Medium Or Small Monstrosity (Merfolk), Typically Lawful Evil
Armor Class 18 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws DEX +4, CON +5
Skills Stealth +7
Damage Vulnerabilities Cold
Damage Immunities Poison
Condition Immunities Paralyzed, Poisoned, Stunned
Senses Darkvision 120 ft., Passive Perception 9
Languages Telepathy 120 ft. but only with other dreugh
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The water dreugh has advantage on saving throws against spells and other magical effects. 

Ambusher. The water dreugh has advantage on attack rolls against any creature it has surprised.

Blood Frenzy. The water dreugh has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Regeneration. The water dreugh regains 5 hit points at the start of its turn if it has at least 1 hit point. 

Water Breathing. The water dreugh can breathe only underwater.

Actions

Multiattack. The water dreugh attacks twice with its pincers.

Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. 

Description

The dreugh are an ancient species of aquatic, octopus-like beastfolk, commonly hunted for their hide and the wax scraped from their shells. 

Dreugh are mostly mild-mannered, and usually scavenge for food. Occasionally, dreugh will cut fishermens' nets while scavenging to steal the fish inside. When hunting, they prefer dark, dank places from which to snatch unsuspecting prey.

Habitat: CoastalUnderwater

brussellsprout28

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