Medium humanoid (cleric, human), Lawful Evil
| Armor Class | 20 (+2 plate armor) |
|---|---|
| Hit Points | 143 (22d8 + 44) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 13 (+1) | 15 (+2) | 16 (+3) | 18 (+4) | 17 (+3) |
| Saving Throws | Cha +9, Wis +10 |
|---|---|
| Skills | Perception +16, Religion +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | fire |
| Condition Immunities | charmed; frightened |
| Senses | darkvision 60 ft., passive Perception 26 |
| Languages | Abyssal, Common, Draconic |
| Challenge | 17 |
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.
If Verminaard fails a saving throw, he can choose to succeed instead.
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).
Verminaard makes two Nightbringer attacks and uses Malediction.
Melee Attack Roll: +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.
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.
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.
Verminaard makes one Nightbringer attack. If this attack hits, it deals an additional 7 (2d6) bludgeoning damage.
Verminaard uses 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 each/day: bane, fear, freedom of movement, greater restoration, hold monster, revivify