Duergar

Medium Humanoid, Lawful Evil

Armor Class

16 (Scale Male, Shield)

Hit Points

26 (4d8 + 8)

Speed

25 ft.

Damage Resistances

Poison

Senses

Darkvision 120ft, , passive Perception 10

Languages

Undercommon, Dwarvish

Challenge

1 (200 XP)

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, as well as wisdom (perception) checks relying 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. Hit: Recharges over short or long rest

War Pick.

Melee Attack Attack: +4 to hit, reach 5ft, one target Hit: 6 (1d8+2) Piercing Damage or 11 (2d8+2) while enlarged

Javelin.

Ranged Attack Attack: +4 to hit, range 30/120ft, one target Hit: 5 (1d6+2) Piercing Damage or 9 (2d6+2) while enlarged

Invisibility.

The Duergar magically turns invisible until it attacks, casts a spell, or uses enlarge, or until its concentration is broken, up to 1 hour. Any equipment on or carried is also invisable. Hit: Recharges over short or long rest