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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