DhergolothMedium fiend (yugoloth)
Magic Resistance. The dhergoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The dhergoloth’s weapon attacks are magical.
Spellcasting. The dhergoloth uses Divinity (Cha) to cast spells (spell save Difficulty 10, +2 to hit with spell attacks). It has 7 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
1 mana: sleep
Claw (2/turn). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 12 (2d8 + 3) slashing damage.
Flailing Claws (Recharge 5–6). The dhergoloth moves up to its walking speed in a straight line and targets each creature within 1 meter of it during its movement. Each target must succeed on a Difficulty 14 Reflex saving throw or take 22 (3d12 + 3) slashing damage.
Teleport (1/turn). The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 10 meters to an unoccupied space it can see.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.