Duergar Stone Guard
Medium humanoid (duergar)- Challenge
- STR
- 4
- DEX
- 0
- CON
- 2
- INT
- 0
- WIS
- 1
- CHA
- −1
- Soak
- 1
- Fort
- +3
- Ref
- +3
- Will
- +0
Ki. The duergar stone guard uses maneuvers (maneuver save Difficulty 14) and uses Psionics (wis) to cast spells (spell save Difficulty 11, +2 to hit with spell attacks). It has 5 ki, a dice limit of 1, a mana limit of 1, regains all expended ki when it finishes a long rest, and regains half its total ki when it finishes a short rest.
It knows the following maneuvers, which it can use by expending a number of ki based on the maneuver’s dice cost:
1 stamina die: block blow, blood in the water, chain sweep, charge, disorient, fountain of blood, hamstring, knockback, lead the attack, lunge, parry, rampage, shield bash, slice through, smash, spring attack, sprint, throw, trip, whirling blade
It knows the following spells, which it can cast by expending 2 ki for each mana that the spell costs:
1/rest each: enlarge/reduce (self only), invisibility (self only)
Phalanx Formation. The duergar stone guard has advantage on attacks and Reflex saving throws while standing within 1 meter of an ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar stone guard has disadvantage on attacks, as well as on Perception checks that rely on sight.
Actions (1)
King’s Knife (Shortsword). Melee Weapon Attack: +5 to hit. Hit: 7 (1d6 + 4) piercing damage.
Longspear. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m. or range 5/20 m. Hit: 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if used with two hands to make a melee attack.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m. or range 3/10 m. Hit: 6 (1d4 + 4) piercing damage.
Maneuvers
As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack or missed by 4 or less that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.
As an action, make a melee weapon attack with advantage against a creature that is below half its health.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that you wield in two hands that deals piercing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes piercing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.
On a failure, a creature is frightened of you until the end of your next turn.
As an action, make a melee weapon attack that deals slashing damage to cripple the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.
On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.
As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.
As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.
On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The damage type is the same as the weapon used.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die and can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.
On a success, it takes half as much damage.
Enhance
You can increase the damage, target a creature of a larger size, and push the creature an additional meter for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.
As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The attack deals double damage to objects and structures.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action while you have two hands free, you can attempt to grab and throw a creature that is your size or smaller. The creature must make a Reflex saving throw.
On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.
On a critical failure, you throw it twice as far and it takes twice as much damage.
Enhance
You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.
Trip
As an action, make a melee weapon attack and a Brawn check to Trip.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
Spells
concentration, 5 minutes/mana
As an action, you can grow larger or smaller for the duration. Everything you are wearing and carrying changes size with you. Any item dropped by returns to normal size at once.
Enlarge. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available. Until the spell ends, you have advantage on Athletics and Brawn checks and any weapon you wield grows to match your new size, dealing 1d6 extra damage.
Reduce. Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category—from Medium to Small, for example. Until the spell ends, you have disadvantage on Athletics and Brawn checks and any weapon you wield shrinks to match your new size, dealing 1d6 less damage (this can’t reduce the damage below 1).
Augment
You can increase the damage by 1d6 for each additional mana expended.
You can expend 1 additional mana so a creature that you can touch or see within 5 meters grows larger or smaller instead. If the creature is unwilling, it must succeed on a Fortitude saving throw or be affected by this spell. You can target one additional creature for each additional mana expended.
You can expend 1 additional mana to grow larger or smaller by one additional size.
Enlarge. You gain 10 temporary health and your reach increases by 1 meter.
concentration, 1 minute/mana
As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.
Augment
Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.
Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.
Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.
You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.
Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.