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Duergar




          Duergar Tyrant                                        stomping foot attacks. It can replace up to four of these attacks
                                                                with uses of its Flame Jet.  It can replace one iron fist attack with
          Large humanoid (dwarf), lawful evil
                                                                Rocket Punch.
          Armor Class 21 (natural armor)                        Iron Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
          Hit Points 207 (18d10 + 108)                          Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large
          Speed 30 ft.                                          or smaller creature, it must make a successful DC 19 Strength
                                                                saving throw or be thrown up to 30 feet away in a straight line. The
              STR           DEX           CON           INT           WIS           CHA   target lands prone and then takes 10 (3d6) bludgeoning damage.
                 22 (+6)         5 (-3)        22 (+6)      16 (+3)     14 (+2)      13 (+1)  A creature that fails its saving throw by 5 or more is also stunned
                                                                until the end of duergar's next turn.
          Saving Throws Con +11, Wis +7                         Stomping Foot. Melee Weapon Attack: +11 to hit, reach 5 ft., one
          Damage Immunities poison                              target. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) to a
          Condition Immunities charmed, exhaustion, frightened, paralyzed,   prone target.
            poisoned
                                                                Flame Jet. The duergar spews flames in a line 100 feet long and 10
          Senses darkvision 120 ft., passive Perception 12
                                                                feet wide. Each creature in the line must make a DC 19 Dexterity
          Languages Dwarvish, Undercommon
                                                                saving throw, taking 18 (4d8) fire damage on a failed save, or half
          Challenge 16 (15,000 XP)
                                                                as much damage on a successful one.
          Innate Spellcasting (Psionics). The duergar’s innate spellcasting   Rocket Punch (Recharge 5-6). Melee or Ranged Weapon Attack:
          ability is Intelligence (spell save DC 16). It can cast the following   +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 33 (6d8 +
          spells, requiring no components:                      6) bludgeoning damage. If the target is a Large or smaller creature,
                                                                it must make a successful DC 19 Strength saving throw or be
          At will: mage hand, minor illusion
                                                                thrown up to 30 feet away in a straight line. The target lands prone
          2/day each: counterspell, misty step, stinking cloud
                                                                and then takes 10 (3d6) bludgeoning damage. A creature that
          1/day: destructive wave
                                                                fails its saving throw by 5 or more is also stunned until the end of
          Magic Resistance. The duergar has advantage on saving throws   duergar's next turn. The rocket fist flies back and reattaches itself
          against spells and other magical effects.             to the duergar's arm at the end of its turn.
                                                                Legendary Actions
          Psychic Engine. 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 within 10 feet of it.  The duergar gains 3 legendary actions, choosing from the options
                                                                below. Only one legendary action option can be used at a time and
          Sunlight Sensitivity. While in sunlight, the duergar has disadvantage   only at the end of another creature's turn. The duergar regains
          on attack rolls, as well as on Wisdom (Perception) checks that rely   spent legendary actions at the start of its turn.
          on sight.                                             Charge. The duergar moves up to its speed.
          Actions                                               Stomp (Costs 2 Actions). The duergar attacks with its stomping
                                                                  foot.
          Multiattack. The despot makes two iron fist attacks and two   Iron Fist (Costs 3 Actions). The duergar attacks with its iron fist.





         Duergar Heavy Hammerer                                 its Multiattack with its reaction.
         Large construct, lawful evil                           Siege Monster. The hammerer deals double damage to objects and
                                                                structures.
         Armor Class 18 (natural armor)                         Actions
         Hit Points 85 (10d10 + 30)
         Speed 30 ft.                                           Multiattack. The hammerer makes two attacks: one with its claw
                                                                and one with its hammer.
              STR           DEX           CON           INT           WIS           CHA
                                                                Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
                21 (+5)         7 (-2)        16 (+3)       6 (-2)          6 (-2)         5 (-3)
                                                                Hit: 12 (2d6 + 5) bludgeoning damage.
                                                                Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
         Damage Immunities poison
                                                                Hit: 19 (4d6 + 5) bludgeoning damage.  If the attack roll against
         Condition Immunities charmed, exhaustion, frightened, paralyzed,
                                                                a target succeeds by 5 or more, the target must make a DC 15
           petrified, poisoned
                                                                Constitution saving throw or be stunned until the end of the
         Senses darkvision 60 ft., passive Perception 8
                                                                hammerer's next turn.
         Languages understands Dwarvish but can’t speak
         Challenge 4 (1,100 XP)                                 Trembling Slam (Recharge 5-6). The hammerer pounds the
                                                                ground with both of its limbs, triggering a short earth tremor. All
         Engine of Pain. Once per turn, a creature that attacks the hammerer   other creatures on the ground within 10 feet of the hammerer that
         can target the duergar trapped in it. The attacker has disadvantage   are Large or smaller must succeed on a DC 15 Strength saving
         on the attack roll. On a hit, the attack deals an extra 5 (1d10)   throw or be knocked prone.
         damage to the hammerer, and the hammerer can respond by using
        220         Chapter 3. Bonus Sampler Stat Blocks
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