Duergar Commando

Medium humanoid (duergar), any

Armor Class 17 (MS-11 suit)
Hit Points 112 (15d8 + 45); Wound Threshold 28
Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 14 (+2) 15 (+2) 10 (+0)

Saving Throws Dex +6, Con +6
Skills Acrobatics +6, Athletics +5, Investigation +5, Perception +5, Stealth +6, Survival +5
Tools sciencrafter’s tools, thieves’ tools
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 15
Languages Duergar, Dwarvish, Undercommon and any one language
Challenge 7 (2 900 XP)

SPECIAL TRAITS

  • Aimed Attack. When the duergar commando hits its target with a weapon, it deals one extra die of damage (included in the attack).
  • Dwarven Resilience. The duergar commando has advantage on saving throws against poison.
  • Evasion. When the duergar commando is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the duergar commando instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Extra Thorough (1/Day). When the duergar commando makes an ability check and rolls a 10 or less, it can decide to treat the roll as a 11.
  • Sneak Attack (1/Turn). The duergar commando deals an extra 14 (4d6) damage when it hits a target with a weapon attack if it has advantage on the attack roll. It doesn’t need advantage on the attack roll if one of its allies is within 5 feet of the target, that ally isn’t incapacitated, and the duergar commando doesn’t have disadvantage on the attack roll.
  • Sunlight Sensitivity. While in sunlight, the duergar commando has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight.

ACTIONS

  • Multiattack. The duergar commando makes two melee attacks.
  • Collapiercer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
  • Crosspoon. Melee Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw. It takes 21 (6d6) poison damage on a failure, half as much damage on a success.

ABOUT

Abyss duergar rarely venture outside their territory, and always with caution. Their equipment often comes off as striking, owing to its strange and extraordinary appearance, seemingly even shrouded in eerie magic. In reality, this is called sciencraft, a blend of craft, industry, and science. These formidable inventions can offer a decisive advantage to abyss duergar: but for now, it would seem the gray dwarves do not seek to use them for conquest, rather focusing their efforts on other issues.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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