Page 235 - Tales from the Yawning Portal
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DUERGAR SPY
Combining the natural abilities of the duergar race with
the specialized training of a spy, the duergar named
Ghared is a force to be reckoned with inside Khundru-
DUERGAR SPY kar (The Forge of Fury).
Medium humanoid (dwarf), lawful evil
ENCHANTER
Armor Class 15 (studded leather)
Hit Points 33 (6d8 + 6) Enchanters are specialist wizards who understand how
Speed 25 ft. to alter and control minds using magic. They might be
personable and interesting, using magic to manipulate
STR DEX CON INT WIS CHA people only when banter and conventional persuasion
10 (+0) 16 (+3) 12 (+l) 12 (+1) 10 (+O) 13 (+1) fails, or they might be rude and demanding, using and
relying on charmed, obedient minions.
Damage Resistances poison
Skills Deception +5, Insight +2, Investigation +5, Perception +4,
Persuasion +3, Sleight of Hand +5, Stealth +7 ENCHANTER
Senses darkvision 120 ft., passive Perception 14 Medium humanoid (any race), any alignment
Languages Dwarvish, Undercommon
Challenge 2 (450 XP) Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
Cunning Action. On each of its turns, the spy can use a bonus
action to take the Dash, Disengage, or Hide action. STR DEX CON INT WIS CHA
Duergar Resilience. The spy has advantage on saving throws 9 (-1) 14 (+2) 11 (+O) 17 (+3) 12 (+1) 11 (+O)
against poison, spells, and illusions, as well as to resist being
Saving Throws Int +6, Wis +4
charmed or paralyzed.
Skills Arcana +6, History +6
Sneak Attack. Once per turn, the spy can deal an extra 7 (2d6) Senses passive Perception 11
damage when it hits a target with a weapon attack and has Languages any four languages
advantage on the attack roll, or when the target is within 5 feet Challenge 5 (1 ,800 XP)
of an ally of the spy that isn't incapacitated and the spy doesn't
have disadvantage on the attack roll.
Spellcasting. The enchanter is a 9th-level spellcaster. Its
Sunlight Sensitivity. While in sunlight, the spy has disadvan- spellcasting ability is Intelligence (spell save DC 14, +6 to hit
tage on attack rolls, as well as on Wisdom (Perception) checks with spell attacks). The enchanter has the following wizard
that rely on sight. spells prepared:
Cantrips (at will):friends, mage hand, mending, message
ACTIONS
1st level (4 slots): charm person,* mage armor, magic missile
Multiattack. The spy makes two shortsword attacks. 2nd level (3 slots): hold person,* invisibility, suggestion*
3rd level (3 slots): fireball haste, tongues
Eniarge (Recharges after a Short or Long Rest). For 1 minute,
4th level (3 slots): dominate beast,'*stoneskin
the spy magically increases in size, along with anything it is
5th level (2 slots): hold monster*
wearing or carrying. While enlarged, the spy is Large, doubles *Enchantment spell of 1st level or higher
her damage dice on Strength-based weapon attacks (included
in the attacks), and makes Strength checks and Strength saving ACTIONS
throws with advantage. If the spy lacks the room to become
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft. , one
Large, it attains the maximum size possible in the space target. Hit: 2 (ld6- 1) bludgeoning damage, or 3 (ld8- 1)
available.
bludgeoning damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft. , one tar-
get. Hit: 6 (ld6 + 3) piercing damage, or 10 (2d6 + 3) piercing REACTIONS
damage while enlarged. Instinctive Charm (Recharges after the Enchanter Casts an
Enchantment Spell of 1st Level or Higher). The enchanter tries
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120
to magically divert an attack made against it, provided that the
ft., one target. Hit: 6 (1 d6 + 3) piercing damage.
attacker is within 30 feet of it and visible to it. The enchanter
Invisibility (Recharges after a Short or Long Rest). The spy mag- must decide to do so before the attack hits or misses.
ically turns invisible until it attacks, deals damage, casts a spell, The attacker must make a DC 14 Wisdom saving throw. On a
or uses its Enlarge, or until its concentration is broken, up to failed save, the attacker targets the creature closest to it, other
1 hour (as if concentrating on a spell). Any equipment the spy than the enchanter or itself. If multiple creatures are closest,
wears or carries is invisible with it. the attacker chooses which one to target.
APPENDIX B I CREATURES
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