Draegloth

Large fiend (demon), Chaotic Evil

Armor Class

15 (natural armor)

Hit Points

123 (13d10+52)

Speed

walk 30 ft.

Skills

Perception +3, Stealth +5

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, Elvish, Undercommon

Challenge

7

Fey Ancestry

The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.

Innate Spellcasting

The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components: • At will: darkness • 1/Day each: confusion, dancing lights, faerie fire

Actions

Multiattack

The draegloth makes three attacks: one with its bite and two with its claws.

Bite

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claws

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Draegloth

Large fiend (demon), typically chaotic evil

Armor Class

15 (natural armor)

Hit Points

123 (13d10 + 52)

Speed

walk 30 ft.

Skills

Perception +3, Stealth +5

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, Elvish, Undercommon

Challenge

7

Proficiency Bonus

+3

Fey Ancestry

The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.

Actions

Multiattack

The draegloth makes one Bite attack and two Claw attacks.

Bite

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.

Claw

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Spellcasting

The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11): • At will: dancing lights, darkness • 1/Day each: confusion, faerie fire