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be frightened for 1 minute.

A frightened creature can repeat the


saving throw at the end of each of its turns, ending the effect on
itself on a success. This yell has no effect on constructs or
undead.

DREKAVAC

Small undead, chaotic evil


Armor Class 13 (natural)
Hit Points 36 (8d6+8)
Speed 20 ft., fly 20 ft. (hover)
STR

DEX

CON

INT

WIS

CHA

4 (-3)

16 (+3)

12 (+1)

7 (-2)

10 (+0)

14 (+2)

Saving Throws Dex +5, Wis +2, Cha +4


Skills Acrobatics +7, Stealth +7
Senses Darkvision 60 ft., passive Perception 10
Damage Resistances acid, fire, lightning, thunder;

bludgeoning, piercing, and slashing from nonmagical weapons


Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained

Drekavacs Mount (1/day). Once during the night the


drekavac can choose a humanoid in 30 ft. radius it can see and
jump on its back. The target must succeed on a Wisdom saving
throw (DC 13) or be charmed acting as a drekavac's mount until
the dawn when drekavac jumps of and tries to hide. Target can
repeat this saving throw once every 30 minutes, ending the
effect on a save. Each time the target takes damage, it makes a
new Wisdom saving throw. If the saving throw succeeds, the
effect ends. While on the targets back, the drekavac has
advantage on attack rolls against the target and the target has
disadvantage on attack rolls against the drekavac.

Languages /
Challenge 3 (700 XP)

Light Sensitivity. While in bright light, the drekavac has


disadvantage on attack rolls and Wisdom (Perception) checks
that rely on sight.
Incorporeal Movement. The drekavac can move
through other creatures and objects as if they were difficult
terrain. It takes
5 (1d10) force damage if it ends its turn inside an object.
Rejuvenation. When the drekavacs body is destroyed, its
soul lingers. Next midnight, the drekavac reforms near the place
where its body lays and regains all its hit points. While the soul
is bodiless, a wish spell can be used to force the soul to go to the
afterlife and not return.
ACTIONS
Multiattack. The drekavac makes 4 claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) slashing damage.
Horrifying Yell. Each creature in a 500 ft. radius that can
hear this yell must succeed on a DC 13 Wisdom saving throw or

DREKAVAC
A drekavac represents a restless soul of a human child that has
not been buried properly. It forms a body of a childlike monster
with long fur and big, sharp claws, sometimes stepping on its
own fur and then yelling loudly with a mix of a wolf's howl and
a child's cry. This yell is horrifying to living beings.
It doesn't go far from its true body and attacks those who wander
too close. Usually drekavac attacks those who travel alone,
mounting them and riding to frenzy through the night. If the
person doesnt try to resist this mounting drekavac withdraws to
the darkness as the first glimmer of sunlight appears, leaving his
mount exhausted and a bit confused unable to discern if the
whole night was just a dream. On the other side, those who dont
obey this wicked desire will feel the horror as the drekavac rips
them apart with his claws.
A drekavac cannot be killed while its true body is not buried
with a proper religious ritual. Until then, if its furry form is
destroyed, its soul forms another one at next midnight.

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