Kryx RPGThemesCreatures

Duergar Xarrorn

Medium humanoid (duergar)
Challenge
2

STR
3
DEX
0
CON
2
INT
0
WIS
1
CHA
−1

26
4d8+8
19
Soak
1
Fort
+3
Ref
+2
Will
+0
Defense note plate
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 xarrorn uses maneuvers (maneuver save DC 13). 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: distant shot, impale, spring attack

Spellcasting. The duergar xarrorn 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

Fire Lance. Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 1 meter), reach 2 m. Hit: 7 (1d8 + 3) piercing damage, or 11 (1d8 + 3 plus 1d6) piercing damage if you move at least 2 meters while mounted before your attack, plus 3 (1d6) fire damage.

Fire Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m. or range 5/20 m. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Fire Spray (Recharge 5–6). From its fire lance, the duergar shoots a 3-meter cone or a 5-meter line of fire. Each creature in that area must make a DC 12 Reflex saving throw. On a failed save, a creature takes 17 (5d6) fire damage and is burning 1. On a successful save, a creature takes half as much damage and isn’t burning.

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 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 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.