Duergar

Medium / humanoid (Dwarf) / Lawful Evil / CR 1

Armor Class16
Hit Points26 (4d8 + 4)
Speed25 ft
Challenge1
Proficiency+2
STR14+2
DEX11+0
CON14+2
INT11+0
WIS10+0
CHA9-1
Initiative

+0

Senses

Darkvision 120 ft

Languages

Dwarvish, Undercommon

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

action

1 use per short 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

action

1 use per short 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).

War Pick

action

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

Javelin

action

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