Page 249 - Mordenkainen's Tome of Foes Deluxe
P. 249

•
                                                   •


                                        •                        Dhergoloths rush into battle like whirlwinds of destruc-
                                                                tion, lashing out with five sets of  claws, which extend
                                                                from their squat, barrel-shaped bodies. They take
                                                                contracts to put down uprisings, clear out rabble, and
                                                                eliminate scouts and skirmishers, and they revel in the
                                                                butchery they create, their unhinged laughter rising
                                                                above their victims' screams.
                                                                  Since dhergoloths are little more than dumb brutes,
                                                                employers must use caution when instructing these
                                                                fiends. They can handle simple orders that don't take
                                                                a lot of time to resolve. When given anything complex
                                                                 to do, they either forget what they're told or don't listen
                                                                in the first place, and then bungle the task that was
                                                                set for them.

                                                                DHERGOLOTH
                                                                 Medium fiend (yugoloth), neutral evil

                                                                                           .  ,.
                                                                Armor Class 15 (natural armor)   J.  ·  .
                                                                 Hit Points 119 (14d8 +56)
                                                                Speed 30 ft.
                                                                   STR     DEX    CON     INT     WIS    CHA
                                                                  17 (+3)   10 (+O)   19 (+4)   7 (- 2)   10 (+0)   9 (-1)

                                                                Saving Throws Str +6
                                                                 Damage Resistances cold, fire, lightning; bludgeoning, piercing,
                                                                  and slashing from nonmagical attacks
                                                                 Damage Immunities acid, poison
                                                                Condition Immunities poisoned
                                                                Senses blindsight 60 ft., darkvision 60 ft.,
                                                                  passive Perception 10
                                                                 L anguages Abyssal, Infernal, telepathy 60 ft.
                                                                Challenge 7 (2,900 XP)

                                                                Innate Spet/casting. The dhergoloth's innate spellcasting ability
                                                                is Charisma (spell save DC 10). It can innately cast the follow-
                                                                ing spells, requiring no material components:
                                                                                                         .....   .,•
                                                                At will: darkness.fear                       .  ·.
                                                                3/day: sleep                                 '·
                                                                Magic Resistance. The dhergoloth has advantage on saving
                                                                throws against spells and other magical effects.
                                                                Magic Weapons. The dhergoloth's weapon attacks are magical.
                                                                ACTIONS
                                                                Multiattack. The dhergoloth makes two claw attacks.
                                                                Claw.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                                Hit: 12 (2d8 + 3)  slashing damage.
                                                                Flailing Claws (Recharge 5-6). The dhergoloth moves up to its
                                                                walking speed in a straight line and targets each creature within
                                                                5 feet of  it during its movement. Each target must succeed
                                                                on a DC 14 Dexterity saving throw or take 22 (3d12 + 3)  slash-
                                                                ing damage.
                                                                Teleport. The dhergoloth magically teleports, along with any
                                                                equipment it is wearing or carrying, up to 60 feet to an unoccu-
                                                                pied space it can see.



            Cll APTER  6  I BESTIARY
                                                                            -.
   244   245   246   247   248   249   250   251   252   253   254