Out of the Abyss

(Jeff_L) #1
Innate Spelfcasting (Psionics). The Keeper of the Flame's innate
spellcastlng ability is Wisdom (spell save DC 12) It can innately
cast the following spells, requiring no components:
At will:jr1ends, message
3/day: command
Spel/casting. The Keeper of the Flame is a 3rd-level spell caster.
Its spellcasting ability is Wisdom (spell save DC 1 2, +4 to hit
with spell attacks). The Keeper of the Flame has the following
cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame
1st level (4 slots): bone, inflict wounds, shield of faith
2nd level (2 slots): enhance ability, spiritual weapon

DUERGAR SOULBLADE
Duergar soulblades are assassins with the ability to
manifest blades of psionic energy.

DUEROAR STONE GUARD
The Stone Guards are veteran warriors who serve the
Dcepking as bodyguards. elite troops, and secret police.

D u EROA R XARRORN
The xarrorn are duergar warriors of Clan Xardelvar
trained to wield lances that spew alchemical tire.

DUE RGAR SOULBLADE
Medium humanoid (dwarf), lawful evil

Armor Class 14 {leather armor)
Hit Points 18 (4d8)
Speed 25 ft.

STR
11 (+0)

DEX
16 (+3)

CON
10 (+0)

Damage Resistances poison

INT
11 (+0)

WIS
10 (+0)

CHA
12 (+1)

Senses darkv1sion 120ft., passive Perception 10
l anguages Dwarvish, Undercommon
Challenge 1 (200 XP)

Duergar Resilience. The duergar has advantage on saving
throws against poison, spells, and illusions, as well as to resist
being charmed or paralyzed.
Innate Spelfcasting (Psionics). The duergar's mnate spellcasting
ability is Wisdom (spell save DC 12 , +4 to h1t with spell
attacks). It can mnately cast the followmg spells, requiring no
components:
At will: blade ward, true s-trike
3fday each: jump, hunter's mark
Sunlight Sensitivity. 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). For 1 minute,
the duergar magically increases in size, along w1th anything it is
wearing or carrying. While enlarged, the duergar IS Large. doubles
1ts 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. 1t attains the maximum size possible 1n the space available.


Create Sou/blade. The duergar creates a visible, shortsword-
Sized blade of ps1onic energy. The weapon appears in the
duergar's hand and vanishes if it leaves the duergar's grip, or 1f
the duergar dies or is incapacitated.

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.

Sou/blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target H1t: 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.

DUERGAR STONE GUARD
Med1um humanoid (dwarf), lawful evil

Armor Class 18 (chain mail, shield)
Hit Points 39 (6d8 + 12)
Speed 25ft.

STR
18 (+4)

DEX
11 (+0)

CON
14 (+2)

Damage Resistances poison

INT
11 (+0)

WIS
10 (+0)

Senses darkv1sion 120ft., passive Percept1on 10
languages Dwarvish, Undercommon
Challenge 2 (450 XP)

CHA
9 (-1)

Duergar Resilience. The duergar has advantage on saving
throw~ against poison, spells, and illusions, as well as to resist
being charmed or paralyzed.

Phalanx Formation. The duergar has advantage on attack rolls
and Dexterity savmg throws while standing Within 5 feet of a
duergar ally wielding a shield.

Sunlight Sensitivity. While in sunlight, the duergar has
d1sadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight

ACTIONS
Enlarge (Recharges after a Short or Long Rest). For 1 minute,
the duergar magically increases in size, along with anything 1t
is wearing or carrying. While enlarged, the duergar is Large.
doubles 1ts damage dice on Strength-based weapon attacks
(included 1n the attacks), and makes Strength checks and
Strength saving throws with advantage. If the duergar lacks the
room to become Large, it attains the max1mum size possible in
the space available.
King's Knife (Shortsword). Melee Weapon Allack: +6 to hit,
reach 5 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or 11
(2d6 + 4) piercing damage while enlarged.

javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 7 (ld 6 + 4) piercing damage,
or 11 (2d6 + 4) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar
magically turns mvisible for up to 1 hour or until1t attacks. 1t
casts a spell, it uses its Enlarge, or its concentration is broken
(as 1f concentrat1ng on a spell). Any equ1pment the duergar
wears or carries IS mvisible with it

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