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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. > >\columnbreak > >### 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.