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.