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Dug of Two Minds in Dungeons & Dragons 5e

Dug of Two Minds CR: 13

Small humanoid (goblin), chaotic neutral
Armor Class: 22 (Psychic defense and Bracers of Defense)
Hit Points: 121hp (22d6+44)
Speed: 30 ft , fly: 60 ft

STR

10 +0

DEX

16 +3

CON

14 +2

INT

24 +7

WIS

18 +4

CHA

16 +3

Saving Throws: Dex +8, Con +7, Int +12, Wis +9
Skills: Arcana +12, Insight +9, Intimidation +11, Perception +9
Damage Vulnerabilities: Psychic
Damage Resistances: Force
Damage Immunities: Magic missile
Condition Immunities: Charmed, Frightened, Stunned
Senses: Darkvision 60ft, Passive Perception 19
Languages: Common, Goblin, Orcish, Sylvan, Infernal, Draconic
Challenge Rating: 13 ( 10,000 XP)
Proficiency Bonus: +5

  • Int: DC 20, +14 to hit
  • Overspell: upcast everything by 2


Infusions

  • Enhanced Arcane Focus: +2
  • Periapt of Wound Closure
  • Brooch of shielding
  • Winged boots
  • Bag of Holding(Trapped w/ 20 primed Dugtech Grenades that will all arm if the bag is taken from his person.
  • Bracers of Defense
Psychic Defense: AC=10+Dex+Int

Actions

Dug of Two Minds gets up to 2 actions depending on the results of rps with a player. If the dm wins: both actions are taken. If the player wins, only their choice is taken. Ties will overcharge. DC 20

  • (Rock): 20ft radius psychic blast, 150ft range, 35(10d6) psychic, and Dug gains resistance to all damage for 1 rd. Wis save for half. Overcharge for max damage
  • (Paper): Sheet lightning, 30ft square, 45(10d8) lightning, Dex save for half. Overcharge for disadvantage on the save.
  • (Scissors): All allies are buffed with 1 round of Minor Haste(+1 AC, BA attack, dash, or disengage). Overcharge for 3 rounds
  • (Gun): Create 2 Dug Blasters. Overcharge lets them immediately fire

Bonus Actions

Command Dug Blasters (AC: 18, HP: 30, Sp: 15ft):

  • Blast it!: 120ft range, +14 to hit, 18(4d8) force and 5ft push
  • Burn it!: 15ft cone, 18(4d8) fire, dex save for half
  • Self Destruct!!: 20ft radius, 18(4d8) force, dex save for half. This explosion disrupts magical effects, breaking concentration and temporarily disabling magic in the area(1 rd)

Reactions

  • Absorb Elements(3d6)
  • Shield

A grey skinned goblin with short floppy ears and a bulging, bulbous head. His lab coat trails behind him on the ground when he walks, so he levitates whenever he gets the chance.

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