Duergar
Duergar
Medium humanoid (dwarf), lawful evil
classe Armatura 16 (scale mail, shield)
Punti Ferita 26 (4d8+8)
Velocità 25 ft.
| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|--------| | 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) |
Danno Resistances poison
Senses darkvision 120 ft., passive Percezione 10
Linguaggi Dwarvish, Undercommon
Challenge 1 (200 XP)
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Saggezza (Percezione) checks that rely on sight.
- Actions
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 Forza-based weapon attacks (included in the attacks), and makes Forza checks and Forza saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Arma da Mischia Attacco: +4 to hit, reach 5 ft., one target. Colpito: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.
Javelin. Melee or Arma a Distanza Attacco: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Colpito: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.