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Daedroth CR: 4

Large feral daedra, neutral evil
Armor Class: 15
Hit Points: 58 (9d8 + 18)
Speed: 30 ft

STR

17 +3

DEX

15 +2

CON

18 +4

INT

10 +0

WIS

11 +0

CHA

7 -2

Saving Throws: Strength +5, Dexterity +4, Charisma +1
Skills: acrobatics +5, surivival +3, Perception +4
Damage Vulnerabilities: Shock
Damage Resistances: Fire, Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Senses: darkvision 120 ft, passive Perception 14
Languages: Daedric (Can not speak full sentenses)
Challenge Rating: 4
Proficiency Bonus: +3

Shield of Faith: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.


Keen Hearing and Smell: The Daedroth has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Hold Breath: The Daedroth can hold its breath for 30 minutes.   Magic Resistance: The Daedroth has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The Daedroth makes two attacks: one with its bite and one with its claws.   Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.   Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.   Pounce: Melee Weapon Attack: +3 to hit, reach 10ft., one creature. Hit: 8 (1d8 + 4) slashing damage.   Fire Breath: (Recharge 5–6). The Daedroth exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 15 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Harvest: Daedroth Teeth   Soul Size: Greater

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