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Druj



        Druj
        A druj is an undead creature who was once a depraved
        humanoid high priest of a vile deity of death or demon lord
        (such as Bhaal, Demogorgon, Orcus, Myrkul, Shar, or Vecna).
        Its life ended before it could achieve its purpose or goals set
        by its god, dying from a horrific death that nearly resulted in
        the destruction of its entire body. Its dark god bound the priest's
        accursed spirit to its remaining body part - a head, gouged
        eyeball, or dismembered hand, and transformed it into a druj.
          Agent of Annihilation. Once born, a druj sets out to complete
        its goals, including eradicating what it now hates above all
        else - the living, especially the ones that slew its mortal form.
        No matter what form it takes, a druj's presence and touch can
        drain the life of the living unfortunate enough to be caught
        close to it. It is resistant to magic and nonmagical attacks and
        can see invisible and hidden things and those existing in the
        Ethereal Plane. It travels only at night as it abhors and avoids
        daylight. A druj haunts temple ruins, catacombs, crypts, and
        graveyards, often attracting undead servitors such as skeletons,
        zombies, ghouls, and wights.
          Troupe of Doom. A druj is almost often encountered singly.
        However, a more powerful entity - such as a demon, death
        knight, or lich, can command a few druj to work together as a
        team. These dangerous druj groups can be comprised of a head
        with two eyes,  a head accompanied by two claws, or a head with
        two eyes and two claws.
          Undead Nature. A druj doesn’t require air, food, drink, or sleep.
        Claw

        The least powerful of its forms, the druj spirit bound to its hand
        appears as a hideous-looking claw. In combat, it uses its spells
        to sow confusion before crawling and pouncing on its victim,
        grabbing its neck and draining it until it is dead.


          Druj Claw                                             Spider Climb. The druj can climb difficult surfaces, including

                                                                upside down on ceilings, without needing to make an ability check.
          Tiny undead, chaotic evil
                                                                Sunlight Sensitivity. While in sunlight, the druj has disadvantage
          Armor Class 12                                        on attack rolls, as well as on Wisdom (Perception) checks that rely
          Hit Points 108 (24d4 + 48)                            on sight.
          Speed 20 ft., climb 20 ft.                            Actions

              STR           DEX           CON           INT           WIS           CHA   Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
                 16 (+3)      14 (+2)       14 (+2)      13 (+1)     17 (+3)      15 (+2)  (1d6 + 3) bludgeoning or slashing damage plus 13 (3d8) necrotic
                                                                damage (druj's choice) and if the target is a creature, it is grappled
          Saving Throws Wis +6, Cha +5                          (escape DC 13). Until this grapple ends, the druj can automatically
          Skills Athletics +6, Perception +6, Stealth +8        hit the target with its claw, and the druj can't attack another
          Damage Resistances cold; bludgeoning, piercing, and slashing from   target. The target must succeed on a DC 13 Constitution saving
            nonmagical attacks                                  throw or its hit point maximum is reduced by an amount equal to
          Damage Immunities necrotic, poison                    the necrotic damage taken. This reduction lasts until the target
          Condition Immunities charmed, exhaustion, frightened, paralyzed,   finishes a long rest. The target dies if this effect reduces its hit point
            petrified, poisoned, prone                          maximum to 0.
          Senses truesight 60 ft., passive Perception 16          A humanoid slain by this attack rises 24 hours later as a zombie
          Languages the languages it knew in life but it can't speak  under the druj's control, unless the humanoid is restored to life
          Challenge 7 (2,900 XP)       Proficiency Bonus +3     or its body is destroyed. The druj can have no more than twelve
                                                                zombies under its control at one time.
          Aura of Annihilation. The druj can activate or deactivate this feature   Innate Spellcasting. The druj's innate spellcasting ability is
          as a bonus action. While active, the aura deals 5 necrotic damage   Wisdom (spell save DC 14, +6 to hit with spell attacks). The druj
          to any creature that ends its turn within 30 feet of the druj. Undead   can innately cast the following spells, without providing material
          and fiends ignore this effect.                        components:
          Magic Resistance. The druj has advantage on saving throws against   At will: animate dead, chill touch (3d8), darkness, silence
          spells and other magical effects.                     1/day each: confusion, contagion, finger of death

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