gain proficiency in the Persuasion skill.
  Your proficiency bonus is doubled for any ability check you
  make that uses Persuasion.
  Feats
  Heavy Armor Master. While you are wearing heavy armor,
  bludgeoning, piercing, and slashing damage that you take
  from non-magical weapons is reduced by 3.
  Mounted Combatant. You have advantage on melee attack
  rolls against any unmounted creature that is smaller than
  your mount.
  You can force an attack targeted at your mount to target
  you instead.
  If your mount is subjected to an effect that allows it to
  make a Dexterity saving throw to take only half damage, it
  instead takes no damage if it succeeds on the saving throw,
  and only half damage if it fails.
  Equipment
  Chain mail, +1 shield, +1 longsword, dagger, heavy crossbow,
  20 crossbow bols, crossbow bolt case.
  Cindrall Wistan
  Chaotic Good Male Human, Ranger 9
  Cindrall is the daughter of a knight captain and the
  grandniece of the commander of the knights during the War
  of the Lance. Her father, determined that his daughter would
  not experience the horrors of war, trained her well. Even at
  the tender age of 18, Cindrall chafes against the restrictions
  her father placed on her life to shelter her from most worldly
  experiences. He fought at the tower during the Blue Lady’s
  War and was presumably killed; Cindrall is ready to do some
  fighting of her own.
  Cindrall is 5’2” tall, weighs 130 lb, and resides in
  Palanthas.
  Hit Dice 9d10
  Hit Points 76
  Armor Class 19 (+1 chain mail, shield)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  17 (+3)
  14 (+2)
  10 (+0)
  16 (+3)
  15 (+2)
  Background Knight of the Order
  Proficiency Bonus +4
  Saving Throws Str +6, Dex +7
  Skills Animal Handling +7, Nature +4, Persuasion +6, Stealth
  +7, Survival +7
  Feats Heavily Armored
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Khas set
  Senses passive Perception 13
  Languages Common, Draconic, Nordmaarian, Solamnic
  Attack Routine
  +2 Shortsword (Action). Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
  +2 Shortsword (Extra Attack). Melee Weapon Attack: +10 to
  hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3
  piercing damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3
  piercing damage.
  OR
  +2 Shortsword (Action). Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
  Dagger (Bonus Action). Melee or Ranged Weapon Attack: +8
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
  piercing damage.
  +2 Shortsword (Extra Attack). Melee Weapon Attack: +10 to
  hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
  OR
  Longbow (Action). Ranged Weapon Attack: +9 to hit, range
  150/600 ft., one target. Hit: 1d8 + 3 piercing damage.
  Longbow (Extra Attack). Ranged Weapon Attack: +9 to hit,
  range 150/600 ft., one target. Hit: 1d8 + 3 piercing damage.
  Class Features
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  Favored Enemy. You have significant experience studying,
  tracking, hunting, and even talking to beasts and dragons. You
  have advantage on Wisdom (Survival) checks to track beasts
  and dragons, as well as on Intelligence checks to recall
  information about them.
  Fighting Style: Archery. You gain a +2 bonus to attack rolls
  you make with ranged weapons.
  Land’s Stride. Moving through nonmagical difficult terrain
  costs you no extra movement. You can also pass through
  nonmagical plants without being slowed by them and without
  taking damage from them if they have thorns, spines, or a
  similar hazard.
  4
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  In addition, you have advantage on saving throws against
  plants that are magically created or manipulated to impede
  movement, such those created by the entangle spell.
  Natural Explorer. You are particularly at home in coast and
  forest terrain. When you make an Intelligence or Wisdom
  check related to coast or forest terrain, your proficiency
  bonus is doubled if you are using a skill that you’re proficient
  in.
  While traveling for an hour or more in coast or forest
  terrain, you gain the following benefits:
  Difficult terrain doesn’t slow your group’s speed.
  Your group can’t become lost except by magical means.
  Even when you are engaged in another activity while
  traveling, you remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you find twice as much food as you
  normally would.
  While tracking other creatures, you also learn their exact
  number, their sizes, and how long ago they passed through
  the area.
  Primeval Awareness. You can use your action and expend
  one ranger spell slot to focus your awareness on the region
  around you. For 1 minute per level of the spell slot you
  expend, you can sense whether the following types of
  creatures are present within 1 mile of you (or within 6 miles
  of you if you are in coast, or forest terrain): aberrations,
  celestials, dragons, elementals, fey, fiends, and undead. This
  feature doesn’t reveal the creatures’ location or number.
  Spellcasting. You have the ability to cast spells. Wisdom is
  your spellcasting ability for your ranger spells. You use your
  Wisdom whenever a spell refers to your spellcasting ability.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  Spell Save DC: 15
  Spell Attack Modifier: +7
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
  Spells Known: conjure barrage, darkvision, fog cloud,
  hunter’s mark, nondetection, pass without trace
  Ranger Archetype: Hunter
  Defensive Tactics: Steel Will. You have advantage on saving
  throws against being frightened.
  Hunter’s Prey: Colossus Slayer. Your tenacity can wear
  down the most potent foes. When you hit a creature with a
  weapon attack, the creature takes extra 1d8 damage if it’s
  below its hit point maximum. You can deal this extra damage
  only once per turn.
  Feats
  Heavily Armored. You gain proficiency with heavy armor.
  Equipment
  +1 chain mail, shield, +2 shortsword, dagger, longbow, 20
  arrows, quiver.
  Heraldri Rosemaster
  Chaotic Neutral Female Human, Fighter 9
  Heraldri is a childhood friend of Cindrall’s. She, too, has
  learned about battle and, with her size and strength, has been
  a match for most young men (who are often intimidated by
  her). Oprhaned in infancy, she was raised under the care of
  the Temple of Paladine’s priests. Heraldri now rebels against
  that orderly life and runs with a wild crowd. She knows that
  her father concealed a dragonlance beneath the tile floor of
  the family’s mansion on Palanthas’s Nobles Hill.
  Heraldri is 5’9” tall, weighs 160 lb, and resides in
  Palanthas.
  Hit Dice 9d10
  Hit Points 76
  Armor Class 21 (plate, +1 shield)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  14 (+2)
  14 (+2)
  10 (+0)
  12 (+1)
  Background Acolyte
  Proficiency Bonus +4
  Saving Throws Str +8, Con +6
  Skills Animal Handling +5, Athletics +9, Insight +4, Religion
  +6
  Feats Savage Attacker, Sentinel
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools None
  Senses passive Perception 10
  Languages Camptalk, Common, Nordmaarian, Solamnic
  Attack Routine
  +1 Longsword (Action). Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or
  1d10 + 7 slashing damage if used with two hands.
  +1 Longsword (Extra Attack). Melee Weapon Attack: +9 to
  hit, reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or
  1d10 + 7 slashing damage if used with two hands.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
  piercing damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
  piercing damage.
  OR
  Light Crossbow (Action). Ranged Weapon Attack: +4 to hit,
  range 80/320 ft., one target. Hit: 1d8 piercing damage.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  5
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  Fighting Style: Dueling. When you are wielding a melee
  weapon in one hand and no other weapons, you gain a +2
  bonus to damage rolls with that weapon. (This is factored
  into the stat block.)
  Indomitable (Recharges After a Long Rest). You can reroll
  a saving throw that you fail. If you do so, you must use the
  new roll.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 9 hit
  points.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a critical hit
  on a roll of 19 or 20.
  Remarkable Athlete. You can add +2 to any Strength,
  Dexterity, or Constitution check you make that doesn’t
  already use your proficiency bonus.
  In addition, when you make a running long jump, the
  distance you can cover increases by 4 feet.
  Feats
  Savage Attacker. Once per turn when you roll damage for a
  melee weapon attack, you can reroll the weapon’s damage
  dice and use either total.
  Sentinel. When you hit a creature with an opportunity attack,
  the creature’s speed becomes 0 for the rest of the turn.
  Creatures provoke opportunity attacks from you even if
  they take the Disengage action before leaving your reach.
  When a creature within 5 feet of you makes an attack
  against a target other than you (and that target doesn’t have
  this feat), you can use your reaction to make a melee weapon
  attack against the attacking creature.
  Equipment
  Plate mail, +1 shield, longsword, dagger, light crossbow, 20
  crossbow bolts, crossbow bolt case.
  Basalt Fireforge
  Lawful Good Male Hill Dwarf, Fighter 9
  Nephew of the famed Hero of the Lance Flint Fireforge,
  Basalt strives to live up to the standard of courage set by his
  uncle. He is torn by loneliness for his beloved wife, Hildy, who
  maintains the family inn back in the hill dwarf country north
  of Thorbardin, but he feels his place is where the battle rages.
  Basalt is 4’1” tall, weighs 200 lb, and resides in Hillhome.
  Hit Dice 9d10
  Hit Points 103
  Armor Class 21 (plate, +1 shield)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  19 (+4)
  11 (+0)
  14 (+2)
  11 (+0)
  Background Folk Hero
  Proficiency Bonus +4
  Saving Throws Str +8, Con +8
  Skills Animal Handling +6, Athletics +8, Insight +6, Survival
  +6
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Brewer’s supplies, vehicles (land)
  Senses darkvision 60 ft., passive Perception 12
  Languages Abanasinian, Common, Dwarvish
  Attacks
  +1 Battleaxe (Action). Melee Weapon Attack: +9 to hit, reach
  5 ft., one target. Hit: 1d8 + 7 slashing damage, or 1d10 + 7
  slashing damage if used with two hands.
  +1 Battleaxe (Extra Attack). Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or
  1d10 + 7 slashing damage if used with two hands.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
  piercing damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
  piercing damage.
  OR
  Light Crossbow (Action). Ranged Weapon Attack: +6 to hit,
  range 80/320 ft., one target. Hit: 1d8 + 2 piercing damage.
  Racial Traits
  Darkvision. You can see in dim light within 60 feet of you as
  if it were bright light, and in darkness as if it were dim light.
  Dwarven Resilience. You have advantage on saving throws
  against poison, and you have resistance against poison
  damage.
  Dwarven Toughness. Your hit point maximum increases by
  1, and it increases by 1 every time you gain a level.
  Stonecunning. Whenever you make an Intelligence (History)
  check related to the origin of stonework, you are considered
  proficient in the History skill and add double your proficiency
  bonus to the check, instead of your normal proficiency bonus.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  Fighting Style: Dueling. When you are wielding a melee
  weapon in one hand and no other weapons, you gain a +2
  bonus to damage rolls with that weapon. (This is factored
  into the stat block.)
  Indomitable (Recharges After a Long Rest). You can reroll
  a saving throw that you fail. If you do so, you must use the
  new roll.
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  INTRODUCTION | PREGENERATED
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  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 9 hit
  points. Once you use this feature, you must finish a short or
  long rest before you can use it again.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a critical hit
  on a roll of 19 or 20.
  Remarkable Athlete. You can add +2 to any Strength,
  Dexterity, or Constitution check you make that doesn’t
  already use your proficiency bonus.
  In addition, when you make a running long jump, the
  distance you can cover increases by 4 feet.
  Equipment
  Plate mail, +1 shield, +1 battleaxe, dagger, light crossbow, 20
  crossbow bolts, crossbow bolt case.
  Dirkal Knifecutter
  Chaotic Neutral Male Human, Rogue 9
  Dirkal is a quick (and quick-witted) young member of the
  Thieves’ Guild. Exceptionally stealthy and intelligent, he has
  worked primarily as a spy for the guild, though he also spies
  on behalf of some of the city’s most powerful nobles and
  elegant ladies. He possesses a knack for disguising his
  appearance and knowing the right mannerisms to blend into
  any social setting.
  Dirkal is 5’6” tall and, 135 lb, and resides in Palanthas at
  Thieves' Guildhall.
  Hit Dice 9d8
  Hit Points 48
  Armor Class 16 (leather, ring of protection)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  11 (+0)
  15 (+2)
  10 (+0)
  16 (+3)
  Background Charlatan
  Proficiency Bonus +4
  Saving Throws Dex +9, Int +7
  Skills Deception +7, Insight +8•, Perception +8•, Persuasion
  +11•, Sleight of Hand +8, Stealth +12•
  Feats Mobile
  Armor Light armor
  Weapons Simple weapons, hand crossbows, longswords,
  rapiers, shortswords
  Tools Disguise kit, forgery kit, khas set, playing card set,
  thieves’ tools
  Senses passive Perception 16
  Languages Common, Ergot, Kalinese, Nerakese, Solamnic,
  Thieves’ cant
  Attack Routine
  +1 Shortsword (Action). Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
  piercing damage.
  OR
  +1 Shortsword (Action). Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
  Dagger (Bonus Action). Melee or Ranged Weapon Attack: +8
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
  piercing damage.
  OR
  Hand Crossbow (Action). Ranged Weapon Attack: +8 to hit,
  range 30/120 ft., one target. Hit: 1d6 + 4 piercing damage.
  Class Features
  Cunning Action. You can take a bonus action on each of your
  turns in combat. This action can be used only to take the
  Dash, Disengage, Hide action.
  Evasion. When you are subjected to an effect that allows you
  to make a Dexterity saving throw to take only half damage,
  you instead take no damage if you succeed on the saving
  throw, and only half damage if you fail.
  Expertise. Your proficiency bonus is doubled for Insight,
  Perception, Persuasion, and Stealth skill checks.
  Sneak Attack. Once per turn, you can deal an extra 5d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  a ranged weapon.
  You don’t need advantage on the attack roll if another
  enemy of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Thieves' Cant. A secret mix of dialect, jargon, and code
  allows Artemis to hide messages in seemingly normal
  conversation. Only another creature that knows thieves' cant
  understands such messages. It takes four times longer to
  convey such a message than it does to speak the same idea
  plainly.
  In addition, Artemis understands a set of secret signs and
  symbols used to convey short, simple messages, such as
  whether an area is dangerous or the territory of a thieves'
  guild, whether loot is nearby, or whether the people in an area
  are easy marks or will provide a safe house for thieves on the
  run.
  Uncanny Dodge. When an attacker that you can see hits you
  with an attack, you can use your reaction to halve the attack’s
  damage against you.
  Roguish Archetype: Mastermind
  Insightful Manipulator. If you spend at least 1 minute
  observing or interacting with another creature outside
  combat, you can learn certain information about its
  capabilities compared to your own. The DM tells you if the
  creature is your equal, superior, or inferior in regard to two of
  the following characteristics of your choice:
  Intelligence score
  Wisdom score
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  INTRODUCTION | PREGENERATED
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  Charisma score
  Class levels (if any)
  At the DM's option, you might also realize you know a piece
  of the creature's history or one of its personality traits, if it
  has any.
  Master of Intrigue. You can unerringly mimic the speech
  patterns and accent of a creature that you hear speak for at
  least 1 minute, allowing you to pass yourself off as a native
  speaker of a particular land, provided that you know the
  language.
  Master of Tactics. You can use the Help action as a bonus
  action. Additionally, when you use the Help action to aid an
  ally in attacking a creature, the target of that attack can be
  within 30 feet of you, rather than 5 feet of you, if the target
  can see or hear you.
  Feats
  Mobile. Your speed increases by 10 feet. When you use the
  Dash action, difficult terrain doesn’t cost you extra movement
  on that turn. When you make a melee attack against a
  creature, you don’t provoke opportunity attacks from that
  creature for the rest of the turn, whether you hit or not.
  Equipment
  Leather armor, ring of protection, +1 shortsword, dagger,
  hand crossbow, 20 crossbow bolts, crossbow bolt case.
  Whisper Shadowfriend
  Chaotic Neutral Female Kender, Rogue 9
  Whisper hails from Hylo originally. Strongly seized by kender
  wanderlust, for the last ten years she has traveled from port
  to port in Northern Ansalon, never paying for her passage and
  somehow avoiding getting hanged as a stowaway. She
  decided that Palanthas is her favorite place and has formed
  attachments to several humans here. Well known and highly
  thought of at the city’s Thieves’ Guild, she recently became
  intrigued by a traveling hill dwarf, Basalt Fireforge.
  Whisper is 3’9” tall, weighs 95 lb, and resides in Palanthas,
  Ergoth and Hylo.
  Hit Dice 9d8
  Hit Points 57
  Armor Class 17 (+1 leather)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  20 (+5)
  12 (+1)
  14 (+2)
  12 (+1)
  13 (+1)
  Background Urchin
  Proficiency Bonus +4
  Saving Throws Dex +9, Int +6
  Skills Acrobatics +9, Athletics +4, Insight +5, Perception +9•,
  Persuasion +5, Sleight of Hand +13•, Stealth +13•
  Armor Light armor
  Weapons Simple weapons, hand crossbows, longswords,
  rapiers, shortswords
  Tools Disguise set, thieves’ tools•
  Senses Passive Perception 19
  Languages Common, Kenderspeak, Solamnic, Thieves’ cant
  Attack Routine
  +1 Shortsword. (Action). Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 1d6 + 6 piercing damage.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
  piercing damage.
  OR
  +1 Shortsword. (Action). Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 1d6 + 6 piercing damage.
  Dagger (Bonus Action). Melee or Ranged Weapon Attack: +9
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
  piercing damage.
  OR
  Hand Crossbow (Action). Ranged Weapon Attack: +9 to hit,
  range 30/120 ft., one target. Hit: 1d6 + 5 piercing damage.
  Racial Traits
  Fearless. You cannot be frightened.
  Kender Nimbleness. You can move through the space of any
  creature that is of a size larger than yours.
  Kender Pockets. Kender constantly pick things up and
  pocket them, and then often forget about them. If you find
  yourself in need of a piece of nonmagical equipment, there is
  a 25 percent chance you have it. Roll a d4. If you roll a 4, you
  find the item in your pocket, pack, or pouch. If you roll
  anything else, you don’t have such an item on you, and you
  can’t search again for the same item until you’ve spent at least
  one day in a town or city. Rummaging through your pouches,
  pack, and pockets in this way takes 1 minute.
  Taunt. You have an uncanny insight into the motivations
  and characteristics of other races, and you can use this
  insight to infuriate them. As an action you can unleash a
  verbal barrage of sarcasm, insults, and crude comments
  against a creature. Make a Charisma (Performance) check
  contested by the target’s Wisdom (Insight) check. You fail the
  contest if the target can’t understand you.
  If you win the contest, the target must use its next action to
  attack only you. If you are out of range, it must Move towards
  you or, if not reaching you, Dash toward you. The target
  attacks you with disadvantage during this action.
  If the target wins the contest, it is immune to your Taunt for
  24 hours.
  Class Features
  Cunning Action. You can take a bonus action on each of your
  turns in combat. This action can be used only to take the
  Dash, Disengage, Hide, Dexterity (Sleight of Hand), or use
  your thieves’ tools to disarm a trap or open a lock, or take the
  Use an Object action.
  Evasion. When you are subjected to an effect that allows you
  to make a Dexterity saving throw to take only half damage,
  you instead take no damage if you succeed on the saving
  throw, and only half damage if you fail.
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  Expertise. Your proficiency bonus is doubled for Perception,
  Sleight of Hand, and Stealth skill checks and for thieves’ tools
  checks.
  Sneak Attack. Once per turn, you can deal an extra 5d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  a ranged weapon.
  You don’t need advantage on the attack roll if another
  enemy of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Thieves' Cant. A secret mix of dialect, jargon, and code
  allows Artemis to hide messages in seemingly normal
  conversation. Only another creature that knows thieves' cant
  understands such messages. It takes four times longer to
  convey such a message than it does to speak the same idea
  plainly.
  In addition, Artemis understands a set of secret signs and
  symbols used to convey short, simple messages, such as
  whether an area is dangerous or the territory of a thieves'
  guild, whether loot is nearby, or whether the people in an area
  are easy marks or will provide a safe house for thieves on the
  run.
  Uncanny Dodge. When an attacker that you can see hits you
  with an attack, you can use your reaction to halve the attack’s
  damage against you.
  Roguish Archetype: Thief
  Second-Story Work. You gain the ability to climb faster than
  normal; climbing no longer costs you extra movement. In
  addition, when you make a running jump, the distance you
  cover increases by a number of feet equal to your Dexterity
  modifier.
  Supreme Sneak. You have advantage on a Dexterity
  (Stealth) check if you move no more than half your speed on
  the same turn.
  Equipment
  +1 leather armor, +1 shortsword, dagger, hand crossbow, 20
  crossbow bolts, crossbow bolt case.
  Terrence Kanegrower
  Lawful Good Male Human, Cleric 9 of Paladine
  A clan of farmers in a fertile valley of Caergoth raised
  Kanegrower. From an early age he displayed acuity for nature
  and philosophy, and it was only natural that he should come
  to Palanthas for schooling in the temple. Applying himself
  studiously, he mastered many spells in the name of Paladine.
  However, he rarely ventures beyond the walls of his temple,
  and he is naive and timid as regards the “real world.”
  Terrence is 6’2” tall, weighs 170 pounds, and resides in
  Palanthas at the Temple of Paladine.
  Hit Dice 9d8
  Hit Points 67
  Armor Class 20 (plate, shield)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  16 (+3)
  10 (+0)
  18 (+4)
  14 (+2)
  Background Acolyte
  Proficiency Bonus +4
  Saving Throws Wis +8, Cha +6
  Skills History +4, Insight +8, Medicine +8, Religion +4
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools None
  Senses passive Perception 14
  Languages Abanasinian, Common, Elvish, Ergot, Solamnic
  Attack Routine
  +1 Warhammer (Action). Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 1d8 + 1 bludgeoning damage, or
  1d10 + 1 bludgeoning damage if used with two hands.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60, one target. Hit: 1d4 + 1 piercing
  damage.
  OR
  Light Crossbow (Action). Ranged Weapon Attack: +5 to hit,
  range 80/320 ft., one target. Hit: 1d8 + 1 piercing damage.
  Class Features
  Channel Divinity (2; Recharges After a Short or Long
  Rest). You can channel divine energy to create one of the
  following effects.
  Guided Strike. When you make an attack roll, you can use
  your Channel Divinity to gain a +10 bonus to the roll. You
  make this choice after you see this roll, but before the DM
  says whether the attack hits or misses.
  Turn Undead. As an action, you present your holy symbol
  and speak a prayer censuring the undead. Each undead that
  can see or hear you within 30 feet of you must succeed on a
  DC 16 Wisdom saving throw or become turned for 1 minute
  or until it takes any damage. If the creature has a challenge
  rating of 1 or lower, it is destroyed instead.
  A turned creature must spend its turns trying to move as
  far away from you as it can, and it can’t willingly move to a
  space within 30 feet of you. It also can’t take reactions. For its
  action, it can use only the Dash action or try to escape from
  an effect that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  War God’s Blessing. When a creature 30 feet of you
  makes an attack roll, you can use your reaction to grant that
  creature a +10 bonus to the roll, using your Channel Divinity.
  You make this choice after you see the roll, but before the DM
  says whether the attack hits or misses.
  Spellcasting. You have the ability to cast spells. Wisdom is
  your spellcasting ability for your cleric spells. You use your
  Wisdom whenever a spell refers to your spellcasting ability.
  You prepare the list of cleric spells that are available for you
  to cast. To do so, choose 13 spells. The spells must be of a
  level for which you have spell slots.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
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  You can use a holy symbol as a spellcasting focus for your
  cleric spells. You can cast any cleric spell as a ritual if that
  spell has the ritual tag.
  Spell Save DC: 16
  Spell Attack Modifier: +8
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
  level (3), 5th-level (1)
  Cantrips (at will): guidance, light, mending, sacred flame
  Divine Domain: War
  Divine Strike. Once on each of your turns when you hit a
  creature with a weapon attack, you can cause the attack to
  deal an extra 1d8 damage of the same type dealt by the
  weapon to the target.
  Domain Spells. You know the following domain spells that
  are always prepared and don’t count against the number of
  spells you can prepare each day:
  1st-level: divine favor, shield of faith
  2rd-level: magic weapon, spiritual weapon
  3th-level: crusader’s mantle, spirit guardians
  4th-level: freedom of movement, stoneskin
  5th-level: flame strike, hold monster
  War Priest. When you use the Attack action, you can make
  one weapon attack as a bonus action. You can use this feature
  four times. You regain all expended uses when you finish a
  long rest.
  Equipment
  Plate mail, shield, +1 warhammer, dagger, light crossbow, 20
  crossbow bolts, crossbow bolt case.
  Dathas Windknower, Red-
  Robed Mage
  Neutral Male Human, Wizard 9
  Dathas considered herself aloof from the war for Ansalon,
  even scorning the efforts of the Conclave to try to organize
  resistance. However, she now sees that even the tower of
  sorcery might not be safe from the onslaught of Ariakan’s
  army, and she belatedly accepts the necessity of resistance.
  Dathas is 5’1” tall, weighs 110 pounds, and resides in
  Palanthas at the Tower of High Sorcery.
  Hit Dice 9d6
  Hit Points 38
  Armor Class 14 (bracers of defense)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  10 (+0)
  20 (+5)
  13 (+1)
  8 (-1)
  Background Sage
  Proficiency Bonus +4
  Saving Throws Int +9, Wis +5
  Skills Arcana +9, History +9, Insight +5, Investigation +9
  Feats Spell Sniper
  Armor None
  Weapons Daggers, darts, slings, quarterstaffs, light
  crossbows
  Tools None
  Senses passive Perception 11
  Languages Common, Draconic, Magius, Nerakese, Solamnic
  Attack Routine
  Steelfriend (Action). Melee or Ranged Weapon Attack: +9 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
  piercing damage.
  Class Features
  Arcane Recovery. Once per day when you finish a short rest,
  you can choose expended spell slots to recover. The spell
  slots can have a combined level equal to or less than 5.
  Moon Magic. The waxing and waning of Lunitari has an
  effect upon your magic. When Lunitari is at High Sanction,
  you gain advantage on attack rolls with spells and gain a +1
  bonus to your spell save DCs. When a moon is at Low
  Sanction, you have disadvantage on attack rolls with spells,
  and a -1 penalty to your spell save DCs. During the waxing
  and waning periods around the quarter moons, you cast your
  spells normally.
  When the moons align, it has several effects. When two
  moons align, you gain a +1 bonus to your spell save DCs.
  When all three moons align, you gain a +2 bonus to your spell
  save DCs. This bonus is cumulative with High and Low
  Sanction bonuses or penalties.
  Spellcasting. You have the ability to cast spells. Intelligence
  is your spellcasting ability for your wizard spells. You use
  your Intelligence whenever a spell refers to your spellcasting
  ability.
  You prepare the list of wizard spells that are available for
  you to cast. To do so, choose 14 spells. The spells must be of
  a level for which you have spell slots.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  You can use an arcane focus as a spellcasting focus for
  your wizard spells. You can cast any wizard spell in your
  spellbook as a ritual if that spell has the ritual tag.
  Spell Save DC: 17
  Spell Attack Modifier: +9
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
  level (3), 5th-level (1)
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  Arcane Tradition: School of
  Conjuration
  Benign Transportation. You can use your action to teleport
  up to 30 feet to an unoccupied space that you can see.
  Alternatively, you can choose a space within range that is
  occupied by a Small or Medium creature. If that creature is
  willing, you both teleport, swapping places.
  Once you use this feature, you can’t use it again until you
  finish a long rest or you cast a conjuration spell of 1st level or
  higher.
  Conjuration Savant. The gold and time you must spend to
  copy a conjuration spell into your spellbook is halved.
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  Minor Conjuration. You can use your action to conjure up an
  inanimate object in your hand or on the ground in an
  unoccupied space that you can see within 10 feet of you. This
  object can be no larger than 3 feet on a side and weigh no
  more than 10 pounds, and its form must be that of a
  nonmagical object that you have seen. The object is visibly
  magical, radiating dim light out to 5 feet.
  The object disappears after 1 hour, when you use this
  feature again, or if it takes any damage.
  Spells in Spellbook
  1st-level spells: charm person, detect magic, identify, mage
  armor, magic missile, shield, sleep, unseen servant
  2nd-level spells: continual flame, detect thoughts, hold
  person, mirror image
  3rd-level spells: dispel magic, fireball, lightning bolt, tongues
  4th-level spells: dimension door, greater invisibility, ice
  storm, polymorph
  5th-level spells: conjure elemental, telekinesis
  Feats
  Spell Sniper. When you cast a spell that requires you to
  make an attack roll, the spell’s range is doubled.
  Your ranged spell attacks ignore half cover and three-
  quarters cover.
  Equipment
  Bracers of defense, Steelfriend (+3 dagger), spellbook.
  Knights of Takhisis and
  Allien Characters
  The Knights of Takhisis and allied characters can be found
  on pages 9-11.
  Sir Farall Skycutter,
  Knight of the Lily, Warder
  of the Lily
  Lawful Evil Male Human, Fighter 9
  Farall is a dedicated dragonrider whose patron is Ariakan
  himself. The lord brought Farrall as a youth out of the slums
  of Flotsam, and the young warrior rewards his mentor with
  loyalty, ingenuity, and courage. Bearing a +1 lance, he rides
  the mighty blue dragon Kerrilastian.
  Farall is 6’ tall, weighs 200 lb, and resides in Storm's Keep.
  Hit Dice 9d10
  Hit Points 76
  Armor Class 19 (+1 plate)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  14 (+2)
  11 (+0)
  13 (+1)
  8 (-1)
  Background Urchin
  Proficiency Bonus +4
  Saving Throws Str +9, Con +6
  Skills Animal Handling +5, Athletics +9, Insight +5, Sleight of
  Hand +5, Stealth +5
  Feats Great Weapon Master, Heavy Armor Master, Mounted
  Combatant
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Disguise kit, thieves’ tools
  Senses passive Perception 11
  Languages Common, Nerakese
  Attack Routine
  +1 Greatsword (Action). Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 2d6 + 6 slashing damage.
  +1 Greatsword (Extra Attack). Melee Weapon Attack: +10 to
  hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing damage.
  OR
  +1 Lance (Action). Melee Weapon Attack: +10 to hit, reach
  10 ft., one target. Hit: 1d12 + 6 piercing damage.
  +1 Lance (Extra Attack). Melee Weapon Attack: +10 to hit,
  reach 10 ft., one target. Hit: 1d12 + 6 piercing damage.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
  piercing damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack: +9
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
  piercing damage.
  OR
  Longbow (Action). Ranged Weapon Attack: +5 to hit, range
  150/600 ft., one target. Hit: 1d8 + 1 piercing damage.
  Longbow (Extra Attack). Ranged Weapon Attack: +5 to hit,
  range 150/600 ft., one target. Hit: 1d8 + 1 piercing damage.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  Fighting Style: Great Weapon Fighting. When you roll a 1
  or 2 on a damage die for an attack you make with a melee
  weapon that you are wielding with two hands, you can reroll
  the die and must use the new roll, even if the new roll is a 1 or
  a 2. The weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Indomitable (Recharges After a Long Rest). You can reroll
  a saving throw that you fail. If you do so, you must use the
  new roll, and you can’t use this feature again until you finish a
  long rest.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 9 hit
  points. Once you use this feature, you must finish a short or
  long rest before you can use it again.
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  Martial Archetype: Cavalier
  Bonus Proficiency. You gain proficiency in Animal Handling
  skill.
  Born to the Saddle. You have advantage on saving throws
  made to avoid falling off your mount. If you fall off your mount
  and descend no more than 10 feet, you can land on your feet
  if you’re not incapacitated.
  Finally, mounting or dismounting a creature costs you only
  5 feet of movement, rather than half your speed.
  Unwavering Mark. When you hit a creature with a melee
  weapon attack, you can mark the creature until the end of
  your next turn. This effect ends early if you are incapacitated
  or you die, or if someone else marks the creature.
  While it is within 5 feet of you, a creature marked by you
  has disadvantage on any attack roll that doesn't target you.
  In addition, if a creature marked by you deals damage to
  anyone other than you, you can make a special melee weapon
  attack against the marked creature as a bonus action on your
  next turn. You have advantage on the attack roll, and if it hits,
  the attack's weapon deals 5 extra damage to the target.
  Regardless of the number of creatures you mark, you can
  make this special attack 5 times, and you regain all expended
  uses of it when you finish a long rest.
  Warding Maneuver (2; Recharges After a Long Rest). If
  you or a creature you can see within 5 feet of you is hit by an
  attack, you can roll 1d8 as a reaction if you're wielding a
  melee weapon or a shield. Roll the die, and add the number
  rolled to the target's AC against that attack. If the attack still
  hits, the target has resistance against the attack's damage.
  Feats
  Great Weapon Master. On your turn, when you score a
  critical hit with a melee weapon or reduce a creature to 0 hit
  points with one, you can make one melee weapon attack as a
  bonus action.
  Before you make a melee attack with a heavy weapon that
  you are proficient with, you can choose to take a -5 penalty to
  the attack roll. If the attack hits, you add +10 to the attack’s
  damage.
  Heavy Armor Master. While you are wearing heavy armor,
  bludgeoning, piercing, and slashing damage that you take
  from non-magical weapons is reduced by 3.
  Mounted Combatant. You have advantage on melee attack
  rolls against any unmounted creature that is smaller than
  your mount.
  You can force an attack targeted at your mount to target
  you instead.
  If your mount is subjected to an effect that allows it to
  make a Dexterity saving throw to take only half damage, it
  instead takes no damage if it succeeds on the saving throw,
  and only half damage if it fails.
  Equipment
  +1 plate mail, shield (used while riding), +1 greatsword, +1
  lance, dagger, longbow, 20 arrows, quiver.
  Sir Jerod Argentbane,
  Knight of the Lily,
  Guardian of the Lily
  Lawful Evil Male Human, Fighter 9
  Sir Jerod entered the ranks of the Knights by serving as page
  to one of Ariakan’s right-hand men. With the death of his
  sponsor in the early part of the summer’s campaign, Sir Jerod
  devotes himself to vengeance with a single-minded
  determination that earns the admiration of Lord Ariakan
  himself. Famed for the deadly accuracy of his longbow, Sir
  Jerod has learned to shoot from dragonback with perfect
  accuracy. His favorite mount is the blue dragon Krackellix.
  Jerod is 5’9” tall, weighs 180 pounds, and resides in
  Storm's Keep.
  Hit Dice 9d10
  Hit Points 68
  Armor Class 20 (+2 chain mail, shield)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  18 (+4)
  12 (+1)
  10 (+0)
  14 (+2)
  13 (+1)
  Background Soldier
  Proficiency Bonus +4
  Saving Throws Str +7, Con +5
  Skills Animal Handling +6, Athletics +7, Intimidation +5,
  Perception +6, Persuasion +5
  Feats Mounted Combatant, Sharpshooter
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Playing card set, vehicles (land)
  Senses passive Perception 16
  Languages Camptalk, Common, Nerakese
  Attack Routine
  Longsword (Action). Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 1d8 + 3 slashing damage.
  Longsword (Extra Attack). Melee Weapon Attack: +7 to hit,
  reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
  piercing damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
  piercing damage.
  OR
  Longbow (Action). Ranged Weapon Attack: +10 to hit, range
  150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
  Longbow (Extra Attack). Ranged Weapon Attack: +10 to hit,
  range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
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  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  Fighting Style: Archery. You gain a +2 bonus to attack rolls
  you make with ranged weapons.
  Indomitable (Recharges After a Long Rest). You can reroll
  a saving throw that you fail. If you do so, you must use the
  new roll.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 9 hit
  points.
  Martial Archetype: Cavalier
  Bonus Proficiency. You gain proficiency in Animal Handling
  skill.
  Born to the Saddle. You have advantage on saving throws
  made to avoid falling off your mount. If you fall off your mount
  and descend no more than 10 feet, you can land on your feet
  if you’re not incapacitated.
  Finally, mounting or dismounting a creature costs you only
  5 feet of movement, rather than half your speed.
  Unwavering Mark. When you hit a creature with a melee
  weapon attack, you can mark the creature until the end of
  your next turn. This effect ends early if you are incapacitated
  or you die, or if someone else marks the creature.
  While it is within 5 feet of you, a creature marked by you
  has disadvantage on any attack roll that doesn't target you.
  In addition, if a creature marked by you deals damage to
  anyone other than you, you can make a special melee weapon
  attack against the marked creature as a bonus action on your
  next turn. You have advantage on the attack roll, and if it hits,
  the attack's weapon deals 5 extra damage to the target.
  Regardless of the number of creatures you mark, you can
  make this special attack 5 times, and you regain all expended
  uses of it when you finish a long rest.
  Warding Maneuver (Recharges After a Long Rest). If you
  or a creature you can see within 5 feet of you is hit by an
  attack, you can roll 1d8 as a reaction if you're wielding a
  melee weapon or a shield. Roll the die, and add the number
  rolled to the target's AC against that attack. If the attack still
  hits, the target has resistance against the attack's damage.
  Feats
  Mounted Combatant. You have advantage on melee attack
  rolls against any unmounted creature that is smaller than
  your mount.
  You can force an attack targeted at your mount to target
  you instead.
  If your mount is subjected to an effect that allows it to
  make a Dexterity saving throw to take only half damage, it
  instead takes no damage if it succeeds on the saving throw,
  and only half damage if it fails.
  Sharpshooter. Attacking at long range doesn’t impose
  disadvantage on your ranged weapon attack rolls.
  Your ranged weapon attacks ignore half cover and three-
  quarters cover.
  Before you make an attack with a ranged weapon that you
  are proficient with you can choose to take a -5 penalty to the
  attack roll. If the attack hits, you add +10 to the attack’s
  damage.
  Equipment
  +2 plate mail, shield, longsword, dagger, +1 longbow, 20
  arrows, quiver.
  Lady Cyrine Harrian-
  Caergothia, Knight of the
  Lily, Marshal of the Lily
  Lawful Evil Female Human, Fighter 9
  Cyrine, a petite and vivacious young woman with a core of
  steel, sports a temper she unleashes on those who balk her in
  the performance of her duties. Rigidly honorable, she wears a
  chip on her shoulder. Ariakan uses her as a spy and trusts her
  reports implicitly. She rides the blue dragon Lyssirix.
  Cyrine is 5’2” tall, weighs 110 pounds, and resides in
  Storm's Keep.
  Hit Dice 9d10
  Hit Points 58
  Armor Class 19 (chain mail, shield, ring of protection)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  10 (+0)
  11 (+0)
  15 (+2)
  16 (+3)
  Background Urchin
  Proficiency Bonus +4
  Saving Throws Str +7, Con +7
  Skills Animal Handling +6, Perception +6, Persuasion +7,
  Sleight of Hand +8, Stealth +8
  Feats Alert, Inspiring Leader, Mounted Combatant
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Disguise kit, thieves’ tools
  Senses passive Perception 16
  Languages Common, Nerakese
  Attack Routine
  +2 Longsword (Action). Melee Weapon Attack: +8 to hit,
  reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
  1d10 + 6 slashing if used with two hands.
  +2 Longsword (Extra Attack). Melee Weapon Attack: +8 to
  hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
  1d10 + 6 slashing if used with two hands.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
  piercing damage.
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  Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
  piercing damage.
  OR
  Longbow (Action). Ranged Weapon Attack: +8 to hit, range
  150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
  Longbow (Extra Attack). Ranged Weapon Attack: +8 to hit,
  range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  Fighting Style: Dueling. When you are wielding a melee
  weapon in one hand and no other weapons, you gain a +2
  bonus to damage rolls with that weapon. (This is factored
  into the stat block.)
  Indomitable (Recharges After a Long Rest). You can reroll
  a saving throw that you fail. If you do so, you must use the
  new roll.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 10 hit
  points.
  Martial Archetype: Cavalier
  Bonus Proficiency. You gain proficiency in Animal Handling
  skill.
  Born to the Saddle. You have advantage on saving throws
  made to avoid falling off your mount. If you fall off your mount
  and descend no more than 10 feet, you can land on your feet
  if you’re not incapacitated.
  Finally, mounting or dismounting a creature costs you only
  5 feet of movement, rather than half your speed.
  Unwavering Mark. When you hit a creature with a melee
  weapon attack, you can mark the creature until the end of
  your next turn. This effect ends early if you are incapacitated
  or you die, or if someone else marks the creature.
  While it is within 5 feet of you, a creature marked by you
  has disadvantage on any attack roll that doesn't target you.
  In addition, if a creature marked by you deals damage to
  anyone other than you, you can make a special melee weapon
  attack against the marked creature as a bonus action on your
  next turn. You have advantage on the attack roll, and if it hits,
  the attack's weapon deals 5 extra damage to the target.
  Regardless of the number of creatures you mark, you can
  make this special attack 5 times, and you regain all expended
  uses of it when you finish a long rest.
  Warding Maneuver (Recharges After a Long Rest). If you
  or a creature you can see within 5 feet of you is hit by an
  attack, you can roll 1d8 as a reaction if you're wielding a
  melee weapon or a shield. Roll the die, and add the number
  rolled to the target's AC against that attack. If the attack still
  hits, the target has resistance against the attack's damage.
  Feats
  Alert. You gain a +5 bonus to initiative.
  You can’t be surprised while you are conscious.
  Other creatures don’t gain advantage on attack rolls against
  you as a result of being hidden from you.
  Inspiring Leader. You can spend 10 minutes inspiring your
  companions, shoring up their resolve to fight. When you do
  so, choose up to six friendly creatures (which can include
  yourself) within 30 feet of you who can see or hear you and
  who can understand you. Each creature can gain temporary
  hit points equal to 13. A creature can’t gain temporary hit
  points from this feat again until it has finished a short or long
  rest.
  Mounted Combatant. You have advantage on melee attack
  rolls against any unmounted creature that is smaller than
  your mount.
  You can force an attack targeted at your mount to target
  you instead.
  If your mount is subjected to an effect that allows it to
  make a Dexterity saving throw to take only half damage, it
  instead takes no damage if it succeeds on the saving throw,
  and only half damage if it fails.
  Equipment
  Chain mail, shield, ring of protection, +2 longsword, dagger,
  longbow, 20 arrows, quiver.
  Lady Darewind
  Waverunner, Knight of
  the Lily, Guardian of the
  Lily, Captain of the
  Wavecutter
  Lawful Evil Female Human, Rogue 9
  Darewind is a legendary mariner who has captained a
  number of vessels in Ariakan’s fleet. Her current (and
  favorite) command is the Wavecutter, a small, fast single-
  masted sloop that leads the Dark Knights into the Bay of
  Branchala.
  Darewind is 5’10” tall, weighs 140 pounds, and resides in
  Storm's Keep.
  Hit Dice 9d8
  Hit Points 57
  Armor Class 17 (studded leather, ring of protection)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  13 (+1)
  14 (+2)
  14 (+2)
  15 (+2)
  Background Sailor
  Proficiency Bonus +4
  Saving Throws Dex +8, Int +6
  Skills Acrobatics +12, Athletics +10, Insight +6, Perception
  +10, Persuasion +6, Stealth +12
  Feats Defensive Duelist, Dual Wielder, Keen Mind
  Armor Light armor
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  Weapons Simple weapons, hand crossbows, longswords,
  rapiers, shortswords
  Tools Navigator’s tools, vehicles (water)
  Senses passive Perception 20
  Languages Common, Nerakese, Thieves' cant
  Attack Routine
  +2 Rapier (Action). Melee Weapon Attack: +10 to hit, reach 5
  ft., one target. Hit: 1d8 + 6 piercing damage.
  Rapier (Bonus Action). Melee Weapon Attack: +8 to hit,
  reach 5 ft., one target. Hit: 1d8 + 4 piercing damage.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
  piercing damage.
  OR
  Shortbow (Action). Ranged Weapon Attack: +8 to hit, range
  80/320 ft., one target. Hit: 1d6 + 4 piercing damage.
  Class Features
  Cunning Action. You can take a bonus action on each of your
  turns in combat. This action can be used only to take the
  Dash, Disengage, and Hide.
  Evasion. When you are subjected to an effect that allows you
  to make a Dexterity saving throw to take only half damage,
  you instead take no damage if you succeed on the saving
  throw, and only half damage if you fail.
  Expertise. Your proficiency bonus is doubled for Acrobatics,
  Athletics, Perception, and Stealth skill checks.
  Sneak Attack. Once per turn, you can deal an extra 5d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  a ranged weapon.
  You don’t need advantage on the attack roll if another
  enemy of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Thieves' Cant. A secret mix of dialect, jargon, and code
  allows Artemis to hide messages in seemingly normal
  conversation. Only another creature that knows thieves' cant
  understands such messages. It takes four times longer to
  convey such a message than it does to speak the same idea
  plainly.
  In addition, Artemis understands a set of secret signs and
  symbols used to convey short, simple messages, such as
  whether an area is dangerous or the territory of a thieves'
  guild, whether loot is nearby, or whether the people in an area
  are easy marks or will provide a safe house for thieves on the
  run.
  Uncanny Dodge. When an attacker that you can see hits you
  with an attack, you can use your reaction to halve the attack’s
  damage against you.
  Roguish Archetype: Swashbuckler
  Fancy Footwork. You know how to land a strike and then slip
  away without reprisal. During your turn, if you make a melee
  attack against a creature, that creature can't make
  opportunity attacks against you for the rest of your turn.
  Panache. Your charm becomes extraordinarily beguiling. As
  an action, you can make a Charisma (Persuasion) check
  contested by a creature's Wisdom (Insight) check. The
  creature must be able to hear you, and the two of you must
  share a language.
  If you succeed on the check and the creature is hostile to
  you, it has disadvantage on attack rolls against targets other
  than you and can't make opportunity attacks against targets
  other than you. This effect lasts for 1 minute, until one of
  your companions attacks the target or affects it with a spell,
  or until you and the target are more than 60 feet apart.
  If you succeed on the check and the creature isn't hostile to
  you, it is charmed by you for 1 minute. While charmed, it
  regards you as a friendly acquaintance. This effect ends
  immediately if you or your companions do anything harmful
  to it.
  Rakish Audacity. Your unmistakable confidence propels you
  into battle. You can add your Charisma modifier to your
  initiative rolls.
  In addition, you don't need advantage on your attack roll to
  use your Sneak Attack if no creature other than your target is
  within 5 feet of you. All the other rules for the Sneak Attack
  class feature still apply to you.
  Feats
  Defensive Duelist. When you are wielding a finesse weapon
  with which you are proficient and another creature hits you
  with a melee attack, you can use your reaction to add your
  proficiency bonus to your AC for that attack, potentially
  causing the attack to miss you.
  Dual Wielder. You gain a +1 bonus to AC while you are
  wielding a separate melee weapon in each hand.
  You can use two-weapon fighting even when the one-
  handed melee weapons you are wielding aren’t light.
  You can draw or stow two one-handed weapons when you
  would normally be able to draw or stow only one.
  Keen Mind. You always know which way is north.
  You always know the number of hours left before the next
  sunrise or sunset.
  You can accurately recall anything you have seen or heard
  within the past month.
  Equipment
  Studded leather armor, ring of protection, +2 rapier, rapier,
  dagger, shortbow, 20 arrows, quiver.
  Sir Borac Kyristian,
  Knight of the Skull,
  Guardian of the Skull
  Lawful Evil Male Human, Cleric 9 of Takhisis
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  Borac has been a loyal priest of Takhisis since his young days
  as an orphan in Sanction. He earned the trusted of the clerics
  at the Dark Queen’s temple, finally killing a corrupt and
  greedy high priest in order to assume the seat himself. From
  there his obvious fealty allowed him acceptance into the
  Knighthood even though he was already an adult. Starting as
  a raw Knight of the Lily, he worked his way up through the
  ranks.
  Borac is 5’11” tall, weighs 170 pounds, and resides in
  Storm's Keep.
  Hit Dice 9d8
  Hit Points 48
  Armor Class 21 (+1 plate, shield)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  11 (+0)
  11 (+0)
  18 (+4)
  14 (+2)
  Background Urchin
  Proficiency Bonus +4
  Saving Throws Wis +8, Cha +6
  Skills Insight +8, Religion +4, Sleight of Hand +5, Stealth +5
  Feats Heavily Armored, War Caster
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Disguise kit, thieves’ tools
  Senses passive Perception 14
  Languages Abanasinian, Common
  Attack Routine
  +2 Spear (Action). Melee or Ranged Weapon Attack: +9 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 5
  piercing damage, or 1d8 + 5 piercing damage if used with
  two hands to make a melee attack.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +7 to hit,
  reach 5 ft. or range 20/60, one target. Hit: 1d4 + 3 piercing
  damage.
  OR
  Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
  range 100/400 ft., one target. Hit: 1d10 + 1 piercing
  damage.
  Cleric Features
  Channel Divinity (2; Recharges After a Short or Long
  Rest). You can channel divine energy to create one of the
  following effects.
  Touch of Death. When you hit a creature with a melee
  attack, you can use Channel Divinity to deal 23 points of
  extra necrotic damage to the target.
  Turn Undead. As an action, you present your holy symbol
  and speak a prayer censuring the undead. Each undead that
  can see or hear you within 30 feet of you must succeed on a
  DC 16 Wisdom saving throw or become turned for 1 minute
  or until it takes any damage. If the creature has a challenge
  rating of 1 or lower, it is destroyed instead.
  A turned creature must spend its turns trying to move as
  far away from you as it can, and it can’t willingly move to a
  space within 30 feet of you. It also can’t take reactions. For its
  action, it can use only the Dash action or try to escape from
  an effect that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  Spellcasting. You have the ability to cast spells. Wisdom is
  your spellcasting ability for your cleric spells. You use your
  Wisdom whenever a spell refers to your spellcasting ability.
  You prepare the list of cleric spells that are available for you
  to cast. To do so, choose 13 spells. The spells must be of a
  level for which you have spell slots.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  You can use a holy symbol as a spellcasting focus for your
  cleric spells. You can cast any cleric spell as a ritual if that
  spell has the ritual tag.
  Spell Save DC: 16
  Spell Attack Modifier: +8
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
  level (3), 5th-level (1)
  Cantrips (at will): light, sacred flame, spare the dying,
  thaumaturgy
  Divine Domain: Death
  Bonus Proficiency. You gain proficiency with martial
  weapons.
  Divine Strike. Once on each of your turns when you hit a
  creature with a weapon attack, you can cause the attack to
  deal an extra 1d8 necrotic damage to the target.
  Domain Spells. Your clerical domain grants you certain
  spells that are always prepared, which do not count against
  the number of spells you can prepare each day. All of your
  domain spells count as cleric spells for you.
  1st-level: false life, ray of sickness
  2nd-level: blindness/deafness, ray of enfeeblement
  3rd-level: animate dead, vampiric touch
  4th-level: blight, death ward
  5th-level: antilife shell, cloudkill
  Inescapable Destruction. Necrotic damage dealt by your
  spells and Channel Divinity options ignores resistance to
  necrotic damage.
  Reaper. You learn one necromancy cantrip (spare the dying)
  of your choice on any spell list. When you cast a necromancy
  cantrip that normally targets only one creature, the spell can
  instead target two creatures within range and within 5 feet of
  each other.
  Feats
  Heavily Armored. You gain proficiency with heavy armor.
  War Caster. You have advantage on Constitution saving
  throws that you make to maintain your concentration on a
  spell when you take damage. You can perform the somatic
  components of spells even when you have weapons or a
  shield in one or both hands.
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  When a hostile creature’s movement provokes an opportunity
  attack from you, you can use your reaction to cast a spell at
  the creature, rather than making an opportunity attack. The
  spell must have a casting time of 1 action and must target
  only that creature.
  Equipment
  +1 plate mail, shield, +2 spear, dagger, heavy crossbow, 20
  crossbow bolts, crossbow bolt case.
  Lady Sandaryll
  Smokingwar, Knight of
  the Thorn, Guardian of
  the Thorn
  Lawful Evil Female Human, Wizard 9
  Sandaryll Smokingwar displays a natural affinity for magic
  that enabled her to make it through warrior training, even
  though she lacked some of the size and stamina for hand to
  hand combat. Now a valued power in the Thorn Knights, she
  performs difficult missions, sometimes for Ariakan himself.
  Sandaryll is 5’5” tall, weighs 160 pounds, and resides in
  Storm's Keep.
  Hit Dice 9d6
  Hit Points 44
  Armor Class 12 (ring of protection)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  10 (+0)
  18 (+4)
  13 (+1)
  7 (-2)
  Background Sage
  Proficiency Bonus +4
  Saving Throws Int +8, Wis +7
  Skills Arcana +8, History +8, Investigation +8, Perception +5
  Feats Spell Sniper, War Caster
  Armor None
  Weapons Daggers, darts, slings, quarterstaffs, light
  crossbows
  Tools Alchemist’s supplies
  Senses passive Perception 15
  Languages Common, Nerakese, Solamnic
  Attack Routine
  +1 Dagger (Action). Melee or Ranged Weapon Attack: +6 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2
  piercing damage.
  Wizard Features
  Arcane Recovery. Once per day when you finish a short rest,
  you can choose expended spell slots to recover. The spell
  slots can have a combined level equal to or less than 5.
  Moon Magic. The waxing and waning of all three moons has
  an effect upon your magic. When any moon is at High
  Sanction, you gain advantage on attack rolls with spells and
  gain a +1 bonus to your spell save DCs. When any moon is at
  Low Sanction, you have disadvantage on attack rolls with
  spells, and a -1 penalty to your spell save DCs. During the
  waxing and waning periods around the quarter moons, you
  cast your spells normally.
  When the moons align, it has several effects. When two
  moons align, you gain a +1 bonus to your spell save DCs.
  When all three moons align, you gain a +2 bonus to your spell
  save DCs. This bonus is cumulative with High and Low
  Sanction bonuses or penalties.
  Spellcasting. You have the ability to cast spells. Intelligence
  is your spellcasting ability for your wizard spells. You use
  your Intelligence whenever a spell refers to your spellcasting
  ability.
  You prepare the list of wizard spells that are available for
  you to cast. To do so, choose 13 spells. The spells must be of
  a level for which you have spell slots.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  You can use an arcane focus as a spellcasting focus for
  your wizard spells. You can cast any wizard spell in your
  spellbook as a ritual if that spell has the ritual tag.
  Spell Save DC: 16
  Spell Attack Modifier: +8
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
  level (3), 5th-level (1)
  Cantrips (at-will): acid splash, blade ward, fire bolt, light,
  mage hand, shocking grasp
  Arcane Tradition: School of Evocation
  Evocation Savant. The gold and time you must spend to
  copy an evocation spell into your spellbook is halved.
  Potent Cantrip. When a creature succeeds on a saving
  throw against your cantrip, the creature takes half the
  cantrip’s damage (if any) but suffers no additional effect from
  the cantrip.
  Sculpt Spells. You can create pockets of relative safety
  within the effects of your evocation spells. When you cast an
  evocation spell that affects other creatures that you can see,
  you can choose a number of them equal to 1 + the spell’s
  level. The chosen creatures automatically succeed on their
  saving throws against the spell, and they take no damage if
  they would take half damage on a successful save.
  Spells in Spellbook
  1st-level spells: burning hands, charm person, comprehend
  languages, detect magic, identify, mage armor, magic missile,
  witch bolt
  2nd-level spells: cloud of daggers, flaming sphere, mirror
  image, web
  3rd-level spells: dispel magic, fireball, fly, lightning bolt
  4th-level spells: blight, ice storm, stoneskin, wall of fire
  5th-level spells: cloudkill, dominate person
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  Feats
  Spell Sniper. When you cast a spell that requires you to
  make an attack roll, the spell’s range is doubled.
  Your ranged spell attacks ignore half cover and three-
  quarters cover.
  War Caster. You have advantage on Constitution saving
  throws that you make to maintain your concentration on a
  spell when you take damage.
  You can perform the somatic components of spells even
  when you have weapons or a shield in one or both hands.
  When a hostile creature’s movement provokes an
  opportunity attack from you, you can use your reaction to cast
  a spell at the creature, rather than making an opportunity
  attack. The spell must have a casting time of 1 action and
  must target only that creature.
  Equipment
  Ring of protection, +1 dagger.
  18
  Kerrilastian, Young
  Male Blue Dragon
  Kerril takes on the role of mentor of Lyssirix and
  Krackell. He is a veteran of many campaigns, and
  Ariakan has instructed Kerril to use his own judgment
  in matters of military importance. He is the favorite
  mount of Farall Skycutter.
  Large dragon, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 40 ft., burrow 20 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
  Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  Skills Perception +9, Stealth +4
  Damage Immunities lightning
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 19
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
  Innate Spellcasting. Kerrilastian’s spellcasting ability is
  Charisma (spell save DC 14). Kerrilastian can innately
  cast the following spells, requiring no material
  components:
  1/day each: create or destroy water, major image,
  phantasmal force
  Actions
  Multiattack. Kerrilastian makes three attacks: one with
  his bite and two with his claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
  target. Hit: 16 (2d10 + 5) piercing damage plus 5
  (1d10) lightning damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit: 12 (2d6 + 5) slashing damage.
  Lightning Breath (Recharge 5-6). Kerrilastian exhales
  lightning in a 60-foot line that is 5 feet wide. Each
  creature in that line must make a DC 16 Dexterity
  saving throw, taking 55 (10d10) lightning damage on a
  failed save, or half as much damage on a successful
  one.
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  19
  Krackellix, Young
  Female Blue Dragon
  Krackel, a mischievous wyrm, displays a penchant for
  cruel jokes against her enemies and embarrassing and
  somewhat dangerous pranks worked against her
  companions. However, her clear ferocity in battle earns
  her the right to get away with tricks that might draw
  punishment to dragons of lesser status.
  Large dragon, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 40 ft., burrow 20 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
  Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  Skills Perception +9, Stealth +4
  Damage Immunities lightning
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 19
  Languages Common, Draconic
  g
  g
  Challenge 9 (5,000 XP)
  Innate Spellcasting. Krackellix’s spellcasting ability is
  Charisma (spell save DC 14). Krackellix can innately
  cast the following spells, requiring no material
  components:
  1/day each: create or destroy water, major image,
  phantasmal force
  Actions
  Multiattack. Krackellix makes three attacks: one with her
  bite and two with her claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
  target. Hit: 16 (2d10 + 5) piercing damage plus 5
  (1d10) lightning damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit: 12 (2d6 + 5) slashing damage.
  Lightning Breath (Recharge 5-6). Kerrilastian exhales
  lightning in a 60-foot line that is 5 feet wide. Each
  creature in that line must make a DC 16 Dexterity
  saving throw, taking 55 (10d10) lightning damage on a
  failed save, or half as much damage on a successful
  one.
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  20
  Lyssirix, Young Female
  Blue Dragon
  Lyssirix is a devoted servant of her clan, and when her
  nest matriarch designated her for service in Ariakan’s
  army she felt deeply honored. During this summer’s
  campaign she has had success carrying Knight of the
  Lily Lady Cyrine Harrian-Caergothia into battle. They
  have proven exceptionally adept at spying on and
  evading the Good dragons.
  Large dragon, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 40 ft., burrow 20 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
  Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  Skills Perception +9, Stealth +4
  Damage Immunities lightning
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 19
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
  Innate Spellcasting. Lyssirix’s spellcasting ability is
  Charisma (spell save DC 14). Lyssirix can innately cast
  the following spells, requiring no material components:
  1/day each: create or destroy water, major image,
  phantasmal force
  Actions
  Multiattack. Lyssirix makes three attacks: one with her
  bite and two with her claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
  target. Hit: 16 (2d10 + 5) piercing damage plus 5
  (1d10) lightning damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit: 12 (2d6 + 5) slashing damage.
  Lightning Breath (Recharge 5-6). Lyssirix exhales
  lightning in a 60-foot line that is 5 feet wide. Each
  creature in that line must make a DC 16 Dexterity
  saving throw, taking 55 (10d10) lightning damage on a
  failed save, or half as much damage on a successful
  one.
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  21
  Arentian, Young Male
  Silver Dragon
  Arentian fought during the heady last days of the War
  of the Lance. He spent the decades since reliving the
  great battles wages against red and black dragons over
  central Ansalon. Distance makes the memories ever
  sweeter, and this young hothead feels very distressed
  about the necessity to hold himself back from the
  current strife.
  Large dragon, lawful good
  Armor Class 18 (natural armor)
  Hit Points 168 (16d10 + 80)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  Skills Arcana +6, History +6, Perception +8, Stealth +4
  Damage Immunities cold
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 18
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
  Innate Spellcasting. Arentian’s spellcasting ability is
  Charisma (spell save DC 16). Arentian can innately cast
  the following spells, requiring no material components:
  1/day each: feather fall, fog cloud, gust of wind, wind
  wall
  Actions
  Multiattack. Arentian makes three attacks: one with his
  bite and two with his claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 17 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) slashing damage.
  Cold Breath (Recharge 5-6). Arentian uses one of the
  following breath weapons.
  Cold Breath. Arentian exhales an icy blast in a 30-foot
  cone. Each creature in that area must make a DC 17
  Constitution saving throw, taking 54 (12d8) cold
  damage on a failed save, or half as much damage on a
  successful one.
  Paralyzing Breath. Arentian exhales paralyzing gas in a
  30-foot cone. Each creature in that area must succeed
  on a DC 17 Constitution saving throw or be paralyzed
  for 1 minute. A creature can repeat the saving throw at
  the end of each of its turns, ending the effect on itself
  on a success.
  Change Chape. Arentian magically polymorphs into a
  humanoid or beast that has a challenge rating no
  higher than his own, or back into his true form. He
  reverts to his true form if he dies. Any equipment he is
  wearing or carrying is absorbed or borne by the new
  form (Arentian's choice).
  In a new form, Arentian retains his alignment, hit
  points, Hit Dice, ability to speak, proficiencies, and
  Intelligence, Wisdom, and Charisma scores, as well as
  this action. His statistics and capabilities are otherwise
  replaced by those of the new form, except any class
  features of that form.
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  22
  Derianstyn, Young Male
  Silver Dragon
  Derian witnessed a lot of war, being one of its first
  silvers to fly from the Dragon Isles during the War of
  the Lance. He lost two Knights from his own back and
  saw the deaths of all his nestmates during battle
  against the blue dragons of Kitiara's wing. Far more
  cautious than the younger Arentian, he remains
  courageous and strong.
  Large dragon, lawful good
  Armor Class 18 (natural armor)
  Hit Points 168 (16d10 + 80)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  Skills Arcana +6, History +6, Perception +8, Stealth +4
  Damage Immunities cold
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 18
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
  Innate Spellcasting. Derianstyn’s spellcasting ability is
  Charisma (spell save DC 16). Derianstyn can innately
  cast the following spells, requiring no material
  components:
  1/day each: feather fall, fog cloud, gust of wind, wind
  wall
  Actions
  Multiattack. Derianstyn makes three attacks: one with
  his bite and two with his claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 17 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) slashing damage.
  Cold Breath (Recharge 5-6). Derianstyn uses one of the
  following breath weapons.
  Cold Breath. Derianstyn exhales an icy blast in a 30-foot
  cone. Each creature in that area must make a DC 17
  Constitution saving throw, taking 54 (12d8) cold
  damage on a failed save, or half as much damage on a
  successful one.
  Paralyzing Breath. Derianstyn exhales paralyzing gas in a
  30-foot cone. Each creature in that area must succeed
  on a DC 17 Constitution saving throw or be paralyzed
  for 1 minute. A creature can repeat the saving throw at
  the end of each of its turns, ending the effect on itself
  on a success.
  Change Chape. Derianstyn magically polymorphs into a
  humanoid or beast that has a challenge rating no
  higher than his own, or back into his true form. He
  reverts to his true form if he dies. Any equipment he is
  wearing or carrying is absorbed or borne by the new
  form (Derianstyn's choice).
  In a new form, Derianstyn retains his alignment, hit
  points, Hit Dice, ability to speak, proficiencies, and
  Intelligence, Wisdom, and Charisma scores, as well as
  this action. His statistics and capabilities are otherwise
  replaced by those of the new form, except any class
  features of that form.
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  23
  Warall-Argent, Young
  Female Silver Dragon
  Warall carried a young Knight into battle at the High
  Clerist's Tower, a man for whom the silver serpent felt
  a powerful infatuation. Sir Banford Overdane died in
  the first clash, and the rest of the fight passed in a blur
  —until the protective Derian escorted Warall
  westward. She grieves for the Knight at the same time
  as she hopes for revenge.
  Large dragon, lawful good
  Armor Class 18 (natural armor)
  Hit Points 168 (16d10 + 80)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  Skills Arcana +6, History +6, Perception +8, Stealth +4
  Damage Immunities cold
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 18
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
  Innate Spellcasting. Warall-Argent’s spellcasting ability is
  Charisma (spell save DC 16). Warall-Argent can innately
  cast the following spells, requiring no material
  components:
  1/day each: feather fall, fog cloud, gust of wind, wind
  wall
  Actions
  Multiattack. Warall-Argent makes three attacks: one
  with her bite and two with her claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 17 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) slashing damage.
  Cold Breath (Recharge 5-6). Warall-Argent uses one of
  the following breath weapons.
  Cold Breath. Warall-Argent exhales an icy blast in a 30-
  foot cone. Each creature in that area must make a DC
  17 Constitution saving throw, taking 54 (12d8) cold
  damage on a failed save, or half as much damage on a
  successful one.
  Paralyzing Breath. Warall-Argent exhales paralyzing gas
  in a 30-foot cone. Each creature in that area must
  succeed on a DC 17 Constitution saving throw or be
  paralyzed for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  Change Chape. Warall-Argent magically polymorphs into
  a humanoid or beast that has a challenge rating no
  higher than her own, or back into her true form. She
  reverts to her true form if she dies. Any equipment she
  is wearing or carrying is absorbed or borne by the new
  form (Warall-Argent's choice).
  In a new form, Warall-Argent retains his alignment, hit
  points, Hit Dice, ability to speak, proficiencies,
  Legendary Resistance, lair actions, and Intelligence,
  Wisdom, and Charisma scores, as well as this action.
  Her statistics and capabilities are otherwise replaced by
  those of the new form, except any class features or
  legendary actions of that form.
  INTRODUCTION | PREGENERATED
  PLAYER CHARACTERS
  
  Starting the Adventure
  You can find this chapter on page 13.
  Initial Quest: An Aerie of
  Silver
  See page 16 for the following information. Arentian is a
  young silver dragon, Deriastyn, and Warall-Argent are adult
  silver dragons and can be found from the aerie. Statistics
  Part One: Battle for
  Palanthas
  You can find this chapter on page 20.
  Gatehouses
  See page 23 for the following information. To lift the grate
  requires a successful DC 25 Strength (Athletics) check.
  Story Developments at the Gates
  See pages 24-25 for the following information. There are four
  knights (elder knights) and 20 guards with longswords at the
  gates.
  The attacking force has 20 kapak draconians, 20 guards
  (armed footmen) with longswords, two gray knights, and 100
  brutes. Each brute carries a longsword or a short sword and
  a missile weapon—either longbow, three handaxes, or spear.
  Story Developments at the Docks
  See page 26 for the following information. Jarek Reefcutter is
  a pirate captain with breastplate and there are 20 pirates
  (buccaneers) at the docks.
  Prophet of Doom
  See page 29 for the following information. Man-at-arms is a
  thug with chainmail, shield, and longsword.
  Thieves and Scoundrels
  See pages 30-31 for the following information. The four ex-
  guardsmen are men-at-arms. Giselle Slickfinger is a spy.
  The Temple of Paladine
  See page 33 for the following information. Crysania and her
  white tiger are located inside the temple.
  The Tower of High Sorcery
  See page 35 for the following information. The Shoikan
  Grove emanates fear as by the spell for 500 feet outward
  from every tree with a DC of 20. Creatures normally immune
  to the frightened condition are still affected. Creatures
  entering the Grove are attacked first by zombies and
  skeletons trying to grab the characters and pull them down.
  At the same time, the creatures are attacked by wights and
  specters.
  To enter the Grove safely, one needs a coal-black gemstone
  called the Nightjewel or the protection of the spell kiss of
  night’s guardian. Dalamar is located inside the Tower with a
  50% chance and he is alerted if someone enters the Grove.
  He can command the undead to cease their attack.
  The Chamber of Seeing
  See page 35 for the following information. To successfully
  employ the use of the Chamber of Seeing, the character
  attempting to study the pool must make a successful DC 15
  Concentration check in order to avoid distraction by the Live
  Ones, and then a successful DC 15 Intelligence (Arcana)
  check to awaken the power of the magical pool.
  The Solamnic Armory
  See page 37 for the following information. The two Knights
  of the Rose are knights.
  Thieves' Guild
  See pages 37-38 for the following information. There are 20
  thugs (thieves) with longswords instead of maces and
  without heavy crossbows, 12 thugs (archers) with
  shortswords and shortbows, and an assassin (Guildmaster
  Lynched Geoffrey).
  Story Developments at the Thieves'
  Guild
  See page 38 for the following information. Usha Majere can
  be found from the thieves’ guild.
  Temple of Zeboim
  See pages 38-39 for the following information. Indigo
  Reefspan can be found inside the temple.
  Tunnels of the Old City
  See page 40 for the following information. Characters who
  try to lift the grate must make a successful DC 15 Strength
  (Athletics) check. If the character is below the grate, the
  character must make a successful DC 20 Strength (Athletics)
  check.
  Catacombs of the Undead
  See pages 40-41 for the following information. There are 16
  zombies, 20 skeletons, two wights, and six specters in the
  catacombs.
  Draconian Lair
  See page 41 for the following information. There are two
  aurak draconians, six kapak draconians, and 10 baaz
  draconians in the draconian lair.
  Pit of the Spirit Naga
  See page 42 for the following information. There is a spirit
  naga in the pit.
  24
  PART 1 | BATTLE FOR PALANTHAS
  
  Lord's Palace and City Plaza
  See pages 42-43 for the following information. The gates are
  guarded by four knights (Knights of the Crown) and 20
  guards with longswords instead of spears.
  City Jail
  See page 44 for the following information. The jail is guarded
  by four guards with longswords instead of spears and Sir
  Ballakar the Elder.
  Nobles' Hill
  See pages 44-45 for the following information. The hill is
  patrolled by guards with longswords instead of spears and
  they have two scouts (guard runners).
  25
  PART 1 | BATTLE FOR PALANTHAS
  
  Part Two: Aftermath of
  Battle
  You can find this chapter on page 46.
  Lord Ariakan's Address
  See page 50 for the following information. There are 12
  knights (dark knights) at the address.
  Prison Cage
  See page 50 for the following information. There is a gray
  knight and two knights (dark knights) at the prison cage.
  Garrisons
  See pages 52-53 for the following information. There is a
  dark knight captain, 10 knights (dark knights), gray knight
  (Knight of the Thorn), Knight of the Skull, 10 brutes, 10
  kapak draconians, and 12 baaz draconians at the garrisons.
  Map of Zeboim
  See page 57 for the following information. Any character
  from Palanthas, or a sailor familiar with the port may attempt
  a DC 15 Intelligence (Investigation) check to recognize the
  shorelines just northwest of the city. Other characters must
  make a successful DC 20 Intelligence (Investigation) check to
  successfully place the locale.
  The spiraling object to the left of the map can be identified
  with another DC 15 Intelligence (Investigation) check.
  Well of the Sea Dragon
  See page 58 for the following information. There is a sea
  dragon lurking in the depths.
  Shelf of Dry Land
  See page 58 for the following information. To notice the
  footprints requires a DC 15 Wisdom (Perception) check.
  Intersection
  See page 58 for the following information. To detect the
  singing requires a successful DC 10 Wisdom (Perception)
  check.
  Cavern of Song
  See page 59 for the following information. To jump over the
  pit requires a successful DC 10 Strength (Athletics) check.
  Cavern of Firebirth
  See page 59 for the following information. There are seven
  chaos sentinels in the cavern.
  Chamber of the Gargoyles
  See page 60 for the following information. There are 12
  gargoyles in the chamber.
  Chaos Lair
  See pages 60-61 for the following information. Shou-Chak is
  a daemon warrior. If the characters have been making it
  through the adventure quite easily, there might be one
  additional daemon warrior.
  Epilogue
  See page 62 for the following information. All weapons
  blessed by Zeboim are considered magical with a +1 bonus to
  attack and damage rolls against creatures of Chaos if they are
  not magical already.
  26
  PART 2 | AFTERMATH OF BATTLE
  
  APPENDIX 1: MONSTER/NPC STATISTICS
  27
  Aurak Draconian
  Medium dragon (draconian), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2)
  Saving Throws Int +5, Cha +5
  Skills Arcana +5, Perception +3, Persuasion +5
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 13
  Languages Common, Draconic
  Challenge 7 (2,900 XP)
  Death Throes. When the aurak dies, it explodes and
  each creature within 5 feet of it must make a DC 14
  Dexterity saving throw, taking 14 (4d6) force damage,
  or half as much damage on a successful one. The
  explosion destroys the equipment the aurak was
  carrying.
  Innate Spellcasting. The aurak’s innate spellcasting
  ability is Charisma (spell save DC 13). It can innately
  cast the following spells, requiring no components:
  At will: greater invisibility
  3/day: dimension door (60 feet, self only)
  1/day: dominate person, suggestion
  Spellcasting. The aurak is an 8th-level spellcaster. Its
  spellcasting ability is Charisma (save DC 13, +5 to hit
  with spell attacks). The aurak has the following sorcerer
  spells prepared:
  Cantrips (at will): dancing lights, light, mage hand,
  prestidigitation, shocking grasp
  1st level (4 slots): magic missile, shield, sleep
  2nd level (3 slots): blindness/deafness, mirror image,
  scorching ray
  3rd level (3 slots): blink, lightning bolt
  4th level (2 slots): wall of fire
  Actions
  Multiattack. The aurak makes three melee attacks: one
  with its bite and two with its claw or uses its Energy
  Ray twice.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 2 (1d4) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 2 (1d4) slashing damage.
  Energy Ray. Ranged Spell Attack: +5 to hit, range 60 ft.,
  one target. Hit: 13 (2d10 + 2) force damage.
  Poison Breath (Recharge 5-6). The aurak exhales
  poisonous gas in a 5-foot cone. Each creature in that
  area must make a DC 15 Constitution saving throw,
  taking 21 (6d6) poison damage on a failed save, or half
  as much damage on a successful one.
  Alternate Form (3/Day). The aurak can polymorph into
  any animal form of Medium or Small size. The aurak
  can remain in its animal form for up to 1 hour or until it
  chooses to assume a new one or returns to its natural
  form.
  Disguise Self (3/Day). The aurak can disguise self for up
  to 1 hour to make itself resemble an individual
  humanoid it has seen and perfectly imitate its voice.
  APPENDIX 1 | MONSTER/NPC STATISTICS
  
  28
  Baaz Draconian
  Medium dragon (draconian), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 13 (+1) 8 (-1) 8 (-1) 10 (+0)
  Skills Deception +2
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 9
  Languages Common, Draconic
  Challenge 1/2 (100 XP)
  Glide. The baaz can use its wings to glide, negating
  any damage from a fall of any height. It can also
  travel horizontally up to four times the vertical
  distance it descends.
  Death Throes. When the baaz dies, it turns to stone
  instantly. If the killing blow was dealt with a
  slashing or piercing melee weapon, the creature
  dealing the killing blow must make a DC 11
  Dexterity saving throw. If it fails, its weapon is stuck
  in the petrified draconian and cannot be removed.
  The baaz crumbles to dust 1 minute after death.
  Items in the baaz’s possession are unaffected by
  the petrification and subsequent dissolution.
  Actions
  Multiattack. The baaz makes two attacks: one with
  its longsword and one with its bite. Alternatively, it
  makes two attacks: one with its bite and one with
  its claw.
  Longsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 5 (1d8 + 1) slashing damage,
  or 6 (1d10 + 1) slashing damage if used with two
  hands.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) slashing damage.
  Brute
  Medium humanoid (human), lawful evil
  Armor Class 15 (Tarmak war paint)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 11 (+0) 13 (+1) 9 (-1) 10 (+0) 8 (-1)
  Senses passive Perception 10
  Languages Common, Tarmakian
  Challenge 1/2 (100 XP)
  Tarmak War Paint. While wearing this paint, the
  brute has AC 15 and it regains 5 hit points at the
  start of its turn. When the paint has healed a total
  of 20 points of damage, it loses its effectiveness.
  Actions
  Longsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 5 (1d8 + 1) slashing damage,
  or 6 (1d10 + 1) slashing damage if used with two
  hands.
  Shortsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d6
  + 1) piercing damage, or 5 (1d6 + 2) piercing
  damage if used with two hands to make a melee
  attack.
  Handaxe. Melee or Ranged Weapon Attack: +3 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d6 + 1) slashing damage.
  Longbow. Ranged Weapon Attack: +2 to hit, range
  150/600 ft., one target. Hit: 4 (1d8) piercing
  damage.
  APPENDIX 1 | MONSTER/NPC STATISTICS
  
  29
  Chaos Sentinel
  Medium elemental, chaotic evil
  Armor Class 13
  Hit Points 30 (4d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  16 (+3)
  3 (-4)
  10 (+0)
  7 (-2)
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed,
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 2 (450 XP)
  g
  (
  )
  Heated Body. A creature that touches the sentinel or
  hits it with a melee attack while within 5 feet of it takes
  5 (1d10) fire damage.
  Illumination. The sentinel sheds bright light in a 10-foot
  radius and dim light for an additional 10 feet.
  Water Susceptibility. For every 5 feet the sentinel moves
  in water, or for every gallon of water splashed on it, it
  takes 1 cold damage.
  Actions
  Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) fire damage. If the target is a
  creature or a flammable object, it ignites. Until a
  creature takes an action to douse the fire, the target
  takes 5 (1d10) fire damage at the start of each of its
  turns.
  Crysania
  Medium humanoid (human), lawful good
  Armor Class 11 (ring of protection)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 11 (+0) 16 (+3) 13 (+1) 20 (+5) 16 (+3)
  Saving Throws Wis +10, Cha +8
  Skills History +5, Insight +9, Medicine +9, Persuasion
  +7, Religion +5
  Senses passive Perception 15
  Languages Abanasinian, Common, Elvish, Solamnic
  Challenge 12 (8,400 XP)
  Spellcasting. Crysania is an 18th-level spellcaster. Her
  spellcasting ability is Wisdom (spell save DC 17; +9 to
  hit with spell attacks). She has the following cleric
  spells prepared:
  Cantrips (at will): guidance, light, mending, sacred
  flame, spare the dying, thaumaturgy
  1st Level (4 slots): bless, burning hands•, cure wounds,
  detect magic, faerie fire•, protection from evil
  2nd Level (3 slots): calm emotions, flaming sphere•,
  hold person, scorching ray•, zone of truth
  3rd Level (3 slots): daylight•, dispel magic, fireball•,
  remove curse, revivify
  4th Level (3 slots): death ward, divination, guardian of
  faith•, locate creature, wall of fire•
  5th Level (3 slots): dispel evil, flame strike•, greater
  restoration, mass cure wounds, scrying•
  6th Level (2 slots): heal, true seeing
  7th Level (1 slots): resurrection
  8th Level (1 slots): antimagic field
  9th Level (1 slots): mass heal
  •These spells are Crysania’s domain spells.
  Actions
  Unarmed Strike. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 1 bludgeoning damage.
  Corona of Light. Crysania can use her action to activate
  an aura of sunlight that lasts for 1 minute or until she
  dismisses it using another action. She emits bright
  light in a 60-foot radius and dim light 30 feet beyond
  that. Her enemies in the bright light have disadvantage
  on saving throws against any spell that deals fire or
  radiant damage.
  Channel Divinity (3; Recharges at Long Rest). Crysania
  uses one of the following channel divinity actions.
  Radiance of the Dawn. As an action, any magical
  darkness within 30 feet of her is dispelled. Additionally,
  each hostile creature within 30 feet of her must make a
  Constitution saving throw. A creature takes 29 (2d10 +
  18) points of radiant damage on a failed saving throw
  and half as much on a successful one.
  Turn Undead. Crysania may turn undead that are within
  30 feet of her. The undead makes a Wisdom saving
  throw and is turned for 1 minute if it fails the saving
  throw or takes any damage. If the undead’s challenge
  rating is 4 or lower, it is destroyed instead.
  Reactions
  Warding Flare. When Crysania or any creature within 30
  feet of her is attacked by a creature within 30 feet of
  her that she can see, she can use her reaction to
  impose disadvantage on the attack roll, causing light to
  flare before the attacker before it hits or misses.
  Crysania can use this feature 5 times (1/Turn). She
  regains all expended uses when she finishes a long rest.
  APPENDIX 1 | MONSTER/NPC STATISTICS
  
  30
  Daemon Warrior
  Medium undead, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 19 (+4) 15 (+2) 13 (+1) 13 (+1) 15 (+2)
  Damage Vulnerabilities radiant
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Infernal
  Challenge 5 (1,800 XP)
  Death Throes. When the warrior dies, it explodes, and
  each creature within 5 feet of it must make a DC 13
  Dexterity saving throw, taking 21 (6d6) fire damage on
  a failed save, or half as much damage on a successful
  one. The explosion ignites flammable objects in that
  area that aren’t being worn or carried, and it destroys
  the warrior’s weapons.
  Fear Aura. Any creature hostile to the warrior that starts
  its turn within 30 feet of the warrior must make a DC
  12 Wisdom saving throw, unless the warrior is
  incapacitated. On a failed save, the creature is
  frightened until the start of its next turn. If a creature’s
  saving throw is successful, the creature is immune to
  the warrior’s Fear Aura for the next 24 hours.
  Unholy Smite (Recharge 6). When the warrior hits a
  creature with a melee weapon attack, it can deal an
  extra 9 (2d8) necrotic damage.
  Actions
  Multiattack. The warrior makes two greatsword attacks.
  Alternatively, the warrior makes two attacks: one with
  its bite and one with its claw.
  Greatsword. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 9 (2d6 + 3) slashing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 8 (2d4 + 3) slashing damage.
  Dalamar
  Medium humanoid (elf), chaotic evil
  Armor Class 15 (bracers of defense)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 12 (+1) 20 (+5) 16 (+3) 14 (+2)
  Saving Throws Int +9, Wis +7; advantage on saves
  against being charmed, spells and other magical
  effects
  Skills Arcana +13, History +13, Insight +7, Perception
  +7, Persuasion +6
  Damage Resistances damage from spells; nonmagical
  bludgeoning, piercing, and slashing (from stoneskin)
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Draconic, Elven, Magius,
  Nerakese, Nestari, Solamnic
  Challenge 12 (8,400 XP)
  Fey Ancestry. Dalamar has advantage on saving throws
  against being charmed, and magic can’t put him to
  sleep.
  Magic Resistance. Dalamar has advantage on saving
  throws against spells and other magical effects.
  Spellcasting. Dalamar is an 18th-level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 17; +9
  to hit with spell attacks). Dalamar can cast disguise self
  and invisibility at will and has the following wizard
  spells prepared:
  Cantrips (at will): blade ward, fire bolt, light, mage hand,
  prestidigitation, shocking grasp
  1st Level (4 slots): charm person, detect magic,
  identify, magic missile 2nd Level (3 slots): detect
  thoughts, mirror image, misty step
  3rd Level (3 slots): counterspell, fly, lightning bolt
  4th Level (3 slots): banishment, fire shield, stoneskin•
  5th Level (3 slots): cone of cold, scrying, wall of force
  6th Level (1 slots): globe of invulnerability
  7th Level (1 slots): teleport
  8th Level (1 slots): mind blank•
  9th Level (1 slots): time stop
  •Dalamar casts these spells on himself before combat.
  Actions
  +2 Dagger. Melee or Ranged Weapon Attack: +9 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 +
  5) piercing damage.
  APPENDIX 1 | MONSTER/NPC STATISTICS
  
  31
  Dark Knight Captain
  Medium humanoid (human), lawful evil
  Armor Class 18 (plate)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 11 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2)
  Saving Throws Con +4, Wis +4
  Senses passive Perception 10
  Languages Common, Nerakese
  Challenge 3 (700 XP)
  Brave. The captain has advantage on saving throws
  against being frightened.
  Actions
  Multiattack. The captain makes two melee attacks.
  +1 Greatsword. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
  damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
  range 100/400 ft., one target. Hit: 5 (1d10)
  piercing damage.
  Reactions
  Parry. The captain adds 2 to its AC against one
  melee attack that would hit it. To do so, the captain
  must see the attacker and be wielding a melee
  weapon.
  Gray Knight
  Medium humanoid (human), lawful evil
  Armor Class 15 (leather, shield; 17 with mage
  armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 11 (+0) 17 (+3) 13 (+1) 11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Common, Draconic, Nerakese, Solamnic
  Challenge 6 (2,300 XP)
  Spellcasting. The knight is a 9th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 14,
  +6 to hit with spell attacks). The knight has the
  following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  1st level (4 slots): mage armor, magic missile, sleep
  2nd level (3 slots): darkness, invisibility, web
  3rd level (3 slots): fireball, lightning bolt, slow
  4th level (3 slots): polymorph, wall of fire
  5th level (1 slot): transmute rock
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
  or 7 (1d10 + 2) slashing damage if used with two
  hands.
  APPENDIX 1 | MONSTER/NPC STATISTICS
  
  32
  Indigo Reefspan
  Medium humanoid (human), chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 14 (+2) 14 (+2) 17 (+3) 10 (+0)
  Saving Throws Wis +6, Cha +3
  Skills History +5, Insight +6, Medicine +6, Religion +5
  Senses passive Perception 13
  Languages Common, Solamnic
  Challenge 6 (2,300 XP)
  Divine Eminence. As a bonus action, Indigo Reefspan
  can expend a spell slot to cause its melee weapon
  attacks to magically deal an extra 10 (3d6) necrotic
  damage to a target on a hit. This benefit lasts until the
  end of the turn. If he expends a spell slot of 2nd level
  or higher, the extra damage increases by 1d6 for each
  level above 1st.
  Spellcasting. Indigo is a 9th-level spellcaster. His
  spellcasting ability is Wisdom (spell save DC 14; +6 to
  hit with spell attacks). He has the following cleric spells
  prepared:
  Cantrips (at will): guidance, light, mending, sacred
  flame, spare the dying, thaumaturgy
  1st Level (4 slots): cure wounds, fog cloud•, inflict
  wounds, protection from evil and good, sanctuary,
  thunderwave•
  2nd Level (3 slots): blindness/deafness, gust of wind•,
  hold person, shatter•, spiritual weapon
  3rd Level (3 slots): call lightning•, dispel magic, sleet
  storm•, water breathing, water walk
  4th Level (3 slots): *control water•, freedom of
  movement, guardian of faith, ice storm•
  5th Level (1 slot): destructive wave•, flame strike,
  insect plague•
  •These spells are Indigo’s domain spells.
  Actions
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Change Shape. Indigo can magically polymorph into a
  fish, or back into his true form upon immersion in salt
  water for up to 1 hour. He reverts to his true form if he
  dies. Any equipment he is wearing or carrying is
  absorbed or borne by the new form (Indigo's choice).
  In a new form, Indigo retains his alignment, hit points,
  Hit Dice, proficiencies, and Intelligence, Wisdom, and
  Charisma scores, as well as this action. His statistics
  and capabilities are otherwise replaced by those of the
  new form, except any class features of that form.
  APPENDIX 1 | MONSTER/NPC STATISTICS
  
  33
  Kapak Draconian
  Medium dragon (draconian), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  14 (+2)
  8 (-1) 8 (-1)
  11 (+0)
  Skills Stealth +4
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 9
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Glide. The kapak can use its wings to glide, negating
  any damage from a fall of any height. It can also travel
  horizontally up to four times the vertical distance it
  descends.
  Death Throes. When the kapak dies, its body instantly
  dissolves into a 5-foot radius pool of acid. All creatures
  within this area suffer 10 (3d6) points of acid damage
  at the start of each of their turns they remain in the
  pool. The acid evaporates in 1 minute. All armor,
  weapons, an items carried by the kapak suffer damage
  from the acid as well.
  Poison. The kapak’s poison doesn’t affect other kapaks.
  Sneak Attack (1/Turn). The kapak deals an extra 7 (2d6)
  damage when it hits a target with a weapon attack and
  has advantage on the attack roll, or when the target is
  within 5 feet of an ally of the kapak that isn’t
  incapacitated and the kapak doesn’t have disadvantage
  on the roll.
  Actions
  Multiattack. The kapak makes two melee attacks: one
  with its shortsword and one with its bite or two ranged
  attacks with its shortbow. Alternatively, the kapak
  makes two melee attacks: one with its bite and one
  with its claw.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) piercing damage and
  the target must make a DC 12 Constitution saving
  throw, becoming poisoned on a failed save for 10
  minutes. The target is paralyzed while poisoned in this
  way.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 3 (1d4 + 1) piercing damage and the target
  must make a DC 12 Constitution saving throw,
  becoming poisoned on a failed save for 10 minutes.
  The target is paralyzed while poisoned in this way.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 3 (1d4 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage and the target must make a DC 12
  Constitution saving throw, becoming poisoned on a
  failed save for 10 minutes. The target is paralyzed while
  poisoned in this way.
  Knight of the Skull
  Medium humanoid (human), lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
  Saving Throws Wis +5, Cha +2
  Skills History +3, Medicine +5, Persuasion +3, Religion
  +3
  Senses passive Perception 13
  Languages Common, Nerakese, Solamnic
  Challenge 3 (700 XP)
  Spellcasting. The knight is an 8th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 13, +5 to
  hit with spell attacks). The knight has the following
  cleric spells prepared:
  Cantrips (at will): light, resistance, sacred flame,
  thaumaturgy
  1st level (4 slots): bless, command, cure wounds, false
  life, inflict wounds, ray of sickness
  2nd level (3 slots): blindness/deafness, enhance ability,
  hold person, ray of enfeeblement, spiritual weapon
  3rd level (3 slots): animate dead, bestow curse, dispel
  magic, revivify, vampiric touch
  4th level (2 slots): blight, death ward, guardian of faith,
  stone shape
  Actions
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  APPENDIX 1 | MONSTER/NPC STATISTICS
  
  34
  Man-at-Arms
  Medium humanoid (human), lawful neutral
  Armor Class 18 (chain mail, shield)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages Common, Solamnic
  Challenge 1/2 (100 XP)
  Pack Tactics. The man-at-arms has advantage on an
  attack roll against a creature if at least one of the
  man-at-arm’s allies is within 5 feet of the creature
  and the ally isn’t incapacitated.
  Actions
  Multiattack. The man-at-arms makes two melee
  attacks.
  Longsword. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
  or 7 (1d10 + 2) slashing damage if used with two
  hands.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
  range 100/400 ft., one target. Hit: 5 (1d10)
  piercing damage.
  Sea Dragon
  Huge dragon, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 20 (+5) 8 (-1) 12 (+1) 12 (+1)
  Saving Throws Dex +5, Con +10, Wis +6
  Damage Resistances fire
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Common, Draconic
  Challenge 12 (8,400 XP)
  Amphibious. The sea dragon can breathe air and
  water.
  Actions
  Multiattack. The sea dragon makes three attacks:
  one with its bite and two with its claws. It can make
  one tail attack in place of its two claw attacks.
  Bite. Melee Weapon Attack: +11 to hit, reach 15 ft.,
  one target. Hit: 17 (2d10 + 6) piercing damage.
  Claws. Melee Weapon Attack: +11 to hit, reach 10
  ft., one target. Hit: 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft.,
  one target. Hit: 15 (2d8 + 6) bludgeoning damage.
  Steam Breath (Recharge 5-6). The sea dragon exhales
  scalding steam in a 50-foot cone. Each creature in
  that area must make a DC 18 Constitution saving
  throw, taking 52 (15d6) fire damage on a failed
  save, or half as much damage on a successful one.
  Being underwater doesn’t grant resistance against
  this damage.
  APPENDIX 1 | MONSTER/NPC STATISTICS
  
  35
  Sir Ballakar the Elder,
  Knight of the Sword
  Medium humanoid (human), lawful good
  Armor Class 18 (plate)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 11 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2)
  Saving Throws Con +4, Wis +4
  Senses passive Perception 10
  Languages Common, Solamnic
  Challenge 4 (1,100 XP)
  Brave. Sir Ballakar has advantage on saving throws
  against being frightened.
  Actions
  Multiattack. Sir Ballakar makes three melee attacks.
  +1 Greatsword. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
  damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
  range 100/400 ft., one target. Hit: 5 (1d10)
  piercing damage.
  Leadership (Recharges after a Short or Long Rest). For
  1 minute, Sir Ballakar can utter a special command
  or warning whenever a nonhostile creature that he
  can see within 30 feet of him makes an attack roll
  or a saving throw. The creature can add d4 to its
  roll provided it can hear and understand Sir Ballakar.
  A creature can benefit from only one Leadership die
  at a time. This effect ends if Sir Ballakar is
  incapacitated.
  Reactions
  Parry. Sir Ballakar adds 2 to his AC against one
  melee attack that would hit it. To do so, he must
  see the attacker and be wielding a melee weapon.
  Usha Majere
  Medium humanoid (human), neutral good
  Armor Class 13
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 17 (+3)
  Skills Perception +2, Stealth +5
  Senses passive Perception 12
  Languages Abanasinian, Common, Solamnic
  Challenge 1/4 (50 XP)
  Sneak Attack (1/Turn). Usha deals an extra 3 (1d6)
  damage when she hits a target with a weapon
  attack and has advantage on the attack roll, or when
  the target is within 5 feet of an ally of Usha that
  isn’t incapacitated and Usha doesn’t have
  disadvantage on the roll.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 5
  (1d4 + 3) piercing damage.
  APPENDIX 1 | MONSTER/NPC STATISTICS
  
  36
  White Tiger
  Large beast, lawful good
  Armor Class 12
  Hit Points 37 (5d10 + 10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 15 (+2) 14 (+2) 15 (+2) 12 (+1) 8 (-1)
  Skills Perception +3, Stealth +6
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Solamnic (can’t speak)
  Challenge 1 (200 XP)
  Keen Smell. The tiger has advantage on Wisdom
  (Perception) checks that rely on smell.
  Pounce. If the tiger moves at least 20 feet straight
  toward a creature right before hitting it with a claw
  attack, the target must succeed on a DC 13
  Strength saving throw or be knocked prone. If the
  target is prone, the tiger can take a bonus action to
  make one bite attack against it.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 8 (1d10 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) slashing damage.
  APPENDIX 1 | MONSTER/NPC STATISTICS
  
  APPENDIX 2: KNIGHTS OF TAKHISIS
  O
  f all the knightly orders of Ansalon, none are as
  feared as the Dark Knights of Takhisis. Born
  from the vision of Ariakan, the Knights of
  Takhisis stand in the pages of history as the
  greatest organized force of Evil to ever walk
  the face of Krynn.
  After Ariakan’s time of imprisonment by the Knights of
  Solamnia, he envisioned a dark knighthood that would draw
  from the best aspects of the Knights of Solamnia, without
  falling into the traps of the Solamnics’ failings. While
  studying the Knights of Solamnia as their prisoner, he
  realized his father’s greatest flaw. Ariakas relied on the Law
  of the Dark Queen—Evil feeds on itself, gaining strength
  from the failure of its weaker members. By undermining the
  ability of the forces of Evil to work together, this had proven
  to be the downfall of Takhisis throughout history, most
  notably with the dragonarmies during the War of the Lance.
  What if Evil did not turn upon its own? What if there was a
  group of dark knights who put the Knighthood before
  personal gain? These questions haunted Ariakan until his
  encounter with the Dark Warrior, a fearsome aspect of the
  goddess Takhisis. He bared his heart to her and, though he
  had touched upon her own failings, she approved of his
  vision. She commanded him to build a knighthood in her
  name.
  The Knights of Takhisis are divided into three orders. The
  Knights of the Lily are the physical body of the Knighthood,
  warriors trained to fight in single combat, whether on foot, on
  horse, or riding a dragon. The Knights of the Skull are the
  spiritual body of the Knights of Takhisis, guiding them
  through the power of the Vision. The Knights of the Thorn
  are the intellectual mind of the Knights of Takhisis, whose
  divinations augment their conquests. The Knights of Takhisis
  bring steel, spirit, and sorcery together in powerful
  combination.
  As Ariakan foresaw, his knighthood would have to be like
  the ironwood trees, merging a strong foundation with the
  ability to move and adapt. The foundations of the Knights of
  Takhisis remain the same. To reach their Vision of
  dominating Ansalon and the world beyond—no matter who
  they believe the leader of this world will be—they are
  empowered by the laws of the Code to guide them and to
  maintain unity. The Blood Oath fuels their actions and, in the
  end, all must submit or die.
  History of the Knights of
  Takhisis
  The foundations of the Knights of Takhisis date back to the
  year 352 AC when Ariakan, son of the Dragon Emperor
  Ariakas by an aspect of the goddess Zeboim, was captured by
  the Whitestone forces at the Temple of Neraka. His very
  existence wasn’t even known to the Solamnics until the fall of
  the Temple of Neraka. His capture and subsequent
  imprisonment was one of the biggest secrets of the War of
  the Lance.
  During this time, Ariakan learned all that he could about
  the structure, organization, and mentality of the Knights of
  Solamnia. A personable youth, handsome and charming, he
  soon won the favor and admiration of his captors. The
  Knights were eager to indoctrinate him in the Oath and the
  Measure, believing that such a course of study would benefit
  the young man and teach him the error of his ways. The error
  was on the part of the Knights.
  Ariakan studied the Knighthood as a warrior sizing up his
  enemy. It was only a matter of time before Ariakan knew all
  the right things to say to convince the Knights of his
  rehabilitation and conversion. Indeed, after two years, he was
  given an early release from the High Clerist’s Tower, but he
  asked to stay and finish his studies. His request was happily
  granted.
  At the end of five years, learning all he could from the
  Knights, he offered his farewells. Many among the
  Knighthood were sorry to see him go, for Ariakan was a
  charming companion, a knowledgeable scholar, and an
  excellent fighter. Only after he had left the Knights did it
  occur to them that, during all the time that he was with them,
  he had been careful never to actually proclaim any true
  allegiance, swear any vow, take any oath.
  Ariakan was in his mid-twenties when he rode out onto the
  Solamnic Plain. He had an escort—Knights bound for other
  parts of the realm—but he soon managed to divest himself of
  his unwanted companions. Immersed in their own affairs,
  attempting to put back together a country shattered by war,
  the Solamnic Knights made only a halfhearted attempt to
  capture Ariakan. He had led them to believe he was going to
  enter the mercenary line of work and, though they considered
  this a lowly occupation, they agreed that he must be off in
  some realm, selling his sword to earn his living.
  Ariakan had no thought of selling his sword. He had
  learned much more from the Knights than just their culture,
  tradition, and history. Using the skills the Knights had taught
  him, he eluded their watch and slipped back across the
  plains. Amidst a raging blizzard, he climbed the forbidding
  mountains of Neraka and soon lost his way. Frozen and
  starving, he collapsed in a snowdrift and, with his last breath,
  prayed to his mother Zeboim, for aid.
  As he ended his prayer, he saw a seashell in the snow
  before him. Accepting this as a sign from his goddess mother,
  Ariakan struggled to his feet. A trail of seashells led him to a
  cavern. Here he found shelter against the storm, a cache of
  food, and dry wood for a fire. He ate and, exhausted, fell
  asleep.
  Ariakan awoke to find a figure clad in shining black armor
  near the fire. He did not fear the figure, thinking it a
  manifestation of his dead father. When the figure told Ariakan
  to relate his experiences, he told the figure how he admired
  the Knights of Solamnia—the discipline, training, and
  willingness to sacrifice themselves for their cause. He
  described why the dragonarmies had failed and suggested
  that a new knighthood could succeed where they had fallen
  short.
  37
  APPENDIX 2 | KNIGHTS OF TAKHISIS
  
  It was then that the figure revealed himself to be the Dark
  Warrior, an aspect of the goddess Takhisis. She was not
  happy to hear a list of her faults and her enemies’ virtues, but
  she realized the value of Ariakan’s honesty and insight.
  Ariakan shared his vision of this new knighthood, one that
  would improve upon the example set by the Knights of
  Solamnia and surpass them as the dominant knighthood on
  Ansalon. The Dark Queen gave her blessing to Ariakan’s plan.
  Ariakan quickly gathered what remained of his father’s
  forces and set about building the Knights of Takhisis. Wary of
  discovery, Ariakan sought a secret base from which to build
  his forces. Zeboim guided her son to an island in the North
  Sirrion Sea; Storm’s Keep was built within a year, becoming
  one of the most unassailable fortresses on all of Krynn. A
  cool current from Icewall Glacier kept the island chilly. Great
  storms brewed overhead as the frigid polar waters met the
  warmer northern waters and sheathed the isle in fog, keeping
  its location secret.
  While work on this great military edifice progressed,
  Ariakan explored the sea beyond Ansalon and recruited
  followers. During a voyage beyond the Blood Sea Isles, he
  discovered the island-continent of Ithin’Carthia, home of the
  towering human-like brutes known as the Tarmaks. Ariakan
  convinced them he was the manifestation of one of their
  departed gods and gained their loyalty.
  By the summer of 383 AC, Ariakan was ready. In less than
  fifteen years, he had built the Knights of Takhisis into a force
  that would dominate Ansalon. He had written the Code, the
  laws that governed the Dark Knights. He had organized three
  Orders—those of the Lily, the Skull, and the Thorn—each
  with an individual specialty and purpose, but working as a
  united whole. His Knights were strengthened by blue dragon
  mounts, by the Tarmaks, and by the Minions of Dark, an
  infantry force of mercenaries. The time had come to put his
  dark paladins to the ultimate test.
  Moving with an audacity born of courage, discipline, and
  unshakable faith, the Knights of Takhisis invaded Ansalon. In
  a single month’s time, Ariakan’s forces had conquered more
  territory than the dragonarmies had during the entire War of
  the Lance. Each new conquest brought more recruits.
  Leadership and
  Organization
  The Knights of Takhisis are organized in such a way that the
  strengths of each of the three Orders work to complement
  one another, combining the power of steel, sorcery, and spirit.
  The Knights of the Lily are the warriors of the Knighthood,
  fighting on the battlefield in a variety of roles, from foot
  soldiers to cavalry to dragon riders. The Knights of the Skull
  are divine spellcasters who guide the Knighthood spiritually,
  weeding out all those who would be traitors to the Vision as
  well as threats from the outside. Their unholy power is used
  on the battlefield to aid fellow Knights and to harm enemies.
  The Knights of the Thorn are the arcane spellcasters of the
  Knighthood. They use their arcane arts to predict the
  movements of their adversaries and use magical power to
  obliterate their foes.
  During the War of the Lance, the forces of Good were
  defeated until they decided to work together under a unified
  leadership. Ariakan took this a step further by training
  warriors, clerics, and wizards to complement one another in
  battle. Although a Knight’s training may begin within his own
  Order, they begin working with other Orders at the
  compgroup level and higher.
  The Knights of Takhisis army is led by the Lord of the
  Night, who reigns as supreme commander of the entire army.
  He is advised by the Lord Knights of each order. The army is
  then broken down into seven quadrons, each one led by a
  Master of the Lily, Skull, or Thorn, who report to their
  respective Lord Knight. Quadrons are broken down into four
  shields, which are led by a Marshal. Each shield consists of
  five compgroups, which is led by a Champion. Compgroups
  are made of seven wings and include 30–40 support staff. A
  wing is led by a Knight of Warder rank and consists of five
  talons. The talon, a group of nine people each, is led by a
  Knight of Guardian rank. At the wing and talon level, Knights
  come from only one order. This allows for small missions that
  may only require members of one order, as well as an
  environment that is conducive towards teaching younger
  Knights the ways of the Knighthood.
  Rank Structure
  The rank structure of the Knights of Takhisis is modeled after
  the rank structure of the Knights of Solamnia to a degree,
  though changes were made to fit the organization of the
  Knights of Takhisis. The ranks of the Knights of Takhisis
  were created to represent the individual identity of each
  Order, while maintaining a unified rank structure that all
  knights could easily identify. The hierarchy of the Knights of
  Takhisis is divided into three groups: supplicants who are
  essentially green troops, knight-officers who directly
  command troops in battle, and the Order of Lords who are
  the generals and strategists of the Knighthood. A Squire of
  the Lily is not officially considered part of the Knighthood
  and therefore does not hold a military rank within the
  Knights.
  Supplicants are the lowest-ranking members in each
  Order. They are the backbone of the Knighthood and the
  largest percentage of Knights of Takhisis hold a rank within
  this level. At this stage, they are given the title of Sir or
  Madam. A supplicant enters the Knighthood at the Novice
  level where the initial training of each Order takes place.
  Novices learn their place within their respective Orders and
  begin the fundamental instruction that the Order requires.
  They are quickly trained in the art of battle and how their
  Order approaches combat. Acolytes, having mastered the
  basics expected by their Order, begin to put their lessons to
  more practical use. Most Knights of Takhisis on the
  battlefield hold this rank. As the Knights of Takhisis progress
  to the Warrior rank, they are placed in a leadership role as
  second-in-command of a talon.
  38
  APPENDIX 2 | KNIGHTS OF TAKHISIS
  
  A Knight of Takhisis who becomes a Knight-Officer has
  proven that he is capable of leading others. Knights of
  Guardian rank are given command of a talon, a group of nine
  Knights. A Warder commands a wing—five talons consisting
  of forty-five Knights total. From there, he advances to the rank
  of Champion, commanding a compgroup consisting of seven
  wings, a total of 315 knights and 30–40 support personnel.
  Champion is the first rank at which a Knight of Takhisis
  commands members of another Order as well as his own. A
  Champion may, for example, command two Lily Wings, two
  Skull Wings, and one Thorn Wing. Knights who reach
  Champion level are indoctrinated in the concept that victory
  is more assured when all available assets are used. It is a
  point of honor to the Knighthood that no favoritism is shown
  to one’s own Order. Such an accusation of dishonor and
  impropriety never goes unanswered.
  Once a Knight has proven himself as a Knight-Officer and
  successfully commanded a compgroup, he may seek to
  advance into the Order of Lords. This level of power is only
  attainable if there is a vacancy. Such a vacancy may be
  created; advancement through formal challenge and knightly
  combat is not only permissible, it is encouraged. The
  victorious Knight assumes the rank of the defeated Knight.
  When a vacancy in the upper ranks of the Knighthood comes
  about as the result of attrition (such as a Lord Knight dying of
  natural causes or being killed in battle, outside single
  combat), all applicants must present themselves before a
  tribunal of the Order of Lords. The reviewing tribunal
  determines the criteria under which the position shall be
  won. Typically, such criteria will consist of elimination
  tournaments or particularly hazardous ventures.
  Those who attain rank within the Order of Lords may use
  the title of Lord or Lady. This is the first time that a Knight
  commands forces numbering thousands. The lowest rank
  within the Order of Lords is the Marshal, who commands a
  shield consisting of five compgroups (1,575 knights). A
  Master commands a quadron consisting of four shields
  (6,300 knights). Masters report to the heads of their Orders,
  the Lord Knights. There are only three Lord Knights at any
  given time, one per Order, who report directly to the Lord of
  the Night. Lord Knights are the guiding forces within their
  Orders.
  At the head of the Knighthood is the Lord of the Night, who
  may come from any of the three Orders. He is the supreme
  military commander of the entire Knighthood, leading the
  army through the Order of the Lords.
  The Knights of Takhisis Order of Battle
  Commander Unite Type
  Approximate Unit
  Size
  Lord
  Army (7 Quadrons)
  44,100 men
  Master
  Quadron (4 Shields)
  6,300 men
  Marshal
  Shield (5
  Compgroups)
  1,575 men
  Champion
  Compgroup (7 Wings) 315 men
  Warder
  Wing (5 Talons)
  45 men
  Guardian
  Talon
  9 men
  The Knights of Takhisis Rank Structure
  Rank
  Lily Knights
  Skull Knights
  Thorn Knights
  Lord of the
  Night
  Lord of the
  Night
  Lord of the
  Night
  Lord of the
  Night
  Lord Knight Lord of the
  Lily
  Lord of the
  Skull
  Lord of the
  Thorn
  Master
  Master of the
  Lily
  Master of the
  Skull
  Master of the
  Thorn
  Marshal
  Marshal of
  the Lily
  Marshal of the
  Skull
  Marshal of the
  Thorn
  Champion Champion of
  the Lily
  Champion of
  the Skull
  Champion of
  the Thorn
  Warder
  Warder of the
  Lily
  Warder of the
  Skull
  Warder of the
  Thorn
  Guardian
  Guardian of
  the Lily
  Guardian of
  the Skull
  Guardian of the
  Thorn
  Warrior
  Night Warrior Bone Clerist
  Blood
  Apprentice
  Acolyte
  Night Acolyte Bone Acolyte
  Blood Acolyte
  Novice
  Night Novice Bone Novice
  Blood Novice
  Traditions of the Knights
  of Takhisis
  The Knights of Takhisis were founded on a chivalric code of
  honor that was based in principle on the honor of the Knights
  of Solamnia, though modified to fit the Vision. The Code is
  based on the ideal of respect, both for allies and for enemies
  who have earned it, such as the Knights of Solamnia. All
  others are beneath a Knight of Takhisis. The Knights of
  Takhisis also hold true to loyalty. However, unlike the Knights
  of Solamnia, the Knights of Takhisis don’t hold true to virtue.
  A Knight of Takhisis is free to murder or even steal, but only if
  doing so furthers the goals of the Knighthood. The Knights of
  Takhisis’ code of honor is not as generous as that of the
  Knights of Solamnia, having harsh penalties for failure.
  Knight of Takhisis honor has many things in common with
  the minotaur code of honor, though it is more “civilized” and
  not as brutal. In theory, a Knight’s life should revolve around
  honor.
  Each morning as the sun rises, the Knights of Takhisis
  present themselves on the field in front of their commander.
  There, they recite the Blood Oath five times, interspersed
  with excerpts from the Code in order to keep it fresh in the
  minds of all Knights. During the day, Knights are expected to
  perform their everyday duties. In the evening, all the Orders
  must spend time on their individual focus. Lily Knights focus
  on exercise and practice with the sword, Thorn Knights study
  their arcane arts, and Skull Knights spend time in meditation
  and prayer.
  The Knights of Takhisis are a brotherhood trained to work
  for the betterment of the Knighthood. Personal goals and
  feelings are set aside in favor of the goals of the Knights of
  Takhisis. Individual ambition for one’s own sake is
  discouraged, while ambition for the sake of the Knighthood is
  encouraged. Knights are expected to work together, not only
  within their Order but with members of the other Orders as
  well.
  39
  APPENDIX 2 | KNIGHTS OF TAKHISIS
  
  Duels are a common feature in Knight of Takhisis culture. A
  duel can take place for a number of reasons, though typically
  it is to settle a dispute centered on a point of honor. For
  example, if one Knight accuses another of stealing, the two
  will duel. Whichever of the two Knights is left alive is
  considered to have met any requirements of honor, while the
  defeated Knight will be buried without honor. Duels also
  determine advancement into the Order of Lords, if an
  opening does not already exist. A Knight who wishes to
  advance challenges a Knight within the Order. If he succeeds
  and his foe is slain, he takes his opponent’s place in the Order
  of Lords.
  In combat, it is customary to salute one’s opponent if that
  opponent is known to be honorable. A Knight of Solamnia,
  may be saluted; kender, gnomes, or human mercenaries may
  not.
  The Dark Knights take a very grim view of failure. While
  there may be setbacks on the field of battle, utter and
  complete failure will be met with harsh discipline. Often this
  is based on the circumstances. A minor infraction may only
  result in a lashing. The Knight is stripped of his armor for the
  duration of the punishment, as he is not considered
  honorable enough to wear the symbols of his Order. A
  Knight’s hands are tied to a stake which is driven into a wall
  above the level of his head. His offenses are recited as he is
  whipped, ending with a recitation of the portion of the Code
  that governs this particular behavior. When the lashing ends,
  the Knight must stand on two feet and look his commander
  in the eye, swearing an oath that he will never commit the
  offense again. If he is unable to stand, he will undergo the
  lashing again the next day and each subsequent day until he
  can stand as a Knight.
  Some offenses are severe enough to warrant execution,
  such as treason, disobeying orders, or murdering a fellow
  Knight without a duel. In such cases, the Knight’s sponsor is
  to carry out the execution. The Knight is placed in kneeling
  position, then beheaded by his own sword. If the Knight is not
  in custody, his sponsor will work with an adjudicator to hunt
  down and kill the Knight.
  Knights accused of breaking the Code may present proof of
  their innocence and may request an advocate. The advocate
  will offer the proof of the Knight’s innocence and his unerring
  dedication to the Code, as well as listing the
  accomplishments of the Knight. If the adjudicator agrees with
  the advocate, the accusation is removed from the records. If
  the adjudicator finds the Knight guilty, then the Knight and
  his advocate are both executed.
  The Dark Knights set aside one day a year to honor
  Ariakan’s mother, Zeboim, and the founding of the Knights of
  Takhisis.
  Recruitment and Training
  Recruitment for a Knight of Takhisis begins at a young age,
  typically around twelve years old. Few candidates are
  accepted past age fourteen. For the next three years, the
  young petitioner will undergo a program of rigorous physical
  training and indoctrination. The Knights of the Skull are
  responsible for their training, shaping the bodies, hearts, and
  minds of the young petitioners through harsh discipline.
  Petitioners quickly learn the values of honor and obedience
  and the tenets of the Vision, the Blood Oath, and the Code.
  Young petitioners who display a knack for magical talent may
  also gain additional training by the Knights of the Thorn.
  After this three-year period, petitioners are ready to become
  Squires of the Lily.
  Although it is a rare occurrence, the Knighthood does
  welcome older candidates who have sworn their allegiance
  and demonstrated the heart of honor of a Knight of Takhisis.
  Like their younger counterparts, older petitioners undergo
  their own program of training and indoctrination by the
  Knights of the Skull. This program is different, focused on
  removing existing worldly views and replacing them with the
  Vision of the Knights of Takhisis.
  Recruits to the Knighthood are typically human, though the
  occasional dark elf, half-elf, fatherless dwarf, half-ogre, or
  minotaur will join the ranks. Minotaurs are valued for their
  strength in battle and deep code of honor, while dark elves
  and fatherless dwarves are valued for the talents and
  information they have that can be used against their parent
  race. Half-elves and half-ogres are treated as half-breeds,
  though half-elves often make superior Skull Knight
  ambassadors and half-ogres perform well in the ranks of the
  Knights of the Lily. Ogres are frowned upon. Though very
  strong, they have slow minds and no sense of honor. Kender
  and gnomes are not welcome, and draconians are regarded
  as little more than subhuman monsters. Nonhuman Dark
  Knights discover that the other Knights of Takhisis are not
  always welcoming of their company. The Code does allow for
  nonhumans, so they are accepted, though grudgingly. The
  Knights of the Skull examine each nonhuman candidate,
  checking into their backgrounds to weed out those who
  would betray the Knighthood, as well as evaluating what skills
  the petitioners might bring with them.
  After serving as a petitioner, the prospective Knight
  becomes a Squire of the Lily, serving under a patron Knight.
  It is during this time, typically around a year, that their
  training and indoctrination are first put to practical use.
  Though a squire may serve under a Thorn or Skull Knight,
  they are still considered part of the Order of the Lily since the
  squires require basic warrior training. A Thorn or Skull
  Knight may recognize talents with arcane or divine magic
  and may groom the squire to some degree, but the vast
  majority of training focuses on honor and the warrior arts.
  The squire will work with members of all three Orders,
  learning how they work together to fight a foe.
  When a squire completes the Test of Takhisis, he typically
  serves a year of general service in his Order. As he rises in
  rank, he may choose specialized training.
  40
  APPENDIX 2 | KNIGHTS OF TAKHISIS
  
  While all Knights are proficient in basic combat, Knights of
  the Lily can expand upon that training. Many Lily Knights
  train as cavaliers, learning the techniques of mounted
  combat. Horsemanship is paramount, and the Knight must
  learn to take care of his steed. Cavalry training also includes
  training with a lance. Jousting is used to further this training.
  Some Lily Knights take mounted combat to the ultimate level
  by learning the specialized role of a dragon rider. Dragon
  riders learn that aerial combat is a lot more unpredictable
  than regular mounted combat. Ranks are replaced with aerial
  formations, such as the Blue Lady’s Formation, the Flying V,
  and the Thunderbolt, though dragon riders are also taught
  that, once battle begins, formations don’t last very long. Aerial
  combat tactics include the use of lances, missile weapons (for
  archers), and the dragons’ natural weapons (fang and claw
  attacks, wing buffets, tail slaps, and breath weapons).
  Knights of the Skull can train in several different
  specializations. All Skull Knights train in the basics precepts
  of their faith and are in charge of internal security and, when
  at war, support services and interrogation. Most are capable
  of defending themselves. A select few are chosen to join the
  ranks of the Cabal of the Code as adjudicators. Such Skull
  Knights must memorize the entire Code and learn the skills
  of adjudication. Perhaps the most important task of the Skull
  Knights is to serve as taskmasters for young petitioners,
  focusing on doctrine, discipline, and control. Skull Knights
  can also serve as ambassadors for the Knighthood. In
  addition to the art of diplomacy, the ambassadors learn how
  to gather information on other races and nations in order to
  benefit the Knighthood.
  Knights of the Thorn may specialize in one of several roles
  open to arcane spellcasters. Many take on the role of war
  mage, aiding their fellow Lily Knights from behind the lines
  of battle. Some Thorn Knights focus on using divination in
  their role of gathering external intelligence, supplementing
  the valuable intelligence gathered by mundane spies. Some
  Thorn Knights are trained in the art of casting spells while
  riding dragonback. Typically, a Thorn Knight will sit in a
  specially made three-seated saddle, with a Lily Knight in the
  front and the Thorn Knight riding behind him, next to a Skull
  Knight who offers healing, protection, and enhancement
  magic to the other Knights. This allows the Thorn Knight to
  concentrate on casting his spells. If the dragon has
  spellcasting abilities as well, the Thorn Knight will learn how
  to cast spells in tandem with the dragon.
  All Knights of Takhisis are taught the battle techniques of
  the Knights of Solamnia. The Knights of Takhisis not only
  learn their tactical weaknesses, but also the weakness of the
  Solamnic heart. By understanding what it is to be a Knight of
  Solamnia, the Knights of Takhisis learn what it takes to
  defeat them.
  The Knights of Takhisis try to train all Knights to be
  leaders. While it is true that some individuals are better
  followers than leaders, the Knights of Takhisis view lack of
  ambition as a weakness. Leadership training includes not
  only basic principles, but also how all three Orders work
  together and how to command those who are not from your
  Order. It also centers on placing the Knighthood above the
  self, even if it means sacrificing your own life.
  The Vision and the Blood
  Oath
  When Ariakan formed the Knights of Takhisis, he knew that
  he would need a set of laws to govern his knights so that
  order would be maintained. While Ariakan drew inspiration
  from the Measure of the Knights of Solamnia, he was
  frustrated by the debates over minor points of the Measure
  that he witnessed during his time in captivity. He envisioned a
  set of laws that would allow a knight to know what was
  expected of him, even if separated from his fellow knights, yet
  would allow flexibility and occasional exceptions. Ariakan
  drew up the Code to serve as those laws, based on the Vision
  of Takhisis. Knights would be expected to swear the Blood
  Oath to demonstrate their unwavering dedication to the
  Code.
  The Vision
  The Vision is a statement of the ultimate goal of the
  Knighthood: One World Order. The goal is nothing short of
  the total and unquestioned domination of the world of Krynn.
  The Blood Oath and the Code were established to make the
  Vision manifest. Each Knight also experienced his own
  personal Vision, originally granted by Takhisis through the
  Knights of the Skull. This individual Vision showed each
  Knight his place within the Dark Knights and how he fit into
  Takhisis’ grand scheme.
  The Blood Oath
  The Blood Oath of the Knights of Takhisis is quite simple:
  Submit or Die. The Blood Oath is part of the indoctrination
  process, teaching young aspirants into the Knighthood that
  they must be utterly dedicated, both in body and soul, to the
  cause. All thoughts of self are submerged, sublimated. This
  doesn’t mean that the Knights of Takhisis may not think for
  themselves, merely that the Knighthood comes before all self-
  interest.
  The Code of the Knights
  of Takhisis
  The Code is the set of laws, crafted by Ariakan himself, that
  are designed to deal with both military situations and the
  lives of each member of the Knighthood. The Code borrows
  from the Measure of the Knights of Solamnia, but it has been
  adapted to Ariakan’s vision of the Knights of Takhisis. Strict
  adherence to the Code is required, though each case is
  decided on its own merits and exceptions can be made.
  Ariakan determined that council meetings to consider
  changes to the Code wasted precious time on endless
  bickering over trivial points of law and honor. Ariakan
  established the Code as the unwavering foundation of the
  Knights of Takhisis. Obvious violations were dealt with
  swiftly and with certainty.
  41
  APPENDIX 2 | KNIGHTS OF TAKHISIS
  
  On the other hand, Ariakan realized the need to be flexible, so
  he established means by which exceptions to the Code might
  be considered and accepted or rejected on their own merits.
  Adjudicators of the Code, drawn from the higher ranks of the
  Knights of the Skull, are appointed by the Lord of the Night to
  look into each case. An adjudicator is recognizable by the
  scepter he wields, presented to him by the Lord of the Night
  as a badge of his office. The adjudicator’s decision is law. If
  the adjudicator decides that the Code has been violated, then
  punishment—usually death—is meted out to the offender.
  The bulk of the Code deals with establishing lines of
  communication and authority, detailing how orders are
  dispatched and acted upon quickly. Ariakan knew that there
  would be times when a Knight might find himself cut off from
  the chain of command. Therefore, he devoted sections of the
  Code to teaching the Knights how to act on the Vision and
  carry out the will of the Knighthood when on their own. Even
  within the bounds of the Code, a Knight has a fair amount of
  discretion on how to carry out the Vision.
  The Code allows for a Knight to lie, steal, or murder, but
  only if such acts further the Vision and are not done for self-
  gain or due to loss of control. The Knights of Takhisis do not
  rape, pillage, and plunder. Such acts are considered to be
  averse to advancing the Vision and the establishment of an
  ordered world, free of chaos.
  The Code is divided into several basic precepts, which
  guide each Order of the Knights of Takhisis.
  Order of the Lily. Independence breeds chaos. Submit
  and be strong. The Order of the Lily is the body of the
  Knights of Takhisis. They are the strength by which order is
  maintained, providing unity through that strength.
  Order of the Skull. Death is patient. It flows both from
  without and from within. Be vigilant in all and skeptical of all.
  The Order of the Skull is the soul of the Knights of Takhisis,
  guiding them with the Vision and eliminating those who
  would seek to undo them.
  Order of the Thorn. One who follows the heart finds it will
  bleed. Feel nothing but victory. The Order of the Thorn is the
  mind of the Knights of Takhisis. Thorn Knights believe that
  intellect should always come before emotion. Intellect and
  knowledge provide the keys to victory, while the heart is
  nothing but a distraction.
  Quests and Trials
  The quests of the Knights of Takhisis typically revolve around
  their single-minded purpose: One World Order. Each
  challenge the Knights of Takhisis overcome brings the
  conquest of Ansalon a closer. Some may revolve around open
  warfare, while others are more covert in nature. Each Knight
  is expected to make sacrifices for the Knights of Takhisis, and
  they may be assigned to a variety of missions.
  All of the Knights of Takhisis must undergo the Test of
  Takhisis, before becoming a Knight. Like the Test of High
  Sorcery, the Test of Takhisis tests the Knight, revealing much
  about him and his place in the Knighthood.
  The Test of Takhisis
  For all of the Orders within the Knighthood, continuation past
  the level of Squire of the Lily requires that the Knight pass
  the Test of Takhisis, just as wizards must face the dread Test
  of High Sorcery. Failure in this test results in death. There
  has never been a case where a failed Knight has survived;
  even if a Knight manages to escape, the members of all three
  Orders use their powers to track the Knight down.
  The Test of Takhisis usually centers on the three themes of
  Vision, Order, and Obedience. Typical problems posed are:
  Will the Knight sacrifice whatever is necessary—power,
  fortune, a loved companion, life itself—in order to fulfill the
  Vision? Will order and obedience win out over sentiment and
  the heart? Will the Knight obey an order at the sacrifice of the
  Knight’s own life or the lives of kin or loved ones?
  As with the Test of High Sorcery, the Test of Takhisis may
  be an illusion, though the tested Knights truly believe that
  what they are undergoing is real. In some instances, the
  Knights may be sent on missions or quests designed to prove
  their worthiness. The Test is dangerous and often extremely
  cruel, but those who pass are as strong as steel forged in the
  fires of Neraka.
  The nature of the Test is determined by the Knight’s
  advocate—the person who best knows the Knight. The
  advocate understands and appreciates the fact that a Knight
  must be strong in order to fulfill the Vision. There can be no
  weak links in the chain. Therefore, the Test is never made
  easy for the squire. Quite the contrary, no advocate wants to
  be known as the sponsor of a weak and ineffective Knight;
  therefore, the Test is designed to be as difficult as possible.
  Knights who pass the Test are free to choose the Order
  they wish to enter. Often, though not always, this is the Order
  of their advocate. The ascension of the Knight into the next
  Order takes place in a solemn ceremony at the Knighthood’s
  headquarters. The Knight is kept in seclusion in a Skull
  Knight temple, fasting and praying, for four days prior to the
  ceremony. At the end of this period, during which the Knight
  receives the Vision, the Knight is blessed by the Knights of
  the Skull and sent forth. The Knight comes before the rank
  and file of Knights currently in residence, including the Lord
  of the Night himself. The Procession of Knights is enacted,
  and the Knight is formally presented by his advocate. The
  advancement in rank is bestowed by the Lord of the Night,
  and the Knight is accepted into his Order of choice.
  Conquest
  The primary objective of the Knights of Takhisis is the
  conquest of Ansalon and the world beyond. Knights of
  Takhisis figure prominently in times of war. Smaller acts of
  conquest may present themselves during times of peace, if
  the Knights of Takhisis feel they can annex a city into their
  territory or bring people under their control. Lily Knights are
  typically assigned battlefield positions, either as infantry,
  cavalry, or dragon riders. Thorn Knights often stay behind the
  lines, offering arcane aid to infantry and cavalry troops.
  Knights of the Skull are as likely to enter the fray, delivering
  their deadly magic directly, as they are to hold back and serve
  as support. Spellcasting Knights often ride behind a Lily
  Knight on dragonback as part of a cooperative triad, the Lily
  Knight directing the dragon mount and the two others using
  spells and their special abilities to assist.
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  APPENDIX 2 | KNIGHTS OF TAKHISIS
  
  Intelligence Gathering
  To defeat an enemy, you must know him. Thus, intelligence
  gathering is a critical component of victory. The Knights of
  the Thorn have elevated this to a fine art, acquiring much of
  their knowledge through divination magic. In most cases,
  however, first hand testimony is preferable. A Knight of the
  Thorn or Knight of the Skull frequently undertake quests to
  uncover information, leading groups of lower-rank Knights,
  chosen by the expedition leader for their readiness to use
  force, as well as the guile required in successful intelligence-
  gathering. These specialized talons are much feared, even by
  other Knights of Takhisis, capable of appearing in almost any
  area under the influence of the Knighthood to root out
  traitors, survey populated areas, and establish an intelligence
  foothold over the opposition.
  Items of Power
  The Knights of Takhisis are always on the lookout for
  weapons to use against their enemies. Items of power can
  give the Knighthood an edge during conflicts. Sometimes this
  comes in the form of creating new weapons; sometimes
  Knights of Takhisis search for ancient artifacts to give them
  an advantage. Knights may also seek out personal items to
  aid them in combat. Lily Knights might search for ancient
  swords of legend, Thorn Knights might search for ancient
  tomes of magic, and Skull Knights might search for unholy
  artifacts of divine power.
  Propaganda
  The Knights of Takhisis make use of propaganda in order to
  gain allies and garner support for their goals. Skull Knights
  may be sent to spread disinformation regarding the gods. Lily
  Knights may speak of how the Knights of Takhisis can
  “protect” a town from the forces that threaten it, while in
  reality they intend to take control. Thorn Knights spread
  propaganda regarding matters of intelligence or magical
  affairs. They often speak out against the Wizards of High
  Sorcery, portraying them as elitists with mysterious traditions
  and high entry requirements. Propaganda may be used
  within the borders of Nerakan territory to solidify Knight of
  Takhisis holdings, or outside of their borders to increase their
  holdings.
  Quests of Honor
  The Knights of Takhisis value honor to such a strong degree
  that a Knight must sometimes undertake a quest in order for
  their personal integrity and reputation to be satisfied. This
  may include dueling someone who slighted the Knight,
  retrieving a family heirloom (such as a family sword), or
  repaying a debt of honor. Such a quest is deeply personal and
  must be fulfilled. The Code’s punishment for failure is death.
  The Knights of Takhisis
  and Religion
  Founded on her authoritarian principles and with her dark
  blessing, the Knights of Takhisis are devoted mind, body, and
  soul to the Queen of Darkness. Through her, the Knights of
  the Skull are able to administer the Vision to the Knights of
  Takhisis so that they would each know their place in the Dark
  Queen’s plans.
  The Knights of Takhisis and the
  Gods of Darkness
  Takhisis has been their source of strength and inspiration,
  but she has also been very fickle. She has played a variety of
  roles within the Knighthood, sometimes very visibly and
  sometimes behind the scenes. The Knights of Takhisis
  primarily view Takhisis in her aspect of the Dark Warrior who
  sat with Ariakan as he laid out his plans for the Knighthood.
  The Dark Warrior is portrayed as a Knight of the Lily, a tall
  man in midnight-black armor riding a dark bay charger and
  wielding a barbed greatsword. The Knights of Takhisis also
  revere Takhisis in her chromatic dragon aspect, said to be the
  most powerful of all dragons.
  Zeboim is revered by the Knights of Takhisis as the mother
  of Ariakan. Legends surrounding the creation of Storm’s
  Keep say that she raised it from the ocean depths as a gift for
  her son. The capricious sea goddess is seen in different
  forms by the Knights of Takhisis. Many Knights of Takhisis
  view her as a powerful storm cloud, with lightning striking
  those who displease her. Such a storm cloud is said to rise
  over Storm’s Keep on the anniversary of its founding. Knight
  of Takhisis mariners tend to view her as her Dragon Turtle
  aspect, a mighty beast that rises from the deep to snap apart
  any vessel that displeases her. As a courtesy, the Knights of
  Takhisis will ask for Zeboim’s blessing when going on ocean
  voyages.
  The Knights of Takhisis do not revere any of the other gods
  of Evil, but they at least show them respect. Sargonnas
  especially is esteemed as a fierce god of war and as Takhisis’
  consort. Morgion, who would rather waste away than die in
  battle, is viewed with distaste. Chemosh is well regarded by
  the Knights of the Skull for his patronage of the mysteries of
  death. Nuitari is admired by the Knights of the Thorn, though
  they do not worship him. Hiddukel is looked upon as an
  untrustworthy and dishonorable trickster. Though the
  Knights of Takhisis have an appreciation of his power, they
  are wary.
  43
  APPENDIX 2 | KNIGHTS OF TAKHISIS
  
  The Knights of Takhisis and the
  Gods of Balance
  The gods of Balance are largely perceived as indecisive.
  Reorx is respected as god of the forge and Shinare as
  goddess of industry, though her recent patronage of the
  Knights of Solamnia has caused the Knights of Takhisis to
  view her with suspicion. Gilean is seen as a weakling whose
  knowledge would be put to better use by the Knights of the
  Thorn. Sirrion is a fool who lets his urges control him,
  lacking discipline. Chislev is valued as goddess of nature,
  though the Knights of Takhisis seek to dominate nature.
  Zivilyn is a total mystery to the Dark Knights, who don’t
  understand how the god’s attention can be distracted from
  the present. The Knights of the Thorn admire Lunitari,
  viewing her in the same light as Nuitari.
  The Knights of Takhisis
  and the Gods of Light
  All of the gods of Good are regarded with contempt, some
  more than others. Paladine is viewed with a mixture of
  respect and spite as one of the patrons of the Knights of
  Solamnia, yet also the sworn enemy of the Queen of
  Darkness. Kiri-Jolith is acknowledged for his honorable ways
  and as patron of the sworn enemy of the Knights of Takhisis,
  the Knights of Solamnia. Habbakuk is monitored with
  caution, as his teachings of renewal fly in the face of the
  Code. He is also respected as patron to the Order of the
  Crown.
  The Skull Knights take great enjoyment in killing clerics of
  Mishakal, quashing her message of hope in the process. With
  hope gone, the masses will be much easier to subjugate.
  Majere is frowned upon as a coward who never gets
  involved in the affairs of man. Branchala is perceived as a
  buffoon who should be paying more attention to the world
  around him, rather than playing like a child. The Knights of
  the Thorn offer Solinari respect similar to that enjoyed by his
  magical cousins, though his compassion is viewed as a
  weakness.
  The Knights of Takhisis
  and Dragons
  Like the dragonarmies before them, the Knights of Takhisis
  know the value of working with dragons. Power incarnate,
  dragons are capable of breathing blasts of fire, bolts of
  lightning, or worse; with their massive size and dragonfear,
  their alliance is the Knights of Takhisis’ ultimate weapon.
  Dragon Clans
  The Knights of Takhisis differ from the dragonarmies in their
  alliance with dragonkind. The dragonarmies worked with all
  five clans of evil dragon. While each clan of dragon has its
  uses, several are individualistic and have chaotic natures.
  For this reason, the Knights of Takhisis primarily use the
  fiercely loyal blue dragons, which work well within the
  organized atmosphere of the Knighthood and are
  accustomed to following orders. Blue dragons, for their part,
  hold the Knights of Takhisis in great respect for their
  courage, discipline, and leadership. Blues are excellent aerial
  combatants and work well with their riders in battle; this
  bond between a blue dragon and her rider is a lifelong
  covenant, so the loss of a rider is a devastating blow. The
  Knights of Takhisis are careful to partner a blue with a Knight
  who shares the dragon’s personality, so this bond will form
  swiftly during training.
  Red dragons are vastly intelligent and have a fine grasp of
  military strategy and tactics, but they are supremely arrogant
  and aware of their power. They perform poorly under orders.
  However, their fiery breath weapons and cunning nature have
  often turned the tide of battle, so the Knights of Takhisis have
  occasionally partnered them with confident and high-ranking
  Knights who share their mindset. The most famous of the red
  dragons to serve the Knighthood was Pyraxxus, the mount of
  Ariakan.
  Black dragons are used primarily by the Knights of the
  Skull, who use the somewhat skull-like features of the wyrms
  to their advantage when intimidating foes. Black dragons are
  self-serving and prone to brooding or turning on their
  masters, so the Cabal of the Code’s adjudicators are the only
  Knights of Takhisis who use them with any frequency.
  White and green dragons have found little to no use as
  mounts or allies by the Knights of Takhisis.
  The Knights of Takhisis grudgingly respect the metallic
  dragons of Good, especially the gold, silver, and bronze
  dragons that see so much wartime activity, but they almost
  always meet them as enemies, not companions or potential
  allies. The good dragons serve alongside the elves and the
  Knights of Solamnia in opposing the Knights of Takhisis at
  every opportunity. Frequent allies of the Knights of Solamnia,
  the silver dragons in particular present a strong contrast to
  the blues in service to the Knights of Takhisis, as they are
  equally fond of humans, equally responsive to discipline and
  righteous battle, and just as likely to form lifelong bonds with
  their riders.
  Training
  A Knight of Takhisis employs a staff of handlers to take care
  of his dragon ally. These handlers work to ensure that the
  dragons are well-fed, in good health, and generally content.
  Dragon handlers also aid in the training of dragons for
  combat. Blue dragons are the easiest to train, knowing what
  is expected of them. The others are too arrogant, too crafty,
  or too irascible to work well with a structured training
  regimen.
  Most dragons are trained with a single rider, though a
  three-person saddle is used in times of war so that members
  of all three Orders can serve as a single mounted unit,
  employing martial expertise, clerical or mystical support, and
  arcane firepower. Such an arrangement was initially alien to
  the blues, but they adapted quickly. Larger dragons have also
  been trained to serve almost as airborne troop transports,
  often carrying units of Knight of Takhisis strike teams or even
  draconians into battle, then flying off to serve in other roles
  elsewhere on the field.
  44
  APPENDIX 2 | KNIGHTS OF TAKHISIS
  
  The Knights of Takhisis
  and Magic
  The Knights of Takhisis approach magic differently from their
  enemies, the Knights of Solamnia. The Solamnic Knights
  embraced the divine power of Kiri-Jolith, but they shun
  arcane magic. The Knights of Takhisis, on the other hand, are
  much more accepting of magic. Two of their three Orders are
  devoted to magic. Knights of the Skull wield divine energies,
  while Knights of the Thorn wield arcane power. This unity
  gives the Knights of Takhisis an advantage on the battlefield.
  The Knights of the Skull draw their divine power from the
  goddess Takhisis. Though the Skull Knights revere Zeboim
  as well, they were nevertheless wholly dedicated to the Dark
  Queen. Through her, unholy miracles are made manifest. The
  Skull Knights channel the power of Takhisis to inflict wounds
  on their enemies while healing their comrades. They use the
  power of Takhisis to bestow the Vision on the Dark Knights
  and to weed out their enemies.
  The Knights of the Thorn are the arcane spellcasters of the
  Dark Knights. They use the power of High Sorcery, granted
  to them directly by Takhisis. The inspiration for the Thorn
  Knights was Ariakan’s own father, Ariakas, who had received
  arcane energies from Takhisis during the War of the Lance.
  Though each school of magic is studied, the Thorn Knights
  place particular emphasis on the school of divination, with
  which they can anticipate the moves of their enemies. They
  also established their own tower at Storm’s Keep. The Tower
  of the Thorn was the Thorn Knights’ counterpart to the
  Tower of Wayreth, serving as a place of study and training
  and a storehouse of arcane power.
  The Thorn Knights spread falsehoods about the origins of
  their magic, including a tale claiming that the Thorn Knights
  drew their magic from all three moons of magic. Other
  stories claimed that the Thorn Knights studied schools of
  magic different from the Orders of High Sorcery and that the
  Tower of the Thorn was their own Tower of High Sorcery.
  Thorn Knights and the Moons of
  Krynn
  The sorcerer Knights of the Thorn have their own schools of
  magic. They wear grey or black robes and have no
  relationship to the Black Robes of the Towers of High
  Sorcery.
  Unlike the orders of the towers, the knights draw on the
  power of all three of Krynn’s moons as the source of their
  magic, rather than from one moon. This grants a far more
  powerful magical edge to Thorn Knights. Just how they have
  accomplished this feat remains unknown to the conclave. It is
  not surprising that the robed wizards of Ansalon are
  extremely disturbed by the appearance of this new and
  powerful order of sorcery in the world. They view it as a
  distinct threat to themselves, and wizards of all robes are
  exerting all their efforts to both study it and eradicate it.
  Moon Magic
  The waxing and waning of all three moons has an effect upon
  your magic. When any moon is at High Sanction, you gain
  advantage on attack rolls with spells and gain a +1 bonus to
  your spell save DCs. When any moon is at Low Sanction, you
  have disadvantage on attack rolls with spells, and a -1 penalty
  to your spell save DCs. During the waxing and waning
  periods around the quarter moons, you cast your spells
  normally.
  When the moons align, it has several effects. When two
  moons align, you gain a +1 bonus to your spell save DCs.
  When all three moons align, you gain a +2 bonus to your spell
  save DCs. This bonus is cumulative with High and Low
  Sanction bonuses or penalties.
  Magic Items
  The Knights of Takhisis typically make more use of magic
  items than their Solamnic counterparts. The Thorn Knights
  use magic items for a variety of reasons, from divination to
  assisting the Lily Knights in battle. Drawing on their
  sorcerous talents, they craft their own items, although the
  Gray Robes continue to seek out those created by the
  Wizards of High Sorcery.
  The Knights of the Skull utilize several unholy items
  blessed by Takhisis. The original copy of the Code is believed
  to be blessed by Takhisis herself and is held as the most
  sacred of unholy artifacts. The scepters given to the
  Adjudicators of the Code, signifiers of their responsibility, are
  often charged with unholy power.
  Of the three Orders, the Knights of the Lily are the least
  likely to use magic items outside of weapons and armor.
  45
  APPENDIX 2 | KNIGHTS OF TAKHISIS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Kentti - Dragonlance Seeds of Chaos 5e Conversion.pdf