Daniel D. Fox
Explorer
Credit goes fully to Voluminous Hadron and others over at the Campaign Builder's Guild for writing up these truly horrific foes. I statted it out this morning. Read more about his creations of the Menagerie of the Grotesque at the following link: http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?51198.0
Drogm Hag
Her benign appearance is perfect for the hunt, allowing her to befriend the girls, who might even come to see her as a mentor. But at night her mortal guise falls away: she is thrice as tall as any man, an ancient, naked hag with a leathery hide and enormous breasts dangling like empty sacks across her armless torso, which is long and limber like a serpent. Her hair is black, knotted and thick with filth, and hangs down past her waist. Her face is like an old woman’s, but rather than a lower jaw she has two withered hands, cupped beneath her face as if ready to receive a gift. She has no feet; her long, sinewy legs end in thick knobs of blackened bone, sturdy enough to crush a human head.
Drogm Hag Level 20 Elite Brute
Large fey humanoid XP 5600
Initiative +10 Perception +16; low-light vision
Unwholesome Presence aura 3; enemies in the aura gain only half
the normal hit points from spending healing surges.
Immune charm, fear; Resist 10 to all damage
HP 360; Bloodied 180
AC 32; Fortitude 38, Reflex 30, Will 31
Saving Throws +2
Speed 10
Action Points 1
Dashing Stomp (standard; at-will)
Reach 3; +21 vs. Reflex; 2d6 + 7 damage, and the target is
pushed 4 squares and knocked prone; see also Gobbler’s Greed.
Hag's Feast (immediate reaction; when adjacent foe is bloodied)
Reach 1: +15 vs. Reflex; the drogm instantly heals (90 hit points)
Gobbler’s Greed
The Drogm gains a +1 bonus to attack rolls and a +2 bonus to
damage rolls against bloodied enemies.
Matronly Form (minor; at-will) * Polymorph
A Drogm can alter its physical form to appear as an elderly
female elf, half-elf, eladrin, or human (see Change Shape,
page 280). This power is limited to daylight conditions.
Death Banished * Healing
If the Drogm is reduced to 0 hit points by an attack that does
not deal acid or fire damage, it rises on its next turn (as a move
action) with 15 hit points.
Alignment Evil Languages Common, Elven
Skills Intimidate +12, Nature +12, Stealth +14
Str 24 (+17) Dex 10 (+10) Wis 13 (+11)
Con 27 (+18) Int 5 (+7) Cha 7 (+8)
Drogm Tactics
Because her monstrous body is so unwieldy, she usually contrives to butcher and prepare her victim before sunset, in order to ease the consumption. Failing that, her powerful – albeit impractical – legs make impressive bludgeons, and can easily bash open the belly or the skull, or even dash the body to a pulp. She scoops the resultant mess up in her spiderlike fingers and, lacking teeth, swallows it whole.
Drogm Lore
A character knows the following information with a successful skill check.
Arcana or Nature DC 25: The Drogm is nigh-impossible to kill for good. Numerous times through history she has been tracked down and slaughtered but only to rise again. Legend tells that her evil can be undone only if she tastes the blood of a god as it flows from their still-beating heart. Of course, legend also says that she can be repelled by an infant’s cry, or imprisoned in a tear-filled thimble. Most notable sages attribute fire or acid as a possible weakness, and may be able to be used to exorcise the Drogm from the mortal world.
Drogm Hag
Her benign appearance is perfect for the hunt, allowing her to befriend the girls, who might even come to see her as a mentor. But at night her mortal guise falls away: she is thrice as tall as any man, an ancient, naked hag with a leathery hide and enormous breasts dangling like empty sacks across her armless torso, which is long and limber like a serpent. Her hair is black, knotted and thick with filth, and hangs down past her waist. Her face is like an old woman’s, but rather than a lower jaw she has two withered hands, cupped beneath her face as if ready to receive a gift. She has no feet; her long, sinewy legs end in thick knobs of blackened bone, sturdy enough to crush a human head.
Drogm Hag Level 20 Elite Brute
Large fey humanoid XP 5600
Initiative +10 Perception +16; low-light vision
Unwholesome Presence aura 3; enemies in the aura gain only half
the normal hit points from spending healing surges.
Immune charm, fear; Resist 10 to all damage
HP 360; Bloodied 180
AC 32; Fortitude 38, Reflex 30, Will 31
Saving Throws +2
Speed 10
Action Points 1

Reach 3; +21 vs. Reflex; 2d6 + 7 damage, and the target is
pushed 4 squares and knocked prone; see also Gobbler’s Greed.

Reach 1: +15 vs. Reflex; the drogm instantly heals (90 hit points)
Gobbler’s Greed
The Drogm gains a +1 bonus to attack rolls and a +2 bonus to
damage rolls against bloodied enemies.
Matronly Form (minor; at-will) * Polymorph
A Drogm can alter its physical form to appear as an elderly
female elf, half-elf, eladrin, or human (see Change Shape,
page 280). This power is limited to daylight conditions.
Death Banished * Healing
If the Drogm is reduced to 0 hit points by an attack that does
not deal acid or fire damage, it rises on its next turn (as a move
action) with 15 hit points.
Alignment Evil Languages Common, Elven
Skills Intimidate +12, Nature +12, Stealth +14
Str 24 (+17) Dex 10 (+10) Wis 13 (+11)
Con 27 (+18) Int 5 (+7) Cha 7 (+8)
Drogm Tactics
Because her monstrous body is so unwieldy, she usually contrives to butcher and prepare her victim before sunset, in order to ease the consumption. Failing that, her powerful – albeit impractical – legs make impressive bludgeons, and can easily bash open the belly or the skull, or even dash the body to a pulp. She scoops the resultant mess up in her spiderlike fingers and, lacking teeth, swallows it whole.
Drogm Lore
A character knows the following information with a successful skill check.
Arcana or Nature DC 25: The Drogm is nigh-impossible to kill for good. Numerous times through history she has been tracked down and slaughtered but only to rise again. Legend tells that her evil can be undone only if she tastes the blood of a god as it flows from their still-beating heart. Of course, legend also says that she can be repelled by an infant’s cry, or imprisoned in a tear-filled thimble. Most notable sages attribute fire or acid as a possible weakness, and may be able to be used to exorcise the Drogm from the mortal world.
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