Draegloth champion

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Draegloth Champion

Large fiend (demon), Chaotic Evil


  • Armor Class 18
  • Hit Points 246 (26d10 + 104)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 20 (+5) 14 (+2) 15 (+2) 14 (+2)

  • Saving Throws CON +10, CHA +7, STR +12
  • Skills Skills Perception +8, Stealth +9, Athletics +12
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Abyssal, Elvish, Undercommon
  • Challenge 12 (8,400 XP)

Legendary resilience (3/day). When the Draegloth fails a saving throw it can repeat the save. It must use the new roll.

Keen Senses. Draegloth has advantage on Wisdom (Perception) checks that rely on smell and hearing.

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

Fear Aura: Any creature Hostile to the Draegloth that starts its turn within 20 feet of the fiend must make a DC 15 Wisdom saving throw, unless the Draegloth is Incapacitated. On a failed save, the creature is Frightened until the start of its next turn.

Four arms. Draegloth can grapple a creature as a bonus action and has an advantage on attacks against the grappled creature.

Reaction

Demonic aggression Draegloth can use its reaction to re roll a d20 on a failed attack and then move up to half it's speed. This movement does not provoke an opportunity attack.


Innate Spellcasting. The draegloth's innate spellcasting ability is Charisma (spell save DC 16). The draegloth can innately cast the following spells, requiring no material components:

At will: darkness, dancing lights, spider climb, web

1/day each: confusion, faerie fire, cloudkill

Actions

Multiattack. The draegloth makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 23 (3d10 + 7) piercing damage and 11 (1d10+5) poison damage.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Legendary Actions

Draegloth 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. Draegloth regains spent legendary actions at the start of their turn.

Poison Spray. (Cost 1 action) Draegloth casts a Poison Spray cantrip.

Attack. (Cost 1 action) Draegloth makes one claw attack.

Fey shadow walk (Cost 1 action) Draegloth can teleport up to 30ft while in darkness or dim light.

 

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