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Duergar SharpshooterCreature 0


LEMediumDuergarDwarfHumanoid
Source Pathfinder Bestiary
Perception +4 (darkvision)
Languages Common, Dwarven, Undercommon
Skills Athletics +3, Stealth +5
Str +1, Dex +3, Con +3, Int +0, Wis +2, Cha -2

AC 17; Fort +7; Reflex +7; Will +4; +2 status to all saves vs. magic
HP 16
Speed 20 feet

Light Mace One Action +5 (+1, -3) to hit (agile, finesse, shove) 1d4+1 Bludgeoning
Crossbow One Action +7 (+2, -3) to hit (range increment 120, reload 1) 1d8 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

+2 Status to All Saves vs. MagicLight Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Bola Bolt

This shot deals no damage, but on a hit, the target must succeed at a DC 16 reflex save or be knocked Prone and Immobilized until it is freed with a successful DC 15 check to Escape. This check can be attempted either by the target or a creature adjacent to the target.


Occult Innate Spells (DC 12, +4 to hit)

2nd Level: Enlarge (Self Only), Invisibility (Self Only)


Duergar sharpshooters serve both as ranged support for slaver parties and as snipers posted on towers overlooking quarries and other areas where enslaved workers toil away the hours. Duergar sharpshooters also specialize in nonlethal methods of ranged combat-tactics they are often called upon to use when quelling slave riots or capturing escaped slaves.


Deep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to the surface along with their modern dwarven cousins. An exiled dwarven deity named Droskar offered duergars salvation from the horrors of the Darklands, and in exchange duergars endlessly toil in his honor within their subterranean empire. Notorious slavers, duergars regularly raid other Darklands settlements as well as surface communities in constant search of living beings to task with endless amounts of work in their harsh and exhausting settlements.

Duergars are gray-skinned creatures, often referred to as 'ashen' by those surface dwarves willing to speak of them. These subterranean dwarves have a strong natural connection with cave-dwelling vermin, and it's common to see duergar caravans drawn by teams of immense beetles. Most duergars devote themselves to the worship of Droskar, a taskmaster of a god who demands back-breaking toil in addition to regular prayer. Duergar leadership often consists of powerful divine servants of Droskar, along with incredibly stout warriors whose martial prowess ensures they can overcome any direct threat to their rule. Almost every aspect of duergar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Dwarf

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.