DHERGOLOTH – 5e stats

Medium fiend (yugoloth), neutral evil
Large fiend (yugoloth), neutral evil (suggested)

Armor Class 15 (natural armor)
Armor Class (suggested) 20 (natural armor)
Hit Points 119 (14d8 + 56)
Hit Points (suggested) 133 (14d10 + 56)
Speed 30 ft.

Proficiency Bonus +3
Proficiency Bonus +6 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
17 (+3)10 (+0)19 (+4)7 (-2)10 (+0)9 (-1)

Saving Throws Str +6
Saving Throws (suggested) Str +6, Con +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 10
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 7 (2,900 XP)

Innate Spellcasting. The dhergoloth’s innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components:

Magic Resistance. The dhergoloth has advantage on saving throws against spells and other magical effects.

Magic Weapons. The dhergoloth’s weapon attacks are magical.

ACTIONS

  • Multiattack. The dhergoloth makes two claw attacks.
    Multiattack (suggested). The dhergoloth makes five claw attacks.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
  • Claw (suggested). Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. If the dhergoloth hits a creature with two or more claw attacks on the same turn, it can use a bonus action to grapple the creature (escape DC 13). The dhergoloth has advantage on attack rolls against a creature grappled by it. The dhergoloth can grapple up to two creatures at a time. A creature grappled by the dhergoloth can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the dhergoloth’s Strength (Athletics) check. On a success, the creature escapes and is no longer grappled by the dhergoloth.
  • Flailing Claws (Recharge 5-6). The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
  • Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

REACTIONS

  • Parry. The dhergoloth can use its reaction to parry any number of melee attacks that would hit it on the same turn. To do so, the dhergoloth must see the attackers. The dhergoloth can use one or more of its claws to parry each attack, increasing its AC by +3 for each claw used. The dhergoloth can use up to five claws to parry in total, for a maximum of +15 to its AC. The dhergoloth cannot use the same claw to parry more than one attack.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION 

A dhergoloth is a type of fiendish creature known as a yugoloth, which are mercenary beings that serve the highest bidder in the wars of the Lower Planes. A dhergoloth has a bizarre and alien anatomy, standing on a tripod of legs and having a round, barrel-like body with five arms. Its head resembles a cross between a mantis and a reptile, with faceted eyes and clicking mandibles. The three sections of its body can rotate independently of each other, allowing it to change direction at will with staggering speed.

COMBAT

 A dhergoloth is a brutal and sadistic fighter, driven by an instinct to cause pain and spill blood. It uses its multiple claws to slash and tear at its enemies, often laughing maniacally as it does so. It can also use its claws to parry incoming attacks, increasing its defense. A dhergoloth has some magical abilities, such as casting sleep or creating clouds of dust to blind its foes. It also has resistance to magic and some types of damage, making it harder to harm.

A dhergoloth is not very intelligent, however, and only follows simple orders from its superiors or contracts. It does not understand the nature or purpose of war, nor does it care about anything other than killing. A dhergoloth is treated poorly in yugoloth society, receiving constant abuse from its betters. This makes the dhergoloth mean, which in turn serves the yugoloths well.

HABITAT / SOCIETY 

A dhergoloth can be found in any of the Lower Planes, but it is native to the Gray Waste. It also inhabits Carceri and Gehenna as well. It has no loyalty or allegiance to any cause or faction, only to whoever pays it the most or promises it the most carnage. A dhergoloth does not value wealth or knowledge, but it collects them anyway, knowing that other creatures do. It often hoards magic items, coins, gems, and other treasures in its lair, which can be anywhere from a cave to a fortress.

A dhergoloth sometimes congregates with other dhergoloths in large mobs of up to 500 members, likely due to a programmed instinct that makes them easier to gather for war. When not fighting, dhergoloths wander the Waste, sometimes stealing larvae from the night hags or waiting for a fight.

ECOLOGY

 A dhergoloth is a carnivore that feeds on any living creature it can catch and kill. It does not care about the quality or freshness of its food, as long as it satisfies its hunger and bloodlust. A dhergoloth does not reproduce naturally, but is created by other yugoloths through a process of alchemy and magic. Some speculate that ultroloths transform erring underlings into dhergoloths for a specified time (a millenium, perhaps) as punishment. A dhergoloth can be promoted to a more powerful type of yugoloth if it proves itself in battle or performs a special service for its masters.

A dhergoloth has no natural predators or enemies, except for other fiends that compete with it for resources or contracts.