Large Fiend (Demon), Lawful Good
Armor Class 18 (Natural Armor)
Hit Points 152 (16d10 + 64)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws INT +9, WIS +4
Skills Arcana +9, Nature +0, Perception +4, Religion +9, Stealth +6
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 14
Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Giant, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Arcane Ward. Each time the draegloth casts an abjuration spell of 1st level or higher, it gains 23 temporary hit points.

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 12). The draegloth can innately cast the following spells, requiring no material components:

At will: darkness

1/day each: confusion, dancing lights, faerie fire

Spellcasting. The draegloth is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The draegloth has following wizard spells prepared:

Cantrips (at will): Acid SplashBlade WardMendingPrestidigitation

1st level (4 slots): Burning HandsCause FearSleep

2nd level (3 slots): Acid ArrowInvisibilityMirror Image

3rd level (3 slots): CounterspellDispel MagicFly

4th level (3 slots): Ice StormPrivate SanctumSummon Elemental

5th level (1 slots): Arcane HandWall of Force

Actions

Multiattack. The draegloth makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) slashing damage.

Description

Yzzred was born in the drow city of Ishme Nanad, to the Tymer'Shyr family. Throughout his five decades within the city he performed many great atrocities, relishing the bloodshed in Lolth's dark name. 

While out with a contingent of house guards, hunting a party of svirfneblin, they happened upon a strange wizard's tower; the tower had not been in that tunnel the week before, it appeared as though by magic. Within they found a fully intact space, though there was no sign of a wizard anywhere. Scattered in a heap on the floor Yzzred found a cluster of odd tarot cards. Upon picking one up, he was met with a peculiar rendering of a set of scales; the card melted in his hands like so much ice.

In a cold flash, Yzzred's malice, hatred, and rancor melted away. It was replaced with kindness, caring, and... fear. Yzzred had somehow been perverted from his demonic nature. He bade his house contingent to continue on the search while he brought up the rear. Using the time he had bought himself, Yzzred gathered a collection of tomes and artifacts before fleeing the Underdark altogether.

During the next two centuries, Yzzred was not hunted, though he feared it at every step. Adventurers attempted to kill him on sight, despite his pleas and assurances. He made few friends in those years, though he spent a happy few decades with a dwarf he met in the steppes Wildbarrow. 

During this time, though it was against his nature, Yzzred studied and became a powerful wizard in his own right. Now residing somewhere in the Iceclaw alps, Yzzred lives a life of peace, using his magic to aid adventurers and forestall threats to his small valley.

VikinYngof

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