Medium humanoid, neutral evil
- Armor Class
- 18 (plate armor)
- Hit Points
- 93 (11d8 + 44)
- Speed
- 25 ft.
- Challenge
- 7 (2,900 XP)
STR
19
+4
DEX
10
+0
CON
18
+4
INT
11
+0
WIS
8
-1
CHA
12
+1
- Skills
- Athletics +7, Intimidation +4
- Damage Resistances
- cold; poison
- Senses
- darkvision 60 ft., passive Perception 9
- Languages
- Common, Dwarvish
Traits
Action Surge (Recharges after a Short or Long Rest).
Drannin takes an additional action on his turn.
Brute.
A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack).
Dwarven Resilience.
Drannin has advantage on saving throws against poison.
Indomitable (Recharges after a Short or Long Rest).
Drannin can reroll a saving throw that he fails. He must use the new roll.
Second Wind (Recharges after a Short or Long Rest).
Drannin can use a bonus action to regain 16 (1d10 + 11) hit points.
Special Equipment.
Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength.
Actions
Multiattack.
Drannin makes three attacks with his greataxe.
Greataxe.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.