Duergar DespotMedium humanoid (dwarf)
- 12 (8,400 XP)
Dashing Strike. If the duergar despot uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Innate Spellcasting (Psionics). The duergar despot’s innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells:
Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.
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 1.5 meters of it.
Sunlight Sensitivity. While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Multiattack. The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.
Iron Fist. Melee Weapon Attack: +9 to hit, reach 1.5 m. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Reflex saving throw or be thrown up to 9 meters away in a straight line. The target is knocked prone and then takes 10 (3d6) bludgeoning damage.
Stomping Foot. Melee Weapon Attack: +9 to hit, reach 1.5 m. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning damage to a prone target.
Flame Jet. The duergar spews flames in a line 30 meters long and 1.5 meters wide. Each creature in the line must make a DC 16 Reflex saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.