Degloth
Vecna: Eve of Ruin p. 218
- Size
- Large
- Type
- fiend (demon)
- Alignment
- typically chaotic evil
- AC
- 18 (natural armor)
- Hit Points
- 133 (14d10+56)
- Speed
- walk 40 ft., climb 40 ft.
- Saving Throws
- Str +10, Con +8
- Skills
- Athletics +10, Perception +4
- Resistances
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Immunities
- poison
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
- Senses
- darkvision 120 ft.
- Passive Perception
- 14
- Languages
- Abyssal, telepathy 120 ft.
- Challenge
- 11
STR
23
+6
DEX
17
+3
CON
18
+4
INT
6
−2
WIS
11
+0
CHA
9
−1
Traits
Proficiency Bonus
+4
Magic Resistance
The degloth has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The degloth makes two Razor Fist attacks.
Razor Fist
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition, and the degloth can't use this fist to grapple another target. The degloth has two fists.
Crush (Bonus Action)
The degloth targets one creature currently grappled by it. The target must make a DC 18 Strength saving throw, taking 15 (2d8 + 6) bludgeoning damage on a failed save or half as much damage on a successful one.