A race of deep-dwelling subterranean creatures of utterly disgusting appearance. Between 6 and 7 ft. tall, with horrible claws, oversized tusks, and bodies dripping with poisonous slime, the disir are a terrible breed of creature that makes rare appearances above the surface of Krynn.
PDF link: Disir
Medium aberration, LE
HP 32 (5d8+10)
Speed 30′, burrow 10′
STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 7 (-2)
Skills Perception +2, Sneak +3
Damage resistances fire
Senses darkvision 60′, passive Perception 12
Languages Common, Dis
Challenge 3 (700 XP)
Sunlight Sensitivity: While in sunlight, Disir have disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.
Slimy Escapist: A true Disir’s slimy coating grants it Advantage on Dexterity or Strength checks to escape being grappled.
Multiattack. A true disir makes 3 Melee attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5′, one target. Hit: 6 (1d8+2) piercing damage and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one.
Claw. Melee Weapon Attack: +4 to hit, reach 5′, one target. Hit: 5 (1d6+2) slashing damage and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one.