Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature.
Misty Camouflage. A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog.
Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll.
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: Lurking. These dregs are fully contaminated, but have not suffered physical warping. Lurking dregs often pretend to be normal humanoids until they have an opportunity to backstab their victims.
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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