Medium Elemental (Devil, Dwarf), Lawful Evil
Armor Class 18 Ashsteel Plate
Hit Points 70 (10d8 + 30)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
Damage Immunities Fire
Condition Immunities Poisoned
Senses Darkvision 90ft, in shades of red, Passive Perception 14
Languages Common, Dwarvish, Hook Horror, Orc, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Fireborn: This creature is immune to the effects of cold weather (not extreme cold as explained in the Dungeon Masters Guide), immune to the poison condition, immune to fire damage, and may interact with Ashsteel Equipment. Furthermore, this creature has advantage against effects that would cause paralysis or stun. Their physical form can also not be changed by magic. Upon reaching 0 hit points, this creature explodes dealing 2d10 fire damage to all creatures within 10ft.

Ashsteel Weapons: This creature is proficient with all weapons and any weapons or ammunition owned tend to be Ashsteel. Sample Weapons are included in the actions.

One with Fire: This creature can cause metal weapons to deal an additional 1d6 fire damage. Ashsteal weapons deal a 1d8 additional fire damage instead. (Usually either an axe, a sword and whip, or a crossbow)

Multi-Lingual: All soldiers of Uruk are expected to know a number of languages, the standard Duergar commoner would know dwarvish and maybe 1 more.

Fire Form: (Bonus Action) The Uruk K'daai can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Actions

Multi-Attack: The Uruk K'daai may make 2 weapon attacks.

Heat Metal: The Uruk K'daai can heat 1 metal object it can touch, making it glow white-hot briefly. Any creature in physical contact with the object takes 2d6 fire damage. If the metal is on a creature, the creature and Uruk Infernal Guard make a contesting dexterity saving throw and check respectively.

Ashsteel War Great Axe: Melee Weapon Attack: +7 to hit, reach 5ft. one target. Hit: 11 (1d12+1d4+4) piercing damage and 4 (1d8) fire damage.

Ashsteel Longsword: Melee Weapon Attack: +7 to hit, reach 5ft. one target. Hit: 8 (1d6+1d4+4) slashing damage and 4 (1d8) fire damage. (Versatile)

Ashsteel Barbed Whip: Melee Weapon Attack: +7 to hit, reach 10ft. one target. Hit: 11 (1d6+1d4+1) slashing damage and 4 (1d8) fire damage. Targets hit may instead be grappled or knocked prone instead of dealing any slashing damage.

Ashsteel Heavy Crossbow: Ranged Weapon Attack: +7 to hit, range 100/400. one target. Hit: 10 (1d10+1d4+4) bludgeoning damage and 4 (1d8) fire damage.

Volatile Spit: Ranged Unarmed Attack: +7 to hit, reach 10ft. one target. Hit: 2 (1d6) fire damage.

Bonus Actions

Calling Orders: A slave within earshot may make 1 attack action as a reaction immediately against an enemy creature.

Blessed of Form: The Uruk K'daai is able to use its Fire Form feature for 1 minute. While in Fire Form the Uruk K'Daai is unable to speak, or make any actions and bonus actions.

Description

K'daai are the elite soldiers of the Duergar City of Ukuk in the world of Maestutis. A Duergar is bonded to a fire elemental through an almost always fatal ritual. Harsh and unrelenting, they are not known to be swayed by conversation but by the cold hard facts. Also known as Ashborn collectively, all Duergar have soot-colored skin, with eyes akin to two red burning coals. Their hair is white by nature, with a mark of veterancy being their bushy eyebrows shaven off and the site ritually scarred to prevent regrowth. All Duergar are devout followers of Hashut whose symbol is three claw marks. 

Within Mokosh, Duergar are known for their slaving tendencies and strict adherence to bargains struck. Acting as mercenaries to protect from invasion, to then raiding towns a month following.

(Inspired by Duergar from D&D, Iron Dwarves from WoW, and Chaos Dwarfs from Warhammer, and Babylonian culture)

Habitat: MountainUnderdark

devlynmoffett

Comments

Posts Quoted:
Reply
Clear All Quotes