Shield of Faith: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Keen Hearing and Smell: The Daedroth has advantage on Wisdom (Perception) checks that rely on hearing or smell. Hold Breath: The Daedroth can hold its breath for 30 minutes. Magic Resistance: The Daedroth has advantage on saving throws against spells and other magical effects.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Greatsaxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Pounce: Melee Weapon Attack: +3 to hit, reach 10ft., one creature. Hit: 8 (1d8 + 4) slashing damage. Fire Breath: (Recharge 5–6). The Daedroth exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 15 (4d6) fire damage on a failed save, or half as much damage on a successful one. Poison Spray: (Recharge 5-6). The Daedroth extends it's hand toward a creature it can see within range and project a puff of noxious gas from is palm in a 15-foot cone. Each creature must succeed on a Constitution saving throw or become poisoned.