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. | |
Perception | +4; darkvision |
Languages | Common, Dwarven, Undercommon |
Skills | Athletics +3, Stealth +5 |
STR +1 , DEX +3 , CON +3 , INT +0 , WIS +2 , CHA -2 | |
Items | chain shirt, crossbow (3 bola bolts and 10 bolts), light mace |
AC | 17 |
Saving Throws | Fort +7, Ref +7, Will +4 , +2 status to saves vs. magic |
HP | 16 - Weaknesses 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. |
Melee | 1 action light mace +5 (agile, finesse, shove), Damage 1d4+1 bludgeoning |
Ranged | 1 action crossbow +7 (range increment 120 feet, reload 1), Damage 1d8 piercing or bola bolt |
Special Abilities | 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. |
Spells | Occult Innate Spells DC 12; 2nd Enlarge (self only), Invisibility (self only) |