Medium Undead (Dwarf), Neutral Evil
Armor Class 18 Plate
Hit Points 80 (4d8 + 8)
Speed 25 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
9 (-1)
Skills Intimidation +15
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Dwarvish, Undercommon
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

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.

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

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.

Legendary Actions

Disrupt Life: - (costs 2 actions) Each non-undead target within 20 feet of the creature must make a DC 16Constitution saving throw against this magic, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one.`

Lair and Lair Actions

The Lord's Tomb, separate from those that served under him, it is imbued with arcane energies from the duergar war mages that seep into the Lords tomb.  A tremor shakes the lair in a 20-foot radius around the creature. Each target other than the creature on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Monster Tags: undeaddwarf

Habitat: Underdark

TimelessJack

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