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)
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

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

Actions

Blood Drain. Melee Weapon Attack: +4to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage.
The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. 

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: Leeching. These dregs grow leech-like tentacles over their bodies, allowing them to attach to a living creature and drain its blood at an alarming rate.

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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