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.

