Medium Humanoid (Dwarf), Lawful Evil
Armor Class 21 (plate mail, shield)
Hit Points 190 (10d12 + 100)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +8, CON +7, WIS +6
Skills Athletics +11, History +9, Investigation +9, Perception +9
Damage Resistances Poison
Senses Darkvision 120 ft., Passive Perception 15
Languages Dwarvish, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.

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

Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of an ally wielding a shield.

Actions

Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.

Psychic-Attuned Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) bludgeoning damage, or 29(4d12 + 5) bludgeoning damage while under the effect of Enlarge, plus 10 (2d10) psychic damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.

Call to Attack. Up to four allies within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.

Invisibility. (Recharge 4–6). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Beard Volley. (Recharge 5–6) Launch longer, harder but non-poisonous beard quills in a 20 foot cone. DC 16 dex save, on success take half damage. Damage: 20(3d10 + 5) piercing damage.

Bonus 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.

Beard. Launches poisonous quills from their beard at a single target, range 30/60. +7, DC 16 con save or take 17(2d10+7) poison damage.

Reactions

Scouring Instruction. When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6, and the ally can add the number rolled to the d20 by taking 3 (1d6) psychic damage.

Legendary Actions

Zunder has 2 legendary actions. They regain them on the end of their turn.

Call to Attack. Up to four allies within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.

Look Alive. Refreshes the spent reactions of up to three allies or their self  and 2 allies within 120 feet.

Description

Zunder, the captain of the stone guard of Gracklstugh. A durzagon(half devil). In ages past the durzagon dominated Duergar society. Now while still in high praise, are nearly unheard of. Zunder has broke from the legacy of their ancestories taken to the way of a warrior instead of a cleric but retains the famous quill beards of the durzagon.

Previous Versions

Name Date Modified Views Adds Version Actions
2/8/2023 10:20:00 PM
13
1
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Coming Soon
2/8/2023 10:23:42 PM
12
1
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Coming Soon

Habitat: MountainUnderdark

Bryan0x05

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