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Hryngar Forgepriest

Abandoned by their cousins, the surface dwarves, hryngars were saved by Droskar, who taught them to work hard and give no quarter. Now, that hardness is the sword and shield by which the hryngar rule their kingdoms. The forgepriests proselytize Droskar's teachings and punish heretics for any defiance.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Hryngar ForgepriestCreature 7

Legacy Content

LE Medium Duergar Dwarf Humanoid 
Source Pathfinder #194: Cult of the Cave Worm pg. 87
Perception +15; darkvision
Languages Common, Dwarven, Undercommon
Skills Athletics +13, Intimidation +15, Religion +17, Society +13
Str +3, Dex +1, Con +4, Int +1, Wis +5, Cha +3
Items +1 striking returning light hammer, chain mail
AC 25; Fort +16, Ref +13, Will +17
HP 119; Resistances fire 5
Toil is Strength [reaction] (misfortune) Trigger A creature within 30 feet would succeed at a save against a spell or ability that causes the immobilized condition; Effect The target must reroll the triggering saving throw and use the worse result.Light Blindness
Speed 20 feet
Melee [one-action] light hammer +16 [+12/+8] (agile, magical), Damage 2d8+2+5 bludgeoningRanged [one-action] light hammer +14 [+10/+6] (agile, magical, thrown 20 feet), Damage 2d8+2+5 bludgeoningDivine Prepared Spells DC 23 (+4 dmg); 3rd agonizing despair, crisis of faith, fear; 2nd charitable urge, mending, see invisibility; 1st command, detect poison, magic weapon; Cantrips (3rd) daze, detect magic, prestidigitation, read aura, shield
Occult Innate Spells DC 23 (+4 dmg); 2nd blood vendetta, paranoia; Cantrips (3rd) sigil
Hammerfall [two-actions] The forgepriest tosses their hammer up to 30 feet. Where the hammer lands, molten metal erupts from the ground in a 10 foot radius dealing 6d8 fire damage to creatures in the area (DC 23 basic Reflex save). Creatures who critically fail also take 1d8 persistent fire damage. The forgepriest can't use Hammerfall again for 1d4 rounds.

All Monsters in "Duergar"

NameLevel
Duergar Bombardier1
Duergar Sharpshooter0
Duergar Taskmaster2
Hagegraf Royal Guard5
Hryngar Assassin7
Hryngar Battlepriest9
Hryngar Breccia Squad9
Hryngar Forgepriest6
Hryngar King's Agent5

Duergar

Source Bestiary pg. 138
Deep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to the surface along with their modern dwarven cousins. An exiled dwarven deity named Droskar offered duergars salvation from the horrors of the Darklands, and in exchange duergars endlessly toil in his honor within their subterranean empire. Notorious slavers, duergars regularly raid other Darklands settlements as well as surface communities in constant search of living beings to task with endless amounts of work in their harsh and exhausting settlements.

Duergars are gray-skinned creatures, often referred to as “ashen” by those surface dwarves willing to speak of them. These subterranean dwarves have a strong natural connection with cave-dwelling vermin, and it’s common to see duergar caravans drawn by teams of immense beetles. Most duergars devote themselves to the worship of Droskar, a taskmaster of a god who demands back-breaking toil in addition to regular prayer. Duergar leadership often consists of powerful divine servants of Droskar, along with incredibly stout warriors whose martial prowess ensures they can overcome any direct threat to their rule. Almost every aspect of duergar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.

Sidebar - Locations Duergar Communities

Duergar communities are found deep underground in the ruins of abandoned dwarven cities. Generations of duergar occupation have resulted in the loss of dwarven history as the ashen honor their taskmaster deity by reworking traditional dwarven art into topics that elevate the exiled god. That duergars themselves seem incapable of achieving the heights of artistry mastered by their dwarven ancestors is both a source of frustration and shame that only fosters greater resentment of those who dwell on the surface.

Sidebar - Treasure and Rewards Highhelm Propaganda

Upworlders often believe that hryngars make shoddy weapons and armor, but this is propaganda spread by dwarves on the surface. Any proud hryngar knows that if you work hard enough on a project, it will come out just as well as crafters who rely on clever secrets and modern techniques. Therefore hryngar-made products often have fewer aesthetic elements in their design. Their creations tend to focus more on pure function.

Sidebar - Additional Lore Occult Traditions

Unlike classical dwarven practitioners of magic, duergars have embraced the practice of occultism. All duergars have at least a few innate occult spells, primary among them being the ability to magically increase their size. This power not only aids them in intimidating and bullying their slaves, but also serves as a potent combat option against their many enemies.

Sidebar - Additional Lore Upworlder Prejudice

Many upworlders' only experience with denizens from the Darklands come from Darklands raids. This has unfortunately caused many on the surface to believe that all Darklands peoples are murderous, which, of course, isn't the case. The Darklands are a harsh realm, and the people who live there have adapted to survive in an unforgiving environment that rewards the strong and punishes the meek. Yet despite this, there are still rich cultures and compassionate beings below the surface of Golarion.