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Duergar

Encompassed species

Duergar CR: 1

Medium humanoid (dwarf), lawful evil
Armor Class: 16 (scale mail, shield)
Hit Points: 26 (4d8+8) 4d8+8
Speed: 25 ft

STR

14 +2

DEX

11 +0

CON

14 +2

INT

11 +0

WIS

10 +0

CHA

9 -1

Damage Resistances: poison
Senses: darkvision 120 ft., passive Perception 10
Languages: Dwarvish, Undercommon
Challenge Rating: 1

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 room to become large, it attains the maximum size possible in the space available.   War Pick. Melee Weapon Attack: +4 1d20+4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) !d8+2 piercing damage, or 11 (2d6+2) 2d6+2 piercing damage while enlarged.   Javelin. Melee or Ranged Weapon Attack: +4 1d20+4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) 1d6+2 piercing damage or 9 (2d6+2) 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.

Duergar Hammerer CR: 2

Medium construct , lawful evil
Armor Class: 17 (natural armor)
Hit Points: 33 (6d8+6) 6d8+6
Speed: 20 ft

STR

17 +3

DEX

7 -2

CON

12 +1

INT

5 -3

WIS

5 -3

CHA

5 -3

Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 7
Languages: understands Dwarvish but can't speak
Challenge Rating: 2

Engine of Pain. Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) 1d10 damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.   Siege Monster. The hammerer deals double damage to objects and structures.

Actions

Multiattack. The hammerer makes two attacks: one with its claw and one with its hammer.   Claw. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft ., one target. Hit: 6 (1d6+3) 1d6+3 bludgeoning damage.   Hammer. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) 2d6+3 bludgeoning damage.

Duergar Mind Master CR: 2

Medium humanoid (dwarf), lawful evil
Armor Class: 14 (leather armor)
Hit Points: 39 (6d8+12) 6d8+12
Speed: 25 ft

STR

11 +0

DEX

17 +3

CON

14 +2

INT

15 +2

WIS

10 +0

CHA

12 +1

Saving Throws: Wis +2 1d20+2
Skills: Perception +2 1d20+2 , Stealth +5 1d20+5  
Damage Resistances: poison
Senses: darkvision 120 ft., truesight 30 ft., passive Perception 12 
Languages: Dwarvish, Undercommon
Challenge Rating: 2

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

Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.   Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) 1d4+3 piercing damage and 10 (3d6) 3d6 psychic damage, or 1 piercing damage and 14 (4d6) 4d6 psychic damage while reduced.   Invisibility (Recharge 4- 6) 1d6 . The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.   Mind Mastery. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.   Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.

Duergar Kavalrachni CR: 2

Medium humanoid (dwarf) , lawful evil
Armor Class: 16 (scale mail, shield)
Hit Points: 26 (4d8+8) 4d8+8
Speed: 25 ft

STR

14 +2

DEX

11 +0

CON

14 +2

INT

11 +0

WIS

10 +0

CHA

9 -1

Damage Resistances: poison
Senses: darkvision 120 ft., passive Perception 10
Languages: Dwarvish, Undercommon
Challenge Rating: 2

Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make one melee attack against the same target as a reaction.   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

Multiattack. The duergar makes two war pick attacks.   War Pick. Melee Weapon Attack: +4 1d20+4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) 1d8+2 piercing damage plus 5 (2d4) 2d4 poison damage.   Heavy Crossbow. Ranged Weapon Attack: +2 1d20+2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) 1d10 piercing damage.   Shared Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, or its concentration is broken (as ifcon- centrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted on a female steeder, the steeder is invisible as well. The invisibility ends early on the steeder immediately after it attacks.

Duergar Soulblade CR: 1

Medium humanoid (dwarf) , lawful evil
Armor Class: 14 (leather armor)
Hit Points: 18 (4d8) 4d8
Speed: 25 ft

STR

11 +0

DEX

16 +3

CON

10 +0

INT

11 +0

WIS

10 +0

CHA

12 +1

Damage Resistances: poison
Senses: darkvision 120 ft., passive Perception 10 
Languages: Dwarvish, Undercommon
Challenge Rating: 1

Innate Spellcasting (Psionics). The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 1d20+4 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: Blade Ward, True Strike 

3/day: Jump, Hunter's Mark 


Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.   Create Soulblade. As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.   Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight

Actions

Soulblade. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 force damage, or 10 (2d6+3) 2d6+3 force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) 1d6 force damage.   Enlarge (Recharges after a Short or Long Rest). For l 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.   Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell) . Any equipment the duergar wears or carries is invisible with it.

Duergar Screamer CR: 3

Medium construct , lawful evil
Armor Class: 15 (natural armor)
Hit Points: 38 (7d8+7) 7d8+7
Speed: 20 ft

STR

18 +4

DEX

7 -2

CON

12 +1

INT

5 -3

WIS

5 -3

CHA

5 -3

Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 7 
Languages: understands Dwarvish but can't speak
Challenge Rating: 3

Engine of Pain. Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) 2d10 damage to the screamer, and the screamer can respond by using its Multiattack with its reaction.  

Actions

Multiattack. The screamer makes one drill attack and uses its Sonic Scream.   Drill. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 10 (l1d12+4) 1d12+4 piercing damage.   Sonic Scream. The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) 2d6 thunder damage and be knocked prone.

Duergar Spy CR: 2

Medium humanoid (dwarf) , lawful evil
Armor Class: 15 (studded leather)
Hit Points: 33 (6d8+6) 6d8+6
Speed: 25 ft

STR

10 +0

DEX

16 +3

CON

12 +1

INT

12 +1

WIS

10 +0

CHA

13 +1

Skills: Deception +5 1d20+5 , Insight +2 1d20+2 , Investigation +5 1d20+5 , Perception +4 1d20+4 , Persuasion +3 1d20+3 , Sleight of Hand +5 1d20+5 , Stealth +7 1d20+7
Damage Resistances: poison
Senses: darkvision 120 ft., passive Perception 14
Languages: Dwarvish, Undercommon
Challenge Rating: 2

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.   Duergar Resilience. The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.   Sneak Attack. Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn 't incapacitated and the spy doesn 't have disadvantage on the attack roll.   Sunlight Sensitivity. While in sunlight, the spy has disadvan- tage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The spy makes two shortsword attacks.   Enlarge (Recharges after a Short or Long Rest). For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged , the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks) , and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available .   Shortsword. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft. , one target. Hit: 6 (1d6+3) 1d6+3 piercing damage, or 10 (2d6+3) 2d6+3 piercing damage while enlarged.   Hand Crossbow. Ranged Weapon Attack:+5 1d20+5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage.   Invisibility (Recharges after a Short or Long Rest). The spy magically turns invisible until it attacks, deals damage, 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 spy wears or carries is invisible with it.

Duergar Stone Guard CR: 2

Medium humanoid (dwarf) , lawful evil
Armor Class: 18 (chain mail, shield)
Hit Points: 39 (6d8+12) 6d8+12
Speed: 25 ft

STR

18 +4

DEX

11 +0

CON

14 +2

INT

11 +0

WIS

10 +0

CHA

9 -1

Damage Resistances: poison
Senses: darkvision 120 ft., passive Perception 10 
Languages: Dwarvish, Undercommon
Challenge Rating: 2

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.   Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.   Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 

Actions

King's Knife (Shortsword). Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) 1d6+4 piercing damage, or 11 (2d6+4) 2d6+4 piercing damage while enlarged.   Javelin. Melee or Ranged Weapon Attack: +6 1d20+6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) 1d6+4 piercing damage, or 11 (2d6+4) 2d6+4 piercing damage while enlarged.   Enlarge (Recharges after a Short or Long Rest). For l 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.   Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Duergar Xarrorn CR: 2

Medium humanoid (dwarf) , lawful evil
Armor Class: 18 (plate mail)
Hit Points: 26 (4d8+8) 4d8+8
Speed: 25 ft

STR

16 +3

DEX

11 +0

CON

14 +2

INT

11 +0

WIS

10 +0

CHA

9 -1

Damage Resistances: poison
Senses: darkvision 120 ft., passive Perception 10 
Languages: Dwarvish, Undercommon
Challenge Rating: 2

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

Fire Lance. Melee Weapon Attack: +5 1d20+5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12+3) 1d12+3 piercing damage plus 3 (1d6) 1d6 fire damage, or 16 (2d12+3) 2d12+3 piercing damage plus 3 (1d6) 1d6 fire damage while enlarged.   Fire Spray (Recharge 5-6) 1d6 . From its fire lance, the duergar shoots a 15-foot cone offire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) 3d6 fire damage on a failed save, or half as much damage on a successful one.   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.   Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Duergar Warlord CR: 6

Medium humanoid (dwarf) , lawful evil
Armor Class: 20 (plate mail, shield)
Hit Points: 75 (10d8+30) 10d8+30
Speed: 25 ft

STR

18 +4

DEX

11 +0

CON

17 +3

INT

12 +1

WIS

12 +1

CHA

14 +2

Damage Resistances: poison
Senses: darkvision 120 ft., passive Perception 11 
Languages: Dwarvish, Undercommon
Challenge Rating: 6

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 relyon sight.  

Actions

Multiattack. The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available.   Psychic-Attuned Hammer. Melee Weapon Attack: +7 1d20+7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage, or 15 (2d10+4) 2d10+4 bludgeoning damage while enlarged, plus 5 (1d10) 1d10 psychic damage.   Javelin. Melee or Ranged Weapon Attack: +7 1d20+7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) 1d4+4 piercing damage, or 11 (2d6+4) 2d6+4 piercing damage while enlarged.   Call to Attack. Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.   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.   Invisibility (Recharge 4-6) 1d6 . The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Reactions

Scouring Instruction. When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 1d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) 1d6 psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction.

Duergar Despot CR: 12

Medium humanoid (dwarf) , lawful evil
Armor Class: 21 (natural armor)
Hit Points: 119 (14d8+56) 14d8+56
Speed: 25 ft

STR

20 +5

DEX

5 -3

CON

19 +4

INT

15 +2

WIS

14 +2

CHA

13 +1

Saving Throws: Con +8 1d20+8 , Wis +6 1d20+6
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 120 ft., passive Perception 12
Languages: Dwarvish, Undercommon
Challenge Rating: 12

Innate Spellcasting (Psionics). The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components:

At will: Mage Hand, Minor Illusion

1/day: Counterspell, Misty Step, Stinking Cloud


Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.   Psychic Engine. When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) 4d6 psychic damage to each creature within 5 feet of it.   Sunlight Sensitivity. While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.   Iron Fist. Melee Weapon Attack: +9 1d20+9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) 2d8+5 bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) 3d6 bludgeoning damage.   Stomping Foot. Melee Weapon Attack: +9 1d20+9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) 1d8+5 bludgeoning damage, or 18 (3d8+5) 3d8+5 to a prone target.   Flamejet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) 4d8 fire damage on a failed save, or half as much damage on a successful one.

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