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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