P a g e | 3 TABLE OF CONTENTS

Table of Contents ...... 3 Introduction ...... 4 Blackspawn, Raider ...... 5 Blackspawn, Exterminator ...... 6 Blackspawn, Stalker ...... 7 Bluespawn, Ambusher ...... 8 Bluespawn, Burrower ...... 9 Bluespawn, Godslayer ...... 10 Bluespawn, Stormlizard ...... 11 Bluespawn, Stoneglider ...... 12 Greenspawn, Leaper ...... 13 Greenspawn, Razorfiend ...... 14 Greenspawn, Sneak ...... 15 Greenspawn, Zealot ...... 16 Redspawn, Arcaniss ...... 17 Redspawn, Berserker ...... 18 Redspawn, Birther ...... 19 Redspawn, Firebelcher ...... 20 Whitespawn, Hordeling ...... 21 Whitespawn, Hunter ...... 22 Whitespawn, Iceskidder ...... 23

Sample file 4 | P a g e INTRODUCTION

Tiamat is sometimes known as the Mother of Dragons and for As per the nightmare entry in the , those special good reason -- her fecundity has infected any plane she touches. abilities are now listed as "Confer [DAMAGE] Immunity." It's fitting, then, that Tiamat's spawn are more than just dragons "Blessed of Tiamat" now describes a collection of alone. Just as Tiamat is a being beyond definition that defies miscellaneous resistances normally reserved for elves, including fiendish or draconic classification, so too are her many advantages on saving throws against being charmed and offspring. Bred from any creature that suits her, these immunity to magic sleep. Not all dragonspawn are blessed by dragonspawn make for dangerous foes that are often lent to her Tiamat. cult (or, for a more horrific alternative, her cult are turned into In D&D 3.5 there was no separate poison damage. To these beings via the redspawn birther). distinguish greenspawn from blackspawn, greenspawn are immune to and rely on poison damage. If you prefer, simply switch out all immunities and poison damage for greenspawn to DRAGONSPAWN TAG acid damage. All creatures with the dragonspawn tag are considered dragons for the purposes of magical and spell effects that affect ISCLAIMER them. Although the main type of each creature may vary (from D humanoids to giants), the dragonspawn tag ensures that a PC DUNGEONS & DRAGONS, D&D, , with dragonslaying equipment will be effective against all of , , , the dragon ampersand, them. and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. USING THESE CREATURES This work contains material that is copyright Wizards of the Each entry includes a description and advice on how to insert Coast and/or other authors. Such material is used with these creatures into an existing Hoard of the Dragon Queen permission under the Community Content Agreement for campaign. Given the scope and size of the campaign, sprinkling Dungeon Masters Guild. a few of these creatures can go a long way. • Dragon Magic: Redspawn Berserker It's worth noting that many of these beings are more powerful • Dragons of Faerun: Bluespawn Stoneglider, Redspawn than their mundane counterparts, so use them sparingly. Birther Additionally, the color of each dragonspawn is indicative of • Monster Manual IV: Blackspawn Raider, Blackspawn its immunities and resistances; PCs who are stocked up and Stalker, Bluespawn Ambusher, Bluespawn Burrower, ready to face a dragon of a similar type will have an easier time Bluespawn Godslayer, Bluespawn Stormlizard, Green- than those who are ambushed or unprepared. Consider the spawn Leaper, Greenspawn Razorfiend, Greenspawn party's capabilities before unleashing these monsters on them. Sneak, Redspawn Arcaniss, Redspawn Firebelcher, Several of these dragonspawn are meant to be used together; Whitespawn Hordeling, Whitespawn Hunter, some dragonspawn enhance each other's abilities, while others Whitespawn Iceskidder are mounts for their more intelligent kin. • Monster Manual V: Greenspawn Zealot

All other original material in this work is copyright 2019 by CONVERSION NOTES Mal and Tal Enterprises, LLC and published under the Community Content Agreement for Dungeon Masters Guild. "Blessed of Tiamat" was originally used in D&D 3.5 to describe a mount that could confer damage immunity to a rider. Sample file

P a g e | 5 BLACKSPAWN, RAIDER

This black-scaled humanoid has yellow eyes, a maw full of Skills Athletics +5, Perception +3, Stealth +5, Survival +3 sharp teeth, and downward-curved horns. Damage Immunities acid Condition Immunities paralyzed Blackspawn raiders are shock troops, led by blackspawn Senses darvkision 60 ft., passive Perception 12 exterminators to overwhelm opponents with sheer numbers and Languages Common, Draconic their fearsome acid breath. Challenge 6 (2,300 xp) Blackspawn raiders travel in pairs of two and primarily rely on ambush, stalking their prey until they catch it in a vulnerable Ambush. In the first round of a combat, the blackspawn raider moment. When four are encountered, they may be led by a has advantage on attack rolls against any creature it surprised. blackspawn exterminator. Blessed of Tiamat. The blackspawn has advantage on saving throws against being charmed, and magic can't put the black- spawn to sleep. HOARD OF THE DRAGON QUEEN TIPS Cunning Action. On each of its turns, the blackspawn raider can Blackspawn raiders are powerful enough that one of them at use a bonus action to take the Dash, Disengage, or Hide action. lower levels will keep a party occupied. Use them as bodyguards and muscle for more intelligent opponents, or as leaders of ACTIONS gangs of smaller enemies. Multiattack. The blackspawn raider makes two melee attacks. • Falchion. Melee Weapon Attack: +5 to hit, reach 5 ft., one BLACKSPAWN RAIDER target. Hit: 6 (1d8 + 2) piercing damage. Medium humanoid (dragonspawn), chaotic evil • Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Armor Class 15 (natural armor) Acid Breath (Recharge 5-6): The blackspawn raider exhales acid Hit Points 60 (8d8 + 24) in a 15-foot line that is 5 feet wide. Each creature in that line Speed 30 ft. must make a DC 13 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a success- STR DEX CON INT WIS CHA ful one. 14 (+2) 15 (+2) 16 (+3) 10 (+0) 11 (+0) 8 (-1)

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6 | P a g e BLACKSPAWN, EXTERMINATOR

This black-scaled humanoid is cloaked in dark robes and taken a turn. Any hit the blackspawn exterminator scores wields a wicked sword with a shortbow draped across its back. against a surprised creature is a critical hit. Its yellow eyes gleam with malicious intelligence. Blessed of Tiamat. The blackspawn has advantage on saving throws against being charmed, and magic can't put the black- Exterminators are faster and stealthier than blackspawn spawn to sleep. raiders but no less dangerous. Exterminators act as leaders of Ethereal Jaunt. As a bonus action, the blackspawn exterminator raiders, with lightning ambushes against foes when they least can magically shift from the Material Plane to the Ethereal expect it. Their ability to ethereally jaunt in and out of combat Plane, or vice versa. makes them particularly effective in separating out targets from Evasion. If the blackspawn exterminator is subjected to an ef- a crowd. fect that allows it to make a Dexterity saving throw to take only Blackspawn exterminators are assassins first and foremost. half damage, the blackspawn exterminator instead takes no They specialize in attacking from nowhere and then damage if it succeeds on the saving throw, and only half damage if it fails. disappearing before their victims can rally a coherent defense. Standing Leap. The blackspawn’s long jump is up to 20 feet and

its high jump is up to 10 feet, with or without a running start. HOARD OF THE DRAGON QUEEN TIPS Sneak Attack. Once per turn, the blackspawn exterminator In the third attack in Episode 5: The Cult Strikes Back of Rise deals an extra 14 (4d6) damage when it hits a target with a of Tiamat, you can replace the half-green dragon assassin with a weapon attack and has advantage on the attack roll, or when blackspawn exterminator and the dragonwings with blackspawn the target is within 5 feet of an ally of the blackspawn extermi- raiders. nator that isn't incapacitated and the blackspawn exterminator doesn't have disadvantage on the attack roll.

BLACKSPAWN EXTERMINATOR ACTIONS Medium humanoid (dragonspawn), chaotic evil Multiattack. The blackspawn exterminator makes two shorts-

Armor Class 18 (studded leather) word attacks. Hit Points 91 (14d8 + 28) • +1 Shortsword. Melee Weapon Attack. +12 to hit, reach 5 Speed 30 ft. ft., one target. Hit: 10 (1d6 + 7) piercing damage, and the target must make a DC 15 Constitution saving throw, tak-

STR DEX CON INT WIS CHA ing 24 (7d6) poison damage on a failed save, or half as 16 (+3) 22 (+6) 14 (+2) 10 (+0) 14 (+2) 11 (+0) much damage on a successful one. • +1 Shortbow. Ranged Weapon Attack. +12 to hit, range Saving Throws Dex +11, Int +5 80/320 ft., one target. Hit: 10 (1d6 + 7) piercing damage, Skills Acrobatics +11, Athletics +8, Perception +7, Stealth +11, and the target must make a DC 15 Constitution saving Survival +7 throw, taking 24 (7d6) poison damage on a failed save, or Damage Immunities acid half as much damage on a successful one. Damage Resistances bludgeoning, piercing, and slashing from Acid Breath (Recharge 5-6). The blackspawn exterminator ex- non-magical attacks; poison hales acid in a 15-foot line that is 5 feet wide. Each creature in Condition Immunities paralyzed that line must make a DC 19 Dexterity saving throw, taking 22 Senses darkvision 60 ft., passive Perception 17 (5d8) acid damage on a failed save, or half as much damage on a Languages Thieves' Cant, Common, Draconic successful one. Challenge 13 (10,000 XP)

Assassinate. During its first turn, the blackspawn exterminator has advantage on attack rolls against any creature that hasn't Sample file

P a g e | 7

BLACKSPAWN, STALKER

What you at first took for a spider is something far, far worse: LACKSPAWN TALKER B S a black-scaled horror with six limbs, two of which end in Large monstrosity (dragonspawn), chaotic evil grasping claws. Its head has multiple horns and eyes in places where none should be, and its maw drips acid. Strangest of all Armor Class 16 (natural armor) are its two tails, which twitch in agitation as it descends from a Hit Points 105 (10d10 + 50) web strand towards you. Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA The blackspawn stalker is a curious spawn of Tiamat since it 23 (+6) 15 (+2) 21 (+5) 5 (-3) 13 (+1) 11 (+0) seems to have nothing in common with just about any other creature. It's possible Tiamat chose the spider form because of

Skills Athletics +10, Perception +5, Stealth +6, Survival +5 its sinister connotations. Damage Immunities acid In combat blackspawn stalkers hide in their lairs until they Senses darkvision 60 ft., tremorsense 60 ft., passive Perception spot prey, charging forth with its horns to disable foes. It then 15 relies on webbing to tie any prone victims up and acid breath to Languages Draconic ward off would-be rescuers. Blackspawn stalkers are more Challenge 9 (5,000 XP) interested in eating than fighting, so they gleefully drag vulnerable prey screaming back into their webs, relying on the Charge. If the blackspawn stalker moves at least 20 feet straight sticky netting to discourage pursuit. toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving HOARD OF THE DRAGON QUEEN TIPS throw or be knocked prone. The blackspawn stalkers make for excellent guardians to Confer Acid Immunity. The blackspawn stalker can grant im- replace the giant spiders outside Chuth's lair in Episode 4: munity to acid damage to anyone riding it. Neronvain of Rise of Tiamat. They're more powerful though, so Keen Smell. The blackspawn stalker has advantage on Wisdom instead of seven giant spiders and three ettercaps, replace them (Perception) checks that rely on smell. with three blackspawn stalkers. Spider Climb. The blackspawn stalker can climb difficult sur- faces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the blackspawn stalker knows the exact location of any other creature in contact with the same web. Web Walker. The blackspawn stalker ignores movement re- strictions caused by webbing.

ACTIONS

Multiattack. The blackspawn stalker makes three attacks: one with its bite and two with its tail slap. • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) piercing damage plus 4 (1d8) acid damage. • Tail Slap. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is re- strained by webbing. As an action, the restrained creature can make a DC 18 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The web- bing has AC 10, 5 hit Points, is vulnerable to fire damage and im- mune to acid and bludgeoning damage. Acid Breath (Recharge 5-6). The blackspawn stalker exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line mustSample make a DC 14 Dexterity saving throw, taking 22 (5d8) acid file damage on a failed save, or half as much damage on a success- ful one.

8 | P a g e BLUESPAWN, AMBUSHER

This blue-scaled creature has the squat build of a badger but LUESPAWN MBUSHER a horn atop its head and wicked digging claws to match. Its B A entire body crackles with electricity. Medium monstrosity (dragonspawn), lawful evil

Armor Class 18 (natural armor) Bluespawn ambushers are blue-dragon badgers. In combat Hit Points 26 (4d8 + 8) these monsters act like bombs, exploding up into the middle of Speed 20 ft., burrow 20 ft. foes to unleash their lightning burst before burrowing back down again…only to return when it recharges. STR DEX CON INT WIS CHA Bluespawn ambushers aren't likely to last long in prolonged 19 (+4) 10 (+0) 14 (+2) 3 (-4) 14 (+2) 13 (+1) one-on-one combat, so they tend to act as advance troops to soften up the opposition, harrying them while larger foes Skills Athletics +7, Perception +5, Stealth +3 engage. Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 HOARD OF THE DRAGON QUEEN TIPS Damage Immunities lightning Languages Draconic Ambushers are best used as part of first attack of The Cult Challenge 5 (1,800 XP) Strikes Back in Episode 5 of Rise of Tiamat. For obvious reasons they work best if the attack takes place outdoors. Keen Smell. The bluespawn ambusher has advantage on Wis- dom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The bluespawn ambusher makes two attacks: one with its gore and one with its claws. • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar- get. Hit: 7 (1d6 + 4) piercing damage. • Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar- get. Hit: 9 (2d4 + 4) piercing damage. Lightning Burst (Recharge 5-6). The bluespawn ambusher radi- ates lightning in a 10-foot radius. Each creature in that burst must make a DC 11 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

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