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Duergar

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Basic

Size: Medium

Type: humanoid

Alignment: lawful evil

Health

Hit Points: 26

Hit Dice: 4d8

HP Roll: 4d8+8

Armor

Type: armor

Value: 16

Movement

Walk: 25 ft.

Fly: None

Swim: None

Ability Scores

Strength: 14

Dexterity: 11

Constitution: 14

Intelligence: 11

Wisdom: 10

Charisma: 9

Proficiencies

None

Senses

  • darkvision: 120 ft.
  • passive_perception: 10

Damage Vulnerabilities

None

Damage Resistances

  • poison

Damage Immunities

None

Condition Immunities

None

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.
  • 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: 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.

Legendary Actions

None

Other Information

Languages: Dwarvish, Undercommon

Challenge Rating: 1

Proficiency Bonus: 2

XP: 200