Verminaard

Medium humanoid (cleric, human), Lawful Evil

Armor Class

20 (+2 plate armor)

Hit Points

143 (22d8 + 44)

Speed

walk 30 ft.

Saves

wis +10, cha +9

Skills

perception +16, religion +9

Damage Immunities

Fire

Condition Immunities

Charmed, Frightened

Senses

darkvision 60 ft.

Languages

Abyssal, Common, Draconic

Challenge

17

Proficiency Bonus

+6

Spellcasting

Verminaard casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 18): • At will: light, thaumaturgy • 2/Day each: bane, fear, freedom of movement, greater restoration, hold monster, revivify

Draconic Command

Whenever a Dragon or a creature with the Draconic Devotion trait within 30 feet of Verminaard makes an attack roll, the creature can roll a d4 and add the number rolled to the attack roll.

Legendary Resistance (3/Day)

If Verminaard fails a saving throw, he can choose to succeed instead.

Special Equipment

Verminaard wears +2 plate armor and wields the mace Nightbringer, which grants him darkvision as well as immunity to fire damage and to the charmed and frightened conditions (included above).

Actions

Multiattack

Verminaard makes two Nightbringer attacks and uses Malediction.

Nightbringer

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 9) bludgeoning damage plus 10 (4d4) radiant damage. If the target is a creature, the target must succeed on a DC 20 Constitution saving throw or be blinded until the start of Verminaard's next turn.

Malediction

Verminaard utters an unholy word, causing profane fire to descend on one creature Verminaard can see within 60 feet of himself. The creature must make a DC 18 Dexterity saving throw, taking 11 (2d10) necrotic damage plus 11 (2d10) radiant damage on a failed save or half as much damage on a successful one.

Dragon Queen's Favor (5/Day) (Bonus Action)

Verminaard or one creature he can see within 60 feet of himself magically regains 17 (2d12 + 4) hit points.

Legendary actions

Legendary Actions (3/Turn)

Verminaard can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Verminaard regains spent legendary actions at the start of its turn.

Tactical Movement

Verminaard moves up to his speed or commands a mount he is riding to move up to its speed. This movement doesn't provoke opportunity attacks.

Fervent Strike (Costs 2 Actions)

Verminaard makes one Nightbringer attack. If this attack hits, it deals an additional 7 (2d6) bludgeoning damage.

Cast a Spell (Costs 3 Actions)

Verminaard uses Spellcasting.