Page 95 - Monster Manual Expanded III Dragonix
P. 95

Eye                                                    Head
        The sinister druj eye appears as a sickly, almost diseased-looking   The druj head appears as a menacing decapitated head or skull of
        eyeball with its attached veins trailing behind it.  It moves by   a humanoid corpse, with faint, greenish necrotic energy emanating
        hovering before flitting about almost unseen to pick off its victims.   from within its eye sockets.  Like the druj eye, the druj head moves
        It has a potent set of spells that can disrupt, perplex, and outright   by hovering, darting in and out of shadows while attacking.  The
        destroy its targets.  Creatures foolish enough to be caught by its   most powerful of its type, the druj head has devastating spells and
        terrifying gaze are instantly paralyzed, gripped by supernatural   the ability to unleash a bloodcurdling scream that can terrify those
        fear.                                                  who hear it.


         Druj Eye                                               Druj Head

         Tiny undead, chaotic evil                              Tiny undead, chaotic evil
         Armor Class 14                                         Armor Class 13
         Hit Points 90 (20d4 + 40)                              Hit Points 143 (26d4 + 78)
         Speed 0 ft., fly 30 ft. (hover)                        Speed 0 ft., fly 30 ft. (hover)

             STR           DEX           CON           INT           WIS           CHA   STR           DEX           CON           INT           WIS           CHA
                  1 (-5)        19 (+4)      14 (+2)      13 (+1)      17 (+3)      15 (+2)           1 (-5)        16 (+3)      16 (+3)      14 (+2)      18 (+4)      15 (+2)

         Saving Throws Wis +6, Cha +5                           Saving Throws Wis +8, Cha +6
         Skills Perception +6, Stealth +10                      Skills Perception +8, Stealth +7
         Damage Resistances cold; bludgeoning, piercing, and slashing from   Damage Resistances cold; bludgeoning, piercing, and slashing from
           nonmagical attacks                                     nonmagical attacks
         Damage Immunities necrotic, poison                     Damage Immunities necrotic, poison
         Condition Immunities charmed, exhaustion, frightened, paralyzed,   Condition Immunities charmed, exhaustion, frightened, paralyzed,
           petrified, poisoned, prone                             petrified, poisoned, prone
         Senses truesight 60 ft., passive Perception 16         Senses truesight 60 ft., passive Perception 18
         Languages the languages it knew in life but it can't speak  Languages the languages it knew in life
         Challenge 8 (3,900 XP)       Proficiency Bonus +3      Challenge 10 (5,900 XP)       Proficiency Bonus +4

         Aura of Annihilation. The druj can activate or deactivate this feature   Aura of Annihilation. The druj can activate or deactivate this feature
         as a bonus action. While active, the aura deals 5 necrotic damage   as a bonus action. While active, the aura deals 5 necrotic damage
         to any creature that ends its turn within 30 feet of the druj. Undead   to any creature that ends its turn within 30 feet of the druj. Undead
         and fiends ignore this effect.                         and fiends ignore this effect.
         Magic Resistance. The druj has advantage on saving throws against   Magic Resistance. The druj has advantage on saving throws against
         spells and other magical effects.                      spells and other magical effects.
         Sunlight Sensitivity. While in sunlight, the druj has disadvantage on   Sunlight Sensitivity. While in sunlight, the druj has disadvantage on
         attack rolls, as well as on Wisdom (Perception) checks that rely on   attack rolls, as well as on Wisdom (Perception) checks that rely on
         sight.                                                 sight.
         Actions                                                Actions

         Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.   Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
         Hit: 17 (3d8 + 4) necrotic damage. The target must succeed on a DC   7 (1d6 + 4) piercing damage plus 22 (5d8) necrotic damage. The
         13 Constitution saving throw or its hit point maximum is reduced by   target must succeed on a DC 15 Constitution saving throw or its
         an amount equal to the damage taken. This reduction lasts until the   hit point maximum is reduced by an amount equal to the necrotic
         target finishes a long rest. The target dies if this effect reduces its hit   damage taken. This reduction lasts until the target finishes a long
         point maximum to 0.                                    rest. The target dies if this effect reduces its hit point maximum to 0.
           A humanoid slain by this attack rises 24 hours later as a zombie     A humanoid slain by this attack rises 24 hours later as a zombie
         under the druj's control, unless the humanoid is restored to life or its   under the druj's control, unless the humanoid is restored to life or its
         body is destroyed. The druj can have no more than twelve zombies   body is destroyed. The druj can have no more than twelve zombies
         under its control at one time.                         under its control at one time.
         Terrifying Glare. The druj targets one creature it can see within   Innate Spellcasting. The druj's innate spellcasting ability is Wisdom
         30 feet of it. If the target can see the druj, the target must succeed   (spell save DC 16, +8 to hit with spell attacks). The druj can innately
         on a DC 13 Wisdom saving throw or be magically frightened for 1   cast the following spells, without providing material components:
         minute. The frightened target is paralyzed.  A creature can repeat
                                                                At will: animate dead, chill touch (3d8), darkness, silence
         the saving throw at the end of each of its turns, ending the effect on
                                                                1/day each: telekinesis, power word pain, psychic scream
         itself on a success.
                                                                Dreadful Scream (Recharge 5-6). The druj emits a bloodcurdling
         Innate Spellcasting. The druj's innate spellcasting ability is Wisdom   scream.  Each creature that is neither a fiend nor an undead within
         (spell save DC 14, +6 to hit with spell attacks). The druj can innately   60 feet of the druj must make a DC 15 Wisdom saving throw or
         cast the following spells, without providing material components:
                                                                become frightened for 1 minute.  A frightened creature can repeat
         At will: animate dead, chill touch (3d8), darkness, silence  the saving throw at the end of each of its turns, ending the effect on
         1/day each: charm monster, synaptic static, disintegrate  itself on a success. If a creature’s saving throw is successful or the
                                                                effect ends for it, the creature is immune to druj's Dreadful Scream
                                                                for the next 24 hours.

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