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.
Innate Spellcasting (Psionics)
The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components:
At will: Mage Hand, Minor Illusion
1/day each: Counterspell, Misty Step, Stinking Cloud.
Magic Resistance : The duergar has advantage on saving throws against spells and other magical effects.
Psychic Engine: When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.
Psionic Field: The Commissar projects a 10ft radius field around himself, hostile creatures starting their turn in the field take 6 force damage, allies gain 5 temporary hit points
Psionic Rage: A When The Commissar is reduced to 60 hit points his psionic abilities become unstable and his psionic field disappears . He loses 2 points of his AC but gains other benefits.
He instead can use one of his attack actions to force one creature within 15 feet of him to take a DC 16 Dex save or take 6d6 (18) damage. If that creature fails its save he can repeat the effect until he is out of unique creatures in his range.
Multiattack
The despot makes 3 Blade of Pure Iron attacks
Blade of Pure Iron (Stable)
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the attack is successful, the commissar can choose one of the following abilities
- immediately push the creature 15ft
- Reduce the Creatures speed to 0 until the end of its next turn
- Allow one of the Duregars allies to move up to 15ft towards the creature
Blade of Pure Iron (Unstable) Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) bludgeoning damage. If the attack is successful the Commissar may immediately choose one of the following abilities. (He may only choose each ability once per round)
- Give the target disadvantage to all saving throws until the end of its next turn
- Make another single attack against another creature within 5 feet of the target
- Deal an extra 11 (2d6+5) lightning damage to the target creature
- Knock the target prone
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