Dhergoloth | Monster Guide for D&D

A kind of yugoloth, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams.

Since dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what they’re told or don’t listen in the first place, and then bungle the task that was set for them.

Medium Fiend (Yugoloth), Typically Neutral Evil

Armor Class: 15 (natural armor)
Hit Points: 119 (14d8 +56)
Speed: 30 ft.

    STR – 17 (+3)
    DEX – 10 (+0)
    CON – 19 (+4)
    INT – 7 (-2)
    WIS – 10 (+0)
    CHA – 9 (-1

Saving Throws: Str +6

Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: acid, poison

Condition Immunities: poisoned

Senses: blindsight 60 ft., darkvision 60 ft., passive Perception 10

Languages: Abyssal, Infernal, telepathy 60 ft.

Challenge: 7 (2,900 XP)

Proficiency Bonus: +3

Magic Resistance. The dhergoloth has advantage on saving throws against spells and other magical effects.


Multiattack. The dhergoloth makes two Claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 12 (2d8 + 3) force damage.

Flailing Claws (Recharge 5-6). The dhergoloth moves up to its speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) force damage.

Spellcasting. The dhergoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 10):

At will: darkness, fear

Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.