Duergar
Size
Medium
Monster Race
Humanoid (dwarf)
Alignment
Lawful Evil
Armor Class
16 (Scale Mail, Shield)
Hit Points
26 (4d8+4)
Speed
5m
Attributes
STR
14 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
9 (-1)
Features
Damage Resistance
Poison
Senses
Darkvision 24m, passive Perception 10
Languages
Dwarvish, Undercommon
Challenge
1 (200 XP)
Abilities
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 (Recharges after a Short or Long Rest)
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 1m, one target. Hit: (1d8 + 2) piercing damage. (2d8 + 2) piercing damage while enlarged
Javelin
Ranged Weapon Attack: +4 to hit, reach 6/24m, one target. Hit: (1d6 + 2) piercing damage. (2d6 + 2) piercing damage while enlarged
Javelin
Melee Weapon Attack: +4 to hit, reach 1m, one target. Hit: (1d6 + 2) piercing damage. (2d6 + 2) piercing damage while enlarged
Invisibility (Recharges after a Short or Long Rest)
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.