Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Misty Camouflage. A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog.
Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination.
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: Lambent. These dregs glow with an octarine witchlight, making them appear to be ghosts or other wrathful spirits.
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.
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