Kryx RPGThemesCreatures
Duergar Stone Guard

Duergar Stone Guard

Medium humanoid (duergar)
Challenge
2

STR
4
DEX
0
CON
2
INT
0
WIS
1
CHA
−1

39
6d8+12
19
Soak
1
Fort
+3
Ref
+3
Will
+0
Defense note chain mail, shield
Damage resistances poison

Speed 5 m.
Skills Insight +1 (12), Perception +1 (12), Psionics +3 (14)
Senses darkvision 20 m.
Languages Dwarven, Undercommon

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Maneuvers. The duergar stone guard uses maneuvers (maneuver save DC 14). It has 7 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: block blow, distant shot, impale, shield bash, spring attack

Phalanx Formation. The duergar has advantage on attack rolls and Reflex saving throws while standing within 1 meter of a duergar ally wielding a shield.

Spellcasting. The duergar stone guard uses Psionics (Wis) to cast spells (spell save DC 11, +3 to hit with spell attacks). It can cast the following spells:

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

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

Actions

King’s Knife (Shortsword). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 7 (1d6 + 4) piercing damage.

Longspear. Melee or Ranged Weapon Attack: +6 to hit, reach 1 m. or range 5/20 m. Hit: 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if used with two hands to make a melee attack.

Mountain, Underdarkmtof

Spell conversion not done

All creatures in this system should have maneuvers or spells. I have not finished converting this creature. If you would like to help, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9

Maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can make a ranged weapon attack at double your weapon’s range and long range. 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 with a weapon that deals piercing damage in an attempt to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes piercing 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 and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.

On a failed save, it takes bludgeoning damage equal to the stamina die and it can’t take reactions until the start of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.

On a successful save, it takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • 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.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered 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.