, Neutral Evil
• Armor Class: 18
• Hit Points: 93 (11d8+44)
• Speed: 25 ft.
Athletics +7, Intimidation +4
darkvision 60 ft.
7 (2900 XP)
• Action Surge (Recharges after a Short or Long Rest)
: Drannin takes an additional action on his turn.
: A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack).
• Dwarven Resilience
: Drannin has advantage on saving throws against poison.
• Indomitable (Recharges after a Short or Long Rest)
: Drannin can reroll a saving throw that he fails. He must use the new roll.
• Second Wind (Recharges after a Short or Long Rest)
: Drannin can use a bonus action to regain 16 (1d10 + 11) hit points.
• Special Equipment
: Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength.
: Drannin makes three attacks with his greataxe.
: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.