Delerium Dreg, Lurking

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
STR
15
+2
DEX
13
+1
CON
11
+0
INT
7
−2
WIS
10
+0
CHA
5
−3

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.

Normal Semblance

The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature.

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.

Sneak Attack (1/Turn)

The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn't incapacitated and the dreg doesn't have disadvantage on the attack roll.

recharge

1/TURN

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.