mordenkainens tome of foes

(Jeff_L) #1

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DUERGAR SCREkMER


A duergar s creamer is a construct that uses sonic en-

ergy to grind rock into dus t. Duergar accused of spread-

ing gossip or plotting against their super iors are trapped

within one of these devices, their beards shorn and their

ongoing agony channeled into psionic energy that pow-

ers the screamer.

DUERGAR SOULBLADE


Soulblades are duergar warriors whose maste ry of

psion ics allows them to manifest blades of psychic en-

ergy to slice apart their foes.

DUERGAR SCREAMER


Medium construct, lawful evil

Armor Class 15 (natural armor)

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Hit Points 38 (7d8 + 7)

Speed 20 ft.

STR DEX CON INT WIS CHA

18 (+4) 7 (-2) 12 (+l) 5 (-3) 5 (-3) 5 (-3)

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened,

paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 7

Languages understands Dwarvish but can't speak

Challenge 3 (700 XP)

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Engine of Pain. Once per turn, a creature that attacks the

screamer can target the duergar trapped in it. The attacker has

disadvantage on the attack roll. On a hit, the attack deals an

extra 11 (2dl0) damage to the screamer, and the screamer can

respond by using its Multiattack with its reaction.

ACTIONS

Multiattack. The screamer makes one drill attack and uses its

Sonic Scream.

Drill. Me/ee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 10 (ldl2 + 4) piercing damage.

Sonic Scream. The screamer emits destructive energy in a 15·

foot cube. Each creature in that area must succeed on a DC 11

Strength saving throw or take 7 (2d6) thunder damage and be

knocked prone.

CHAPTER 6 I BESTIARY





Medium humanoid (dwarf), lawful evil

Armor Class 14 (leather armor)

Hit Points 18 (4d8)

Speed 25 ft.

STR

11 (+O)

DEX

16 (+3)

CON

10 (+O)

Damage Resistances poison

INT

11 (+O)

WIS

10 (+O)

Senses darkvision 120 ft., passive Perception 10

Languages Dwarvish, Undercommon

Challenge l (200 XP)

CHA

12 (+l)

Duergar Resilience. The duergar has advantage on saving

throws against poison, spells, and illusions, as well as to resist

being charmed or paralyzed.

Create Sou/blade. As a bonus action, the duergar can create a

shortsword-sized, visible blade of psionic energy. The weapon

appears in the duergar's hand and vanishes if it leaves the duer-

gar's grip, or if the duergar dies or is incapacitated.

Innate Spellcasting (Psionics). The duergar' s innate spellcast-

ing ability is Wisdom (spell save DC 12, +4 to hit with spell

attacks). It can innately cast the following spells, requiring no

components:

At will: blade ward, true strike

3/day each: jump, hunter's mark

Sunlight Sensitivity. While in sunlight, the duergar has dis·

advantage on attack ro lls , as well as on Wisdom (Perception)

checks that rely on sight.

ACTIONS

Sou/blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one

targe t. Hit: 6 (ld6 + 3) force damage, or 10 (2d6 + 3) force

damage while enlarged. If the soulblade has advantage on the

attack roll, the attack deals an extra 3 (ld6) force damage.

Enlarge (Recharges after a Short or Long Rest). For l minute, the

duergar magically increases in size, along with anything it is wear·

ing 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 th e maximum size possible in the space available.

Invisibility (Recharges after a Short or Long Rest). The d uergar

magically turns invisible for up to l hour or until it attacks, it

casts a spell, it uses its Enlarge, or its concentration is broken

(as if concentrating on a spell). Any equipment the duergar

wears or carries is invisible with it.

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