## Dregma the One-Eye – Goblin Torturer of the Broken Road
### Overview
**Dregma the One-Eye** is a grotesque and gleeful goblin, known as the eyes and ears of **[[Drogul Blackjaw]]’s** raider band. Sadistic and cunning, Dregma thrives in the shadows of fear, using pain, secrets, and spectacle to maintain Drogul’s rule through terror. He is not simply a scout or spy—he is a storyteller of suffering, weaving dread with every whispered word.
To the common folk of [[Karudasos]], Dregma is a name children are warned about. To merchants and prisoners, he is a nightmare—one that arrives smiling.
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## Appearance
- **Race:** Goblin
- **Gender:** Male
- **Build:** Slender, wiry, unnaturally spry
- **Eye:** One green eye; the other socket covered by a bronze plate with etched runes
- **Clothing:** Patchwork leather reinforced with bone, teeth, and trophy-fingers
- **Weapons:** Rusty hooks, barbed knives, a blowdart tube, and a silver-toothed flute
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## Personality
- **Traits:** Sadistic, theatrical, hyperverbal
- **Beliefs:** Fear is an art form. Every scream is a song. Secrets taste better than blood.
- **Habits:** Whistles torture tunes, chews raw garlic cloves, collects bits of clothing from victims
Dregma believes torture is a language—and he speaks it fluently. He performs his work not out of cruelty, but out of passionate artistry.
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## Skills and Role
- **Master Interrogator:** Dregma has extracted information from warriors, mages, and even priests
- **Scout and Skirmisher:** Light-footed and stealthy, he often surveys terrain or poisons supplies before an ambush
- **Terror Propaganda:** Leaves “messages” behind—runes made of entrails, music boxes with dying screams, or bound survivors with lips sewn shut
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## Infamous Deeds
- **The Screaming Trees of Hollowfang:** Tied four elves to trees and used enchanted knives to carve songs into their flesh—then left their corpses posed in a musical tableau
- **The Pike of Secrets:** Captured a caravan leader and extracted five days' worth of names, routes, and debts before displaying his head on a copper spike—its mouth still whispering under enchantment
- **[[Bakorda]]’s Death:** Dregma taunted [[Grom]] and [[Bakorda]] before her execution, offering to "share a song"—a filthy verse on his flute played as her head hit the dirt
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## Relationship with Drogul
Drogul tolerates Dregma’s eccentricity because he is terrifyingly effective. Dregma often handles prisoners, softens towns for pillaging, or spreads fear ahead of Drogul’s arrival. The two share a mutual respect—though even Drogul never turns his back on Dregma.
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## Final Notes
Dregma the One-Eye is not a warrior to be faced in open combat—he is a predator of the soul, a psychological weapon wrapped in goblin skin. His mind is a labyrinth of cruelty, and his joy lies in watching others break inside it.
> “You can’t kill fear. But you _can_ teach it to sing.”
### **Dregma the One-Eye – CR 15 Goblin Master of Terror**
Small humanoid (goblinoid), chaotic evil
**Armor Class** 18 (shadow-padded leather + magical enhancements)
**Hit Points** 255 (34d6 + 136)
**Speed** 40 ft.
**STR** 10 (+0)
**DEX** 22 (+6)
**CON** 18 (+4)
**INT** 16 (+3)
**WIS** 14 (+2)
**CHA** 20 (+5)
**Saving Throws** Dex +11, Wis +7, Cha +10
**Skills** Stealth +14, Deception +10, Insight +7, Arcana +8, Intimidation +10, Sleight of Hand +11
**Damage Resistances** psychic, necrotic, poison
**Condition Immunities** frightened, charmed, blinded (magically)
**Senses** darkvision 120 ft., blindsight 30 ft., passive Perception 17
**Languages** Common, Goblin, Deep Speech, Infernal
**Challenge** 15 (13,000 XP)
**Proficiency Bonus** +5
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### Traits
**Whispers of Madness.** Creatures that start their turn within 20 feet of Dregma must succeed on a DC 18 Wisdom saving throw or suffer a random short-term madness effect for 1 minute. They may repeat the save at the end of each of their turns.
**Cruel Insight.** Dregma always knows the emotional state of any creature within 30 feet. Once per turn, he gains advantage on an attack roll or spell against a creature he has spoken to within the last 24 hours.
**Master Interrogator.** Any creature grappled, paralyzed, or restrained by Dregma has disadvantage on all saving throws against his spells and effects.
**One-Eyed Oracle.** Dregma can cast *clairvoyance* at will without components, always appearing as a floating spectral eye.
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### Spellcasting
Dregma is a 14th-level spellcaster. His spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks). He requires no components.
**Cantrips (at will):** thaumaturgy, minor illusion, vicious mockery, mage hand
**1st level (4 slots):** command, dissonant whispers, shield
**2nd level (3 slots):** detect thoughts, mirror image, phantasmal force
**3rd level (3 slots):** fear, counterspell, hypnotic pattern
**4th level (3 slots):** greater invisibility, confusion, dimension door
**5th level (2 slots):** dominate person, dream
**6th level (1 slot):** mass suggestion
**7th level (1 slot):** forcecage
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### Actions
**Multiattack.** Dregma makes two attacks with his Torturer’s Tools or casts one spell and makes one melee attack.
**Torturer’s Tools.** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) psychic damage. The target must succeed on a DC 18 Wisdom saving throw or be stunned until the end of their next turn.
**Psychic Cage (Recharge 5–6).** Dregma targets a creature he can see within 60 feet. The creature must succeed on a DC 18 Intelligence saving throw or become restrained in an invisible psychic prison for 1 minute. The creature can repeat the saving throw at the end of each of its turns.
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### Reactions
**Pain Mirror.** When a creature within 30 feet hits Dregma with an attack, Dregma can force the attacker to make a DC 18 Charisma saving throw. On a failure, the attacker takes the damage instead, and Dregma takes none.
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### Legendary Actions (3/Day)
Dregma can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
- **Cruel Mockery.** Casts *vicious mockery* as a bonus action.
- **Dark Step.** Teleports up to 30 feet into dim light or darkness.
- **Command of Terror (Costs 2 Actions).** Forces one creature within 60 feet to make a DC 18 Wisdom saving throw or be frightened for 1 minute.
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**Tactics:**
- Opens with *fear* or *hypnotic pattern* to control the battlefield.
- Uses *greater invisibility* to escape and harass while hidden.
- Targets weak-minded foes with *dominate person* or *mass suggestion*.
- Relies on *forcecage* or *psychic cage* to remove key enemies from combat.
- Retreats and repositions frequently, always speaking in riddles and cruelty.