Excerpt - Disir

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184 Disir The disir are a race of subterranean creatures known for their disgusting appearance and hateful disposition. Once believed to be native to the continent of Taladas, their reach apparently extends much further. Disir have been spotted in tribal groups near dwarven tunnels in Ansalon, and an offshoot of their race has begun to make its way to surface regions, preying upon unwary miners and engineers from the Vingaard Mountains to the Khalkists. This offshoot, the tyin, is in fact part of a concerted effort by the disir to adapt to the surface. So far, they have only been able to produce slow-witted tyin children, but the disir are a patient if fanatical race. Their time is coming. True Disir Medium aberration, lawful evil Armor Class 12 (natural armor) Hit Points 33 (5d8 + 10) Speed 30 ft., burrow 10 ft. Str Dex Con Int Wis Cha 14 (+2) 12 (+1) 14 (+2) 13 (+1) 11 (+0) 7 (-2) Skills Perception +2, Stealth +3 Damage Resistances fire Senses darkvision 60 ft., passive perception 12 Languages Common, Deep Speech Challenge 2 (450 XP) Sunlight Sensitivity. The disir has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target of its attack, or whatever it is trying to perceive is in direct sunlight. Slimy Coating. The disir has proficiency on Dexterity checks to wriggle free of bonds. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The target must make a Constitution save (DC 12), taking 2d6 poison damage on a failed save, or half as much damage on a successful one. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

description

D&D 5e Monster Manual entry for the Disir.

Transcript of Excerpt - Disir

Page 1: Excerpt - Disir

184

Disir

The disir are a race of subterranean creatures known for their disgusting appearance and hateful disposition. Once believed to be native to the continent of Taladas, their reach apparently extends much further. Disir have been spotted in tribal groups near dwarven tunnels in Ansalon, and an offshoot of their race has begun to make its way to surface regions, preying upon unwary miners and engineers from the Vingaard Mountains to the Khalkists. This offshoot, the tyin, is in fact part of a concerted effort by the disir to adapt to the surface. So far, they have only been able to produce slow-witted tyin children, but the disir are a patient if fanatical race. Their time is coming.

True Disir Medium aberration, lawful evil

Armor Class 12 (natural armor) Hit Points 33 (5d8 + 10) Speed 30 ft., burrow 10 ft.

Str Dex Con Int Wis Cha 14 (+2) 12 (+1) 14 (+2) 13 (+1) 11 (+0) 7 (-2)

Skills Perception +2, Stealth +3 Damage Resistances fire Senses darkvision 60 ft., passive perception 12 Languages Common, Deep Speech Challenge 2 (450 XP)

Sunlight Sensitivity. The disir has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target of its attack, or whatever it is trying to perceive is in direct sunlight. Slimy Coating. The disir has proficiency on Dexterity checks to wriggle free of bonds.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The target must make a Constitution save (DC 12), taking 2d6 poison damage on a failed save, or half as much damage on a successful one.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.