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True Disir

Disir

Medium aberration, lawful evil


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.

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.

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