Large fiend, chaotic evil
- Armor Class
- 15 (natural armor)
- Hit Points
- 123 (13d10 + 52)
- Speed
- 30 ft.
- Challenge
- 7 (2,900 XP)
STR
20
+5
DEX
15
+2
CON
18
+4
INT
13
+1
WIS
11
+0
CHA
11
+0
- Skills
- Stealth +5, Perception +3
- Damage Resistances
- cold; fire; lightning
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft., passive Perception 13
- Languages
- Abyssal, Elvish, Undercommon
Traits
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 three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.
Claws.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Spellcasting
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: