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Noctis Linebreaker
Duergar Linebreakers are heavily armored shock troops trained to smash through enemy formations and fortified defenses with enormous Shatterhammers. Clad in blackened steel with deep crimson markings, they advance with grim discipline rather than reckless fury. Some consume Ironheart fungus before battle, suppressing fear and pain to focus entirely on breaking the enemy line and opening the way for the Dominion’s forces.
Duergar Resilience. Advantage on saving throws against poison; resistance to poison damage.
Unstoppable Advance. Advantage on checks and saves to resist being shoved, knocked prone, or forcibly moved.
Formation Breaker. Once per turn, deal an extra 1d8 damage when hitting a creature within 5 feet of another hostile creature.
Ironheart Trance — The Still Fury (1/Day). As a bonus action, enter a 1-minute trance. The Linebreaker gains advantage on Strength checks and Strength saves, advantage on saves against being frightened, and immunity to the charmed condition. Once per turn, a Shatterhammer hit deals an extra 1d6 damage. He cannot willingly end the trance early. When it ends, he cannot take reactions until the end of his next turn.
Actions
Multiattack. Make two Shatterhammer attacks.
Shatterhammer. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage.
Armor-Breaking Blow (Recharge 5–6. Make one Shatterhammer attack. On a hit, deal an additional 3d8 bludgeoning damage, and the target must succeed on a DC 15 Strength save or fall prone.
Cleaving Charge. If the Linebreaker moves at least 15 feet straight toward a creature before hitting it with a Shatterhammer, the target must succeed on a DC 15 Strength save or be pushed 10 feet and knocked prone.
Reactions
Hold the Breach. When a creature within 5 feet attacks an ally, impose disadvantage on the attack roll if the Linebreaker can see the attacker.