Medium Aberration, Unaligned
Armor Class 11
Hit Points 22 (5d8)
Speed 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities Psychic
Condition Immunities Frightened
Senses Darkvision 60 ft., Truesight 60 ft., Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight.

Mad Certainty.
A cyclopean dreg is immune to the frightened condition and psychic damage.

Misty Camouflage.
A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog.

Actions

Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Description

Campaign: Dungeons of Drakkenheim

Many who succumb to contamination become grotesque mockeries of their former selves. They suffer a wretched and loathsome fate, aimlessly wandering the ruins following half-forgotten memories. Most are gripped by despair, fear, and madness which drive them to act violently, though a rare few experience lucidity and a gruesome awareness of their miserable state. Their distorted and emaciated bodies are sustained by the magic of the Haze.

Dreg Mutation: Cyclopean. The eyes of these mutant dregs have merged into a single, central eye.

Lair and Lair Actions

The Haze is functionally the lair of all monsters within Drakkenheim.

Fully Contaminated.
 This creature is immune to contamination, and has advantage on saving throws against contaminated spells.

Haze Adaptation. This creature may benefit from a long rest finished within the Haze. It can see twice as far through the Haze mists and Deep Haze fog.

Haze Dependence. This creature gains one level of exhaustion for every twenty four hours it spends outside the Haze. These exhaustion levels cannot be removed while the creature is outside the Haze.

Delerium Healing. As an action, a monster can touch a delerium shard to regain 10 (3d6) hit points. Once a monster has used a delerium shard in this way, the shard can’t be used in this manner again for twenty four hours.

Keovar

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