Dene'tok | Free 5e and PF2e Monster

Dene'tok | Free 5e and PF2e Monster

Written by Hana the Lorekeeper

Torchlight illuminates this creature’s form, leaving an instant desire for the shadows to return. Although dog-like in form, scales and spines cover its hide in place of fur, and large, bulbous black eyes peer out with intelligence. Blood drips down its chin, its grin a horrifying parody of a person’s smirk.

Bloodsucking Monstrosities. Bred by a group of long-dead people, these small creatures look like a cross between a lizard and a dog. Standing on four legs with scales covering its entire body, it has short, sharp spines along its back and black, bug-like eyes that can track motion through the dark. Although it can consume any food in solid or liquid form, its preferred meal is the blood of small animals and humanoids, particularly goats. Because of this preference, they go to the surface world to hunt wild and domestic goats under the cover of night, sparking rumors of vampires in an area.

Name Origins. Although they have many names through the underground, the name “dene’tok” is based on an old dialect of drow Undercommon and translates roughly to “goat drinker.” This word differs from the Undercommon word for vampire (which directly translates to “blood drinker”).

If you're looking for other 5e and PF2e resources, check out our entire collection of Lair Magazine issues. This particular creature came from the May 2024 issue of Lair Magazine, Desperation & Darknesswhere you can find even more to add to your campaign!

Dene’tok - 5e

Small monstrosity, neutral evil

Armor Class 14 (natural armor)

Hit Points 45 (10d6 + 10)

Speed 30 ft., burrow 5 ft.

STR

DEX

CON

INT

WIS

CHA

15 (+3)

14 (+2)

13 (+1)

7 (-2)

12 (+1)

3 (-4)

Saving Throws Wis +3

Skills Perception +3, Stealth +4

Senses darkvision 60 ft., passive Perception 13

Languages understands Undercommon, but can’t speak

Challenge 3 (700 XP)      Proficiency Bonus +2

Ambusher. In the first round of combat, the dene’tok has advantage on attack rolls against any creature it has surprised.

Bloodlust. The dene’tok has advantage on attack rolls against creatures who have less than half of their max hit points.

Digger. The dene’tok can dig through packed dirt, leaving a 3-foot diameter tunnel in its wake.

Keen Senses. The dene’tok has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions

Multiattack. The dene’tok makes two bite attacks: If it knocks a creature prone, it can use one drain blood attack in place of a bite attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Drain Blood. Melee Weapon Attack: +5 to hit, reach 5 ft., one target that is prone. Hit: 8 (2d8 + 3) necrotic damage. The target’s hit point maximum is reduced by an amount equal to half to the total damage, and the dene’tok regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Dene’tok - Pathfinder 2

Creature 3

Uncommon, NE, Small, Beast

Perception +9; darkvision, scent (imprecise) 30 feet

Languages Undercommon; can’t speak any language

Skills Athletics +10, Stealth +9

Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2

AC 20; Fort +11, Ref +9, Will +7

HP 45

Sunlight Sensitivity A dene’tok caught in sunlight is clumsy 2 and stupefied 2 for as long as it remains in the sunlight.

Tunneler When a dene’tok burrows through dirt, it can leave a 3-foot-diameter tunnel if it desires.

Speed 25 feet, burrow 10 feet

Melee [one-action] jaws +11 (finesse), Damage 1d8+6 piercing plus Knockdown

Bloodlust The dene’tok gains a +1 status bonus to attack rolls against creatures with fewer than half their maximum Hit Points.

Drain Blood [one-action] The dene’tok attempts an Athletics check against the Fortitude DC of a prone creature within its reach. On a success, the dene’tok regains 5 HP, gaining any excess HP as temporary Hit Points that last for 1 minute. A creature that has its blood drained by a dene’tok is drained 1.

Sneak Attack The dene’tok’s Strikes deals 1d6 extra precision damage to flat-footed creatures.

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