Page 194 - Mordenkainen's Tome of Foes Deluxe
P. 194

EIDOLON
                                                                 The gods have many methods for protecting sites they
                                                                 deem holy. One servant they rely on often to do so is
             DUERGAR WARLORD                                     the eidolon, a ghostly spirit bound by a sacred oath to
                                                                 safeguard a place of import to the divine. Forged from
             A warlord is cunning, inspiring, and cruel in equal parts.
                                                                 the souls of those who had proven their unwavering
             A skilled warrior who leads duergar into battle, the war-
                                                                 devotion, eidolons stalk temples and vaults, places
             lord can use spikes of  psionic energy to compel duergar
                                                                 where miracles have been witnessed and relics en-
             warriors to fight harder.
                                                                 shrined, to ensure that no enemy can gain a foothold
                                                                 against the gods' cause through defilement or violence
             D uERGAR XARRORN
                                                                 within these sites. If  an enemy with such intent sets
             The xarrorn are specialists who construct weapons us-  foot inside a warded location, the eidolon plunges into a
             ing a mixture of alchemy and psionics.              graven vessel, a statue specially prepared to house the
                                                                 souls of these protectors. The eidolon then animates
                                                                 the effigy and uses the borrowed body to drive out the
             DUERGAR XARRORN
                                                                 intruders bent on plundering the relics it is charged
             Medium humanoid (dwarf), lawful evil
                                                                 with guarding.
                                                                   Sacred Guardians. Creating an eidolon requires a
             Armor Class 18 (plate mail)
                                                                 spirit of fanatical devotion-that of an individual who, in
             Hit Points 26 (4d8 + 8)
             Speed 25 ft.                                  ••    life, served with unwavering faithfulness. Upon death,
                                                                 a god might reward such a follower with everlasting
               STR     DEX    CON      INT    WIS     CHA        service in the protection of a holy site. An eidolon has no
              16 (+3)   11  (+O)   14 (+2)   11  (+O)   10 (+O)   9 (- 1)   purpose beyond guarding the place it was assigned to
                                                                 and never leaves.
             Damage Resistances poison                             Animated  Statues. An eidolon has few methods for
             Senses darkvision 120 ft., passive Perception 10    protecting itself beyond its ability to awaken its sacred
             Languages Dwarvish, Undercommon                     vessels. When a foe enters, the eidolon leaps into action
             Challenge 2 (450 XP)
                                                                 by merging its body with one of several statues at the
                                                                 site. After doing so, the eidolon controls the construct
             Duergar Resilience. The duergar has advantage on saving
                                                                 as if it was its own body and uses its fists to drive back
             throws against poison, spells, and illusions, as well as to resist
                                                                 intruders, smashing and crushing anything it can reach.
             being charmed or paralyzed.
                                                                   Undead Nature. An eidolon doesn't require air, food,
             Sunlight Sensitivity. While in sunlight, the duergar has   drink, or sleep.
             disadvantage on attack rolls, as well as on Wisdom
             (Perception) checks that rely on sight.
             ACTIONS
             Fire Lance. Melee Weapon Attack: +5 to hit (with disadvantage
             ifthe target is within 5 feet of  the duergar), reach 10 ft., one
             target. Hit: 9 (ld12 + 3)  piercing damage plus 3 (ld6) fire dam-
             age, or 16 (2d12 + 3)  piercing damage plus 3 (ld6) fire damage
             while enlarged.
             Fire Spray (Recharge 5-6). From its fire lance, the duergar
             shoots a 15-foot cone of  fire or a line of  fire 30 feet long and
             5 feet wide. Each creature in that area must make a  DC 12
             Dexterity saving throw, taking 10 (3d6) fire damage on a failed
             save, or half as much damage on a successful one.
             Enlarge (Recharges after  a Short or Long Rest). For 1 minute,
             the duergar magically increases in size, along with anything it
             is wearing or carrying. While enlarged, the duergar is Large,
             doubles its damage dice on Strength-based weapon attacks
             (included in the attacks), and makes Strength checks and
             Strength saving throws with advantage. If the duergar lacks the
             room to become Large, it attains the maximum size possible in
             the space available.
             Invisibility (Recharges after a Short or Long Rest). The duergar
             magically turns invisible for up to 1 hour or until it attacks, it
             casts a spell, it uses its Enlarge, or its concentration is  broken
             (as if  concentrating on a spell). Any equipment the duergar
            wears or carries is invisible with it.
   189   190   191   192   193   194   195   196   197   198   199