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MENACE MANUAL: Draigs

My players hit the main platform of the excavator yesterday as Hellion threw everything against them including Kulgara, Draigs and the Dark Creeper types. Draigs below.  I added a note on Scrapworth related reinforcements for quick reference though my group went in with 10 Scrapworth so ended up not being relevant.  Draigs was the last combatant on the field and my party were exhausted with two characters down.  They did a Hail Mary move and tried to dominate him – and it worked.  They had access to dominate monster as Many-As-One had sent a swarm in to monitor the progress of the group and decided to intervene.

DRAIGS
Large giant (ettin), chaotic evildraigs

Armour Class 15 (leather armour)
Hit Points 160 (10d10 + 30)

STR           DEX           CON
21 (+5)      8 (-1)         17 (+3)

INT            WIS           CHA
6 (-2)         10 (+0)      8 (-1)

Skills Perception +4
Senses darkvision 60ft., passive Perception 14
Languages Giant, Orc
Challenge 6 (2,300 XP)

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin’s heads is asleep, its other head is awake.

Reckless. When Draigs enters combat Hellion will cast rage on him.  At the start of its turn, Draigs gains advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS
Multiattack. Draigs makes three attacks.

Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing damage. On a hit make opposed strength checks on a failure the target falls prone.

SCRAPWORTH <10 BONUS

Draigs has a retinue of taskmasters. Add two half-ogres (MM pg. 238) but replace club with a wicked cat-o-nine tails:

Wicked Cat-O-Nine. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (2d8 + 5) slashing damage and grappled and restrained on hit if the wielder chooses. On a hit make opposed strength checks (+3) on a failure the target is grappled and restrained prone..

Combat Gear potions of healing x2 (2d4+2), potion of greater healing (4d4+4); Other Gear leather armor, mwk morningstar (2)

Posted in Dungeons & Dragons