Page 189 - Mordenkainen's Tome of Foes Deluxe
P. 189

DU ERG AR
                                                              DUERGAR DESPOT
          The cruel duergar plot not only to defeat other dwarves,
          but to cast down the entire dwarven pantheon in re-  Duergar despots replace parts of their bodies with me-
          venge for their being abandoned and left to be enslaved   chanical devices that they control through their psionic
          by mind flayers. To this end, duergar train warriors to   abilities.
          fulfill a variety of roles.
                                             .                DuERGAR HAMMERER
                                              -.
          DUERGAR DESPOT                        1             The hammerer is a digging machine with a duergar
          Medium humanoid (dwarf), lawful evil   ..   > ..  - •   strapped inside it-typically a punishment for those
                                                              whose work ethic wavers. The machine's mechanism
          Armor Class 21  (natural armor)             -  ff    transforms the captive duergar's pain into energy that
          Hit Points 119 (14d8 + 56)
                                                               powers the device, which is typically used to dig tunnels
          Speed 25 ft.
                                                               and repel invaders.
             STR    DEX     CON     INT     WIS    CHA
            20 (+5)   5 (-3)   19 (+4)   15 (+2)   14 (+2)   13 (+1)   DUERGAR KAVALRACHNI
                                                              The kavalrachni are duergar cavalry, trained to fight
          Saving Throws Con +8, Wis +6                        while riding steeders.
          Condition Immunities charmed, exhaustion, frightened,  . .
          Damage Immunities poison
                                                      -~···
                                                      .,
            paralyzed, poisoned                        •       DUERGAR MIND MASTER
          Senses darkvision 120 ft., passive Perception 12   ·~t   The feared duergar mind masters usually operate as
                                                  I  "'t  •  ~ '
          Languages Dwarvish, Underco111mon       ...  -. , .   spies, both inside and beyond a duergar stronghold.
          Challenge 12 (8,400 XP)                             Their psionically augmented abilities enable them to see
                                                               through illusions with ease and shrink down to minia-
           Innate Spellcasting (Psionics). The duergar despot's innate   ture size to spy on their targets.
          spellcasting ability is Intelligence (spell save DC  12). It can cast
           the following spells, requiring no components:
                                                               DUERGAR HAMMERER
          At will: mage hand, minor illusion                   Medium construct, lawful evil
           1/day each: counterspell, misty step, stinking cloud
           Magic Resistance. The duergar has advantage on saving throws   Armor Class 17 (natural armor)   .
          against spells and other magical effects.            Hit Points 33  (6d8 + 6)   ,.   •
                                                               Speed 20 ft.
           Psychic Engine. When the duergar despot suffers a critical hit
          or is reduced to 0 hit points, psychic energy erupts from its   STR   DEX   CON   INT   WIS   CHA
          frame to deal 14 (4d6) psychic damage to each creature within   17 (+3)   7 (- 2)   12 (+1)   5 (- 3)   5 (- 3)   5 (-3)
           5 feet of it.
                                                               Damage Immunities poison
           Sunlight Sensitivity. While in sun'light, the duergar despot has   Condition Immunities charmed, exhaustion, frightened,
                                                                                                           ••
          disadvantage on attack rolls, as well as on Wisdom (Percep-  paralyzed, petrified, poisoned     ...
          tion) checks that rely on sight.                     Senses darkvision 60 ft., passive Perception 7   ......
                                                               Languages understands Dwarvish but can't speak
                                                                                                          .....
           ACTIONS                                             Challenge 2 (450 XP)                     ' ,..:.'II-'
           Multiattack. The despot makes two iron fist attacks and two
           stomping foot attacks. It can replace up to four of these attacks   Engine of Pain. Once per turn, a creature that attacks the ham-
           with uses of its Flame Jet.                         merer can target the duergar trapped in it. The attacker has
                                                               disadvantage on the attack roll. On a hit, the attack deals an
           Iron Fist.  Melee Weapon Attack: +9 to hit, reach 5 ft., one tar-
                                                               extra 5 (ldlO) damage to the hammerer, and the hammerer can
           get. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a   respond by using its Multiattack with its reaction.
           Large or smaller creature, it must make a successful DC 17
           Strength saving throw or be thrown up to 30 feet away in a   Siege Monster. The hammerer deals double damage to objects
           straight line. The target lands prone and then takes 10 (3d6)   and structures.
           bludgeoning damage.                                               ...  ':.:.
                                                               ACTIONS
           Stomping Foot. Melee Weapon Attack: +9 to hit, reach 5 ft., one
                                                               Multiattack. The hammerer makes two attacks: one with its
           target. Hit: 9 (ld8 + 5)  bludgeoning damage, or 18 (3d8 + 5)  to
                                                               claw and one with its hammer.
           a prone target.
                                                               Claw.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
           Flame jet. The duergar spews flames in  a line 100 feet long and
                                                               Hit: 6 (ld6 + 3)  bludgeoning damage.
           5 feet wide. Each creature in the line must make a  DC  16 Dex-
           terity saving throw, taking 18 (4d8) fire damage on a failed  save,   Hammer.  Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
           or half as much damage on a successful one.         get. Hit: 10 (2d6 + 3)  bludgeoning damage.

          CHAPTER 6  I BESTIARY
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