Duergar

5e

medium humanoid, lawful evil

Challenge 1 (200 XP)

STR
14 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
9 (-1)

Defense

Armor Class 16 (armor)
Hit Points 26 (4d8+8)
Speed 25 ft.

Proficiencies & Senses

Darkvision 120 ft.
Passive Perception 10

Traits

Damage Resistances Poison

Traits

Duergar Resilience

The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity

While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge

For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility

The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Reference Text

A stocky dwarf with gray skin and bald head, wearing scale mail and shield, wielding a war pick, standing in dark underground cavern.