Dreagloth

Dreagloth CR: 7

Large fiend (demon), chaotic evil
Armor Class: 15 (natural armour)
Hit Points: 123 13d10+32
Speed: 28 ft

STR

20 +5

DEX

15 +2

CON

18 +4

INT

13 +1

WIS

11 +0

CHA

10 +0

Skills: Perception +3, Stealth +5
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison
Condition Immunities: Poison
Senses: Darkvision 120 ft, passive Perception 13
Languages: Abyssal, Elvish, Undercommon
Challenge Rating: 7

Innate Spellcasting. The draegloth's innate spellcasting ability is Charisma (spell saveĀ  DC 11). The draegloth can innately cast the following spells, requiring no material components.

At will: Darkness.

1/day: Confusion, Dancing Lights, Faerie Fire.


Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.

Actions

Multiattack. The draegloth makes three attacks: one with it's bite and two with it's claws.   Bite. Melee Weapon Attack +8 to hit, reach 5 ft, one creature. Hit 16 2d10+5 piercing damage.   Claw. Melee Weapon Attack +8 to hit, reach 5 ft, one target. Hit 16 2d10+5 slashing damage.

A monstrous fiend created from the body of a Black Elf.

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