Medium humanoid (dwarf), Neutral Evil
| Armor Class | 18 (plate armor) |
|---|---|
| Hit Points | 93 (11d8 + 44) |
| Speed | 25 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 18 (+4) | 11 (+0) | 8 (-1) | 12 (+1) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +7, Intimidation +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; poison |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 9 |
| Languages | Common, Dwarvish |
| Challenge | 7 |
Drannin takes an additional action on his turn.
A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack).
Drannin has advantage on saving throws against poison.
Drannin can reroll a saving throw that he fails. He must use the new roll.
Drannin can use a bonus action to regain 16 (1d10 + 11) hit points.
Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength.
Drannin makes three attacks with his greataxe.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.