Kryx RPGThemesCreatures
Duergar

Duergar

Medium humanoid (duergar)
Challenge
1

STR
2
DEX
0
CON
2
INT
0
WIS
0
CHA
−1

26
4d8+8
17
Fort
+3
Ref
+2
Will
+0
Defense note chain hauberk, shield
Damage resistances poison

Speed 5 m.
Skills Insight +0 (11), Perception +0 (11), Psionics +2 (13)
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 uses maneuvers (maneuver save DC 12). It has 2 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 when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, impale, knockback, spring attack

Spellcasting. The duergar uses Psionics (Wis) to cast spells (spell save DC 10, +2 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

Warpick. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands.

Longspear. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 5/20 m. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands to make a melee attack.

Underdarksrd

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

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 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 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 2 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.