Daedroth (5e Creature)

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Daedroth[edit]

Large fiend, chaotic evil


Armor Class 18 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 35 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 17 (+3) 6 (-2) 11 (+0) 12 (+1)

Skills Perception +3
Proficiency Bonus +3
Damage Vulnerabilities lightning
Damage Resistances fire
Condition Immunities charmed, unconscious
Senses passive Perception 13
Languages
Challenge 8 (3,900 XP)


Innate Spellcasting (3/Day). The daedroth can innately cast shield, requiring no material components. Its innate spellcasting ability is Charisma.

ACTIONS

Multiattack. The daedroth makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage

Fire Breath (Recharge 6). The daedroth exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.


Daedroth_first-person.jpg
[Source].

A daedroth is a reptilian creature that walks on two legs, with a large crocodile like head and claws. They are known to serve the Daedric Prince Morag Bal.

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