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Duergar

Duergar

Medium humanoid, lawful evil
Armor Class: 17
Hit Points: 56
Speed: 25 ft , climb: 25 ft

STR

16 +3

DEX

15 +2

CON

16 +3

INT

10 +0

WIS

10 +0

CHA

10 +0

Saving Throws: Con +6, Str +7
Skills: 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.
Damage Resistances: Poison, Fire
Senses: Darkvision 120 ft., Passive Perception 10
Languages: Dwarvish, Common, Undercommon

Actions

Attacks -
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.
Reduce (Recharges after a short or long rest) For 1 minute the Duergar magically reduces in size to 6 inches tall.
  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.
  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.
  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.

Children

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