Duergar Shadowmaster

Family: Duergar

Medium humanoid (duergar), any

Armor Class 14 (studded leather armor)

Hit points 97 (15d8 + 30); Wound Threshold 25
Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 16 (+3)

Saving Throws Dex +5, Cha +6
Skills Acrobatics +5, Deception* +9, History +4, Perception +4, Stealth* +8
Tools disguise kit, forgery kit, thieves’ tools
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 14
Languages Duergar, Dwarvish, Undercommon and any one language
Challenge 6 (2 300 XP)

SPECIAL TRAITS

  • Aimed Attack. When the duergar shadowmaster hits its target with a weapon, it deals one extra die of damage (included in the attack).
  • Dwarven Resilience. The duergar shadowmaster has advantage on saving throws against poison.
  • Evasion. When the duergar shadowmaster is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the duergar shadowmaster instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Shadow Camouflage. The duergar shadowmaster has advantage on Dexterity (Stealth) checks made to hide in an area of dim light or darkness.
  • Spellcasting. The duergar shadowmaster is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The duergar shadowmaster knows the following sorcerer spells:
  • Sneak Attack (1/Turn). The duergar shadowmaster 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 shadowmaster doesn’t have disadvantage on the attack roll.
  • Sunlight Sensitivity. While in sunlight, the duergar shadowmaster has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight.

ACTIONS

  • Multiattack. The duergar shadowmaster makes two dagger attacks.
  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.
  • Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.

BONUS ACTIONS

  • Shadow Passage (3/Day). The duergar shadowmaster magically teleports from an area of dim light or darkness to another area of dim light or darkness within 30 ft. of it that it can see. Until the end of its turn, it has advantage on its next attack roll.

ABOUT

An expert in stealth and subterfuge, a duergar shadowmaster embodies the trickster culture of the old stones duergar. They uphold a code of honor, seemingly esoteric to outsiders, and enjoy enigmas. They operate as thieves, assassins, protectors or even spies.

Section 15: Copyright Notice

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

This is not the complete license attribution - see the full license for this page