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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6777004" data-attributes="member: 5834"><p><strong>Duergar Soulblade (Empty-Scabbard Killer)</strong></p><p></p><p><strong>Duergar SoulBlade:</strong> CR 8 (3900 xp) Medium humanoid (dwarf), neutral evil </p><p>Armor Class 15 (studded leather); Hit Points 80 (12d8+24); Speed 30’</p><p>STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 10 (+0)</p><p>Skills Acrobatics +6, Deception +3, Perception +8, Stealth +9.</p><p>Damage Resistance: Poison</p><p>Senses darkvision 120’, passive Perception 18</p><p>Languages Dwarvish, Undercommon</p><p><strong>Assassinate:</strong> During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.</p><p></p><p><strong>Cunning Action:</strong> Bonus action Dash, Hide, or Disengage.</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><strong>Sunlight Sensitivity:</strong> Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when in sunlight.</p><p><strong>Sneak Attack:</strong> 4d6.</p><p><strong>Innate Spellcasting (Psionics).</strong> The duergar’s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:</p><p>At will: <em>true strike, vicious mockery</em> (like a psychic pain, 2d4 psychic damage).</p><p>3/day: <em>hunter’s mark, mirror image, charm person, hold person, phantasmal killer</em>.</p><p><strong>Actions:</strong> Makes two attacks with its weapons. </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><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><strong>Create Soulblade:</strong> The duergar creates a visible shortsword-sized blade of psionic energy. The weapon appears in the duergar’s hands and vanishes if it leaves the duergar’s grip, or if the duergar dies or incapacitated. The soulblade acts as +1 magical weapon.</p><p><strong>Flay Memory:</strong> In lieu of damage, the duergar can attack the target erasing 1 minute of the target’s memory per d6 of damage. If the target is incapacitated, the duergar can implant 1 minute worth of memories per d6 of damage.</p><p><strong>Soulblade:</strong> Melee weapon attack. +7 to hit, reach 5 feet, one target. Hit: 1d6+3 force damage or Enlarged 2d6+3. This attack works with Sneak Attack.</p><p></p><p><strong>Tactics</strong>: The soulblades work in teams of two. They choose a target and work together to kill that target as fast as possible. They continue choosing targets from strongest to weakest according to their intelligence or judgment.</p><p></p><p><strong>DM Note</strong>: I wanted to make the Soulblades (legendary assassins in Gracklstugh) more interesting and involve them in the narrative more than the module did. I rebuilt them using the Assassin as a model.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6777004, member: 5834"] [b]Duergar Soulblade (Empty-Scabbard Killer)[/b] [B]Duergar SoulBlade:[/B] CR 8 (3900 xp) Medium humanoid (dwarf), neutral evil Armor Class 15 (studded leather); Hit Points 80 (12d8+24); Speed 30’ STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 10 (+0) Skills Acrobatics +6, Deception +3, Perception +8, Stealth +9. Damage Resistance: Poison Senses darkvision 120’, passive Perception 18 Languages Dwarvish, Undercommon [B]Assassinate:[/B] During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. [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] 4d6. [B]Innate Spellcasting (Psionics).[/B] The duergar’s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: [I]true strike, vicious mockery[/I] (like a psychic pain, 2d4 psychic damage). 3/day: [I]hunter’s mark, mirror image, charm person, hold person, phantasmal killer[/I]. [B]Actions:[/B] Makes two attacks with its weapons. [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]Create Soulblade:[/B] The duergar creates a visible shortsword-sized blade of psionic energy. The weapon appears in the duergar’s hands and vanishes if it leaves the duergar’s grip, or if the duergar dies or incapacitated. The soulblade acts as +1 magical weapon. [B]Flay Memory:[/B] In lieu of damage, the duergar can attack the target erasing 1 minute of the target’s memory per d6 of damage. If the target is incapacitated, the duergar can implant 1 minute worth of memories per d6 of damage. [B]Soulblade:[/B] Melee weapon attack. +7 to hit, reach 5 feet, one target. Hit: 1d6+3 force damage or Enlarged 2d6+3. This attack works with Sneak Attack. [b]Tactics[/b]: The soulblades work in teams of two. They choose a target and work together to kill that target as fast as possible. They continue choosing targets from strongest to weakest according to their intelligence or judgment. [b]DM Note[/b]: I wanted to make the Soulblades (legendary assassins in Gracklstugh) more interesting and involve them in the narrative more than the module did. I rebuilt them using the Assassin as a model. [/QUOTE]
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