4 Duergar Fernkämpfer auf den Emporen (1er ist Muzgardt)
Duergar Hammerer, Screamer in der Schmiede (von oben?)
Any creature that touches the forge for the first time on a turn or starts its turn in contact with the forge takes 10 (3d6) fire damage.
1 construct kampfbereit, 1 weiteres auf der assembly area (xardorok aktiviert es später)
| MOD | SAVE | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 11 | +0 | +0 |
| CON | 14 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 9 | -1 | -1 |
Damage Resistances Poison
Senses Darkvision 120 ft., Passive Perception 10
Languages Dwarvish, Undercommon
Traits
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.
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: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 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.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 7 | -2 | -2 |
| CON | 12 | +1 | +1 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 5 | -3 | -3 |
| WIS | 5 | -3 | -3 |
| CHA | 5 | -3 | -3 |
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 7
Languages understands Dwarvish but can’t speak
Traits
Siege Monster. The hammerer deals double damage to objects and structures.
Actions
Multiattack. The hammerer makes one Claw attack and one Hammer attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Reactions
Engine of Pain. Immediately after a creature within 5 feet of the hammerer hits it with an attack roll, the hammerer makes a Hammer attack against that creature.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 17 | +3 | +3 |
| CON | 14 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 10 | +0 | +0 |
| CHA | 12 | +1 | +1 |
Saving Throws WIS +2
Skills Perception +2, Stealth +5
Damage Resistances Poison
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 12
Languages Dwarvish, Undercommon
Traits
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery.
Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus 10 (3d6) psychic damage while under the effect of Reduce.
Invisibility (Recharge 4–6). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this effect.
Bonus Actions
Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 7 | -2 | -2 |
| CON | 12 | +1 | +1 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 5 | -3 | -3 |
| WIS | 5 | -3 | -3 |
| CHA | 5 | -3 | -3 |
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 7
Languages understands Dwarvish but can’t speak
Actions
Multiattack. The screamer makes one Drill attack, and it uses Sonic Scream.
Drill. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
Sonic Scream. The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.
Reactions
Engine of Pain. Immediately after a creature within 5 feet of the screamer hits it with an attack roll, the screamer makes a Drill attack against that creature.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 11 | +0 | +0 |
| CON | 14 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 9 | -1 | -1 |
Damage Resistances Poison
Senses Darkvision 120 ft., Passive Perception 10
Languages Dwarvish, Undercommon
Traits
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of an ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The duergar makes two Shortsword or Javelin attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Bonus 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.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 9 | -1 | -1 |
| CON | 21 | +5 | +5 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 9 | -1 | -1 |
| WIS | 10 | +0 | +0 |
| CHA | 12 | +1 | +1 |
Saving Throws CON +8, WIS +3, CHA +4
Skills Athletics +9, Perception +3
Damage Immunities Cold
Senses Passive Perception 13
Languages Common, Giant
Traits
Legendary Resistance (1/day). Once per day, when he fails a saving throw, he can choose to succeed instead.
Cool Metal (1/day). As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn.
Actions
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 39 (5d12 + 7) slashing damage if the target is human.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 13 | +1 | +1 |
| CON | 16 | +3 | +3 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Skills Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Force, Necrotic, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
Languages understands the languages of its creator but can’t speak
Traits
Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
Actions
Multiattack. The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 5 | -3 | -3 |
| WIS | 13 | +1 | +1 |
| CHA | 8 | -1 | -1 |
Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages -
Traits
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 13 | +1 | +1 |
| CON | 16 | +3 | +3 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 9 | -1 | -1 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 10
Languages Umber Hulk
Traits
Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk’s eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated.
On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.
Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
Actions
Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Notes
When you make an attack roll against a target you can’t see, you have Disadvantage on the roll. This is true whether you’re guessing the target’s location or targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you miss.
When a creature can’t see you, you have Advantage on attack rolls against it.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 11 | +0 | +0 |
| CON | 18 | +4 | +4 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 13 | +1 | +1 |
| CHA | 18 | +4 | +4 |
Saving Throws WIS +4, CHA +7
Skills Arcana +4, Deception +7, Intimidation +7
Damage Resistances Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Dwarvish
Traits
Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, Xardorok has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. Xardorok three attacks with a weapon or casts eldritch blast three times.
Spiked Gauntlet. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, or 15 (2d10 + 4) piercing damage while Xardorok is enlarged.
Eldritch Blast (Cantrip). Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4) force damage.
Invisibility (Recharge 4–6). Xardorok magically turns invisible until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if concentrating on a spell). Any equipment Xardorok wears or carries is invisible with him.
Bonus 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.
Reactions
Hellish Rebuke (3/Day). When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature that damaged him is engulfed in hellish flames and must make a DC 16 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Xardorok can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Xardorok regains spent legendary actions at the start of its turn.
Ground Pound. Xardorok jumps in the air without provoking opportunity attacks and slams the ground with his fists. Every creature within 5 feet of him are pushed 10 feet away from him and must make a DC 16 Strength Saving throw or become prone.
Tactical retreat. Xardorok turns invisible and moves up to his speed without provoking opportunity attacks.
Control (costs 2 Actions). Xardorok makes his constructs move up to their speed and make one melee attack against a creature of his choosing.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 13 | +1 | +1 |
| CON | 18 | +4 | +4 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Force, Necrotic, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Blindsight 60 ft., Passive Perception 14
Languages understands the languages of its creator but can’t speak
Traits
Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.
Siege Monster. The hammerer deals double damage to objects and structures.
Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The construct makes two Fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 10 (3d6) fire damage
Hellfire (Recharge 5-6). Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the construct. Each creature in that area must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.