Dreugh
Dreugh, Beast; Average; White Soul (400)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 40 | Hit Points | 20 | Combat | 50 |
| Endurance | 40 | Wound Thr. | 11 | Magic | 55 |
| Agility | 40 | Magicka | 30 | Evade | 50 |
| Intelligence | 30 | Stamina | 4 | Observe | 50 |
| Willpower | 35 | Initiative | +11 | Stealth | 40 |
| Perception | 40 | Action Pts. | 3 | Knowledge | 40 |
| Personality | 5 | Speed | 6m | Social | 15 |
| Morale | 45 | Size | Std. | Physical | 60 |
Weapons & Armor
- • Dreugh Claws: 1d8; Crushing; Reach 1m
- • Dreugh Hide: AR 6 / Magic AR 2; Full
Special Abilities
- • Refresh Spells (1 SP): The Dreugh can, as a free action,
- refresh MP equal to half their max MP. If they have the
- optional Spellcaster trait, they refresh all of their spell uses
- instead.
- • Tentacle Grab (1 AP + 1 SP): As an Primary Action, while
- underwater, the Dreugh can attack with its many tentacles
- which lash out and grasp wildly. This is a melee attack with
- a Reach of 1 meter. If it hits, the target is Grappled and the
- Dreugh can immediately perform a bonus Grapple Action
- for free.
- Land Dreugh
- For one year of their life, dreughs undergo karvinasim and emerge
- onto land as aggressive crustaceans to breed. During this period
- they are known as land dreughs (or “billies”).
Encountering Dreugh
• Amphibious: Can breath water and ignores the skill cap placed on their Combat rolls by their athletics when fighting in water. • Bestial • Dark Sight • Immunity (Paralysis, Poison) • Swimmer: This creature doubles its movement speed in water. • Weakness (Frost, 3) Spells • Shock Bite 1: 3 MP; 1d4 Shock; Melee (1m), Attack, Overload • Shock Bite 2: 5 MP; 1d6 Shock; Melee (1m), Attack, Overload • Shock Bite 3: 7 MP; 1d8 Shock; Melee (1m), Attack, Overload Dreugh are a mysterious and esoteric beast-peoples that live in underground lairs and sunken ruins. They appear half man, half octopus, with the claws of crabs. Dreugh can be found in any of the saltwater seas surrounding Tamriel, and frequent the waterways of the Iliac Bay. Their origins are shrouded in legend, though some say the Dreugh are the remnants of a prehistoric civilization that spanned the seas, who lived in castles of glass and coral. The ancient Chimer waged frequent war against the Dreugh, to which some attribute the species’ devolved intelligence and collapsed empire. Others still suggest that Dreugh ruled the world in an even older time, when the world was all seas and Lyg, and Molag Bal served as their chief. Once in their lifetime, for a single year, Dreugh undergo metamorphosis called karvinasim and emerge onto land as violent crustaceans, with many legs and extra appendages, adapted for surface hunting. Land Dreugh, unlike their depth
Loot
- On a +0 Survival test, a character can remove the Dreugh’s
- shell, worth 150 drakes, over the course of a Long Rest.
- Failing this test spoils the shell, halving its worth.
- On a +0 Survival test, a character can, over the course of a
- Long Rest, turn a Dreugh Shell into one Full Dreugh Hide
- Chest piece, or two Full Dreugh Hide limb pieces, or four
- Partial Dreugh Hide Limbs, or two Partial Dreugh Hide
- Chest pieces. Failing this test instead spoils the shell, halving
- its worth.
- On a -10 Alchemy test over a Short Rest, a character can
- harvest the wax from the Dreugh’s shell, which is an Very
- Rare Restoration ingredient. The character can only ever
- manage to salvage a single dose.