Dual Duelist (5e Creature)

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Dual Duelist[edit]

Medium aberration, chaotic neutral


Armor Class 17 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 15 (+2) 7 (-2) 14 (+2) 10 (+0)

Saving Throws Dex +8
Skills Acrobatics +8, Stealth +8
Proficiency Bonus +4
Senses passive Perception 12
Languages
Challenge 9 (5,000 XP)


Twinning. At the start of each of the duelist's turns, if it isn't incapacitated and doesn't have a linked double, it magically creates a double of itself in an unoccupied space within 5 feet of it. The double is an exact copy of the duelist, but it has full hit points. The copy rolls initiative when it appears.

Flanking Tactics. The duelist has advantage on attack rolls against a target within 5 feet of its linked double.

Linked Mind. The duelist can telepathically communicate with its linked double as long as the two are on the same plane of existence.

ACTIONS

Multiattack. The duelist makes two attacks with its armblade.

Armblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

REACTIONS

Opportune Flurry. When a creature within 5 feet of the duelist is hit by a weapon attack, if it isn't the duelist's turn, the duelist makes an armblade attack against it.

The dual duelist is the bane of any soldier, and experienced adventurers know to heed the signs of these mockeries: walls or trees marked by fine cuts, corpses marked by wounds to both the back and the front, and a general feeling of wrongness and discomfort. Its unnatural form only exacerbates this feeling: while generally humanoid, its legs are far too long and rubbery, ending in a set of spaced, elongated toes that carry its heels off the ground. Its torso is short and compressed, and its twin arms morph into flensing blades where the elbows would normally be. It has no head or neck; instead, set at the top of its torso is a single, multifaceted eye that scintillates and reflects light in dizzying fashions. And worst of all, as it shifts into a stance reminiscent of experienced saber wielders, its twin is already setting up a devastating flurry from behind.
Dual duelists have the ability to reach through space-time and perfectly clone themselves. This ability is flawless; there is no original clone, and killing one just causes the other to extend another copy. To kill the duelist, one must either incapacitate it before it can clone or destroy both in rapid succession. This task would be simpler if the duelists merely flopped around like fish. Unfortunately, each one has a trained swordsman's reflexes and moves with blinding speed.
Where the dual duelists come from is a debated topic in some wizardly circles. Some say they hail from an alien dimension dubbed 'Twinworld' where every object and creature, from the smallest fly to the largest of mountains, possesses a linked double. Others believe them to be a product of psionics, an apotheosis by mystics who unlock the secrets of chronomancy and conjuration. Still others think of them as the Far Realm's innovations, its attempts to copy the duelists of this world.

Tactics. Dual duelists are simple creatures with simple tactics. When they see prey approaching, they split up: one stands and offers a mocking duelist's salute, attempting to distract and approach as the other slips into position from behind cover. When both are ready, the sneaking double launches towards the target and uses Multiattack. If the distracting double is within 5 feet, they use Opportune Flurry to make an attack. Both of them attempt to continue the double-sided flurry, though the victim can often escape (as the duelists always use their reactions for Opportune Flurry). Since they can continue twinning if necessary, they don't try to flee fights.

Knowledge Checks. A creature can make one of these checks as an action or bonus action to learn or recall information on the dual duelists.
Arcana DC 10: Dual duelists are aberrations who imitate the form of a duelist. They are always found in pairs, and can continually clone themselves.
Nature DC 13: One can spot the "dueling grounds" of a dual duelist by the slash marks and the corpses left to rot. A general feeling of wrongness also pervades the area.
Arcana DC 13: While dual duelists are incredibly difficult to kill due to their cloning ability, they can die if killed in rapid succession (such as through an area spell).
Arcana DC 18: Dual duelists cannot create their clones if prevented from acting, such as through paralysis or unconsciousness. Antimagic fields also prevent the ability from working.

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