Medium humanoid (dwarf), Lawful Evil
| Armor Class | 16 (chain mail) |
|---|---|
| Hit Points | 93 (11d8 + 44) |
| Speed | 25 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 11 (+0) | 18 (+4) | 12 (+1) | 13 (+1) | 18 (+4) |
| Saving Throws | Cha +7, Wis +4 |
|---|---|
| Skills | Arcana +4, Deception +7, Intimidation +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | poison |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 11 |
| Languages | Common, Dwarvish |
| Challenge | 5 |
Xardorok has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
While in sunlight, Xardorok has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Xardorok attacks twice with a weapon or casts eldritch blast twice.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, or 8 (2d4 + 3) piercing damage while Xardorok is enlarged.
Ranged Spell Attack Roll: +7 to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4) force damage.
For 1 minute, Xardorok magically increases in size, along with anything he is wearing or carrying. While enlarged, Xardorok is Large, doubles his damage dice on Strength-based weapon attacks (included in his attacks), and makes Strength checks and Strength saving throws with advantage. If Xardorok lacks the room to become Large, he attains the maximum size possible in the space available.
Xardorok magically turns invisible until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if concentration on a spell). Any equipment Xardorok wears or carries is invisible with him.
When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature that damaged him is engulfed in hellish flames and must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.
Xardorok's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: eldritch blast (see "Actions" below), mage hand
1 each/day: hold person, suggestion