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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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Bestiary

