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Duergar Slave LordCreature 13


RareLEMediumDuergarDwarfHumanoid
Source Pathfinder #148: Fires of the Haunted City
Perception +26 (darkvision)
Languages Common, Dwarven, Undercommon
Skills Acrobatics +25, Athletics +23, Intimidation +22, Society +21, Stealth +27, Survival +26
Str +4, Dex +8, Con +3, Int +2, Wis +5, Cha +3

AC 35; Fort +21; Reflex +28; Will +23; +2 status to all saves vs. magic
HP 240
Speed 25 feet

Hatchet One Action +28 (+24, +20) to hit (agile, finesse, magical, versatile s) 2d6+10 Slashing
Composite Longbow One Action +29 (+24, +19) to hit (deadly d10, magical, propulsive, range increment 100, reload 0, volley 30) 2d8+8 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.

Improved Evasion

When a duergar slave lord rolls a success on a Reflex save, they get a critical success instead. When they roll a critical failure on a Reflex save, they get a failure instead. Finally, when they fail a Reflex save against a damaging effect, they take half damage.

Light 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.

Hunt Prey One Action

The slave lord designates as its prey a single creature that they can see or hear or that they are Tracking. They gain a +2 circumstance bonus to Perception checks when they Seek their prey and a +2 circumstance bonus to Track their prey. They also ignore the penalty for making ranged attacks within their second range increment against their prey.

The first time a slave lord hits their hunted prey in a round, they deal 2d8 additional precision damage. A slave lord can have only one prey designated at a time.

Hunter's Flurry One Action

Frequency once per round


Effect The slave lord makes two bow Strikes or two melee Strikes, each using a different weapon. These Strikes must target the slave lord's prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses.


Occult Innate Spells (DC 33, +25 to hit)

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



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.