Medium Humanoid, Lawful Evil

Armor Class

16 (Scale Male, Shield)

Hit Points

26 (4d8 + 8)


25 ft.

Damage Resistances



Darkvision 120ft, , passive Perception 10


Undercommon, Dwarvish


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.



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


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


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