Fzeglaich

Grim Hollow: Lairs of Etharis p. 79 (Third Party)

Size
Medium
Type
monstrosity
Alignment
chaotic evil
AC
15 (natural armor)
Hit Points
90 (12d8+36)
Speed
walk 40 ft.
Saving Throws
Dex +6, Wis +3
Skills
Perception +3, Stealth +6
Resistances
bludgeoning, Piercing or Slashing damage from nonmagical attacks
Senses
darkvision 60 ft.
Passive Perception
13
Languages
one language
Challenge
7
STR
16
+3
DEX
16
+3
CON
16
+3
INT
11
+0
WIS
11
+0
CHA
12
+1

Traits

Proficiency Bonus

+3

Keen Hearing and Smell

The fzeglaich has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Rampage

When the fzeglaich reduces a creature to 0 hit points with a melee attack on its turn, the fzeglaich can take a bonus action to move up to half its speed and make a bite attack.

Regeneration

The fzeglaich regains 10 hit points at the start of its turn if it has at least 1 hit point. If the fzeglaich takes radiant damage, this trait doesn't function at the start of the fzeglaich's next turn.

Actions

Multiattack

The fzeglaich makes two attacks, only one of which can be a bite.

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or be incapacitated until the end of its next turn. The fzeglaich regains hit points equal to the amount of necrotic damage dealt.

Claws

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.

Other data

description

"We've been led to believe that vampires and werewolves are natural enemies. Convenient that two fearsome creatures would be so opposed to the other. Never did we imagine, nor prepare, for a time when they might unite."