Duergar Stone Guard
Duergar Stone Guard
Medium humanoid (dwarf), lawful evilMedium humanoid (dwarf), lawful evil
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Duegar Metalwork. The duegar Stone Guard's splint armour reduces all bludgeoning and slashing damage by 1, and its piercing melee weapons deal an additional 1 point (already included below).
[b]Duergar Resilience.[/b] The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
[b]Sunlight Sensitivity.[/b] While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
[b]Duegar Metalwork.[/b] The duegar Stone Guard's splint armour reduces all bludgeoning and slashing damage by 1, and its piercing melee weapons deal an additional 1 point (already included below).
Actions
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8+5) piercing damage, or 11 (2d8+5) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.
Spark Shield Parry (Recharge d6: 4-6). When an opponent attacks and misses the duegar Stone Guard with a melee attack, the attack is parried with its electrified shield that causes melee weapons to drive a charge back to their users, numbing their arms. The duegar Stone Guard's next attack against this opponent has advantage.
[b]Enlarge (Recharges after a Short or Long Rest).[/b] For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
[b]War Pick.[/b] Melee Weapon Attack: [+7] to hit, reach 5 ft., one target. Hit: 6 ([1d8+5]) piercing damage, or 11 ([2d8+5]) piercing damage while enlarged.
[b]Javelin.[/b] Melee or Ranged Weapon Attack: [+7] to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 ([1d6+2]) piercing damage, or 9 ([2d6+2]) piercing damage while enlarged.
[b]Spark Shield Parry (Recharge [d6]: 4-6).[/b] When an opponent attacks and misses the duegar Stone Guard with a melee attack, the attack is parried with its electrified shield that causes melee weapons to drive a charge back to their users, numbing their arms. The duegar Stone Guard's next attack against this opponent has advantage.
Legendary Actions
Details
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