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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6776137" data-attributes="member: 5834"><p><strong>Gray Ghost Thief</strong></p><p></p><p><strong>Duergar Gray Ghosts</strong>: CR 2 (450 xp) Medium humanoid (dwarf), neutral evil </p><p>Armor Class 14 (studded leather); Hit Points 39 (6d8+6); Speed 30’</p><p>STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)</p><p>Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +6.</p><p>Damage Resistance: Poison</p><p>Senses darkvision 120’, passive Perception 16</p><p>Languages Dwarvish, Undercommon</p><p><strong>Cunning Action:</strong> Bonus action Dash, Hide, or Disengage.</p><p></p><p><strong>Duergar Resilience:</strong> Advantage on saving throws against poison, spells, and illusion, as well as to resist being charmed or paralyzed.</p><p></p><p><strong>Sunlight Sensitivity:</strong> Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when in sunlight.</p><p></p><p><strong>Sneak Attack:</strong> 2d6.</p><p></p><p><strong>Actions:</strong> Makes two attacks or one crossbow attack. </p><p></p><p><strong>Enlarge (Recharge after short or long rest):</strong> 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, 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.</p><p></p><p><strong>Invisibility (Recharges after short or long rest): </strong>The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses Enlarge, or its concentration is broken (as if concentrating on a spell). Any carried or worn equipment turns invisible as well.</p><p></p><p><strong>Short Sword:</strong> Melee weapon attack. +4 to hit, reach 5 feet, one target. Hit: 1d6+2 piercing damage or Enlarged 2d6+2. One dose Assassin’s Blood poison applied: DC 10 Con save. Fail 1d12 poison damage and poisoned for 24 hours. Successful save half-damage and isn’t poisoned.</p><p></p><p><strong>Apply Poison:</strong> 3: doses each of Assassin’s Blood poison.</p><p></p><p><strong>Light Crossbow:</strong> Ranged Weapon Attack. +4 to hit, 80/120 foot range, loading, two-handed. Hit: 1d8+2 or Enlarged 2d8+2. 20: bolts. 3: Assassin’s Blood coated bolts: DC 10 Con save. Fail 1d12 poison damage and poisoned for 24 hours. Successful save half-damage and isn’t poisoned.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6776137, member: 5834"] [b]Gray Ghost Thief[/b] [B]Duergar Gray Ghosts[/B]: CR 2 (450 xp) Medium humanoid (dwarf), neutral evil Armor Class 14 (studded leather); Hit Points 39 (6d8+6); Speed 30’ STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 16 (+3) Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +6. Damage Resistance: Poison Senses darkvision 120’, passive Perception 16 Languages Dwarvish, Undercommon [B]Cunning Action:[/B] Bonus action Dash, Hide, or Disengage. [B]Duergar Resilience:[/B] Advantage on saving throws against poison, spells, and illusion, as well as to resist being charmed or paralyzed. [B]Sunlight Sensitivity:[/B] Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when in sunlight. [B]Sneak Attack:[/B] 2d6. [B]Actions:[/B] Makes two attacks or one crossbow attack. [B]Enlarge (Recharge after short or long rest):[/B] 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, 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. [B]Invisibility (Recharges after short or long rest): [/B]The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses Enlarge, or its concentration is broken (as if concentrating on a spell). Any carried or worn equipment turns invisible as well. [B]Short Sword:[/B] Melee weapon attack. +4 to hit, reach 5 feet, one target. Hit: 1d6+2 piercing damage or Enlarged 2d6+2. One dose Assassin’s Blood poison applied: DC 10 Con save. Fail 1d12 poison damage and poisoned for 24 hours. Successful save half-damage and isn’t poisoned. [B]Apply Poison:[/B] 3: doses each of Assassin’s Blood poison. [B]Light Crossbow:[/B] Ranged Weapon Attack. +4 to hit, 80/120 foot range, loading, two-handed. Hit: 1d8+2 or Enlarged 2d8+2. 20: bolts. 3: Assassin’s Blood coated bolts: DC 10 Con save. Fail 1d12 poison damage and poisoned for 24 hours. Successful save half-damage and isn’t poisoned. [/QUOTE]
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