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Dhergoloth

Dhergoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked never any more, never any less. Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies.   Since dhergoloths are little more than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don't take a lot of thought to resolve. When given anything complex to do, they either forget what they're told or don't listen in the first place, and then bungle the task that was set for them.   Dhergoloth are fundamentally lazy creatures. Given no reason to attack, they rarely rise to the bait.   A Dhergoloth’s head doesn’t turn around along with its furiously spinning torso, and its torso can spin in a different direction from its dancing legs.
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Dhergoloth

Medium yugoloth, neutral
Armor Class 15 (natural armor)
Hit Points 119 14d8+56
Speed 30ft

STR
17 +3
DEX
10 0
CON
10 0
INT
7 -2
WIS
10 0
CHA
9 -1

Saving Throws Str +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 10
Languages Yugoloth
Challenge 7


Innate Spellcasting. The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components:   At will: darkness, fear   3/day: sleep   Magic Resistance. The canoloth has advantage on saving throws against spells and other magical effects.   Magic Weapons. The canoloth's weapon attacks are magical.


Actions

Multiattack. The dhergoloth makes two claw attacks.   Flailing Claws (Recharge 5-6). The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.   Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) slashing damage..   Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.


 

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