Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing.
Misty Camouflage. A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog.
Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.
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: Tentacled. Many dregs have a few tentacles extending from their bodies, but these have far more and can use them to greater effect.
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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