Duergar 5e
- Name: Duergar
- Size: Medium
- Type: humanoid
- Subtype: dwarf
- Alignment: Duergar
Duergar 5e stats
- Armor class: 16
- Hit Points: 26
- Hit Dice: 4d8
- Hit Points Roll: 4d8+8
- Speed: Walk 25 ft.
- Strength: 14
- Dexterity: 11
- Constitution: 14
- Intelligence: 11
- Wisdom: 10
- Charisma: 9
Traits
- Senses Passive Perception 10 Darkvision 120 ft.
- Languages Dwarvish, Undercommon
- Challenge 1 (200 XP)
Special 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: 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.
- Attack Bonus: 4
- Damage: Piercing
- Damage Dice: 1d8+2
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.
- Attack Bonus: 4
- Damage: Bludgeoning
- Damage Dice: 1d6+2
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 .