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3/day	   each:	   entangle,	   goodberry	             Damage	   Resistances	   poison	   
             1/day	   each:	   barkskin,	   pass	   without	   trace,	   shillelagh	     Senses	   darkvision	   120	   ft.,	   passive	   Perception	   10	   
             Magic	   Resistance.	   The	   dryad	   has	   advantage	   on	   saving	     Languages	   Dwarvish,	   Undercommon	   
             throws	   against	   spells	   and	   other	   magical	   effects.	   
                                                                   Challenge	   1	   (200	   XP)	   
             Speak	   with	   Beasts	   and	   Plants.	   The	   dryad	   can	     	   	   
             communicate	   with	   beasts	   and	   plants	   as	   if	   they	   shared	   a	   
             language.	                                            Duergar	   Resilience.	   The	   duergar	   has	   advantage	   on	   
             Tree	   Stride.	   Once	   on	   her	   turn,	   the	   dryad	   can	   use	   10	     saving	   throws	   against	   poison,	   spells,	   and	   illusions,	   as	   
                                                                   well	   as	   to	   resist	   being	   charmed	   or	   paralyzed.	   
             feet	   of	   her	   movement	   to	   step	   magically	   into	   one	   living	   
             tree	   within	   her	   reach	   and	   emerge	   from	   a	   second	   living	     Sunlight	   Sensitivity.	   While	   in	   sunlight,	   the	   duergar	   has	   
             tree	   within	   60	   feet	   of	   the	   first	   tree,	   appearing	   in	   an	     disadvantage	   on	   attack	   rolls,	   as	   well	   as	   on	   Wisdom	   
             unoccupied	   space	   within	   5	   feet	   of	   the	   second	   tree.	     (Perception)	   checks	   that	   rely	   on	   sight.	   
             Both	   trees	   must	   be	   Large	   or	   bigger.	   
                                                                   Actions	   
             Actions	                                              Enlarge	   (Recharges	   after	   a	   Short	   or	   Long	   Rest).	   For	   1	   
             Club.	   Melee	   Weapon	   Attack:	   +2	   to	   hit	   (+6	   to	   hit	   with	     minute,	   the	   duergar	   magically	   increases	   in	   size,	   along	   
             shillelagh),	   reach	   5	   ft.,	   one	   target.	   Hit:	   2	   (1d4)	     with	   anything	   it	   is	   wearing	   or	   carrying.	   While	   enlarged,	   
             bludgeoning	   damage,	   or	   8	   (1d8	   +	   4)	   bludgeoning	     the	   duergar	   is	   Large,	   doubles	   its	   damage	   dice	   on	   
             damage	   with	   shillelagh.	                        Strength-  based	   weapon	   attacks	   (included	   in	   the	   
             Fey	   Charm.	   The	   dryad	   targets	   one	   humanoid	   or	   beast	     attacks),	   and	   makes	   Strength	   checks	   and	   Strength	   
                                                                   saving	   throws	   with	   advantage.	   If	   the	   duergar	   lacks	   the	   
             that	   she	   can	   see	   within	   30	   feet	   of	   her.	   If	   the	   target	   can	     room	   to	   become	   Large,	   it	   attains	   the	   maximum	   size	   
             see	   the	   dryad,	   it	   must	   succeed	   on	   a	   DC	   14	   Wisdom	     possible	   in	   the	   space	   available.	   
             saving	   throw	   or	   be	   magically	   charmed.	   The	   charmed	   
             creature	   regards	   the	   dryad	   as	   a	   trusted	   friend	   to	   be	     War	   Pick.	   Melee	   Weapon	   Attack:	   +4	   to	   hit,	   reach	   5	   ft.,	   
             heeded	   and	   protected.	   Although	   the	   target	   isn’t	   under	     one	   target.	   Hit:	   6	   (1d8	   +	   2)	   piercing	   damage,	   or	   11	   (2d8	   
             the	   dryad’s	   control,	   it	   takes	   the	   dryad’s	   requests	   or	     +	   2)	   piercing	   damage	   while	   enlarged.	   
             actions	   in	   the	   most	   favorable	   way	   it	   can.	     Javelin.	   Melee	   or	   Ranged	   Weapon	   Attack:	   +4	   to	   hit,	   
             	    Each	   time	   the	   dryad	   or	   its	   allies	   do	   anything	   harmful	     reach	   5	   ft.	   or	   range	   30/120	   ft.,	   one	   target.	   Hit:	   5	   (1d6	   +	   
             to	   the	   target,	   it	   can	   repeat	   the	   saving	   throw,	   ending	     2)	   piercing	   damage,	   or	   9	   (2d6	   +	   2)	   piercing	   damage	   
             the	   effect	   on	   itself	   on	   a	   success.	   Otherwise,	   the	   effect	     while	   enlarged.	   
             lasts	   24	   hours	   or	   until	   the	   dryad	   dies,	   is	   on	   a	   different	     Invisibility	   (Recharges	   after	   a	   Short	   or	   Long	   Rest).	   The	   
             plane	   of	   existence	   from	   the	   target,	   or	   ends	   the	   effect	     duergar	   magically	   turns	   invisible	   until	   it	   attacks,	   casts	   a	   
             as	   a	   bonus	   action.	   If	   a	   target’s	   saving	   throw	   is	     spell,	   or	   uses	   its	   Enlarge,	   or	   until	   its	   concentration	   is	   
             successful,	   the	   target	   is	   immune	   to	   the	   dryad’s	   Fey	     broken,	   up	   to	   1	   hour	   (as	   if	   concentrating	   on	   a	   spell).	   
             Charm	   for	   the	   next	   24	   hours.	          Any	   equipment	   the	   duergar	   wears	   or	   carries	   is	   invisible	   
             	    The	   dryad	   can	   have	   no	   more	   than	   one	   humanoid	   and	     with	   it.	   
             up	   to	   three	   beasts	   charmed	   at	   a	   time.	   
                                                                   	   
             	   
             Duergar	                                              Monsters (E)
             Medium	   humanoid	   (dwarf),	   lawful	   evil	   
                                                                   	   
             Armor	   Class	   16	   (scale	   mail,	   shield)	     Elementals
             Hit	   Points	   26	   (4d8	   +	   8)	   
             Speed	   25	   ft.	                                   Air	   Elemental	   
                                                                   Large	   elemental,	   neutral	   
             	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
                                                                   Armor	   Class	   15	   
             	    14	   (+2)	    11	   (+0)	    14	   (+2)	    11	   (+0)	    10	   (+0)	    9	   (−1)	   
                                                                   Hit	   Points	   90	   (12d10	   +	   24)	   
                                                                   Speed	   0	   ft.,	   fly	   90	   ft.	   (hover)	   






             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       305	   
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