Draegloth 5e

Most drow are content to summon and bind demons, but a few deranged priestesses call fiends for foul rituals that mingle demonic blood with that of driders Abyssal dark elves have a connection with demons.

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Most drow are content to summon and bind demons, but a few deranged priestesses call fiends for foul rituals that mingle demonic blood with that of driders. The horrendous products of these unions are both drider and draegloth, and they are among the most feared creatures in the Abyss. You have black skin and white hair that grows like a mane down your back, on the outside of your forearms, and down the back of your calves.

Your fingers end in long claws, and you have canine-like back legs. You primary and secondary arms are usually very muscular, and you have long, pointed ears and teeth. The drow of the Underdark worship the evil goddess Lolth, whose unforgiving rule of her people has caused the dark elves to develop a strong sense of pragmatism and discipline. The servants of Lolth learn from an early age that those who act first have the advantage in a society built on ruthless self-determination.

Even those drow who escape the yoke of their dark culture typically retain this state of mind. Drow have little time for indecision or endless discussion, instead favoring quick action at all times.

Despite the harshness of their culture, the members of the powerful drow houses live decadent lives. In drow society, an overt display of wealth is a sign of the strength and power of one's house, and many drow carry this attitude with them even after abandoning their people.

A drow adventurer might drink only the finest wines, seek out the most comfortable accommodations, and employ only the finest clothing, weapons, armor, and gear.

The drow heroes of the surface world have typically rejected the more wicked tenets of drow society. As such, most surface-dwelling drow have a strong independent streak.

Granted a taste of freedom after having lived under the oppression of Lolth and her servants, a drow adventurer typically carries a strong distrust-or outright loathing-for authority figures. Many surface drow seem arrogant and antisocial as a result, but even those who live comfortably among other races often chafe against restrictions placed upon them.

Surface-dwelling drow are often drawn to rebellious causes, and they might join or lead uprisings against oppression, trying to help others throw off the social shackles that they themselves once wore.

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Xune is a Dreagloth Abomination Warlord, she has not yet found her way out of the underdark, and while she is loyal to her troops, her superiors treat her like dirt. And she thinks she has found her way out of this little problem Belgos is a Dreagloth Abomination Warlock, he lives alone in a dark cave, memorizing and creating dark rituals.

Drizzt is a Dreagloth Abomination Hunter, he lives in a small desert city, and steals to get buy. And although the local authorities know it is him, they have no proof, and he kinda' likes that. Jump to: navigationsearch. Views Page Discussion Edit History. Personal tools Talk Contributions Create account Log in.

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Ancestry: You are the descendant of both Demons and Drow. You are considered a fey for the purpose of effects relating to creature origin. You are considered a demon for the purpose of effects relating to that keyword. Extra Arms: You have two smaller arms. You can hold items in these hands.Brutes with extraordinary Strength, exceptional Constitution, and above-average but not otherwise remarkable Intelligence, draegloths are melee machines.

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With proficiency in Perception and Stealth, they possess decent ambush capability, but their real strength is their ability to engage enemies and keep fighting until the job is done. But one aspect of their Innate Spellcasting caught my attention. Usually, darkness and faerie fire are once-per-day spells, while dancing lights is castable either once-per-day or at-will.

While trying to think about how the draegloth would employ darknessespecially considering that it will often have drow allies fighting alongside it or at least behind itI finally realized what the heck. The function of darkness —its intended function, I think—is to be an equalizer.

Within the area of effect of the darkness spell, all combatants who lack any special sense beyond darkvision are effectively blinded and invisible. Attack rolls against blinded creatures have advantage, while their own attacks have disadvantage.

Attack rolls against invisible creatures have disadvantage, while their own have advantage. In other words, everyone whose ability to see is shut down by darkness has both advantage and disadvantage on attack rolls—meaning they all have neither.

Every attack roll must be made straight. This leveling of the playing field is a big benefit to the superior raw melee combatant, and the draegloth, with its many hit points and fierce triple Multiattack, is a strong candidate for that title. Thus, for a creature like the draegloth, the only real drawback to darkness is the time it takes to cast: a whole action. When should a draegloth cast a spell rather than Multiattack?

In the case of confusionit means there are at least two of them preferably more—the more, the better within a foot-radius sphere in range, so that the draegloth can keep them from working together to stop it. In the case of faerie fireit means there are at least four opponents again, the more, the better within a foot cube and the draegloth has no other source of advantage. But especially against medium- to high-level adventurers, confusion is strongly preferable to faerie firebecause those who belong to martial classes will have Extra Attack, and confusion has an 80 percent chance of denying the use of that feature to a target who fails their saving throw.

So the order of operations comes out looking like this: Multiattack hiddenconfusionfaerie firedarknessMultiattack normal. When the draegloth casts darknessit centers the spell where it can envelop three or more enemies—preferably including as many enemy spellcasters as possible—then rushes into the sphere to join in the fun.

In the absence of any other tie-breaker, it picks on whoever seems weakest. If a draegloth is moderately or seriously wounded reduced to 86 hp or fewer and the highest-ranking drow on the field is also seriously wounded, it turns against them, mauling them to death before Dashing away to live its dreams. The Tanarukk functions similarly, as essentially the orc equivalent, but the Barghest, the goblin equivalent, does not.

A fiend with the gnoll tag? Would you say it counts as a demon for that? You talk a lot of monsters running away once they reach some threshold of wounding. Logically, this makes sense of course because survival instinct is a real thing that most creatures have some degree of.

However, in the context of DnD, how does experience work with running away? Will you award your players for fending them off, or do you require them to catch the monsters in order to earn anything? For avoiding it in a way that leaves open the likelihood that it will still be a problem later, I award half XP, the other half to be awarded upon solving the problem permanently.

Your email address will not be published. Notify me of follow-up comments by email. Notify me of new posts by email.Because they can survive out of the water for no more than a day, their transformation dooms them to live the remainder of their lives beneath the waves. With an ability contour that peaks in Strength and Constitution, sea spawn are straightforward, and fairly uncomplicated, melee fighters. However, since their Piscine Anatomy allows three variations, you can enliven a sea spawn encounter by throwing a mix of types at your player characters.

Sea spawn have 30 feet of swimming movement vs. Continue reading Sea Spawn Tactics. Like squirrels, they enjoy a commensal relationship with humans, benefiting greatly from our effect on the ecosystem without significantly helping us or harming us in any way.

A swarm of pigeons behaves similarly to a single pigeon, but not exactly the same. It still spooks easily, and it rarely attacks, preferring simply to use Hypervigilant Flight to retreat to a safe distance and, if pursued, to Dash to a safe perch out of reach. However, sometimes a swarm of pigeons chooses an empty, elevated location to roost in, such as an upper floor of an abandoned building.

Particularly if this roost is home to eggs or squabs, a swarm of pigeons may become aggressive toward anyone who intrudes.

The first action it generally takes against a trespasser is Evacuate, more as a scare response than a calculated attempt to debilitate. If the target subsequently moves, so does the swarm, using Hypervigilant Flight. It continues to attack until the intruder is driven off or the swarm is reduced to 10 hp or fewer.

Cheeky and undauntable in its pursuit of food, it disregards other creatures as long as they leave it alone. If and when one does actual harm to it, however, it fights back, doing its best to drive the aggressor away. Continue reading Pigeon Tactics.

Draegloth (4e Monster)

Brutes with extraordinary Strength, exceptional Constitution, and above-average but not otherwise remarkable Intelligence, draegloths are melee machines. With proficiency in Perception and Stealth, they possess decent ambush capability, but their real strength is their ability to engage enemies and keep fighting until the job is done.

But one aspect of their Innate Spellcasting caught my attention. Continue reading Draegloth Tactics. But first, the usual breakdown. Yeth hounds have a ferocious ability contour: exceptional Strength, very high Dexterity and Constitution, making them both brutes and shock attackers. Continue reading Yeth Hound Tactics.

Continue reading Slithering Tracker Tactics.Said to be the result of dark rituals wherein newly anointed priestesses of Lolth are made to have sex with glabrezu demons, the result is a bestial, vaguely spider-featured many-limbed half-fiend that serves its mother as a dedicated servant. Draegloths are half-fiend terrors that are ritually created by drow priestesses who test their devotion to Lolth by mating with summoned demons. Only once in a great while does this coupling produce a child, and the birth of a draegloth is seen as an omen of the goddess's favor, often sparking wars, assassinations, and other intrigues.

Draegloths are genderless, sexless creatures incapable of procreation. Most draegloths are incredibly loyal to the priestess that bore them, serving them as enforcers, bodyguards, and occasionally lovers. When a draegloth's mother dies or the house it serves is destroyed, it is often left to wander the Underdark, becoming a scourge wherever it goes. Draegloths are cruel creatures known for their great strength and stealth.

They hunt the tunnels of the Underdark for food and the opportunity to spread evil. A lone draegloth can terrorize an entire village of deep gnomes or grimlocks, and it will usually move on before a concerted effort to slay it can be put together.

Draegloths rarely venture out of the Underdark, knowing that their natural advantages would be neutralized in the world above, and that their unique ancestry would make them targets for heroes and villains alike. Racial History: The point of origin of the draegloth race is unknown. Many of the historically dominant drow houses have their own legends, each of which claims that the house was the first to receive Lolth's blessing.

Of course, the veracity of such claims is questionable at best, and they have been responsible for more than one conflict between matron mothers. Draegloths have been around long enough that no one can say that any of these claims are invalid, but House Baenre of Menzoberranzan was likely the first beneficiary of a draegloth servant. This theory probably holds more truth than others; a draegloth loyal to House Baenre is known to have sheltered its leaders during the strife that eventually made them the undisputed rulers of Menzoberranzan.

For thousands of years, draegloths were extremely rare, appearing infrequently in a few drow enclaves across the Underdark. Starting around two thousand years ago, draegloth sightings became more and more frequent, even being reported far from the nearest drow enclave. Such reports were often dismissed as the frightened ramblings of Underdark travelers, but it was true - a small number of draegloths had broken free of their dependence on the drow, who were, of course, unconcerned by this development.

After all, free-roaming draegloths had been present in their cities for some time, having been set loose as wars and internal conflicts saw their matron mothers and houses destroyed. This oversight would prove to be costly to the drow enclave of Ir'Sylin.

The drow of Ir'Sylin thought nothing of rumors that a draegloth had been terrorizing a nearby settlement of duergar. Refugees from the dwarf enclave told of a rampaging, four-armed demon that dragged bodies away to be eaten.

When this lone draegloth appeared at the edge of Ir'Sylin, the lizard riders guarding the city greeted it with a cautious deference, for even a free draegloth is Lolth 's child. The draegloth did not attack immediately, instead biding its time until the enclave's ruling matron mother demanded an audience.

There, the draegloth sprung his trap; within seconds, the matron's elite guard had been torn apart, and the rogue draegloth's slavering jaws were inches from her throat. A teleport contingency saved her life and preserved the tale of Ir'Sylin; all the other members of the enclave were either slaughtered in their homes or hunted down in the following weeks. Since that time, the drow have attempted to maintain tighter controls on draegloths who are without a house. They are not allowed to live in drow cities without a house affiliation or the sponsorship of a powerful noble.

Rogue draegloths find themselves watched at all times - even if they do have a sponsorship - and some seek out new matron mothers to pledge themselves to in order to avoid this suspicion. There has been at least one case of falsifying the birth of a draegloth in order to legitimize a house's claim to Lolth's blessing. Such deceptions were considered blasphemous before Lolth's disappearance, but now they have an almost cultlike effect on those who wish to believe that the Spider Queen has returned to their house.

Since their goddess's disappearance, draegloths have become more independent, many no longer serving the matron mothers without demanding equal status.

More and more have gone wandering the Underdark in search of adventure and a means to either restore Lolth to her former glory, or, barring that, to increase their demonic sires' power on the Material Plane. As a result, demon cults have found themselves with unexpected allies, and draegloths are starting to form their own cults to elevate their fathers' names.

Draegloths rarely work together, but they are not above working with others to achieve their goals. This is especially true for the younger members of the race, in whom Lolth's grip never firmly took hold. Outlook: Draegloths are sly and cunning creatures with a penchant for wild rages that end in the deaths of those around them.

draegloth 5e

They are excellent advisors, because their minds are seemingly created for understanding the many threads of drow intrigues, and their innate savagery allows for a plethora of options in dealing with any enemies. They can be patient listeners when around those they respect, and Lolth has given them the ability to meditate and pray for hours while searching for a solution. Their unique combination of patience, cunning, and ruthlessness makes them among the most feared hunters in the Underdark.Draegloths came in several different forms, differentiated by a combination of gender and the species of their mother.

The most common were male draegloths born to drow mothers; less common were female draegloths of drow heritage, who were known as "Favored Ones". Male draegloths were 7. Their faces were stretched so that they resembled those of dogs. Their skin was black and covered in a fine coat of white fur. They had a yellow-whitish mane of hair on their head. Female draegloths were as tall as their brothers, but favored their drow ancestry; they looked mostly like a female drow, save for having two pairs of drow-like arms and a distinctly lupine cast to their features.

Their fingernails and toenails were sharp and claw-like, but not so large as to interfere with spellcasting or delicate work. Draegloth Abominations were the most bestial-looking of the draegloths.

Their features included wicked claws, spider-like legs, and gnashing teeth. They had the ability to secrete webbing, which they used to tether foes and pull them into close quarters to be torn apart.

Draegloths were immune to poisons, as well as sleep-inducing spells and effects, and they were resistant to most elemental energy. Male draegloths used their upper arms for hand-to-hand combat, delighting in the carnage and death they could cause in melee. As such, they waded into battle without fear, and held little consideration for tactics.

Though not unintelligent, Draegloths were impatient when it comes to slaughtering their prey. Female draegloths were more cunning and intelligent than their brothers, but no less bloodthirsty.

Trained from birth in the clerical arts, they typically stayed at the rear of combat, relying on drow and spider underlings to keep their foes at bay whilst they made use of ranged spellcraft to battle them. If forced into melee combat, they could still rend foes apart with their claws and strength.

draegloth 5e

Draegloth abominations combined draegloth ferocity, drider cunning, and greater savagery than either of their parents. They were characterized as patient hunters, who stalked prey from the shadows and then ambushed it at the most opportune moment, using their webbing to drag foes from afar into close-quarters, so they could rip them to shreds.

They possessed the ability to create a cloud of maddening darkness, and to reflexively combine the releasing of this cloud with teleportation when in danger, although neither ability could be used with great frequency. Draegloths were often seen as a sign of favor from Lolth. Draegloths were perhaps the only variety of half-fiend that was created regularly and intentionally by a mortal race.

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Female draegloths, due to their rarity, their greater intelligence, and their gender, were regarded with much more favor than their male counterparts in drow society, as evidenced by their title of "Favored Ones". Female draegloths were always adopted by the Church of Lolth and brought up as clerics to the Spider Goddess. Draegloth abominations had no society. They were uncontrollable monsters, so crazed for blood that even drow society couldn't tolerate them in its midst.

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Consequently, the usual practice was that soon after an abomination was born, the draegloth was ceremonially gifted to Lolth by being sent through through a portal to the Demonweb Pitswhere it became one of the many fiendish predators roaming that plane.

When this did not happen, the abomination invariably brought ruin to its mother and all drow around it. Sign In Don't have an account?Draegloths are demons born of an unholy union between drow high priestesses and demons.

Though such couplings are not exactly rare, the birth of a draegloth is a rare event. Draegloth are Lolth's favored, and the exceptional among them often achieve high positions in the priesthood of Lolth.

Draegloth often serve as bodyguards for their mothers, though not out of loyalty. Draegloth are not subtle beings, so most draegloth are unable to use sophisticated tactics in combat. Draegloth love to get their claws dirty and usually fight toe-to-toe with the toughest foes. Draegloth are often under the command of drow, so draegloth have been known to execute sophisticated tactics thought up by their drow masters.

Draegloth brutes, if anything, are even less subtle than other draegloth. Drow often find it hard to impose their will on draegloth brutes, as they rarely listen to orders once in the thick of battle. Favored ones are much more sophisticated than other, "lesser" draegloth, and are capable of using the sophisticated hit-and-run tactics of the drow. A favored one typically stays away from the front lines, preferring to fight at range with the powers granted to them by Lolth.

A draegloth high priestess is one of the most powerful members of the drow clergy. High priestesses use similar tactics to favored ones, as high priestesses are favored ones with much more power and status.

A character knows the following information with a successful arachanaarcana or religion check.

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Draegloth are often included in drow patrols, along with tamed spiders, driders and slave soldiers. Benefit: When you make a melee attack with your claw attack and reduce the target's hit points to their bloodied value or less, you can make a melee basic attack a free action. A female drow who knows the Dark Gift of Lolth ritual can attempt to conceive a draegloth by using this profane ritual. You summon a demon from the Demonweb, and this ritual enables mating with that demon.

Your Arachana or Religion check your choice which determines the effect of this ritual. If you use a Religion check, you take a -5 penalty to the roll. Sign In Don't have an account? Start a Wiki. It's easy to see why many high priestesses value their draegloth offspring. Contents [ show ]. Please feel free to edit constructively!Underdark monsters and other creeps. Formed in the unholy union between a newly ordained drow high priestess and a powerful demon, a draegloth is a half-fiend terror that stalks the Underdark.

While half-fiends of all varieties are not as rare as one might hope, draegloths are perhaps the only variety that is regularly, intentionally, even ritually created by a mortal race. They look like 8-foot-tall drow elves, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that some of these creatures can use for spell casting.

Draegloths have darkvision with a range of 60 feet. They speak Abyssal and Undercommon. In the drow city of Menzoberranzan, the graduation of students from the Academy is marked by a ritual of horrible depravity. The cornerstone of this ceremony of graduation is the conjuration of a glabrezu by a top-ranking student priestess.

The end result of this ceremony, on rare occasions perhaps once every decadeis the birth of a draegloth. That family often takes the draegloth as a sign that it is time to strike out at a rival family, and begins making its plans to exterminate a rival house. When those plans come to fruition, the draegloth is often a key factor in the success of the mission.

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draegloth 5e

Show more notes. Draegloth This pic basically represents my life goals.

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