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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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