Weekly Beasties- Helpful Delver

15210 Delver_AWhen civilized races first began constructing their dungeons, one of the first discovered creatures were the delvers. This intelligent race lives deep underground, burrowing through caves and bedrock to design elaborate lairs. While not especially antagonistic, many delvers came into conflict with surface races who encroached into their territory.

Most delvers dug deeper to maintain their solitude, but a few proved willing to engage with dwarves and surface races in trade. In exchange for food or protection, delvers agreed to help craft their dungeons. While initially skeptical, most races ultimately accepted these deals when they realized delvers could forge tunnels far quicker than their own craftsmen. A few even convinced delvers to breach the dungeons of rivals, allowing armies to quickly reach their enemies.

Despite their monstrous appearance, delvers are not mindless beasts and will respond in anger to anyone attempting to deceive them. At a minimum, surface dwellers who attempt to betray the delver’s favor can expect their expensive armor to be destroyed by acid, leaving them naked and defenseless underground.

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Huge aberration, neutral

Armor Class 18 (natural armor)

Hit Points 173 (15d12 + 75)

Speed 30 ft., burrow 10 ft.

STR 27 (+8) DEX 13 (+1) CON 21 (+5) INT 14 (+2) WIS 14 (+2) CHA 12 (+1)

Damage Immunities acid

Skills Nature +6, Perception +6, Stealth +5, Survival +6

Senses darkvision 60 ft., tremorsense 50 ft. passive Perception 12

Languages Undercommon

Proficiency Bonus +4

Challenge 8 (3,900 XP)

Corrosive Slime. A delver produces a mucus-like slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 acid damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 acid damage. Against stone creatures or objects, a delver’s slime deals 8d10 points of damage.

Non-magical armor and clothing will take damage and eventually dissolve unless the target succeeds on a DC 22 Dexterity saving throw.

A Delver’s Favor. While mistrustful of surface creatures, delver’s will offer a favor to other characters in exchange for various services. A character who speaks Undercommon is not engaged in combat or hostile encounter with a delver can negotiate a favor using Deception or Persuasion (DC 14) skill checks. Dwarves and civilized surface races must make these checks at double the difficulty.

Once a favorable agreement is made, the delver will use its acid to break off a small piece of its own body and give it to the character it owes a favor. The character holding a delver favor may use a standard action to hold the favor and attempt to telepathically summon the delver. If the delver is within 500 miles of the summoning, it will arrive within 1d12 hours if the character is underground or 1d20 hours if the character is on the surface. On a result of 1, the delver arrives in the next 1d4 rounds.

Typically, delvers are summoned to create small dungeons or lairs, or to dig out new passageways in a pre-existing dungeon. It will not agree to fight other creatures in combat, although it will defend itself if attacked.

A delver’s favor can only be exchanged to assist within a single dungeon. Once the favor is successfully used, it will dissolve and cannot be restored. If a character attempts to deceive a delver into gaining a favor and the deception is discovered, it will either flee or immediately summon an additional 1d4 delvers and attack the one who carried its favor.

Stone Shape. A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes a delver can soften and shape up to 25 cubic feet of stone as though it were casting a Stone Shape spell.

Actions

Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one creature. Hit: 23 (3d6 +8) bludgeoning damage plus 7 (2d6) acid damage against organic creatures, 18 (4d8) acid damage against metallic creatures, or 44 (8d10) acid damage against stone creatures.

When civilized races first began constructing their dungeons, one of the first discovered creatures were the delvers. This intelligent race lives deep underground, burrowing through caves and bedrock to design elaborate lairs. While not especially antagonistic, many delvers came into conflict with surface races who encroached into their territory.

Most delvers dug deeper to maintain their solitude, but a few proved willing to engage with dwarves and surface races in trade. In exchange for food or protection, delvers agreed to help craft their dungeons. While initially skeptical, most races ultimately accepted these deals when they realized delvers could forge tunnels far quicker than their own craftsmen. A few even convinced delvers to breach the dungeons of rivals, allowing armies to quickly reach their enemies.

Despite their monstrous appearance, delvers are not mindless beasts and will respond in anger to anyone attempting to deceive them. At a minimum, surface dwellers who attempt to betray the delver’s favor can expect their expensive armor to be destroyed by acid, leaving them naked and defenseless underground.

 

 

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