Out of the Abyss

(Jeff_L) #1

228


DUERGAR XARRORN
Medium humanoid (dwarf), lawful evil

Armor Class 18 (plate mail)
Hit Points 26 (4d8 + 8)
Speed 25ft.

STR
16 (+3)

DEX
11 (+0)

CON
14 (+2)

Damage Resistances poison

INT
11 (+0)

WIS
10 (+0)

Senses darkvision 120ft., passive Perception 10
Languages Dwarvish, Undercommon
Challenge 2 (450 XP)

CHA
9 (-1)

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
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.

Fire Lance. Melee Weapon Attack: +5 to hit (with disadvantage
if the target is within 5 feet of the duerg~r), re~ch 10ft., Orte
target. Hit: 9 (1d 12 + 3) piercing damage plus 3 (1d6) fire
damage, or 16 (2dl 2 + 3) piercing damage plus 3 (ld6) fire
damage while enlarged.
Fire Spray (Recharge 5-6). From its fire lance, the duergar
shoots a 1 5-foot cone of fire or a line of fire 30 feet long and
5 feet wide. Each creature in tllat 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.
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.

MYC O NIDS
Myconids that embrace Zuggtmoy can develop new,
more destructive kinds of spores. Myconid adults
can have two of the following spore effects. Myconid
sovereigns have all these spore effects.
Caustic Spores (1/Day). The rnyconid releases spores
in a 30-foot cone. Each creature inside the cone must
succeed on a Dexterity saving throw or take ld6 acid
damage at the start of each of the myconid's turns. A
creature can repeat the saving throw at the end of its
turn, ending the effect on itself on a success. The save
DC is 8 +the myconid's Constitution modifier+ the
myconid's proficiency bonus.

Al'J'E'<DTX C ( CREATURES

Infestation Spores (1/Day). The myconid releases
spores that burst out in a cloud that tills a 10-foot-radius
sphere centered on it, and the cloud lingers for 1 minute.
Any flesh-and-blood creature in the cloud when it
appears, or that enters it later. must make a Constitution
saving throw. The save DC is 8 +the myconid's
Constitution mociifier1" the myconid's proficiency bonus.
On a successful save, the creature can't be infected by
these spores for 24 hours. On a failed save, the creature
is infected with a disease called the spores of Zuggtmo)
and also gains a random form of indefinite madness
(determined by rolling on the Madness of Zuggtmoy
table in appendix D) that lasts until the creature is
cured of the disease or dies. While infected in this way,
the creature can't be reinfected, and it must repeat
the saving throw at the end of every 24 hours, ending
the infection on a success. On a faiJure, the infected
creature's body is slowly taken over by fungal growth,
and after three such failed saves. the creature dies
and is reanimated as a spore servant if it's a type of
creature that can be (see the ·'Myeonids" entry in the
Monster Manual).
Euphoria Spores (1/Day). The myconid releases a
cloud of spores in a 20-foot-radius sphere centered on
itself. Other c reatures in that area must each succeed
on a Constitution saving throw or become poisoned for
1 minute. The save DC is 8 + the myconid's Constitution
modifier+ the myconid's proficiency bonus. A creature
can repeat the saving throw at the end of each of its
turns. e nding the effect early on itself on a s uccess.
When the effect ends on it, the creature gains one level
of exhaustion.

SPORE SERVANTS
Statistics for four new kinds of spore servants are
presented here.

CHUUL SPORE SERVANT
Large plant, unaligned

Armor Class 16 (natural armor)
Hit Points 93 (lld10 + 33)
Speed 30 ft ., swim 30ft.

STR
19 (+4)

DEX
10 (+0)

CON
16 (+3)

Damage Immunities poison

INT
2 (-4)

WIS
6 (-2)

Condition Immunities blinded, charmed, frightened,
paralyzed, poisoned

CHA
1 (-5)

Senses blindsight 30ft. (blind beyond this radius), passive
Perception 8
Languages-
Challenge 4 (1,100 XP)

ACTIONS
Multiattack. The spore servant makes two pincer attacks.

Pincer. Melee Weapon Attack: +6 to hit, reach 10ft., one target
Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled
(escape DC 14) if it is a Large or smaller creature and the spore
servant doesn't have two other creatures grappled.
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