Draudnu

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Draudnu Actions

Armor Class 16 Multiattack.


The draudnu makes three melee attacks or two ranged
Hit Points 142 () attacks.
Speed 30 ft., climb 30 ft.
Flesh Hook.
STR DEX CON INT WIS CHA Melee Weapon Attack:+10, Reach 5 ft., one target
16 22 20 13 16 20 Hit: 17 (2d10+6) piercing damage
(+3) (+6) (+5) (+1) (+3) (+5) If the target is a Medium or smaller creature, the draudnu
can detach the hook and force the target to make a DC 18
Dexterity saving throw. On a failed save, the target is
Saving Throws Int+5, Wis+7, Cha+9 skewered by the flesh hook, and the draudnu regrows a
Skills Athletics+7, Perception+7 new hook immediately. While skewered, a creature's speed
is reduced by 10 feet, plus 5 feet for every additional flesh
Damage Resistances cold, fire, lightning, psychic hook that is skewering it.
Damage Immunities acid, poison When the draudnu detaches its flesh hook, it can attempt
to fasten the target to a surface such as a floor or wall
Condition Immunities charmed, exhaustion, frightened, within 5 feet of the target. When this happens, the target is
poisoned, prone also restrained to the surface by the flesh hook on a failed
save.
Senses truesight 120 ft., passive Perception 17 A creature within 5 feet of the flesh hook can use its action
Languages Abyssal, Common, telepathy 120 ft. to make a DC 15 Strength check. On a success, the
Challenge 9 (5000 XP) skewered target takes 6 (1d12) piercing damage, and the
flesh hook is removed.
Proficiency Bonus 4
Acid Spray.
Aggressive Ranged Weapon Attack:+10, Range 30 ft., one target
As a bonus action, the draudnu can move up to its speed Hit: 21 (6d4+6) acid damage
toward a hostile creature that it can see.
Anyone within 5 feet of the target must pass a Dexterity
saving throw or take half the damage dealt to the target.
Corrosive Skin
A creature that touches the draudnu or hits it with a melee
attack while within 5 feet of it takes [[1d8]] acid damage.

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.

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