Mornujhar, Exarch of Tiamat (Black)

As Tomb of Annhiliation comes to end I am planning my next campaign which will be based around the 4th Edition Scales of War.  Some of the monsters caught my eye and decided to convert ahead of time.  Here is the Black Exarch of Tiamat.

Medium humanoid (dragonborn, mythic), chaotic evil

Armour Class 22 (godplate armour)
Hit Points 315 (21d8 + 147)
Speed 40 ft., fly 80 ft., swim 40 ft.

27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)

Saving Throws Dex +9, Con +14, Wis +9, Cha +11
Skills Perception +16, Stealth +9
Damage Immunities acid
Damage Resistances cold, fire and lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic, Supernal
Challenge 21 (33,000 XP)

Amphibious. Mornujhar can breathe air and water.

Assassinate. During his first turn, Mornujhar has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit he scores against a surprised creature is a critical hit.

Dragonborn Fury.  While bloodied (<50% hit points) Mornujhar has advantage on attack rolls.

Evasion. If Mornujhar is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Legendary Resistance (3/Day). If Mornujhar fails a saving throw, he can choose to succeed instead.

Sneak Attack. Once per turn, Mornujhar deals an extra 14 (4d6) damage when he 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 that isn’t incapacitated and Mornujhar doesn’t have disadvantage on the attack roll.

Stalk. On each of his turns, Mornujhar can use a bonus action to take the Dash, Disengage, or Hide action. If he has any form of concealment or breaks line of sight Mornujhar makes his Hide check with advantage.


Multiattack. Mornujhar makes three black iron falchion attacks. He may also use dragon breath or toxic cloud (if available) but not both.

Black Iron Falchion. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 

Hit: 19 (2d10 + 8) slashing damage plus 9 (2d8) acid damage.

Dragon Breath (1/Day). Mornujhar exhales acid in a 90-foot cone. Each creature in that cone must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Toxic Cloud (Recharge 4–6). Mornujhar exhales a billowing cloud of acidic gas in a 20-foot sphere centred​ on himself. Each creature in that area must make a DC 20 Constitution saving throw, taking 21 (6d6) acid and 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.  Any creature (except Mornujhar) that ends its turn in the cloud takes 10 acid damage and is weakened only doing half damage with weapons that depend on Strength (save ends). The cloud blocks line of sight for all creatures.


Mornujhar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Mornujhar regains spent legendary actions at the start of its turn.
  • Detect. Mornujhar makes a Wisdom (Perception) check.
  • Double Attack. Mornujhar makes a black iron falchion attack against up to twoopponents.
  • Vanish (Costs 2 Actions). Mornujhar becomes invisible until the end of his next turn or he makes an attack. 

0 thoughts on “Mornujhar, Exarch of Tiamat (Black)

  1. Interesting. You took the stats of an Ancient Black Dragon and applied them to a dragonborn. There are some errors in your conversion, however, as you gave him a fly and swim speed. He may acutally be a CR 22 because of his multiattack.

    1. I am not a stickler for the CR math in the DMG since its divorced from reality. Will this guy pose a challenge to 4 level 20 characters – probably not – so his CR should actually be lower IMO.

      Having said that, I will revisit him once his seen battle with my characters.

      1. I do have to say, I am a big fan of re-purposing stat blocks and general builds. We need to be more savvy as dungeon masters, and not reinvent the wheel. It seems to be the oeuvre of 5e design. Less is more.

        That said, I am curious to know how this turned out.