Delerium Dreg, Leeching
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.
Bounding Leap
The leeching dreg's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
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.
Blood Drain
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can't attack. Instead, at the start of each of the dreg's turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg's movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg.
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.