Duergar

Medium humanoid (dwarf), lawful evil
Armor Class 16 (scale mail, shield)
Hit Points 26 (4d8+8)
Speed 25ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) |
Damage Resistances poison
Senses darkvision 120ft., passive Perception 10
Languages Dwarvish, Undercommon
Challenge 1 (200 XP)
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 (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 5ft., 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 5ft. or range 30/120ft., one target.
Hit: 5 (1d6+2) piercing damage, or 9 (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.
- name Duergar
- type humanoid
- ac 16
- hp 26 (4d8+8)
- size medium
- alignment lawful evil
- abilities
- name STR
- value 14
- name DEX
- value 11
- name CON
- value 14
- name INT
- value 11
- name WIS
- value 10
- name CHA
- value 9
- speed 25ft
- cr 1