Medium Humanoid, Lawful Evil
Armor Class 21 (24 with Plate +3, Animated Shield)
Hit Points 213 (25d8 + 100)
Speed 25 ft.
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
11 (+0)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +9, DEX +4
Damage Resistances Poison
Senses Darkvision 120 ft., Passive Perception 10
Languages Dwarvish, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

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

Second Wind.(1/day) Bonnyl can use a bonus action to regain hit points equal to 1d10 + 15.

Action Surge.(1/day) Bonnyl can take one additional action on top of her regular action and a possible bonus action.

Indomitable.(1/day) Bonnyl can reroll a saving throw that she fail. If she do so, she must use the new roll.

Superior Critical. Bonnyl weapon attacks score a critical hit on a roll of 18–20.

Actions

Multiattack. Bonnyl makes Three attacks with the Axe of the Dwarvenlord.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Axe of the Dwarvenlord. Melee Weapon Attack: +12 to hit, reach 5 ft or 20/60ft., one target. Hit: 11 (1d8 + 8) slashing damage, or 16 (2d8 + 8) slashing damage while enlarged or Hit: 12 (1d10 + 8) Slashing damage, or 18 (2d10 + 8) slashing damage while enlarged. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2018 8:16:31 PM
39
1
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Coming Soon

Monster Tags: dwarf

Habitat: Underdark

DnDPaladin

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