Delerium Dreg, Lambent
Dungeons of Drakkenheim p. 199 (Third Party)
- Size
- Medium
- Type
- aberration
- Alignment
- unaligned
- AC
- 18
- Hit Points
- 22 (5d8)
- Speed
- walk 30 ft.
- Senses
- darkvision 60 ft.
- Passive Perception
- 10
- Languages
- Common
- Challenge
- 1/2
Traits
Proficiency Bonus
+2
Misty Camouflage
A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog.
Illumination
A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Actions
Spear
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Octarine Beam
The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination.
Other data
description
"Who knows how many of these twisted abominations were once our steadfast comrades, friends, and loved ones. When you see these lost souls, you must not hesitate." — Elias Drexel
Many who succumb to contamination become grotesque mockeries of their former selves. They suffer a wretched and loathsome fate, aimlessly wandering the ruins following half-forgotten memories. Most are gripped by despair, fear, and madness which drive them to act violently, though a rare few experience lucidity and a gruesome awareness of their miserable state. Their distorted and emaciated bodies are sustained by the magic of the Haze.