Armor Class 20 ({@item +2 plate armor})
Hit Points 143 (22d8 + 44)
Speed 30 ft.
Saving Throws WIS +10, CHA +9
Skills Perception +16, Religion +9
Damage Immunities fire
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 26
Languages Abyssal, Common, Draconic
Challenge 17
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).
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). Verminaard or one creature he can see within 60 feet of himself magically regains 17 (2d12 + 4) hit points.
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.
MCV2DC, p. 15