Page 136 - Dragonix - DM Options, Monster Talents II
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Dwarves, Duergar                                       Legendary Actions

                                                               Type: Action.

        Duergar Despot                                         Talent Cost: 4 (Counts as 4 Talents).
                                                               The duergar gains 3 legendary actions, choosing
        The duergar despot (CR 12) can have a maximum
                                                               from the options below. Only one legendary action
        of 5 talents.
                                                               option can be used at a time and only at the end of
                                                               another creature's turn. The duergar regains spent
        Battle Magic                                           legendary actions at the start of its turn.
                                                               Charge. The duergar moves up to its speed.
        Type: Trait.
                                                               Stomp (Costs 2 Actions). The duergar attacks with
        Talent Cost: 2 (Counts as 2 Talents).                    its stomping foot.

        Battle Magic. When the duergar uses its action to      Iron Fist (Costs 3 Actions). The duergar attacks
        cast a spell that has a casting time of 1 action, it can     with its iron fist.
        make one melee attack as a bonus action.



        Bruiser                                                Rocket Punch (Recharge 5-6)

        Type: Trait.
                                                               Type: Action.
        Bruiser. A creature that takes damage from the         The duergar can unleash its iron fist as a magically-
        duergar's melee attack has disadvantage on its next
                                                               propelled projectile.
        attack roll until the end of its next turn.
                                                               Rocket Punch (Recharge 5-6). Melee or
                                                               Ranged Weapon Attack: +9 to hit, reach 5 ft. or
        Duergar Immunity                                       range 30/120 ft., one target. Hit: 23 (4d8 + 5)
                                                               bludgeoning damage. If the target is a Large or
        Type: Trait.
                                                               smaller creature, it must make a successful DC 17
        The duergar is immune to lllusions, paralysis, and     Strength saving throw or be thrown up to 30 feet
        poison.                                                away in a straight line. The target lands prone and
                                                               then takes 10 (3d6) bludgeoning damage.  The
                                                               rocket fist flies back and reattaches itself to the
        Greater Psychic Engine                                 duergar's arm at the end of its turn.
        Type: Trait.                                              When the duergar uses its Multiattack, it can use
                                                               Rocket Punch in place of one of its iron fist attacks.
        When the duergar suffers a critical hit or is reduced
        to 0 hit points, psychic energy erupts from its frame
        to deal 21 (6d6) psychic damage to each creature       Rocket Jump (Recharge 5-6)
        within 10 feet of it..
                                                               Type: Action.
                                                               Rocket Jump (Recharge 5-6). As a bonus action,
        Haymaker                                               the duergar can  propel itself upward by using its

        Type: Trait.                                           rocket-propelled boot, gaining a fly speed of 40 feet
                                                               until the end of the turn.
        If the duergar's melee attack roll against a target
                                                                 Additionally, if the duergar flies at least 10 feet
        succeeds by 5 or more,  the target must make a
                                                               in a straight line right before attacking a creature
        DC 17 Constitution saving throw or be knocked
                                                               with its iron fist, the duergar deals an extra 9 (2d8)
        unconscious until the end of the duergar's next
                                                               bludgeoning damage. If the target is a Large or
        turn.
                                                               smaller creature, it must make a successful DC 17
                                                               Strength saving throw or be thrown up to 30 feet
                                                               away in a straight line. The target lands prone and

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