Monster
Draegloth
Outside your table’s allowed sources
Official reference · VGM · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 15 (natural armor)
- Hit points
- 123 (13d10 + 52)
- Speed
- Walk 30 ft.
- Challenge rating
- 7
- Alignment
- Chaotic Evil
- Strength
- 20
- Dexterity
- 15
- Constitution
- 18
- Intelligence
- 13
- Wisdom
- 11
- Charisma
- 11
- Passive Perception
- 13
- Skills
- perception: +3; stealth: +5
- Senses
- darkvision 120 ft.
- Languages
- Abyssal, Elvish, Undercommon
- Resistances
- cold, fire, lightning
- Immunities
- poison
- Condition Immunities
- poisoned
Traits
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 its bite and two with its claws.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.
Claws
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Innate Spellcasting
The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:
At will: darkness
1/day each: confusion, dancing lights, faerie fire