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Noctis Duergar Pikeman

Noctis Duergar Pikeman

Medium humanoid (duegar), lawful evil

The Noctis Duergar Pikeman is the defensive backbone of the Noctis military. Unlike the Linebreakers, who exist to smash formations, Pikemen are trained to hold ground, protect flanks, and prevent enemies from reaching the Legionnaires.

Armor Class 18 (Noctis half-plate, shield)
Hit Points 45 (6d8 + 18)
Speed 25 ft.
STR
16
(+3)
DEX
10
(+0)
CON
16
(+3)
INT
10
(+0)
WIS
12
(+1)
CHA
8
(-1)
Saving Throws Str +5, Con +5
Skills Athletics +5, Perception +3
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 13
Languages Common, Dwarvish, Undercommon
Challenge 2 (450 XP)

Dwarven Resilience. The pikeman has advantage on saving throws against poison and resistance to poison damage.

Noctis Discipline. The pikeman has advantage on saving throws against being frightened while within 10 feet of another Noctis soldier.

Pike Formation. While the pikeman is within 5 feet of at least two allied Noctis Pikemen, it has advantage on melee attacks made with its pike against creatures that move at least 10 feet toward it during the same turn.

Hold the Line. A creature provokes an opportunity attack from the pikeman when it enters the pikeman's reach. If the opportunity attack hits, the creature's speed becomes 0 for the rest of the turn.

Actions

Multiattack. The pikeman makes two Pike attacks, or one Pike attack and one Shield Bash.

Noctis Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target moved at least 10 feet toward the pikeman immediately before the attack, the attack deals an additional 4 (1d8) piercing damage.

Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. The target must succeed on a DC 13 Strength saving throw or be pushed 5 feet.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Reactions

Brace. When a creature enters the pikeman's reach, the pikeman can make one Pike attack against it. If the attack hits, the creature's speed becomes 0 until the end of its turn.