Duergar Quartermaster: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.01 -->
[[Category:CR 16]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Duergar_Quartermaster_1.png|384px|right|xx]]
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
== Duergar Quartermaster (CR 16) ==
| CR | 16
Duergar would tell you that they are the first Dwarves, and the race calling itself Dwarves are actually a heretical offshoot which is so inbred and simple-minded that it will willingly leave the dark comforts of the earth and venture into the Void (where the sky is). Clearly, this is textbook madness.  Duergar suffer no such dementia, and never wander above ground for any reason whatsoever.  In fact, venturing into the Void is considered so sinful as to permanently render a Duergar unclean and unfit to interact with other Duergar.
  <!-- Value: integer between 1 and 35. -->
  }}</onlyinclude>


Duergar are much swarthier than traditional dwarves, though they carry the same solid, wide frames, and stout, but not tall, statures.  Their skin tones vary from a ruddy maroon-brown into bluish greys and even a chalky black.  Their eyes are frequently pale pastels of nearly any color, and keen observers would notice that their irises have only a pinprick dot of a pupil.  Duergar, like dwarves, tend to be hirsute, and prize long braids, bushy beards, and untamed pates.  Their language is harsh-sounding and full of consonants, and the Duergar dialect demands that most things be said with great emphasis, almost like they are angry all the time, contrary to the way other denizens of the Unterwelt would speak the tongue.
| MonsterName = Duergar Quartermaster


Duergar are perhaps most famous for their religious zealotry, and their penchant for forcible conversion, proselytizing, and the wildly creative tortures they employ against non-believers. Duergar appear to adhere to a rigorous religious code, but those who interact with them are seldom convinced the race shares any ethical values. Despite being devout adherents to their Book of Silence, a holy book that every Duergar carries with them at all times, all Duergar tend to be rapaciously cruel, even during diplomatic conversations. They will take every opportunity to verbally abuse non-believers they are forced to interact with, and then, only if they can't get away with physically torturing or slowly killing the unbelievers on the spot.
| Image = Duergar_Quartermaster_1.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


The Duergar Quartermaster is a high-ranking member of the Duergar Prelate, and is responsible for ensuring that the many required daily rituals of the Ecclesiasts are properly performed and attended.  The Quartermaster is a leadership position, giving him authority of many of the lesser adherents, as well as responsibility for those in his charge.  As with any Duergar, groups of Quartermasters can often be found together, both because they have formed a sort of sadistic kinship with their peers, and to spy and keep tabs on those peers to look for opportunities to rise further in the Prelate.  Quartermasters are experienced politicians and spies, and will often employ subterfuge, trickery and diversions, before deigning to engage an opponent directly.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


=== GENERAL ===
| Description = Duergar would tell you that they are the first Dwarves, and the race calling itself Dwarves are actually a heretical offshoot which is so inbred and simple-minded that it will willingly leave the dark comforts of the earth and venture into the Void (where the sky is). Clearly, this is textbook madness.  Duergar suffer no such dementia, and never wander above ground for any reason whatsoever.  In fact, venturing into the Void is considered so sinful as to permanently render a Duergar unclean and unfit to interact with other Duergar without Divine Intervention to cleanse the taint of the Void off them.  To put it mildly, any Duergar you encounter above ground is not going to be in a good mood, and is only there for Something Important.
'''CR''' 16  '''Hit Dice''' 24


'''XP''' 76,800
:Duergar are much swarthier than traditional dwarves, though they carry the same solid, wide frames, and stout, but not tall, statures.  Their skin tones vary from a ruddy maroon-brown into bluish greys and even a chalky black.  Their eyes are frequently pale pastels of nearly any color, and keen observers would notice that their irises have only a pinprick dot of a pupil.  Duergar, like dwarves, tend to be hirsute, and prize long braids, bushy beards, and untamed pates.  Their language is harsh-sounding and full of consonants, and the Duergar dialect demands that most things be said with great emphasis, almost like they are angry all the time, contrary to the way other denizens of the Unterwelt would speak the tongue.


LE Medium Humanoid (Duergar)
:Duergar are perhaps most famous for their religious zealotry, and their penchant for forcible conversion, proselytizing, and the wildly creative tortures they employ against non-believers.  Duergar appear to adhere to a rigorous religious code, but those who interact with them are seldom convinced the race shares any ethical values.  Despite being devout adherents to their Book of Silence, a holy book that every Duergar carries with them at all times, all Duergar tend to be rapaciously cruel, even during diplomatic conversations.  They will take every opportunity to verbally abuse non-believers they are forced to interact with, and then, only if they can't get away with physically torturing or slowly killing the unbelievers on the spot.


'''Init''' +7; '''Senses''' [[Darkvision]] 120 ft., Perception +24
The Duergar Quartermaster is a high-ranking member of the Duergar Prelate, and is responsible for ensuring that the many required daily rituals of the Ecclesiasts are properly performed and attended.  The Quartermaster is a leadership position, giving him authority over many of the lesser adherents, as well as responsibility for those in his charge. As with any Duergar, groups of Quartermasters can often be found together, both because they have formed a sort of sadistic kinship with their peers, and to spy and keep tabs on those peers to look for opportunities to rise further in the Prelate.  Quartermasters are experienced politicians and spies, and will often employ subterfuge, trickery and diversions, before deigning to engage an opponent directly.


=== DEFENSE ===
'''AC''' 39, '''touch''' 28, '''flat-footed''' 33 (+10 armor, +6 dex, +6 natural, +7 deflection)


'''hp''' 374
| Alignment = Lawful Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


'''Fort''' +15, '''Ref''' +15, '''Will''' +19
| Size = Medium
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


'''Aura:''' -
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''SR:''' -
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Duergar
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''Special Defenses:'''
| NudgeBasicLoreValue = +2
:* ER 20/Fire
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
:* ER 20/Psychic
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
:* Reduce any forced movement by 2 squares


'''Immunities:''' -
| NudgeFullLoreValue = +2
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Weaknesses:'''  
| NudgeInit =
:* Any spell or effect which successfully targets the Duergar and has the Light descriptor inflicts the [[Dazzled]] condition on the Duergar for 1 minute.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Senses = [[Standard Senses]], [[Darkvision]], 120 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->
 
| NudgePerception =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
 
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
 
 
<!--  SAVING THROWS  -->
 
| Fort = S
| Refl =
| Will = S
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->
 
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| SpecialDefenses = ER 20/fire, ER 20/psychic, Reduce any forced movement by two squares.
  <!-- Put any DR or ER values here -->
 
| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->
 
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
 
| WeakAgainst = * Any spell or effect which successfully targets the Duergar and has the Light descriptor inflicts the [[Dazzled]] condition on the Duergar for 1 minute.
:* Duergars are also [[Dazzled]] if they are in an area with natural daylight.
:* Duergars are also [[Dazzled]] if they are in an area with natural daylight.
  <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
| MoveTypes = [[Walk]] 30 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
<!--  GENERAL ATTACK INFORMATION  -->
| MeleeOrNatural = Melee
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
<!--  PRIMARY ATTACK INFORMATION  -->
| PriAtkName = Heavy Heart Mace
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
| PriAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgePriDamage = hi
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  SECONDARY ATTACK INFORMATION  -->
| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  TERTIARY ATTACK INFORMATION  -->
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  QUATERNARY ATTACK INFORMATION  -->
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  RANGED ATTACK INFORMATION  -->
| RangedAtkName = Heavy Heart Kinetic Blast
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
| RangedAtkIncrementDistance = 300
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
| RangedAtkNumberOfIncrements = 1
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
| RangedAtkNotes = psychic damage
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  COMBAT MANEUVERS  -->
| Nudge-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
<!--  SIEGE DAMAGE INFORMATION  -->
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  ABILITY SCORES  -->
| Str = 19
| Dex = 17
| Con = 20
| Int = 14
| Wis = 25
| Cha = 18
<!--  FEATS  -->
| Feat1 =  Glorious Heat
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
<!--  SKILLS  -->
| Skill1 = Bluff
| Skill2 = Diplomacy
| Skill3 = Sense Motive
| Skill4 =
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 = +2
| NudgeSkill4 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
<!--  LANGUAGES  -->
| Languages = Undercommon, Fuligin
  <!-- Comma-separated list -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
<!--  SPECIAL ABILITY 1  -->
| Ability-1-Name = Channel Righteousness
| Ability-1-Type = Su
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
| Ability-1-Description = Once per encounter, as a standard action, the Duergar Quartermaster can Channel Righteousness upon all creatures within 30 feet of the Duergar.  This does not provoke attacks of opportunity.  Enemy creatures (those who do not believe in the Book of Silence) suffer {{#var:Special1AlphaDmg}} points of fire damage, but may make a Will save, DC {{#var:Special1SaveDC}}, for half.  Those who are believers in the Book of Silence are instead Healed for {{#var:Special1AlphaDmg}} points of damage.  This is done as a single damage roll, with the results applied as either damage or healing to all creatures in the area.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 2  -->
| Ability-2-Name = Scourge
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-2-Description = Once per encounter as an immediate action, a Duergar Quartermaster may proclaim a scourge on an ally within 50 feet of himself, or even upon himself.  That ally has a single status condition immediately removed. If more than one status condition is present on the target, the Duergar Quartermaster may choose which condition is removed by Scourge.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 3  -->
| Ability-3-Name = Catharsis
| Ability-3-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Concentration = W
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Description = As a standard action, the Duergar can cast Catharsis on a 20-foot diameter area (5 squares by 5 squares) within 150 feet.  Creatures in the area take {{#var:Special3AlphaDmg}} points of Fire damage and become [[Shaken]] until the end of the encounter.  The target creatures may make a Reflex save, DC {{#var:Special3SaveDC}}, to reduce the damage by half and avoid the [[Shaken]] condition.  Note that this ability is subject to their Glorious Heat feat, and they will use it with that knowledge in their minds.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 4  -->
| Ability-4-Name =
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 5  -->
| Ability-5-Name =
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 6  -->
| Ability-6-Name =
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 7  -->
| Ability-7-Name =
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 8  -->
| Ability-8-Name =
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 9  -->
| Ability-9-Name =
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== OFFENSE ===
| NudgeAbility9-ManeuverDefense =  
'''Speed''' 30 ft.
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Space / Reach:'''  5 ft. / 5 ft.


'''Single Melee''' Heavy Mace +26 (3d8+10/19-20x2)


'''Full Melee''' 3x Heavy Mace +26 (3d8+10/19-20x2)
<!--  COMBAT TACTICS  -->


'''Ranged''' Kinetic Blast +26 (3d8+10/x2) psychic damage, max range 300 feet
| CombatTactics = Duergar Quartermasters prefer not to dirty their hands in a straight-up fight, preferring instead to lead their enemies into other enemies to wear themselves down, or into traps or other obstacles.  However, this does not mean that the Quartermasters are poor fighters.  Indeed, they are quite powerful opponents when pressed, their Heavy Heart maces doing terrible damage in melee and they can also hurl deadly bolts of psychic energy through them to surprisingly good range, and with great accuracy.


'''Special Attacks''' Channel Righteousness, Scourge, Catharsis
:If a Duergar is at range, he will usually make use of Catharsis.  His Glorious Heat feat means he won't be very careful about hitting allies, either, since one lucky allie gets a small heal in the bargain!  However, the combat casting [[Caster Check]] is too difficult to ever try using this spell while threatened.  In this case, the Duergar will either use his mace to melee or hurl psychic bolts, or if he and his allies have started to take damage, he will use Channel Righteousness.


'''Action Points''' 0
:The Duergar can use Scourge on himself or an ally to immediately clear a status condition, but only once per encounter.  This makes the Duergar Quartermaster surprisingly resilient to attacks that might otherwise disable him.


=== STATISTICS ===
:Duergar will flee a fight they clearly cannot win, but only if they believe doing so will not be observed by Duergar more highly placed in the Prelate.  "Death is merely a feather, while honor is an anvil."  If only other Quartermasters or lower ranked Duergar are present, the Quartermaster will strive for self-preservation.  Even better, if he can do so by putting one of his fellow Quartermasters in the way, he'll eagerly do so.
'''Str''' 19, '''Dex''' 17, '''Con''' 20, '''Int''' 14, '''Wis''' 25, '''Cha''' 18


'''Base Atk''' +16; '''CMB''' +26; '''Maneuver Defense:''' 34


'''Feats''' -


'''Skills''' Bluff +24, Diplomacy +26, Sense Motive +26


'''Languages''' Undercommon, Fuligin
<!--  OUT OF COMBAT  -->


=== SPECIAL ABILITIES ===
| OutOfCombat = Duergar are surprisingly common above ground, considering how much they hate itDuergar above ground are universally filled with loathing (even more than usual) and will take out their spite on anyone they can get away withDuergar above ground are always in a hurry to finish their odious business and get back into the warm embrace of the Earth.
; Channel Righteousness (Su)
Once per encounter, as a standard action, the Duergar Quartermaster can Channel Righteousness upon all creatures within 30 feet of the DuergarThis does not provoke attacks of opportunity.  Enemy creatures (those who do not believe in the Book of Silence) suffer 8d6+1 points of fire damage, but may make a Will save, DC 24, for halfThose who are believers in the Book of Silence are instead Healed for 8d6+1 points of damage.  This is done as a single damage roll, with the results applied as either damage or healing to all creatures in the area.


; Scourge (Su)
Once per encounter as an immediate action, a Duergar Quartermaster may proclaim a scourge on an ally within 50 feet of himself, or even upon himself.  That ally has a single status condition immediately removed. If more than one status condition is present on the target, the Duergar Quartermaster may choose which condition is removed by Scourge.


; Catharsis (Sp)
:* Concentration: d20 + 19 with a DC of 31 (12 needed on the die)
As a standard action, the Duergar can cast Catharsis on a 20-foot diameter area within 150 feet.  Creatures in the area take 10d6+7 points of Fire damage and become [[Shaken]] until the end of the encounter.  The target creatures may make a Reflex save, DC 24, to reduce the damage by half and avoid the [[Shaken]] condition.


=== TREASURE ===
<!--  TREASURE AND XP  -->
sell value of approximately 23,750 gp


=== COMBAT TACTICS ===
| TreasureNotes =  
Duergar Quartermasters prefer not to dirty their hands in a straight-up fight, preferring instead to lead their enemies into other enemies to wear themselves down, or into traps or other obstacles.  However, this does not mean that the Quartermasters are poor fighters.  Indeed, they are quite powerful opponents when pressed.


If a Duergar is at range, he will usually make use of Catharsis.  However, the combat casting [[Caster Check]] is too difficult to ever try using this spell while threatened.  In this case, the Duergar will either use his mace to melee, or if he and his allies have started to take damage, he will use Channel Righteousness.
| XPNotes =


The Duergar can use Scourge on himself or an ally to immediately clear a status condition, but only once per encounter.  This makes the Duergar Quartermaster surprisingly resilient to attacks that might otherwise disable him.


Duergar will flee a fight they clearly cannot win, but only if they believe doing so will not be observed by Duergar more highly placed in the Prelate.  If only other Quartermasters or lower ranked Duergar are present, the Quartermaster will strive for self-preservation.  Even better, if he can do so by putting one of his fellow Quartermasters in the way, he'll eagerly do so.
}}

Revision as of 00:49, 14 August 2017

Duergar Quartermaster (CR 16)

Lawful Evil - Medium - Humanoid (Duergar)
Lore: Know (Local)
34 49
Basic DC Full DC
Initiative
Initiative Icon 2.png
27
Perception:
37 +27
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
39
Man Def
Shield Icon 3.png
39
Monster Health
475 237 31
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +18
Refl: +13
Will: +18

Strong Against:

  • ER 20/fire, ER 20/psychic, Reduce any forced movement by two squares.

Weak Against:

  • * Any spell or effect which successfully targets the Duergar and has the Light descriptor inflicts the Dazzled condition on the Duergar for 1 minute.
  • Duergars are also Dazzled if they are in an area with natural daylight.

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+24
Sword Icon 3.png
Man Off
+27
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Heavy Heart Mace +24 (0/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Heavy Heart Mace +24 (3d8+18/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Heavy Heart Kinetic Blast +24 (3d8+18/19-20 x2)
    as undefined damage type
    (Increment: 300 ft.; Max Range: 300 ft.)
    psychic damage

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

19
STR
17
DEX
20
CON
14
INT
25
WIS
18
CHA

Skills:

Languages: Undercommon, Fuligin

Feats:

  • Glorious Heat (EFFECT: When you cast a divine spell with the correct damage type, you also heal an ally)

Special Abilities

Channel Righteousness (Su)

Once per encounter, as a standard action, the Duergar Quartermaster can Channel Righteousness upon all creatures within 30 feet of the Duergar. This does not provoke attacks of opportunity. Enemy creatures (those who do not believe in the Book of Silence) suffer points of fire damage, but may make a Will save, DC , for half. Those who are believers in the Book of Silence are instead Healed for points of damage. This is done as a single damage roll, with the results applied as either damage or healing to all creatures in the area.

Scourge (Su)

Once per encounter as an immediate action, a Duergar Quartermaster may proclaim a scourge on an ally within 50 feet of himself, or even upon himself. That ally has a single status condition immediately removed. If more than one status condition is present on the target, the Duergar Quartermaster may choose which condition is removed by Scourge.

Catharsis (Sp)
  • Concentration: 1d20 + 19 vs. a DC of 31 (12 needed on the die)

As a standard action, the Duergar can cast Catharsis on a 20-foot diameter area (5 squares by 5 squares) within 150 feet. Creatures in the area take points of Fire damage and become Shaken until the end of the encounter. The target creatures may make a Reflex save, DC , to reduce the damage by half and avoid the Shaken condition. Note that this ability is subject to their Glorious Heat feat, and they will use it with that knowledge in their minds.

Duergar Quartermaster

Duergar Quartermaster

Duergar would tell you that they are the first Dwarves, and the race calling itself Dwarves are actually a heretical offshoot which is so inbred and simple-minded that it will willingly leave the dark comforts of the earth and venture into the Void (where the sky is). Clearly, this is textbook madness. Duergar suffer no such dementia, and never wander above ground for any reason whatsoever. In fact, venturing into the Void is considered so sinful as to permanently render a Duergar unclean and unfit to interact with other Duergar without Divine Intervention to cleanse the taint of the Void off them. To put it mildly, any Duergar you encounter above ground is not going to be in a good mood, and is only there for Something Important.

Duergar are much swarthier than traditional dwarves, though they carry the same solid, wide frames, and stout, but not tall, statures. Their skin tones vary from a ruddy maroon-brown into bluish greys and even a chalky black. Their eyes are frequently pale pastels of nearly any color, and keen observers would notice that their irises have only a pinprick dot of a pupil. Duergar, like dwarves, tend to be hirsute, and prize long braids, bushy beards, and untamed pates. Their language is harsh-sounding and full of consonants, and the Duergar dialect demands that most things be said with great emphasis, almost like they are angry all the time, contrary to the way other denizens of the Unterwelt would speak the tongue.
Duergar are perhaps most famous for their religious zealotry, and their penchant for forcible conversion, proselytizing, and the wildly creative tortures they employ against non-believers. Duergar appear to adhere to a rigorous religious code, but those who interact with them are seldom convinced the race shares any ethical values. Despite being devout adherents to their Book of Silence, a holy book that every Duergar carries with them at all times, all Duergar tend to be rapaciously cruel, even during diplomatic conversations. They will take every opportunity to verbally abuse non-believers they are forced to interact with, and then, only if they can't get away with physically torturing or slowly killing the unbelievers on the spot.

The Duergar Quartermaster is a high-ranking member of the Duergar Prelate, and is responsible for ensuring that the many required daily rituals of the Ecclesiasts are properly performed and attended. The Quartermaster is a leadership position, giving him authority over many of the lesser adherents, as well as responsibility for those in his charge. As with any Duergar, groups of Quartermasters can often be found together, both because they have formed a sort of sadistic kinship with their peers, and to spy and keep tabs on those peers to look for opportunities to rise further in the Prelate. Quartermasters are experienced politicians and spies, and will often employ subterfuge, trickery and diversions, before deigning to engage an opponent directly.

Combat Tactics

Duergar Quartermasters prefer not to dirty their hands in a straight-up fight, preferring instead to lead their enemies into other enemies to wear themselves down, or into traps or other obstacles. However, this does not mean that the Quartermasters are poor fighters. Indeed, they are quite powerful opponents when pressed, their Heavy Heart maces doing terrible damage in melee and they can also hurl deadly bolts of psychic energy through them to surprisingly good range, and with great accuracy.

If a Duergar is at range, he will usually make use of Catharsis. His Glorious Heat feat means he won't be very careful about hitting allies, either, since one lucky allie gets a small heal in the bargain! However, the combat casting Caster Check is too difficult to ever try using this spell while threatened. In this case, the Duergar will either use his mace to melee or hurl psychic bolts, or if he and his allies have started to take damage, he will use Channel Righteousness.
The Duergar can use Scourge on himself or an ally to immediately clear a status condition, but only once per encounter. This makes the Duergar Quartermaster surprisingly resilient to attacks that might otherwise disable him.
Duergar will flee a fight they clearly cannot win, but only if they believe doing so will not be observed by Duergar more highly placed in the Prelate. "Death is merely a feather, while honor is an anvil." If only other Quartermasters or lower ranked Duergar are present, the Quartermaster will strive for self-preservation. Even better, if he can do so by putting one of his fellow Quartermasters in the way, he'll eagerly do so.

Out of Combat

Duergar are surprisingly common above ground, considering how much they hate it. Duergar above ground are universally filled with loathing (even more than usual) and will take out their spite on anyone they can get away with. Duergar above ground are always in a hurry to finish their odious business and get back into the warm embrace of the Earth.

Rewards

XP: 76,800

Treasure: Sellable Goods worth 43,125 gp.

Weight: 160 lbs.     Volume: 6.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)