5e:Duergar Darkhaft: Difference between revisions

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|name=Duergar Darkhalf <!--Creature Name-->
|name=Duergar Darkhalf <!--Creature Name-->
|sorttext=
|sorttext=
|refs=<ref name="oota.226">{{Cite Pub|Out of the Abyss|pages=226}} Licensed: &copy; Wizards of the Coast (used under 'fair use' clause).</ref>
|refs=<ref name="oota.226">{{Cite Pub|Out of the Abyss|pages=226}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref> <ref name="srd5">The Darkhaft is based on the {{5ep|Dueargar Common}} from the {{pub|SRD-OGL v5.1}} (Licensed: [[OGL]]) with some changes.</ref>
|size=Medium <!--Medium, Large, etc.-->
|size=Medium <!--Medium, Large, etc.-->
|type=Humanoid <!--Dragon, Humanoid, Outsider, Swarm, etc.-->
|type=Humanoid <!--Dragon, Humanoid, Outsider, Swarm, etc.-->
Line 32: Line 32:
|perception=10 <!--Passive Perception bonus; +5-->
|perception=10 <!--Passive Perception bonus; +5-->
|languages=Dwarvish, Undercommon <!--Common, Goblin, None, etc.-->
|languages=Dwarvish, Undercommon <!--Common, Goblin, None, etc.-->
|habitat=Mountain, Underdark
|cr=2 <!--Challenge Rating-->
|cr=2 <!--Challenge Rating-->
|xp= <!--Experience points for destroying-->
|xp= <!--Experience points for destroying-->
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|feature1=Duergar Resilience
|feature1=Duergar Resilience
|flimit1=
|flimit1=
|fdesc1=The duergar has {{srd5lc|Advantage}} on {{srd5lc|Saving Throw}}s against {{srd5lc|poison}}, {{srd5lc|Spell}}s, and {{srd5lc|Illusion}}s, as well as to resist bring {{srd5lc|Charmed}} or {{srd5lc|Paralyzed}}.
|fdesc1={{SRD5trait}} The duergar has {{srd5lc|Advantage}} on {{srd5lc|Saving Throw}}s against {{srd5lc|poison}}, {{srd5lc|Spell}}s, and {{srd5lc|Illusion}}s, as well as to resist bring {{srd5lc|Charmed}} or {{srd5lc|Paralyzed}}.


|feature2=Innate Spellcasting  
|feature2=Innate Spellcasting  
|flimit2=Psionics
|flimit2={{SRD5|Psionic}}s
|fdesc2=
|fdesc2=


|feature3=Sunlight Sensitivity
|feature3=Sunlight Sensitivity
|flimit3=
|flimit3=
|fdesc3=While in sunlight, the duergar has {{srd5lc|Disadvantage}} on {{srd5lc|Attack Roll}}s, as well as on {{SRD5|Wisdom}} (Perception) checks that rely on sight.
|fdesc3={{SRD5trait}} While in sunlight, the duergar has {{srd5lc|Disadvantage}} on {{srd5lc|Attack Roll}}s, as well as on {{SRD5|Wisdom}} (Perception) checks that rely on sight.


|action1=Enlarge
|action1=Enlarge
|alimit1={{SRD5|Recharge}}s after a {{SRD5|Short Rest|Short}} or {{SRD5|Long Rest}}
|alimit1={{SRD5|Recharge}}s after a {{SRD5|Short Rest|Short}} or {{SRD5|Long Rest}}
|adesc1=For 1 {{srd5lc|Minute}}, the duergar magically increases in {{srd5lc|Size}}, along with anything it is wearing or carrying. While enlarged, the duergar is {{srd5lc|Large}}, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes {{SRD5|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.
|adesc1={{SRD5trait}} For 1 {{srd5lc|Minute}}, the duergar magically increases in {{srd5lc|Size}}, along with anything it is wearing or carrying. While enlarged, the duergar is {{srd5lc|Large}}, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes {{SRD5|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.


|action2=War Pick
|action2=War Pick
|alimit2=
|alimit2=
|adesc2=''{{SRD5|Melee Weapon Attack}}:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8+2) {{srd5lc|Piercing}} damage, or 11 (2d8+2) piercing damage while ''enlarged''.
|adesc2={{SRD5trait}} ''{{SRD5|Melee Weapon Attack}}:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8+2) {{srd5lc|Piercing}} damage, or 11 (2d8+2) piercing damage while ''enlarged''.


|action3=Javelin
|action3=Javelin
|alimit3=
|alimit3=
|adesc3=''Melee or Ranged Weapon Attack:'' +4 to hit, reach 5 ft. or range 30/120 ft., one target. ''Hit:'' 5 (1d6+2) {{srd5lc|Piercing}} damage, or 9 (2d6+2) piercing damage while ''enlarged''.
|adesc3={{SRD5trait}} ''Melee or Ranged Weapon Attack:'' +4 to hit, reach 5 ft. or range 30/120 ft., one target. ''Hit:'' 5 (1d6+2) {{srd5lc|Piercing}} damage, or 9 (2d6+2) piercing damage while ''enlarged''.


|action4=Invisibility
|action4=Invisibility
|alimit4=Recharges after a {{5e Rest|y}}
|alimit4=Recharges after a {{5e Rest|y}}
|adesc4=The duergar magically turns {{srd5lc|Invisible}} until it attacks, casts a spell, or uses its Enlarge, or until its {{srd5lc|Concentration}} is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
|adesc4={{SRD5trait}} The duergar magically turns {{srd5lc|Invisible}} until it attacks, casts a spell, or uses its Enlarge, or until its {{srd5lc|Concentration}} is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
}}
}}
{{refstart}}The darkhafts are the members of the Deepking's secret corps of psionic agents.{{refend|<ref name="oota.226" />}}
{{refstart}}The darkhafts are the members of the Deepking's secret corps of psionic agents.{{refend|<ref name="oota.226" />}}

Latest revision as of 17:26, 23 December 2023

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Out of the Abyss
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This material is posted under the fair use clause of copyright law.
The Unofficial Description and any notes are licensed CC-BY-SA.

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Duergar Darkhalf [1] [2]
Medium Humanoid  (Dwarves, Duergar), Lawful Evil
Armor Class: 16 (scale mail, shield)
Hit Points: 26 (4d8+8)
Speed: 25 ft.
Str Dex Con Int Wis Cha
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)
Damage Resistances: poison
Senses: Darkvision 120 ft., passive perception 10
Languages: Dwarvish, Undercommon
Habitat: Mountain, Underdark
Challenge: 2 (450 xp)Proficiency Bonus (PB): +2

Features

Duergar Resilience. [3] The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist bring charmed or paralyzed.

Innate Spellcasting (Psionics).

Sunlight Sensitivity. [3] While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 

Actions

Enlarge (Recharges after a Short or Long Rest). [3] 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.

War Pick. [3] 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.

Javelin. [3] Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest). [3] 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.

The darkhafts are the members of the Deepking's secret corps of psionic agents. [1]

Sources and Notes

  1. Green Ronin, et. al.. Out of the Abyss (5e 2014) (2015). Wizards of the Coast. p. 226. Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.0 1.1
  2. The Darkhaft is based on the Dueargar Common from the SRD-OGL v5.1 (Licensed: OGL) with some changes.
  3. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. 3.0 3.1 3.2 3.3 3.4 3.5

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