Duergar, Duergar TaskmasterDuergar Taskmaster CR 9Source Monster Codex pg. 47 XP 6,400 Duergar rogue 6/shadowdancer 4 LE Medium humanoid (dwarf) Init +7; Senses darkvision 150 ft.; Perception +16DefenseAC 21, touch 15, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural) hp 64 (10d8+16) Fort +5, Ref +11, Will +7; +2 vs. spells Defensive Abilities evasion, improved uncanny dodge, trap sense +2; Immune paralysis, phantasms, poison Weaknesses light sensitivityOffenseSpeed 20 ft. Melee +1 short sword +11/+6 (1d6+2/19–20) Ranged +1 light slaver’s crossbow +11 (1d4+1 nonlethal/19–20 plus entangle) Special Attacks sneak attack +3d6 Spell-Like Abilities (CL 10th; concentration +7) 1/day—invisibility (self only), ironskin Shadowdancer Spell-Like Abilities (CL 4th; concentration +1) 2/day—shadow illusion (DC 8) 1/day—shadow call (DC 11)StatisticsStr 13, Dex 17, Con 12, Int 12, Wis 16, Cha 4 Base Atk +7; CMB +8; CMD 23 (27 vs. bull rush or trip) Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency (slaver’s crossbow), Improved Initiative, Mobility, Point-Blank Shot, Weapon Finesse Skills Acrobatics +15 (+11 when jumping), Climb +9, Disable Device +12, Escape Artist +15, Knowledge (dungeoneering) +10, Perception +16, Perform (dance) +2, Sense Motive +16, Sleight of Hand +15, Stealth +15, Survival +4 Languages Common, Dwarven, Undercommon SQ hide in plain sight, ironskinned, rogue talents (combat trick, fast stealth, finesse rogue, stand up), shadow jump (40 ft./day), slow and steady, stability, summon shadow, trapfinding +3 Combat Gear potions of cure moderate wounds (2), tanglefoot bags (2); Other Gear +1 chain shirt, +1 light slaver’s crossbow with 10 bolas bolts, +1 short sword, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, mwk manacles (2), mwk thieves’ tools, 720 gpEcologyEnvironment any undergroundDescriptionDuergar rogues primarily capture and discipline slaves.Creatures in "Duergar" Category
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