DUERG
AR WARLORDA warlo
rd is cunning, ins piring, and c
rue l in equal parts.A skilled warrior who
leads duergar into battle, the warlord can use spikes of
psionic energy to compel duergarwarriors to fight harder.D
uERGAR XARRORNThe xarrorn
are specialists who cons
truct weapons us-ing a mixture of alche my
and psionics.DUERGAR XARRORN
Medium humanoid (dwarf), lawful
evilArmor
Class 18 (plate mail)Hit
Points 26 (4d8 + 8)Spe
ed 25 ft.STR16 (+3)DEX11 (+O)CON14 (+2)Damage Resistances
poisonINT11 (+O)WIS10
(+O)CHA9 (-1)••Senses
darkvision 120 ft., passive Perception
10Languages Dwarvish
, UndercommonChallenge 2 (450 XP)Duergar Resilience. The duergar has advantage on
saving
throws against poison, spells,
and illusions, as well as to resistbeing 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.ACTIONSFire Lance. Melee Weapon Attack:
+5 to hit (with disadvantageifthe target
is within 5 feet of the duergar), reach
10 ft., onetarget. Hit
: 9 (ld12 + 3) piercing damage plus
3 (ld6) fire dam-age, or 16 (2d12 + 3) piercing
damage plus 3 (ld6) fire damagewhile
enlarged.Fire Spray (Recharge
5-6). From its fire lance,
the duergarshoots a 15-foot cone of fire
or a line of fire 30 feet long and5 feet wide. Each creature
in that area must make a DC 12Dexterity
saving throw, taking 10 (3d6) fire
damage on a failedsave, 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 itis 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 andStrength
saving throws with advantage.
If the duergar lacks theroom
to become Large, it attains the
maximum size possible inthe space available.Invisibility
(Recharges after a Short or Long
Rest). The duergarmagically turns invisible
for up to 1 hour or until it attacks,
itcasts
a spell, it uses its Enlarge, or its concentration
is broken(as
if concentrating on a spell). Any
equipment the duergarwears or carries
is invisible with it.
EIDOLON
The gods have
many methods for protecting
s ites theydeem holy.
One servant they rely on often to
do so isthe eidolon
, a ghostly spirit bound by a sacred
oath tosafeguard
a place of import to the divine.
Forged fromthe souls of those who had
prove n their unwaveringdevotion, eidolons s talk
temples and vaults, place swhere
miracles have been witnessed
and relics en-shrined,
to ensure that no enemy can
gain a footholdagainst
the gods' cause through de filement
or violencewithi
n these sites. If an enemy with
such intent setsfoot inside a warded
location, the eidolon plunges
into agraven
vessel, a statue specially
prepared to house thesouls of these protectors. The eidolon
then animatesthe effigy and uses the borrowed
body to drive out theintr uders bent on plundering
the relics it is chargedwith guarding.Sacred Guardians.
Creating an eidolon
requires aspirit of fanatical
devotion-that of an individual
who, inlife, served with unwavering
faithfulness. Upon death,a god might reward such
a follower with everlastingservice in the prote ction
of a holy site. An eidolon has
nopurpose
beyond guarding the place it
was assigned toand never
leaves.Animated Statues.
An eidolon has few methods
forprotecting itself beyond
its ability to awaken its s acredvessels. When a fo
e enters, the eidolon leaps into
actionby
merging its body with one of several
statues at thesite.
After doing so, the eidolon
controls the constructas if it was its own body and uses
its fists to drive backintruders, smashing
and crushing anything it
can reach.Undead Nature.
An eidolon doesn't require
air, food,drink, or sleep.