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Duergar Despot

Medium humanoid (dwarf), Any alignment

Armor Class 21 (natural armor)

Hit Points 119 (14d8 + 56)

Speed 25 ft.

STR 20 (+5)
DEX 5 (-3)
CON 19 (+4)
INT 15 (+2)
WIS 14 (+2)
CHA 13 (+1)

Saving Throws CON +8, WIS +6

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 120 ft., passive Perception 12

Languages Dwarvish, Undercommon

Challenge 12

Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.

Psychic Engine. When the duergar suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.

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 Iron Fist attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking opportunity attacks. It can replace one of the attacks with a use of Flame Jet.

Iron Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet away in a straight line and be knocked prone.

Stomping Foot. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, or 21 (3d10 + 5) to a prone target.

Flame Jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 107