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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Bestiary

