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Deryth

Medium fey (titanspawn), any neutral

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 13 (+1) 14 (+2) 15 (+2)

Armor Class 14 (natural armor)
Hit Points 59 (7d8 + 28)
Speed 30 ft.
Skills Deception +4, Persuasion +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities incapacitated, stunned
Senses darkvision 60 ft., passive Perception 12
Languages Titan Speech; telepathy 120 ft.
Challenge 4 (1,100 XP)

Special Traits

  • Body Spikes. At the start of each of its turns, the deryth deals 3 (1d6) piercing damage to any creature grappling it.
  • Innate Spellcasting (Psionics). The deryth’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The deryth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The deryth’s weapon attacks are magical.

Actions

  • Multiattack. The deryth makes two slam attacks.
  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target must make a DC 13 Constitution saving throw or be incapacitated until the end of the target’s next turn.

Tactics

Deryth are hesitant warriors and will use their spells to defuse a situation or incapacitate those who attack them only out of fear or mistrust. If the deryth determines that its opponent is a true enemy, it will use its slam attacks to slay them.

Description

Deryths have powerful physiques, standing around 6 feet tall or taller and weighing 225 pounds on average. A deryth’s skin varies from pale blue to deep violet, and small blue-gray spikes adorn most of their bodies. Their eyes range from ash gray to sea green. Large horns protrude from just behind a deryth’s catlike ears, curving around the forehead until they almost touch in the middle; poised between the tips of its horns is a faintly pulsating blue stone.

Collecting the Disjoined. A deryth primarily engages itself in collecting and reuniting more of its disjoined race. This goal often involves finding and collecting its disjoined brethren and then kidnapping creatures to become hosts to the fractured deryths — especially if the creature is already host to one or more disjoined deryths.

Peaceful Wanderers. Deryths are not violent or cruel by nature; they normally engage in combat only to protect themselves or their allies, or to further their goal of restoring more of their race. However, they are willing to fight in self-defense or to protect their kin.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.