Kryx RPGThemesCreatures
Duergar Screamer

Duergar Screamer

Medium construct
Challenge
3

STR
4
DEX
−2
CON
1
INT
−3
WIS
−1
CHA
−3

38
7d8+7
17
Soak
2
Fort
+2
Ref
+2
Will
−2
Defense note natural armor
Damage immunities poison
Condition immunities charmed, diseased, exhausted, frightened, paralyzed, petrified, poisoned

Speed 4 m.
Skills Insight −1 (10), Perception −1 (10), Psionics +1 (12)
Senses darkvision 10 m.
Languages understands Dwarven but can’t speak

Engine of Pain. Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using two actions to attack with its reaction.

Maneuvers. The duergar screamer uses maneuvers (maneuver save DC 14). It has 9 stamina dice which are d8s, a dice limit of 1, 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: bloodletting blade, disorient, spring attack

Spellcasting. The duergar screamer uses Psionics (Wis) to cast spells (spell save DC 9, +1 to hit with spell attacks). It can cast the following spells:

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

Actions (2)

Drill. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 10 (1d12 + 4) piercing damage.

Sonic Scream (1/turn). The screamer emits destructive energy in a 5-meter cone. Each creature in that area must succeed on a DC 11 Reflex saving throw or take 7 (2d6) concussion damage and be knocked prone.

Underdarkmtof

Maneuvers

1 minute/stamina die

As an action, you can make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage in an attempt to administer a dozen precise cuts, causing the creature to bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

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.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

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.