Mordenkainen's Tome of Foes

(Nancy Kaufman) #1




CHAPTER 6 I BESTIARY


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Medium humanoid (dwarf), lawful evil

Armor Class 20 (plate mail, shield)

Hit Points 75 (10d8 + 30)

Speed 25 ft.

STR

18 (+4)

DEX

11 (+0)

CON

17 (+3)

Damage Resistances poison

INT

12 (+l)

WIS

12 (+l)

Senses darkvision 120 ft., passive Perception 11

Languages Dwarvish, Undercommon

Challenge 6 (2,300 XP)

CHA

14 (+2)

Duergar Resilience. The duergar has advantage on saving

t hrows 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.

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Multiattack. The duergar makes three hammer or javelin at-

tacks and uses Call to Attack, or Enlarge ifit is available.

Psychic-Attuned Hammer. Melee Weapon Attack: +7 to hit,

reach 5 ft., one target. Hit: 9 (ldlO + 4) bludgeoning damage,

or 15 (2dl 0 + 4) bludgeoning damage while enlarged, plus 5

(ldlO) psychic damage.

javelin. Me/ee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or

range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage,

or 11 (2d6 ± 4) piercing damage while enlarged.

Call to Attack. Up to three allied duergar within 120 feet of t his

duergar that can hear it can each use their reaction to make

one weapon attack.

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

the d!fergar 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 duergaT lacks the

room to become Large, it attains the maximum size possible in

the space available.

Invisibility (Recharge 4-6). 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.

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Scouring Instruction. When an ally that the duergar can see

makes a d20 roll, the duergar can roll a d6 and the ally can add

the number rolled to the d20 roll by taking 3 (1 d6) psychic dam-

age. A creature immune to psychic damage can't be affected by

Scouring Instruction.
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