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Drekavac

The drekavac are shadow-bound undead creatures that resemble small children, but with limbs and heads shaped like rotting animals like chickens, dogs and cats.

They are said to be made by hags from aborted fetuses or the bodies of dead infants. They replace the most decayed parts of the body with various animal parts and cover them with a special dough. After baking in a hag’s oven, the grotesque creature is brought to unlife as servants of the night. They’re often given unsavory tasks by their masters, such as gathering rotten meat and ingredients from noxious swamps and graveyards.

While typically solitary, drekavacs can congregate into ravenous swarms that overwhelm their prey with sheer numbers, acting as a single monstrous entity driven by a collective hunger.

Drekavac

Tiny undead, Evil Neutral

Armor Class
12
natural armor
Hit Points
16
2d6 + 4
Speed
30 ft.
Challenge
1/2
100 XP
STR
DEX
CON
INT
WIS
CHA
13
MOD +1 SAVE +1
14
MOD +2 SAVE +2
12
MOD +1 SAVE +1
8
MOD -1 SAVE -1
11
MOD +0 SAVE +0
10
MOD +0 SAVE +0
Damage Immunities Poison
Condition Immunities Poisoned and Exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages Common, Understands languages that the summoner knows.

Undead Fortitude. If the drekavac has 0 hit points, it must succeed on a DC 10 Wisdom saving throw or be forced to stabilize. The drekavac can't be raised if it has 0 hit points.

Sunlight Sensitivity. While in sunlight, the drekavac has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Summoner's Link. If a drekavac is summoned, it has a telepathic link to the summoner. The summoner can issue commands to the drekavac through this link. The drekavac must obey all the summoner's commands, including ones that could be harmful to the drekavac.

Animal Speech. The drekavac can speak with animals. If the drekavac is summoned, the summoner can understand the animals' speech through the drekavac, but cannot directly speak with them.

Death Screech. When the drekavac drops to 0 hit points, it emits a deathly screech. All creatures within 30 feet of the drekavac must succeed on a DC 10 Wisdom saving throw or be frightened of the drekavac until the start of their next turn. If the drekavac was summoned, the summoner instantly knows the circumstances in which the drekavac was killed, such as the manner of death, the location of the drekavac, and the face of the killer.

Actions

Multiattack. The drekavac makes two bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Screech. The drekavac emits a deathly screech. All creatures within 30 feet of the drekavac must succeed on a DC 10 Wisdom saving throw or be frightened of the drekavac until the start of their next turn.

Invisibility (1/day). The drekavac can cast the invisibility spell on itself, requiring no material components and no concentration.

Drekavac Swarm

Medium swarm of Tiny undead, Evil Neutral

Armor Class
12
natural armor
Hit Points
36
8d8
Speed
30 ft.
Challenge
1
200 XP
STR
DEX
CON
INT
WIS
CHA
11
MOD +0 SAVE +0
14
MOD +2 SAVE +2
10
MOD +0 SAVE +0
6
MOD -2 SAVE -2
11
MOD +0 SAVE +0
8
MOD -1 SAVE -1
Damage Resistances Bludgeoning; Piercing; Slashing
Damage Immunities Poison
Condition Immunities Poisoned, Exhaustion, Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, and Stunned
Senses darkvision 60 ft., passive Perception 10

Swarm. The swarm can occupy another creature's space and vice versa. The swarm can move through any opening large enough for a Tiny drekavac. The swarm can't regain hit points or gain temporary hit points.

Sunlight Sensitivity. While in sunlight, the swarm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Summoner's Link. If the swarm is summoned, it has a telepathic link to the summoner. The summoner can issue commands to the swarm through this link. The swarm must obey all the summoner's commands, including ones that could be harmful to the swarm.

Death Screech. When the swarm drops to 0 hit points, it emits a deathly screech. All creatures within 30 feet of the swarm must succeed on a DC 10 Wisdom saving throw or be frightened until the start of their next turn.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.