Clan Xardelvar Brambleball Team
- Captain: Dolgron Xardelvar
- Dluto Xardelvar
- Horren Xardelvar
- Darnar Xardelvar
- Mislin Xardelvar
- Bragan Xardelvar
Strategy
Clan Xardelvar does not believe in underhanded tactics, and seek to win their matches through brute strength. The entire team will band together to push the brambleball as far into their opponent's side, mostly ignoring any attacks of their opponents.Level 1
Clan Xardelvar Brambleball Team (Level 1) CR: 1
STR
14 +2
DEX
11 +0
CON
14 +2
INT
11 +0
WIS
10 +0
CHA
9 -1
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Level 2
Clan Xardelvar Brambleball Team (Level 2) CR: 1
STR
14 +2
DEX
11 +0
CON
14 +2
INT
11 +0
WIS
10 +0
CHA
9 -1
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Level 3
Clan Xardelvar Brambleball Team (Level 3) CR: 1
STR
14 +2
DEX
11 +0
CON
14 +2
INT
11 +0
WIS
10 +0
CHA
9 -1
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
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