Dwerax

Dwerax

Description

The Dwerax looms as a nightmarish humanoid monster, a terrifying amalgamation of grotesque features that towers over most humans. This abomination possesses unnaturally long arms that extend down to its misshapen knees, ending in wickedly clawed hands that can easily ensnare its prey. Its pale, pallid skin seems to absorb what little light dares to venture into its subterranean domain, giving the Dwerax a hauntingly spectral appearance. Its face is devoid of eyes, replaced by an enormous, gaping maw filled with a nightmarish array of razor-sharp teeth, forever bared in a fearsome and insatiable hunger. This mouth serves as both sensory organ and deadly weapon, honed to detect the slightest vibrations and rend apart its victims with horrifying efficiency. The Dwerax navigates the necropolis with an eerie and unnatural grace, relying on its acute senses and preternatural awareness to stalk its prey.

Statistics

Type

Demon

Number

1

Awareness

60

Endurance

60

Athletics

60

Health

6

Combat Information

Hit Location

Humanoid (Head)

Armor

1 (chest)

Combat Skill

40

Magic Resistance

30

Spoils

Spoils table

Traits
FrighteningAlert
Level Adaptation

After level 5:

+D4 damage, +10 Combat Skill

After level 10:

+D4 Health, +D6 damage, +10 Magic Resistance

Actions

Claw Grasp(Physical)

Roll: 1-2

The Dwerax lunges at a target, attempting to ensnare them in its wickedly clawed hands. It makes a melee attack, dealing D8 Slashing damage on a hit. If the attack hits, the target is grappled and Entangled by the Dwerax. The target takes D4 Slashing damage at the start of each of their turns while grappled.

Abyssal Bite(Physical)

Roll: 3-4

The Dwerax lunges at a target with its gaping maw, attempting to tear through their defenses. It makes a melee attack, dealing D10 Piercing damage on a hit that ignores all armor.

Tremor Strike

Roll: 5-6

The Dwerax strikes the ground with its massive clawed hands, creating a shockwave that radiates outward. All creatures within the room must succeed on an Acrobatics check or be knocked Prone and take D6 Bludgeoning damage.