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