15 (natural armor)
123 (13d10+52)
walk 30 ft.
Perception +3, Stealth +5
cold, fire, lightning
poison
poisoned
darkvision 120 ft.
Abyssal, Elvish, Undercommon
7
The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.
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
The draegloth makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
15 (natural armor)
123 (13d10 + 52)
walk 30 ft.
Perception +3, Stealth +5
cold, fire, lightning
poison
poisoned
darkvision 120 ft.
Abyssal, Elvish, Undercommon
7
+3
The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.
The draegloth makes one Bite attack and two Claw attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
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