Draudnu
Draudnu
Draudnu
Freedom of Movement
The draudnu ignores difficult terrain, and magical effects
can't reduce its speed or cause it to be restrained. It can
spend 5 feet of movement to escape from nonmagical
restraints or being grappled.
Magic Resistance
The draudnu has advantage on saving throws against
spells and other magical effects.
Overwhelming Madness
When a creature that isn't an obyrith starts its turn within 30
feet of one or more draudnus, it must make a DC 16
Intelligence saving throw. On a failed save, the creature
takes 10 (3d6) psychic damage and must subtract a d4
from each of its attack rolls and saving throws until the start
of its next turn. This die increases to a d6 if there are three
or four draudnus, and to a d8 if there are five or more.
Standing Leap
The draudnu's long jump is up to 20 feet and its high jump
is up to 10 feet, with or without a running start.
https://app.roll20.net/editor/ 1/1