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Nimira
- STR
- 14 (+2)
- DEX
- 11 (+0)
- CON
- 14 (+2)
- INT
- 11 (+0)
- WIS
- 10 (+0)
- CHA
- 9 (-1)
Nimira has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
While in sunlight, Nimira has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. Nimira makes two greatsword attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, or 16 (4d6 + 2) slashing damage while enlarged.
For 1 minute, Nimira 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.
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.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Nimira 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.
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Source: Tales from the Yawning Portal, p. 54 - Licenses and attribution