Large fiend (demon), Chaotic Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 123 (13d10 + 52) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 15 (+2) | 18 (+4) | 13 (+1) | 11 (+0) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | darkvision 120 ft., passive Perception 13 |
| Languages | Abyssal, Elvish, Undercommon |
| Challenge | 7 |
The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.
The draegloth makes one Bite attack and two Claw attacks.
Melee Attack Roll: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.
Melee Attack Roll: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: dancing lights, darkness
1 each/day: confusion, faerie fire
Large fiend (demon), Chaotic Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 123 (13d10 + 52) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 15 (+2) | 18 (+4) | 13 (+1) | 11 (+0) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | darkvision 120 ft., passive Perception 13 |
| Languages | Abyssal, Elvish, Undercommon |
| Challenge | 7 |
The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.
The draegloth makes three attacks: one with its bite and two with its claws.
Melee Attack Roll: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.
Melee Attack Roll: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
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 each/day: confusion, dancing lights, faerie fire