Draegloth
Large fiend (demon), chaotic evil
Armor Class
15 (natural armor)
Hit Points
123 (13d10+52)
Speed
30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
11 (0)
CHA
11 (0)
Damage Immunities
poison
Damage Resistances
cold, fire, lightning
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Skills
Perception +3, Stealth +5
Languages
Abyssal, Elvish, Undercommon
Challenge
7 (2,900 XP)
Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep.
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
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.