Duergar Theurge (5e Creature)
From D&D Wiki
Duergar Theurge
Medium humanoid (dwarf), lawful evil Armor Class 15 (breastplate)
Skills Arcana +6 Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralysed. Spellcasting. The duergar is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The duergar has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONSEnlarge (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. Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 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.
|
Duergar theurges are duergar wizards skilled in the use of weapons and magic alike. Duergar theurges often wear simple leather adornments decorated with arcane sigils and mystic wards, both magical and nonmagical in nature. |
Back to Main Page → 5e Homebrew → Creatures