The Myth'ul Drak Army
Myth'ul Drak Brute
Brutes are the lowest class in the Myth'ul Drak army. Bestial in nature, they are expendable fighters that rely heavily on their brute strength and huge clawed hands.
Brutes often form the majority of a Myth'ul Drak army's front line due to their unparalleled ability to spread chaos and confusion, easily displacing enemy forces and with little risk to the more trained warriors.
Myth'ul Drak Scout
The Scout is a large insect-like creature that flies high in the sky, generally trying to avoid interacting with other creatures. Almost impossible to see in the sky, a scout can nonetheless be discovered by the loud droning of its wings as it flies.
Scouts are by far the weakest Myth'ul Drak and as such are rarely used by the Myth'ul Drak in combat, but they make excellent reconnaissance units due to their ability to survey an entire battlefield. A Scout's drone can often be the only warning of an impending Myth'ul Drak invasion.
Myth'ul Drak Strider
Swift and silent, the Strider excels in hunting down individual creatures.
Myth'ul Drak use Striders to assassinate key targets before a battle, but they can also be found chasing down deserters from both sides of the battlefield.
Myth'ul Drak Lightbringer
Most Myth'ul Drak warriors have some small control of arcane energies, but none match the power of the rare Myth'ul Drak Lightbringer. Few are respected more than these powerful beings who harness the power of the very light itself to bring waste to armies.
Physically weak compared to others in the army, Lightbringers often remain in the most defensible positions striking their enemies from afar.
Myth'ul Drak Healer
The Myth'ul Drak often suffer severe and debilitating injuries during warfare due to their heavy focus on offense over defense. For this reason the Healers are generally well respected, though some Myth'ul Drak publicly scorn them for their obvious lack of combat prowess.
Healers will rarely be seen on the battlefield, but commonly travel close behind Myth'ul Drak armies to tend to the wounded. They will rarely waste their energy on brutes or scouts, opting to heal the higher classes when possible.
Myth'ul Drak Soldier
Skilled warriors form the bulk of a Myth'ul Drak's army. Soldiers are trained in all aspects of warfare and are as comfortable fighting any foe, whether in a duel or as part of an army. Most Soldiers wield greatswords, though they have been known to use all manner of weapons.
When fighting in a Myth'ul Drak army, Soldiers will usually allow Brutes to disrupt their enemies' front lines before charging in to the weakest points.
Myth'ul Drak Grunt
Occasionally an exceptionally gifted Brute will be rewarded with a soldier's training and become a Myth'ul Drak Grunt. These powerful beings often wield one or more swords, which they use to carve through scores of lesser creatures.
Grunts always aim to show off their might, often charging headlong into the largest group of enemies they can find.
Myth'ul Drak General
The highest honor earned by only the most skilled fighters, the Myth'ul Drak General has command over all other Myth'ul Drak in the army.
Though exceptional fighters in their own right, a General will inevitably be found towards the back lines of the army where they can oversee the battle and issue commands to the army.
Myth'ul Drak Doggo
A common household pet, Myth'ul Drak keep these dog-like creatures primarily for their good company and fierce loyalty.
Myth'ul Drak doggos do not make effective fighters, many are as likely to lick a stranger as attack them. For this reason they will almost never be found on a battlefield.




Myth'ul Drak Brute
Large fiend (demon), neutral evil
- Armor Class 17 (natural armor)
- Hit Points 157 (15d10 + 75)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 21 (+5) 15 (+2) 17 (+3) 16 (+3)
- Saving Throws Str +9, Con +9, Wis +7 Cha +7
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 13
- Languages Abyssal
- Challenge 9 (5,000 XP)
Innate Spellcasting. The brute's spellcasting ability is Intelligence (spell save DC 14). The brute can innately cast the following spells, requiring no material components:
At Will: faerie fire, detect magic, dispel magic
1/day each: confusion, power word stunMagic Resistance. The brute has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The brute makes four attacks: two with its claws and two with its fists. Alternatively, it makes two claw attacks and casts one spell.
Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Fist. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) bludgeoning damage.
Image: Hollen36.




Myth'ul Drak Scout
Large fiend (demon), neutral evil
- Armor Class 15 (natural armor)
- Hit Points 127 (15d10 + 45)
- Speed 20 ft., fly 60 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
- Skills Nature +4, Perception +5, Stealth +7, Survival +5
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 13
- Languages Abyssal
- Challenge 1 (200 XP)
Innate Spellcasting. The scout's spellcasting ability is Intelligence (spell save DC 14). The scout can innately cast the following spells, requiring no material components:
At Will: detect magic, dispel magic, pass without a trace
1/day: invisiblity*
* The scout can only target itself with this spell.Actions
Multiattack. The scout makes two melee attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage.
Image: Hollen36.




Myth'ul Drak Strider
Large fiend (demon), neutral evil
- Armor Class 16
- Hit Points 127 (15d10 + 45)
- Speed 50 ft.
STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 17 (+3) 17 (+3) 17 (+3) 16 (+3)
- Saving Throws Dex +9, Con +7, Wis +7 Cha +7
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 13
- Languages Abyssal
- Challenge 10 (7,200 XP)
Innate Spellcasting. The strider's spellcasting ability is Intelligence (spell save DC 15). The strider can innately cast the following spells, requiring no material components:
At Will: detect magic, dispel magic, pass without a trace
1/day each: freedom of movement*, locate creature, invisiblity*
* The strider can only target itself with these spells.Magic Resistance. The strider has advantage on saving throws against spells and other magical effects.
Assassinate. Furing its first turn, the strider has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the strider scores against a surprised creature is a critical hit.
Evasion. If the strider is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the strider instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the strider deals an extra 14 (4d6) 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 strider that isn't incapacitated and the strider doesn't have disadvantage on the roll.
Actions
Multiattack. The strider makes two melee attacks.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) slashing damage.
Image: Hollen36.




Myth'ul Drak Lightbringer
Large fiend (demon), neutral evil
- Armor Class 15 (natural armor)
- Hit Points 127 (18d10 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 15 (+2) 20 (+5) 17 (+3) 16 (+3)
- Saving Throws Con +6, Int +9, Wis +7 Cha +7
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 13
- Languages Abyssal
- Challenge 14 (11,500 XP)
Magic Resistance. The lightbringer has advantage on saving throws against spells and other magical effects.
Spellcasting. The lightbringer is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lightbringer can cast detect magic and dispel magic at will and knows the following spells:
Cantrip: dancing lights, light, mending, sacred flame
1st level (4 slots): chromatic orb, faerie fire, guiding bolt
2nd level (3 slots): blindness/deafness, flaming sphere, moonbeam
3rd level (3 slots): daylight, fireball, hypnotic pattern 4th level (3 slots): banishment, fire shield
5th level (3 slots): flame strike, scrying, wall of force
6th level (1 slots): sunbeam
7th level (1 slots): prismatic spray
8th level (1 slots): sunburst
9th level (1 slots): prismatic wallActions
Multiattack. The lightbringer makes four attacks: two with its claws and two with its lanterns. Alternatively, it makes two lantern attacks and cast one spell.
Lantern. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) bludgeoning damage and 5 (2d4) fire damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d8 + 1) slashing damage.
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Henchel, the Myth'ul Drak Healer
Large fiend (demon), neutral evil
- Armor Class 15 (natural armor)
- Hit Points 127 (18d10 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 17 (+3) 20 (+5) 17 (+3)
- Saving Throws Con +6, Int +7, Wis +9 Cha +7
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 13
- Languages Abyssal
- Challenge 14 (11,500 XP)
Magic Resistance. Henchel has advantage on saving throws against spells and other magical effects.
Spellcasting. Henchel is an 18th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Henchel can cast detect magic and dispel magic at will and knows the following spells:
Cantrip: friends, guidance, mending, sacred flame
1st level (4 slots): cure wounds, healing word, inflict wounds
2nd level (3 slots): calm emotions, hold person, prayer of healing
3rd level (3 slots): mass healing word, speak with dead, revivify
4th level (3 slots): blight, death ward, guardian of faith
5th level (3 slots): contagion, dream, greater restoration
6th level (1 slots): heal
7th level (1 slots): resurrection, sequester
8th level (1 slots): holy aura
9th level (1 slots): power word healActions
Multiattack. Henchel makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d8 + 1) slashing damage.
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Myth'ul Drak Soldier
Large fiend (demon), neutral evil
- Armor Class 17
- Hit Points 58 (9d10 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
- Skills Athletics +5, Perception +2
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages Abyssal
- Challenge 3 (700 XP)
Innate Spellcasting. The soldier's spellcasting ability is Intelligence (spell save DC 16). The soldier can innately cast the following spells, requiring no material components:
At Will: faerie fire, detect magic, dispel magic
1/day each: compelled duel, searing smiteMagic Resistance. The soldier has advantage on saving throws against spells and other magical effects.
Magic Weapons. The soldier's weapon attacks are magical.
Actions
Multiattack. The soldier makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) slashing damage.
Image: Hollen36.




Myth'ul Drak Grunt
Large fiend (demon), neutral evil
- Armor Class 18
- Hit Points 190 (18d10 + 93)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
- Skills Athletics +6, Perception +2
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages Abyssal
- Challenge 4 (1,100 XP)
Innate Spellcasting. The grunt's spellcasting ability is Intelligence (spell save DC 16). The grunt can innately cast the following spells, requiring no material components:
At Will: faerie fire, detect magic, dispel magic
1/day each: destructive wave, staggering smiteMagic Resistance. The grunt has advantage on saving throws against spells and other magical effects.
Magic Weapons. The grunt's weapon attacks are magical.
Actions
Multiattack. The grunt makes three melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) slashing damage.
Reactions
Parry. The grunt adds 5 to its AC against one melee attack that would hit it. To do so, the grunt must see the attacker and be weilding a melee weapon.
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Myth'ul Drak General Guldri
Large fiend (demon), neutral evil
- Armor Class 19
- Hit Points 190 (18d10 + 93)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 14 (+2) 12 (+1) 13 (+1) 14 (+2)
- Skills Athletics +8, Perception +4
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages Abyssal
- Challenge 5 (1,800 XP)
Innate Spellcasting. The general's spellcasting ability is Intelligence (spell save DC 17). The general can innately cast the following spells, requiring no material components:
At Will: faerie fire, detect magic, dispel magic
1/day each: crusader's mantle, staggering smiteMagic Resistance. The general has advantage on saving throws against spells and other magical effects.
Magic Weapons. The general's weapon attacks are magical.
Actions
Multiattack. The general makes three melee attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (1d10 + 5) slashing damage.
Reactions
Parry. The general adds 5 to its AC against one melee attack that would hit it. To do so, the general must see the attacker and be weilding a melee weapon.
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Myth'ul Drak Doggo
Medium fiend (demon), unaligned
- Armor Class 13 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Damage Resistances poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 13
- Languages --
- Challenge 1/2 (100 XP)
Keen Hearing and Smell. The doggo has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The doggo has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Growl. The doggo targets one creature within 30 feet of it. If the target can hear the doggo, the target must succeed on a DC 8 Wisdom saving throw or be frightened of the doggo for the next minute. An affected creature can make a DC 8 Wisdom saving throw at the end of each of its turns to end the effect early.
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