Saturday, February 16, 2019

Duergars

Duergar King Okarm Etekk
CR 7                                                                                                                XP: 3,200
Male duergar fighter 8
LE Medium humanoid (dwarf )
Init +5; Senses darkvision 120 ft; Perception +4
AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield)
HP 80 (8d10+32)
Fort +9, Ref +3, Will +4; +2 vs. spells
Defensive Abilities bravery +2; Will +10 vs. fear, +6 vs. spells and spell-like abilities; Immune paralysis, phantasms, poison; Resist duergar immunities; Weaknesses light sensitivity
Speed 20 ft.
Melee +2 warhammer +14/+9 (1d8+5/x3)
Ranged light crossbow +9/+4 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks weapon training (hammers +1)
Spell-Like Abilities (CL 8th) 1/day—enlarge person (self only) (DC 8), invisibility (self only)
Str 16, Dex 12, Con 17, Int 10, Wis 15, Cha 4
Base Atk +8; CMB +11; CMD 22
Feats Alertness, Cleave, Great Cleave, Greater Weapon Focus (warhammer), Improved Initiative, Power Attack, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Acrobatics +1, Intimidate +8, Perception +4, Sense Motive +4, Stealth +9
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ armor training 2
Other Gear +2 full plate, +2 heavy steel shield, +2 warhammer, light crossbow, 20 crossbow bolts, crown, scepter (broken but worth 10,000 gp)
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Chark Mek, Commander of the Duergar Kingsguard
CR 7                                                                                                               XP: 3,200
Male duergar fighter 8
LE Medium humanoid (dwarf )
Init +5; Senses darkvision 120 ft; Perception +4
AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield)
HP 80 (8d10+32)
Fort +9, Ref +3, Will +4; +2 vs. spells
Defensive Abilities bravery +2; Will +10 vs. fear, +6 vs. spells and spell-like abilities; Immune paralysis, phantasms, poison; Resist duergar immunities; Weaknesses light sensitivity
Speed 20 ft.
Melee +2 warhammer +14/+9 (1d8+5/x3)
Ranged light crossbow +9/+4 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks weapon training (hammers +1)
Spell-Like Abilities (CL 8th) 1/day—enlarge person (self only) (DC 8), invisibility (self only)
Str 16, Dex 12, Con 17, Int 10, Wis 15, Cha 4
Base Atk +8; CMB +11; CMD 22
Feats Alertness, Cleave, Great Cleave, Greater Weapon Focus (warhammer), Improved Initiative, Power Attack, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Acrobatics +1, Intimidate +8, Perception +4, Sense Motive +4, Stealth +9
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ armor training 2
Gear potion of cure serious wounds, potion of haste
Other Gear 3 half-plate, +2 heavy steel shield, +2 warhammer, light crossbow, 20 crossbow bolts, belt pouch containing the key to the strongbox and 10 takkas
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Meshki Etekk, Duergar Sorcerer
CR 6                                                                                                            XP: 2,400
Female duergar sorcerer 7
NE Medium humanoid (dwarf )
Init +1; Senses darkvision 120 ft; Perception +5
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
HP 34 (7d6+7)
Fort +3, Ref +3, Will +8; +2 vs. spells
Defensive Abilities fated (+2); Will +10 vs. spells and spell-like abilities; Immune paralysis, phantasms, poison; Resist duergar immunities; Weaknesses light sensitivity
Speed 20 ft.
Melee morningstar +3 (1d8-1)
Ranged light crossbow +4 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 7th) 1/day—enlarge person (self only) (DC 12), invisibility (self only) Bloodline Spell-Like Abilities (CL 7th) 4/day—touch of destiny (+3)
Spells Known (CL 7th)
  3rd (4/day)-Fireball (DC 14), Protection from Energy, Slow (DC 14)
  2nd (6/day)-Blur, Minor Image (DC 13), Mirror Image, Rope Trick
  1st (7/day)-Alarm, Burning Hands (DC 12), Charm Person (DC 12), Mage Armor, Magic Missile, Shield
  0th-Acid Splash, Dancing Lights, Daze (DC 11), Detect Magic, Flare (DC 11), Prestidigitation, Touch of Fatigue (DC 11)
Bloodline: Destined
Str 8, Dex 12, Con 12, Int 13, Wis 16, Cha 13
Base Atk +3; CMB +2; CMD 13
Feats Alertness, Combat Casting, Combat Expertise, Eschew Materials, Fleet, Weapon Focus (Morningstar)
Skills Acrobatics +1, Bluff +9, Intimidate +9, Knowledge (arcana) +10, Perception +5, Sense Motive +5, Spellcraft +10, Stealth +5, Use Magic Device +10
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Gear mwk leather armor, morningstar, silver unholy symbol of Zuuljj, belt pouch containing the key to the strongbox and 10 takkas
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Duergar Midlevel Fighter
CR 7                                                                                                                    XP: 3,200
Duergar fighter (unbreakable) 8
LE Medium humanoid (dwarf )
Init +1; Senses darkvision 120 ft; Perception +3
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
HP 92 (8d10+32)
Fort +10, Ref +3, Will +3; +2 vs. spells
Defensive Abilities unflinching +2; Immune paralysis, phantasms, poison; Weaknesses light sensitivity
Speed 20 ft.
Melee +1 mighty cleaving warhammer +13/+8 (1d8+4/x3)
Ranged mwk heavy crossbow +10/+5 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 8th)
   1/day-Enlarge Person (self only), Invisibility (self only)
Str 16, Dex 13, Con 18, Int 8, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 22
Feats Cleave, Diehard, Endurance, Great Cleave, Heroic Recovery, Nimble Moves, Point-Blank Shot, Power Attack, Step Up, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Climb +9, Intimidate +4, Perception +3, Stealth +15
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ armor training 2 (ex), slow and steady, stability +4
Gear 2 potions of cure moderate wounds, 2 potions of cure serious wounds, 2 potions of spider climb
Other Gear +1 improved shadow hide armor, +1 light steel shield of acid resistance, +1 mighty cleaving warhammer, masterwork heavy crossbow, 20 bolts, 4d6 gp, 1d2 gems (1d6 x 100 gp value)
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Claggett, Duergar Barbarian
CR 8                                                                                                              XP: 4,800
Duergar fighter 2/barbarian 7
LE Medium humanoid (dwarf )
Init +2; Senses darkvision 120 ft; Perception +10
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
HP 116 (2d10+7d12+27)
Fort +125, Ref +4, Will +2; +2 vs. spells
DR 1/-; Immune paralysis, phantasms, poison; Weaknesses light sensitivity
Speed 40 ft.
Melee +2 heavy pick +15/+10 (1d6+6/x4)
Ranged light crossbow +11/+6 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks rage
Spell-Like Abilities (CL 3rd)
   1/day-Enlarge Person (self only), Invisibility (self only)
Str 19, Dex 15, Con 17, Int 13, Wis 11, Cha 10
Base Atk +9; CMB +13; CMD 25
Feats Cleave, Critical Focus (heavy pick), Great Cleave, Improved Critical (heavy pick), Power Attack, Vital Strike, Weapon Focus (heavy pick)
Skills Acrobatics +12, Climb +16, Intimidate +12, Perception +10, Ride +14, Stealth +6
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ bravery +1, fast movement, improved uncanny dodge, rage power (guarded stance, rolling dodge, swift foot), slow and steady, stability, trap sense +2, uncanny dodge
Gear boots of striding and springing, unreliable wings of flying (bat wings, work 95% of the time), +2 heavy pick, +3 chain shirt, heavy wooden shield, light crossbow, 20 bolts.
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light.
Claggett is a rarity, a duergar worshipping the demon lord of the sky. An adventurer at heart, he joined Jurbarkus for many vile schemes and came to respect the high priest and the cult of Pazuzu. Claggett is balding but keeps his remaining hair and beard tidy and neat. His eyebrows arch incredibly high, accenting his dirty, yellow eyes.
High Clan Mystic Mirikira
CR 11                                                                                                               XP: 12,800
Female duergar oracle 12
LE Medium humanoid (dwarf )
Init +5; Senses darkvision 120 ft; Perception +2
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
HP 80 (12d8+26)
Fort +7, Ref +5, Will +8; +2 vs. spells
Defensive Abilities Will +10 vs. spells and spell-like abilities; Immune paralysis, phantasms, poison; Resist duergar immunities; Weaknesses light sensitivity
Speed 20 ft.
Melee +1 morningstar +11/+6 (1d8+2)
Ranged light crossbow +10/+5 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 12th) 1/day—enlarge person (self only) (DC 14), invisibility (self only)
Spells Known (CL 12nd)
  6th (3/day)-Mass Cure Moderate Wounds, Mass Inflict Moderate Wounds (DC 19), Stone Tell
  5th (5/day)-Mass Cure Light Wounds, Mass Inflict Light Wounds (DC 18), Insect Plague, Stoneskin, Telekinesis
  4th (6/day)-Cure Critical Wounds, Cure Critical Wounds, Divine Power, Holy Smite (DC 17), Wall of Stone
  3rd (7/day)-Bestow Curse (DC 16), Cure Serious Wounds, Deeper Darkness, Magic Circle Against Good, Meld Into Stone, Prayer
  2nd (7/day)-Bears Endurance, Cure Moderate Wounds, Enthrall (DC 15), Hold Person (DC 15), Levitate, Minor Image (DC 15), Resist Energy, Silence (DC 15), Stone Call
  1st (7/day)-Cause Fear (DC 14), Cure Light Wounds, Divine Favor, Inflict Light Wounds (DC 14), Magic Stone, Protection from Good, Shield of Faith
  0th-Bleed (DC 13), Detect Magic, Ghost Sound (DC 13), Guidance, Light, Mage Hand, Mending, Purify Food and Drink (DC 13), Read Magic, Resistance, Virtue (Mystery Stone)
Str 13, Dex 12, Con 16, Int 10, Wis 10, Cha 16
Base Atk +9; CMB +10; CMD 21
Feats Alertness, Combat Casting, Fleet, Improved Initiative, Spell Penetration, Toughness, Weapon Focus (warhammer)
Skills Acrobatics +1, Diplomacy +17, Heal +14, Intimidate +10, Perception +2, Sense Motive +18, Spellcraft +14, Stealth +0
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Gear scroll of maximized finger of death
Other Gear +1 breastplate, heavy steel shield, +1 morningstar, iron unholy symbol of Zuuljj, belt pouch containing 5t akkas
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)

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