


I consider the only real weakness to this one to be truesight. Note again that you'll need to lock yourself into being an arcanaloth for a while to take advantage of this, but it may be worth it, especially given that it's a strong spellcaster in its own right, with access to several offensive and defensive options if things go sideways. Several castings of dimension door available if its natural teleportation isn't enough. Mind blank cuts out any divination spell. At-will teleportation, at-will invisibility, at-will alter self (for the "Change appearance" mode). Hopefully one of your friends has dispel magic. Note that using pass without a trace here will require you to permanently transform yourself into a chwinga so that you don't need to hold concentration. This is a solid choice to me as some of the chwinga's tools get around Truesight, a real threat at high levels.Īlso nice since you can share pass without a trace with friends! You'll also have 60 feet of blindsight to spot invisible guards with. If you're traveling through an area with natural terrain, you can hide inside stones, trees, and water. You can cast pass without a trace at will, giving yourself a ridiculous +17 to stealth. You don't need high CR to be hard to notice. Why not bring your friends with you? Consider the Nightmare, which not only can swap between the material and ethereal at will, it can carry up to three creatures with it on each trip. Maybe pure invisibility doesn't do enough here. You could fly through an antimagic field and be just as invisible.

No concentration to maintain, nothing to dispel. Hard to beat the Invisible Stalker for this. (These suggestions assume that as a level 20 party, you're talking about true polymorph and thus aren't restricted to beasts). It's hard to pinpoint one monster that does all of these things well, but here's some exemplary suggestions of each. But any type of equipment the duergar would wear or else carries is Invisible with it. Invisibility (Recharges after a Short or Long Rest): The duergar monster can magically turns by not appearing until it has the time to attack, casts a spell, or else uses its Enlarge, or even until its good concentration is broken, up to an hour (as if concentrating on a spell). Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Javelin: By using this javelin attack this dnd monster can make a Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
