Medium Humanoid (Dwarf), Chaotic Evil
Armor Class 20 Unarmored defense
Hit Points 190 (17d8 + 100)
Speed 50 ft.
STR
14 (+2)
DEX
18 (+4)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +8, DEX +10, CON +11, INT +8, WIS +9, CHA +6
Skills Athletics +8, Deception +7, Insight +9, Perception +9
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 19
Languages Dwarvish, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Ki - 17 Points..

 

 Flurry of Blows - 1 ki - after taking attack action spend 1 ki to make two unarmed strikes as a bonus action

Patient Defense - 1 ki - can spend 1 ki to dodge as bonus action
Step of Wind - 1ki - can spend 1 ki to take the dash or disengage action as a bonus action jump doubles.
 
Diamond Soul.

 proficiency in all saving throws

Whenever you make a saving throw and fail you can spend 1 ki to reroll and take the second result
-Drunken Technique.

 Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Stunning Strike (1 Ki).

 When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Tipsy Sway.

 Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

 Evasion.

 When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Improved unarmoured movement.

 You may move along vertical surfaces and across liquids on your turn without falling during your move

Drunkards Luck.

 When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxicated Frenzy.

 When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Duerger Magic.

 You can cast enlarge/reduce, using only the enlarge option once per long rest. You can cast the invisibility spell once per long rest. You don't need material components to cast these spells (Int is your spellcasting modifier)

Sunlight Sensitivity.

 You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight

 Alchemy infused Duergar Resilience /Legendary Resistance.

 

 Barryl has Advantage on Saving Throws

Legendary Resistance 2/day.

 When failing a saving throw Barryl can instead choose to succeed

Dwarven Fortitude.

 Whoever you take the dodge action you may a hit die to regain hp equal to 1d8+5 (Min 10)

Actions

Unusual Fortitude /Legendary Resistance. Barryl has Advantage on Saving Throws

Legendary Resistance 2/day.

 When failing a saving throw Barryl can instead choose to succeed

Dwarven Fortitude.

 Whoever you take the dodge action you may expend up to 2 hit die to regain hp equal to 1d8+5 (Min 10)

Actions

Attack (2 per action) +13 to hit.

 Dwarven Thrower Melee/20/60 Thrown (monk weapon)

1d10+7 melee
1d10 +7 +1d8 ranged
Unarmed strike - +13 to hit 1d10+7
Stunning Strike (1ki) - on hit, target makes DC 19 Con Save or is stunned until the end of your next turn.

 Enlarge.

 cast Enlarge

Become large +1d4 attacks7

Duerger Stealth.

 Cast Invisivility 1/day

Cannot be cast in direct Sunlight
Bonus Actions
  1. Flurry of Blows

    After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

  2. Patient Defense

    You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

  3. Step of the Wind

    You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

  4. Unarmed Strike

    When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Reactions
  1. Deflect Missiles

    You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +20. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.

Deflect Missiles Attack

If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).

Slow Fall

You can use your reaction when you fall to reduce any falling damage you take by 85.

Tipsy Sway

When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 ft.

Legendary Actions

The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.

 

Onslaught of Blows (1 action).

 Barryl can take the make two weapon attacks at any target within range

 

Dodge (1 action).

 Upon being attacked Barryl may take the dodge action at the cost of 1 ki

Barryl also regains 1d8+5 (minimum 10)

 

 

Unleashed Frenzy (2 actions).

 when hit with a melee attack Barryl can Make one weapon attack followed by a flurry of blows.

Weapon melee/20/60 +13 to Hit 1d10+7(+1d8ranged)

Description

Dwarven Thrower - You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. 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

Bracers of Defense - +2 AC

Cloak of protection - +1 AC

Lair and Lair Actions

When fighting inside its lair, the monster can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the monster can take one lair action to cause one of the following effects:

 

  • Barryl Summons his - Skaven Allies
  • Barryl summons a Skaven Greyseer
  • Barryl summons his Skaven Clan Rats 

The monster can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row

Monster Tags: dwarf

Habitat: Underdark

L3monzz

Comments

Posts Quoted:
Reply
Clear All Quotes