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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