Kryx RPGThemesCreatures

Duergar Despot

Medium humanoid (duergar)
Challenge
12

STR
5
DEX
−1
CON
4
INT
1
WIS
2
CHA
2

119
14d8+56
26
Soak
2
Fort
+8
Ref
+2
Will
+6
Defense note natural armor
Damage immunities poison
Condition immunities charmed, exhausted, frightened, paralyzed, poisoned

Speed 5 m.
Skills Insight +2 (13), Perception +2 (13), Psionics +6 (17)
Senses darkvision 20 m.
Languages Dwarven, Undercommon

Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.

Maneuvers. The duergar despot uses maneuvers (maneuver save Difficulty 17). It has 17 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: bonecrush, debilitating crush, disorient, hammer through, hammering blow, knockback, spring attack, trip

2 stamina dice: tremoring strike

Psychic Engine. When the duergar despot suffers a critical hit or is reduced to 0 health, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 1 meter of it.

Spellcasting. The duergar despot uses Psionics (Wis) to cast spells (spell save Difficulty 14, +6 to hit with spell attacks). It has 6 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 15th-level spellcaster): catapult, floating object, minor telekinesis

1 mana: hover, immovable object, inertial armor, kinetic assault, kinetic barrier, kinetic bulwark, kinetic retort, kinetic shield, levitate, telekinesis, telekinetic charge, teleport, wall bind

2 mana: animate objects, gravitational well, inertial barrier, inertial wall, kinetic explosion, kinetic grasp, kinetic onslaught, stasis, tiny servant, touchsight

1/rest each: enlarge/reduce (self only), invisibility (self only)

Sunlight Sensitivity. While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Actions (4)

Iron Fist (2/turn). Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 14 (2d8 + 5) bludgeoning damage.

Stomping Foot (2/turn). Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning damage if the target is prone.

Flame Jet (Costs 2 actions; Recharge 5–6). The duergar spews flames in a 5-meter cone or line. Each creature in that area must make a Difficulty 16 Reflex saving throw. On a failed save, a creature takes 49 (14d6) fire damage and is burning 2. On a successful save, a creature takes half as much damage and isn’t burning.

Mountain, Underdarkmtof

Maneuvers

As an action, you can make a melee weapon attack that deals bludgeoning damage in an attempt to crush its skeletal structure. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage in an attempt to debilitate the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage and ignore an additional Soak for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 3 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you within 1 meter of the creature must make a Reflex saving throw.

On a failed save, a creature is knocked prone.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can add the stamina die as bludgeoning damage if the creature fails the saving throw for each additional stamina die expended.

  • You can expend 1 additional stamina dice to increase the area to within 2 meters of the creature.