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Disir

by Ray Cordova, iltharanos@yahoo.com


last updated on August 27, 2016 at 09:08:38 AM

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 slowwitted tyin children, but the disir are a patient if
fanatical race. Their time is coming.

True Disir

Medium aberration, lawful evil

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.

Tyin

Large aberration, neutral

Armor Class 12
Hit Points 30 (4d10 + 8)
Speed 40 ft.
STR
DEX
CON
INT
16 (+3) 14 (+2) 14 (+2) 5 (-3)

WIS
CHA
13 (+1) 5 (-3)

Skills Athletics +5, Stealth +4


Damage Resistances fire
Senses darkvision 60 ft., passive Perception 11
Languages Common, Deep Speech
Challenge 3 (700 XP)
Slimy Coating. The tyin has proficiency on Dexterity checks
to wriggle free of bonds.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 5 (1d4 + 3) 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: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.

Acid Spit (Recharge 5-6). The tyin spits acid on one target
within 10 feet. The target must make a Dexterity save (DC
12), taking 1d6 poison damage on a failed save, or half as
much damage on a successful one.
Tail Spike. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 2d4 + Strength modifier piercing damage.

A tyin is the forward scout of the planned disir invasion of


the surface world.

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.

A true disir is the most common variety of disir, and form


the leadership of the disir race.

True Disir by ?

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