Dranglin Variants
Dranglin - Burrowing Variant Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft., 30 ft.
Senses Darkvision 60 ft., Passive Perception 9
Languages Telepathy 120 ft. Understands Celestial, Draconic, and Sylvan but cannot speak.
Proficiency Bonus +2 Challenge 4
Keen Smell. The dranglin has advantage on Wisdom (Perception) checks that rely on smell. Constructed. Dranglin do not age and have no need to eat, sleep, or breathe. Magic Weapons. The dranglin's bite and spike attacks are considered magical. Shielded Mind. The dranglin is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn. One-Thousand Feet. The dranglin ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft., 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) |
14 (+2) |
18 (+4) |
10 (-) |
8 (-1) |
10 (-) |
Languages Telepathy 120 ft. Understands Celestial, Draconic, and Sylvan but cannot speak.
Proficiency Bonus +2 Challenge 4
Keen Smell. The dranglin has advantage on Wisdom (Perception) checks that rely on smell. Constructed. Dranglin do not age and have no need to eat, sleep, or breathe. Magic Weapons. The dranglin's bite and spike attacks are considered magical. Shielded Mind. The dranglin is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn. One-Thousand Feet. The dranglin ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Actions
Multi-attack. The dranglin makes two attacks between its bite, spikes, and Subterranean Snare. Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage, and if the target is of draconic lineage, they must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 ( 1d4+4 ) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. Subterranean Snare. As an action, the dranglin can create a hole directly beneath a target. The targeted creature must succeed on a DC 14 Dexterity saving throw or fall 10 feet into the hole, becoming prone. Reactions
Bloodcurdling Screech. After being damaged by an attack or spell, the dranglin can use its reaction to unleash a bloodcurdling screech both vocally and telepathically, forcing the attacker to make a DC 14 Wisdom saving throw or be frightened of the dranglin until the end of its next turn or until the dranglin is incapacitated. A frightened target that starts its turn within 30 feet of the dranglin must use all its movement on that turn to get as far from the dranglin as possible and must finish the move before taking an action. A target that successfully saves is immune to the bloodcurdling screech of all dranglin for the next 24 hours.
Dranglin - Swimming Variant Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 68 (8d8 + 32)
Speed 25 ft., Swim 50 ft.
Senses Darkvision 60 ft., Passive Perception 9
Languages Telepathy 120 ft. Understands Celestial, Draconic, and Sylvan but cannot speak.
Proficiency Bonus +2 Challenge 4
Keen Smell. The dranglin has advantage on Wisdom (Perception) checks that rely on smell. Constructed. Dranglin do not age and have no need to eat, sleep, or breathe. Magic Weapons. The dranglin's bite and spike attacks are considered magical. Shielded Mind. The dranglin is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn.
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 68 (8d8 + 32)
Speed 25 ft., Swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) |
14 (+2) |
18 (+4) |
10 (-) |
8 (-1) |
10 (-) |
Languages Telepathy 120 ft. Understands Celestial, Draconic, and Sylvan but cannot speak.
Proficiency Bonus +2 Challenge 4
Keen Smell. The dranglin has advantage on Wisdom (Perception) checks that rely on smell. Constructed. Dranglin do not age and have no need to eat, sleep, or breathe. Magic Weapons. The dranglin's bite and spike attacks are considered magical. Shielded Mind. The dranglin is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn.
Blood in the Water. If a creature has bled within 60 ft. of the dranglin, the dranglin may attack two additional times with its bite.
Actions
Multi-attack. The dranglin makes two attacks between its bite, spikes, and the Voice of Ishkul. Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage, and if the target is of draconic lineage, they must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 ( 1d4+4 ) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. Voice of Ishkul. Ranged Attack: +6 to hit, range 60 ft., one target. Hit: 8 ( 1d8+4 ) radiant damage. The target must make a DC 14 Constitution saving throw, while the target is affected by the Voice of Ishkul, its speed is reduced to 10 feet and if the target tries to cast a spell, it must first succeed on a DC 10 Constitution saving throw, or the casting fails and the spell slot is used. This effect lasts until the end of the creature's next turn. Reactions
Retributive Strike. If the dranglin is struck by a melee attack it may use its reaction to make a bite attack against the target.
Multi-attack. The dranglin makes two attacks between its bite, spikes, and the Voice of Ishkul. Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage, and if the target is of draconic lineage, they must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 ( 1d4+4 ) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. Voice of Ishkul. Ranged Attack: +6 to hit, range 60 ft., one target. Hit: 8 ( 1d8+4 ) radiant damage. The target must make a DC 14 Constitution saving throw, while the target is affected by the Voice of Ishkul, its speed is reduced to 10 feet and if the target tries to cast a spell, it must first succeed on a DC 10 Constitution saving throw, or the casting fails and the spell slot is used. This effect lasts until the end of the creature's next turn. Reactions
Retributive Strike. If the dranglin is struck by a melee attack it may use its reaction to make a bite attack against the target.
Description
Dranglins are the dark and twisted creations of the Aberrant Prince, Ishkul designed to hunt dragons. Their hulking forms are adorned with razor-sharp bone spikes, and their mouths harbor metal teeth capable of piercing even the toughest scales. With haunched and abnormally long arms, their muscular frames exude power. Some dranglin posses tails, covered in poisonous barbs. Their flat faces, devoid of noses, are dominated by pitch-black eyes that seem to absorb all light. Rough, stony-scaled skin or hide covers their bodies, broken only by tufts of coarse fur that cluster around joints and pits. Their colors are designed to blend in with their surroundings as a form of natural camouflage, typically browns, greens, and greys.
History
Born in the Age of Horror, dranglins were fashioned by Ishkul among his many experiments. Using Upiryrial flesh, augmented with the blood of dragons and creatures from the Otherwyld, dranglins were made. Crafted with the sole purpose of hunting and slaying dragons, they were unleashed upon clutches of eggs, to then meet their end attempting to fell larger threats. The knowledge of creating dranglins is forbidden, locked away by a world that fears their return. Yet, occasionally, old stockpiles are discovered, or a daring individual risks bringing these nightmares back to life.
Tactics
Dranglins are single-minded in their pursuit of dragons, driven by a relentless programming that compels them to hunt. In the absence of dragons, they are mostly at rest, awaiting orders from their maker. When engaged in combat without dragons present, they exhibit a cunning use of telepathy, coordinating in packs to target magic users. Their unnatural focus on bloodlust can be a double-edged sword, as those who understand the dranglins' nature may bait or trick them through illusion or other means.
Dranglins are the dark and twisted creations of the Aberrant Prince, Ishkul designed to hunt dragons. Their hulking forms are adorned with razor-sharp bone spikes, and their mouths harbor metal teeth capable of piercing even the toughest scales. With haunched and abnormally long arms, their muscular frames exude power. Some dranglin posses tails, covered in poisonous barbs. Their flat faces, devoid of noses, are dominated by pitch-black eyes that seem to absorb all light. Rough, stony-scaled skin or hide covers their bodies, broken only by tufts of coarse fur that cluster around joints and pits. Their colors are designed to blend in with their surroundings as a form of natural camouflage, typically browns, greens, and greys.
History
Born in the Age of Horror, dranglins were fashioned by Ishkul among his many experiments. Using Upiryrial flesh, augmented with the blood of dragons and creatures from the Otherwyld, dranglins were made. Crafted with the sole purpose of hunting and slaying dragons, they were unleashed upon clutches of eggs, to then meet their end attempting to fell larger threats. The knowledge of creating dranglins is forbidden, locked away by a world that fears their return. Yet, occasionally, old stockpiles are discovered, or a daring individual risks bringing these nightmares back to life.
Tactics
Dranglins are single-minded in their pursuit of dragons, driven by a relentless programming that compels them to hunt. In the absence of dragons, they are mostly at rest, awaiting orders from their maker. When engaged in combat without dragons present, they exhibit a cunning use of telepathy, coordinating in packs to target magic users. Their unnatural focus on bloodlust can be a double-edged sword, as those who understand the dranglins' nature may bait or trick them through illusion or other means.