5e:Duergar Keeper of the Flame: Difference between revisions

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|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-->

Latest revision as of 18:09, 23 December 2023

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Out of the Abyss
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Duergar Keeper of the Flame (Pointer) [1]
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. [2] The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist bring charmed or paralyzed.

Innate Spellcasting (Psionics).

Spellcasting.

Sunlight Sensitivity. [2] 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). [2] 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. [2] 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. [2] 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). [2] 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.

Unofficial Description: Duergar cleric


Sources

  1. Green Ronin, et. al.. Out of the Abyss (5e 2014) (2015). Wizards of the Coast. p. 226-227. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. 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. 2.0 2.1 2.2 2.3 2.4 2.5

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