View Full Version : Varram the White and Galvan the Blue

2016-11-02, 02:37 AM
Here are my takes with the two wyrmspeakers that don't make a serious appearance in the Tyranny of Dragons storyline. Please let me know what you guys think. Thank you for any feedback


medium humanoid (dwarf), neutral evil

Armor Class 14

Hit Points 110(13d8+52 )

Speed 25 ft.

10(+0) 10(+0) 18 (+4) 16(+1) 14 (+2) 18 (+4)

Saving Throws Con +7, Cha +7

Skills Arcana +5, Deception +10, Religion +5, Perception +8

Damage Immunities cold

Damage Resistances poison

Condition Immunities Charmed, Frightened

Senses Blindsight 10ft., Darkvision 120 ft., passive Perception 18

Languages Common, Dwarven, Draconic

Challenge 8 (3,900 XP)

Special Equipment. Varram has the White Insignia of Claws, the White Dragonfang Dagger, and The White Dragon Mask

Draconic Majesty. Varram adds his Charisma bonus to his AC (included).

Dwarven Resilience. Varram has advantage on saving throws against poison.

Winter's Fury. Varram deals an additional 1d8 cold damage with melee attacks while at half maximum Hit Points or less.


Multiattack- Varram can use Shivering Stab twice.

Shivering Stab. Melee Spell Attack: + 7 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 7 (2d6) cold damage.

Dragonfang Dagger. Melee Weapon Attack: + 5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage plus 7 (2d6) cold damage.

Frozen Spike. Ranged Spell Attack: +7 to hit, range 120 ft., One target. Hit 5 (1d10) piercing damage plus 7 (2d6) cold damage.

Icicle Crash (Recharge 5 or 6): range 120 ft., Each target in a 20 foot radius must make a DC 15 Dexterity save or take 10 (3d6) piercing damage plus 20 (6d6) cold damage and has its speed reduced by 10 feet for one minute as a shower of icicles comes crashing down upon them. A successful save halves the damage and ignores the speed reduction.


Varram can take two Legendary actions, choosing from the options below. Only one option can be used at a time. A legendary action can be taken only at the end of another player's turn. Varram regains spent actions at the beginning of his turn. He has the following legendary action options, some of which expend more than one action when taken:

Frigid Fog (2 actions). a heavy, cold mist fills a 20 foot radius sphere centered on any point within 120 feet that Varram can see. The fog spreads around corners and the area is heavily obscured. Each creature in the fog when it appears must make a DC 15 Constitution saving throw, taking 7 (3d6) cold damage on a failed save or half as much on a successful one. A creature that ends its turn in the fog must also save versus this damage. A wind of at least 20 mph disperses the fog. This fog lasts until the start of Varram's next turn.

Attack (1 action) Varram makes one attack.

Perceive (1 action) Varram makes a Wisdom (Perception) check.


Medium humanoid (human), lawful evil

Armor Class 16
Hit Points 84 (13d8+26)
Speed 30 feet

Str. Dex. Con. Int. Wis. Cha
10(+0)14 (+2)14 (+2)18 (+4)16 (+3)18 (+4)

Saving throws Intelligence +8, Wisdom +7
Skills Arcane +, History +11, Perception +11, Religion +8
Damage immunities Lightning
Condition immunities charmed, frightened
Senses passive perception 21
Languages Common, Draconic, Infernal
Challenge 10 (5,900 XP)

Special Equipment: Galvan has the Blue Dragon Mask, The Blue Insignia of Claws, and The Blue Dragonfang Dagger.

Draconic Majesty: Galvan can add his Charisma bonus to his armor class (already included)

Legendary resistance (1/day) When Galvan fails a saving throw, he may succeed on it instead.

Lingering Shock. When Galvan deals lightning damage to a creature, it cannot take reactions until its next turn.

Spellcasting Galvan is an 13th level spellcaster. His spellcasting ability is Intelligence (save DC 16, +8 to hit with spells). Galvan has the following Wizard spells prepared:

Cantrips (at will): Blade ward, light, message, prestidigitation, shocking grasp
1st level (4 slots): Magic Missle, thunderwave, witch bolt
2nd level (3 slots): Invisibility, mirror image, misty step
3rd level (3 slots): Clairvoyance, fly, lightning bolt
4th level (3 slots): Arcane eye, dimension door, Evard's black tentacles
5th level (2 slots): Hold monster, mislead, scrying
6th level (1 slot): Chain lightning
7th level (1 slot): Teleport


Dragonfang Dagger. Melee Weapon Attack: + 8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage plus 7 (2d6) lightning damage.

Legendary actions

Galvan can take 3 legendary actions. Only one legendary action can be used at any time and only at the end of another creature's turn. Galvan regains all spent legendary actions at the start of his turn.

Shocking Grasp (1 Action) Galvan uses his Shocking Grasp cantrip.

Perceive (1action) Galvan makes a Wisdom (Perception) check.

Lightning arc (3 actions) Galvan forms a lightning arc, forming a 5 foot wide line between him and another creature in the roo that he can see within 120 feet of him. That creature must make a DC 16 Dexterity saving throw or take 10 (3d6) lightning damage.