mordenkainens tome of foes

(Jeff_L) #1
DUERG
AR WARLORD

A warlo
rd is cunning, ins piring, and c
rue l in equal parts.

A skilled warrior who
leads duergar into battle, the war





lord can use spikes of
psionic energy to compel duergar

warriors to fight harder.

D
uERGAR XARRORN

The xarrorn
are specialists who cons
truct weapons us-

ing a mixture of alche my
and psionics.

DUERGAR XARRORN


Medium humanoid (dwarf), lawful
evil

Armor
Class 18 (plate mail)

Hit
Points 26 (4d8 + 8)

Spe
ed 25 ft.

STR

16 (+3)

DEX

11 (+O)

CON

14 (+2)

Damage Resistances
poison

INT

11 (+O)

WIS

10
(+O)

CHA

9 (-1)

••

Senses
darkvision 120 ft., passive Perception
10

Languages Dwarvish
, Undercommon

Challenge 2 (450 XP)

Duergar Resilience

. The duergar has advantage on
saving


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

being charmed
or paralyzed.

Sunlight Sensitivity

. While in sunlight, the duergar has


disadvantage on attack rolls, as well
as on Wisdom

(Perception) checks that rely on
sight.

ACTIONS

Fire Lance. Melee Weapon Attack:
+5 to hit (with disadvantage

ifthe target
is within 5 feet of the duergar), reach
10 ft., one

target. Hit
: 9 (ld12 + 3) piercing damage plus
3 (ld6) fire dam-

age, or 16 (2d12 + 3) piercing
damage plus 3 (ld6) fire damage

while
enlarged.

Fire Spray (Recharge
5-6). From its fire lance,
the duergar

shoots a 15-foot cone of fire
or a line of fire 30 feet long and

5 feet wide. Each creature
in that area must make a DC 12

Dexterity
saving throw, taking 10 (3d6) fire
damage on a failed

save, or half as much
damage on a successful one.

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.

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

magically turns invisible
for up to 1 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.


EIDOLON


The gods have
many methods for protecting
s ites they

deem holy.
One servant they rely on often to
do so is

the eidolon
, a ghostly spirit bound by a sacred
oath to

safeguard
a place of import to the divine.
Forged from

the souls of those who had
prove n their unwavering

devotion, eidolons s talk
temples and vaults, place s

where
miracles have been witnessed
and relics en-

shrined,
to ensure that no enemy can
gain a foothold

against
the gods' cause through de filement
or violence

withi
n these sites. If an enemy with
such intent sets

foot inside a warded
location, the eidolon plunges
into a

graven
vessel, a statue specially
prepared to house the

souls of these protectors. The eidolon
then animates

the effigy and uses the borrowed
body to drive out the

intr uders bent on plundering
the relics it is charged

with guarding.

Sacred Guardians.
Creating an eidolon
requires a

spirit of fanatical
devotion-that of an individual
who, in

life, served with unwavering
faithfulness. Upon death,

a god might reward such
a follower with everlasting

service in the prote ction
of a holy site. An eidolon has
no

purpose
beyond guarding the place it
was assigned to

and never
leaves.

Animated Statues.
An eidolon has few methods
for

protecting itself beyond
its ability to awaken its s acred

vessels. When a fo
e enters, the eidolon leaps into
action

by
merging its body with one of several
statues at the

site.
After doing so, the eidolon
controls the construct

as if it was its own body and uses
its fists to drive back

intruders, smashing
and crushing anything it
can reach.

Undead Nature.
An eidolon doesn't require
air, food,

drink, or sleep.
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