Duergar Alchemist

Out of the Abyss p. 76

Tamaño
Mediano
Tipo
humanoid (dwarf)
Alineamiento
legal malvado
CA
16 (scale mail, shield)
Puntos de golpe
26 (4d8+4)
Velocidad
walk 25 ft.
Resistencias
poison
Sentidos
darkvision 120 ft.
Percepción pasiva
10
Idiomas
Dwarvish, Undercommon
Desafío
1
Linaje
Duergar, Alchemist
Entorno
underdark
FUE
14
+2
DES
11
+0
CON
14
+2
INT
11
+0
SAB
10
+0
CAR
9
−1

Rasgos

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 Wisdom (Perception) checks that rely on sight.

Acciones

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.

recharge

SHORT

War Pick

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Alchemist's Fire

Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a successful DC 10 Dexterity check to extinguish the flames.

Acid Vial

Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 7 (2d6) acid damage.

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.

recharge

SHORT

Otros datos

description