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Duergar

T
he treachery and cruelty of the duergar is as Duergar Social Encounters
near to universal as such a trait can be; long
experience has taught them that the world is A duergar silver mine is nearly exhausted, and the owners
divided into oppressor and oppressed, betrayer have concocted a scheme to entice a rival clan into
and betrayed, pitiless and pitiful, and they claiming it by force so they can claim its full inured value.
know which they prefer to exemplify. Duergar are always on the lookout for ulterior motives,
Deep in the Underdark they build their especialy from one another, so they need some non-
brutal cities, fortresses against the threats of their ancient duerger to pretend to be escaped slaves that can relay
enemeies, and against the enemies they yet intend to make, false reports of the mines riches and poor defenses to
raised by those enslaved in their ever-expanding campaign of their rivals.
conquest of those places never seen by the sun. A duergar warband is stranded in hostile territory after a
collapse cut off their retreat, and desperately need an
Duergar Lore intermediary to purchase supplies for them while they
search for or carve out an alternate route. The purchases
Arcana DC 20: Many duergar are possessed of natural must be made carefully and the party must ensure they
psionic talents, making the faster, stronger, tougher, and are not followed, as some among the subterranean nations
stealthier than they might otherwise appear. know the dietary needs of the dark dwarves well enough
History DC 15: The duergar were once dwarves, warped by to be suspicious and the penalties for colluding with them
long imprisonment to mind flayers. Due to this exposure, are often severe.
duergar are known to be incredibly resistant to all kinds of
magic and psionic abilities. Encounter Groups
History DC 20: The pain-engines of the duergar, used in CR 13 Encounter 4,550 XP
many of their industrial operations, seal their occupant
inside, driving themselves with its suffering. Despite this 1 Duergar Warlord (CR 6)
exotic power source, they still tend to malfunction when 3 Duergar Stone Guard (CR 2)
electrocuted. 1 Duergar Mind Master (CR 2)
5 Duergar Peons (CR M2)
Duergar Peon Duergar Soulblade
Medium humanoid (dwarf), lawful evil Medium humanoid (dwarf), lawful evil

Armor Class 16 (Scale Mail, Shield) Armor Class 14 (Leather Armor)


Hit Points 13 (2d8 + 4) Hit Points 45 (10d8)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1) 11 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 12 (+1)

Damage Resistances Poison Skills Stealth +5


Senses Darkvision 120 ft., Passive Perception 10 Damage Resistances Poison
Languages Dwarvish, Undercommon Senses Darkvision 120 ft., Passive Perception 10
Challenge M2 (90 XP) Languages Dwarvish, Undercommon
Challenge 1 (200 XP)
Sunlight Sensitivity. While in sunlight, the duergar
has disadvantage on attack rolls, as well as on Duergar Resilience. The duergar has advantage on
Wisdom (Perception) checks that rely on sight. saving throws against poison, spells, psionic
abilities and illusions.
Minion. If the creature takes damage from an attack
or as the result of a failed saving throw, its hit Sunlight Sensitivity. While in sunlight, the duergar
points are reduced to 0. If the creature takes has disadvantage on attack rolls, as well as on
damage from another effect, it dies if the damage Wisdom (Perception) checks that rely on sight.
equals or exceeds its hit point maximum, otherwise Psionic Empowerment. As a bonus action, the
it takes no damage. duergar gains one of the following benefits until
the beginning of its next turn.
Actions
Telekinetic Leap. The duergar's standing long
War Pick Flurry (Group Attack). Melee Weapon jump and standing high jump both become equal
Attack: +4 to hit, reach 5 ft., one target. Hit: 3 to its movement speed.
piercing damage. Mental Masking. The duergar becomes invisible
to one creature it can see.
Reactions Endure Pain. The duergar gains resistance to
Shout Down (Group Reaction). As a reaction when a bludgeoning, piercing, and slashing damage.
creature within 15 ft. that the duergar can see
begins to cast a spell, the duergar lets out a shout Actions
of wild rage. Soulblade. Melee Weapon Attack: +5 to hit, reach 5
ft., one target Hit: 6 (1d6 + 3) force damage. If the
The spell caster must make a Constitution saving soulblade has advantage on the attack roll, the
throw with DC equal to 8 plus the number of peons attack deals an extra 3 (1d6) force damage.
using this reaction. On a failed save, the spell fails.
Twist of the Blade (Recharge 5-6). The duergar
makes a melee attack against a creature it is hidden
from or invisible to.
If this attack hits, the creature must succeed on a
DC 13 Intelligence saving throw or fall prone and
be Stunned until the end of the duergar's next turn.

Reaction
Ancestral Rage. As a reaction to succeeding on a
saving throw against a spell or psionic effect, the
duergar flies into a magically empowered rage.
For the next minute, the duergar's size increases to
Large, it scores a critical on a 15-20, and it makes
Strength checks and Strength saving throws with
advantage.
Duergar Hammerer Duergar Kavalrachni
Medium humanoid (dwarf), lawful evil Medium humanoid (dwarf), lawful evil

Armor Class 17 (Natural Armor) Armor Class 16 (Scale Mail, Shield)


Hit Points 77 (14d8 + 14) Hit Points 78 (12d8 + 24)
Speed 20 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 7 (-2) 12 (+1) 5 (-3) 5 (-3) 5 (-3) 14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)

Damage Immunities Poison Damage Resistances Poison


Condition Immunities Charmed, Exhaustion, Senses Darkvision 120 ft., Passive Perception 10
Frightened, Paralyzed, Poisoned Languages Dwarvish, Undercommon
Senses Darkvision 60 ft., Passive Perception 7 Challenge 2 (450 XP)
Languages understands Dwarvish but can't speak
Challenge 2 (450 XP) Duergar Resilience. The duergar has advantage on
saving throws against poison, spells, psionic
Duergar Resilience. The duergar has advantage on abilities and illusions.
saving throws against poison, spells, psionic
abilities and illusions. Sunlight Sensitivity. While in sunlight, the duergar
has disadvantage on attack rolls, as well as on
Haywire. Attacks that deal lightning damage are Wisdom (Perception) checks that rely on sight.
made at advantage against the duergar. When the Cavalry Training. While riding a steeder or similar
duergar takes lightning damage, it must use its creature, the duergar acts on its mounts initiative,
reaction to make a melee attack against a randomly rather than its own.
selected creature in its reach.
When the duergar hits a target with a melee attack
Entombed in Steel. Critical hits scored against the while mounted on a female steeder, the steeder can
duergar roll their damage dice three times and add make a melee attack agains the same target as a
them together, rather than twice. reaction.
Actions Actions
Multiattack. The duergar makes two attacks; one Multiattack. The duergar makes two melee attacks,
with its shatterstorn maul and one with its mining one of which it may replace with a use of its Spur
claw. Steeder.
Shatterstone Maul. Melee Weapon Attack: +5 to hit, Nadziak Cavalry Pick. Melee Weapon Attack: +4 to
reach 5 ft., one target. Hit: 10 (2d6 + 3) hit, reach 10 ft., one target. Hit: 9 (2d6 + 2)
bludgeoning damage. This attack deals an piercing damage. This attack is made at advantage
additional 3 (1d6) bludgeoning damage to a against a creature wearing heavy armor.
grappled target.
Steed-Mounted Ballistae. Heavy Crossbow. Ranged
Mining Claw. Melee Weapon Attack: +5 to hit, reach Weapon Attack: +2 to hit, range 100/400 ft., one
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning target. Hit: 11 (2d10) piercing damage.
damage. Instead of dealing damage, the duergar
may grapple the target. Spur Steeder. The duergar's mount uses its reaction
to move up to its speed in a straight line, and can
Reactions move through the space of any Medium or smaller
creature as part of this movement.
Fueled by Pain. As a reaction to taking 20 or more
damage from a single source, the duergar moves up The duergar's mount can move through the space
to half its speed and makes a melee attack. of any Medium or smaller creature with this
movement. The first time it enters a creature's
space, the creature must succeed on a DC 12
Strength saving throw or take 4 (1d8) bludgeoning
damage and be knocked prone.

Reaction
Denizens of the Dark (Recharge 5-6). As a reaction to
taking damage while in Dim Light or Darkness, the
duergar and its mount become invisible for the
next minute, or until one of them makes an attack.
Duergar Peon Tactics
Duergar peons focus their attacks on anyone they see casting
spells, positioning themselves between them and their allies
to try to limit the effectiveness of AoE attacks. They use their
Shout Down group reaction to try to interrupt any nearby
spellcasting they see.
Duergar Soulblade Tactics
The soulblade approaches from the rear, hidden or invisible,
and tries to take out a backliner with its Twist of the Blade. If
the target fails the save, it sticks around to stab it again next
turn. Otherwise, it uses a combination of Mental Masking
and stealth to retreat and reposition.
Duergar Hammerer Tactics
The hammerer grabs the nearest enemy with its mining claw,
then hits it with its hammer, and continues beating away at it
until it is unconscious, then selects the next nearest target
and repeats. It breaks this pattern only if commanded
otherwise by another duergar, or if it uses its Fueled By Pain
reaction, at which point it drops the grappled foe and instead
tries to grapple the creature that prompted the reaction if it
Duergar Kavalrachni Tactics can reach.
The kavalrachni spends a turn observing its foes while using
its ballistae, then uses its spur steeder to charge through the
thick of them, swinging its pick at a heavily armored
frontliner as it it passes and trying to end its turn out of
melee. It continues to charge and disrupt enemy lines until
they spread out, then attacks with its pick in earnest. If
reduced below 30 hit points, the kavalrachni retreats to
somewhere inaccessable and fires with its ballistae.

Duergar Mind Master Tactics


The Mind Master appraoches in stealth and focuses on
attacking spellcasters, trying to provoke a spell to activate its
Shrink Down ability. While shrunken, the mind master hides,
then tries to scale the nearest enemy melee attacker. Once
hidden on the creature's person, it uses its Mind Mastery
each turn to get it to attack its allies.
If the party make a concerted effort to defend against this
tactic, it instead begins using its mind-poison dagger against
the creature it is climbing on, scuttling around the creature
and hiding again after each attack.
Duergar Mind Master Duergar Stone Guard
Medium humanoid (dwarf), lawful evil Medium humanoid (dwarf), lawful evil

Armor Class 14 (Leather Armor) Armor Class 18 (Chain Mail, Shield)


Hit Points 65 (10d8 + 20) Hit Points 73 (11d8 + 24)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 18 (+4) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)

Saving Throws DEX +5, WIS +2 Damage Resistances Poison


Skills Athletics +4, Perception +2, Stealth +5 Senses Darkvision 120 ft., Passive Perception 10
Damage Resistances Poison Languages Dwarvish, Undercommon
Senses Darkvision 120 ft., Passive Perception 10 Challenge 2 (450 XP)
Languages Dwarvish, Undercommon
Challenge 2 (450 XP) Duergar Resilience. The duergar has advantage on
saving throws against poison, spells, psionic
Duergar Resilience. The duergar has advantage on abilities and illusions.
saving throws against poison, spells, psionic
abilities and illusions. Sunlight Sensitivity. While in sunlight, the duergar
has disadvantage on attack rolls, as well as on
Sunlight Sensitivity. While in sunlight, the duergar Wisdom (Perception) checks that rely on sight.
has disadvantage on attack rolls, as well as on Phalanx Formation. The duergar has advantage on
Wisdom (Perception) checks that rely on sight. attack rolls and Dexterity saving throws while
standing Within 5 feet of a duergar ally wielding a
Actions shield.
Mind-Poison Dagger. Melee Weapon Attack: +5 to The Stone Endures. The duergar has resistance to all
hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage on the first turn of combat if it has not yet
damage and 10 (3d6) psychic damage, or 1 taken a turn.
piercing damage and 14 (4d6) psychic damage
while reduced. Actions
Mind Mastery. One creature within 5 ft. must Heartless Blasthammer. Melee Weapon Attack: +6
succeed on a DC 12 Intelligence saving throw or be to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
forced to use its reaction to move up to 10 ft. piercing damage plus 7 (2d6) fire damage.
toward and make an attack against a creature of the
duergar's choice. If the duergar was hidden, this Shield Bash. Melee Weapon Attack: +6 to hit, reach
action does not reveal it. 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning
damage and the target is pushed 5 ft. away.
Scale Creature (Tiny Size Only). The duergar climbs
onto a Medium or larger creature. A creature that Set Charges (1/day). The next time the duergar hits a
the duergar is not hidden from may make a DC 13 creature or object with its heartless blasthammer,
Strength saving throw, pushing the duergar 5 ft. the duergar and each other creature within 20 ft.
away and knocking it prone on a success. must succeed on a DC 14 Dexterity saving throw
or take 14 (4d6) fire damage.
While the duergar is climbing on a creature, the
duergar takes only half the damage dealt to it
(rounded down), and that creature takes the other
Reaction
half. Set-Up Strike. As a reaction when a creature is
forced to move into its reach, the duergar makes a
Reaction melee attack against it. If the attack hits, the
creature must succeed on a DC 14 Strength saving
Shrink Down. As a reaction to succeeding on a throw or be knocked prone.
saving throw against a spell or psionic effect, the
duergar magically shrinks. Ancestral Rage. As a reaction to succeeding on a
saving throw against a spell or psionic effect, the
For the next minute, the duergar's size decreases to duergar flies into a magically empowered rage.
Tiny, it can attempt to Hide as a Bonus Action even
if in plain sight, it has advantage on Stealth For the next minute, the duergar's size increases to
(Dexterity) checks, and it has disadvantage on Large, it scores a critical on a 15-20, and it makes
checks and saving throws that use Strength. Strength checks and Strength saving throws with
advantage.
Duergar Xarron Duergar Screamer
Medium humanoid (dwarf), lawful evil Medium humanoid (dwarf), lawful evil

Armor Class 18 (Plate Armor) Armor Class 15 (Natural Armor)


Hit Points 73 (11d8 + 24) Hit Points 99 (18d8 + 18)
Speed 25 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1) 18 (+4) 7 (-2) 12 (+1) 5 (-3) 5 (-3) 5 (-3)

Damage Resistances Poison Damage Immunities Poison


Senses Darkvision 120 ft., Passive Perception 10 Condition Immunities Charmed, Exhaustion,
Languages Dwarvish, Undercommon Frightened, Paralyzed, Poisoned
Challenge 2 (450 XP) Senses Darkvision 60 ft., Passive Perception 7
Languages understands Dwarvish but can't speak
Duergar Resilience. The duergar has advantage on Challenge 3 (700 XP)
saving throws against poison, spells, psionic
abilities and illusions. Duergar Resilience. The duergar has advantage on
saving throws against poison, spells, psionic
Sunlight Sensitivity. While in sunlight, the duergar abilities and illusions.
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight. Haywire. Attacks that deal lightning damage are
Psionic Empowerment. As a bonus action, the made at advantage against the duergar. When the
duergar takes lightning damage, it must use its
duergar gains one of the following benefits until
the beginning of its next turn. reaction to make a melee attack against a randomly
selected creature in its reach.
Telekinetic Leap. The duergar's standing long
Entombed in Steel. Critical hits scored against the
jump and standing high jump both become equal
duergar roll their damage dice three times and add
to its movement speed.
Force Imbuement. The next time the duergar hits them together, rather than twice.
a creature with a melee attack, the creature must
succeed on a DC 10 Strength saving throw or be Actions
pushed up to 20 ft. away. Multiattack. The duergar makes two melee attacks,
one of which it may replace with its Rock-Breaking
Actions Scream.
Ghostflame Lance. Melee Weapon Attack: +5 to hit, Hydraulic Drill. Melee Weapon Attack: +6 to hit,
reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing
damage. On a hit or miss, the target takes 7 (2d6) damage and the target is pushed 5 ft. away. If the
fire damage. target cannot be pushed away and is wearing
nonmagical metal armor, the AC bonus provided by
Ghostflame Torrent (Recharge 5-6). From its fire
lance, the duergar shoots a 15-foot cone of fire or a its armor is reduced by 1.
line of fire 30 feet long and 5 feet wide. Each Scoop Wheel. Melee Weapon Attack: +6 to hit,
creature in that area must succeed on a DC 12 reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
Dexterity saving throw or take 10 (3d6) fire damage.
damage, or half as much damage on a success.
If the target is Medium or smaller, it must succeed
on a DC 14 Strength saving throw or be thrown
Reaction bodily over the duergar, landing prone up to 15 ft.
Ancestral Rage. As a reaction to succeeding on a away on the duergar's oppposite side.
saving throw against a spell or psionic effect, the
Rock-Breaking Scream. Each creature in a 15 ft. cone
duergar flies into a magically empowered rage. must succeed on a DC 14 Constitution saving
For the next minute, the duergar's size increases to throw or take 13 (3d8) thunder damage and be
Large, it scores a critical on a 15-20, and it makes deafened for 1 minute, or take half as much
Strength checks and Strength saving throws with damage on a success.
advantage.
Reactions
Alchemical Preparation. As a reaction when initiative
is rolled, if the duergar is not surprised it may gain Fueled by Pain. As a reaction to taking 20 or more
resistance to one damage type of its choice for the damage from a single source, the duergar moves up
next minute. to half its speed and makes a melee attack.
Duergar Warlord Psy-Loaded Crop. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing plus 7
Medium humanoid (dwarf), lawful evil
(2d6) psychic damage.
Armor Class 20 (Plate Mail, Shield) On a critical hit, the creature must succeed on a DC 15
Hit Points 90 (12d8 + 36) Wisdom saving throw or follow the warlord's verbal
Speed 25 ft. commands until the end of the warlord's next turn.
Drive Forward. Up to three allied duergar of CR 5 or
STR DEX CON INT WIS CHA lower within 30 ft. each take 3 (1d6) psychic damage
and may use their reaction to move up to 10 ft. and
18 (+4) 11 (+0) 17 (+3) 12 (+1) 12 (+1) 14 (+2) make a melee weapon attack.
Damage Resistances Poison Wave of Despair (Recharge 5-6). Each creature of the
Senses Darkvision 120 ft., Passive Perception 12 duergar's choice within 20 ft. must succeed on a DC
Languages Dwarvish, Undercommon 13 Wisdom saving throw or fall prone and be unable to
Challenge 6 (2,300 XP) stand on its following turn.

Duergar Resilience. The duergar has advantage on


Reaction
saving throws against spells, psionic abilities and Scouring Reprimand. As a reaction when an allied
illusions. creature the duergar can see fails a saving throw, the
duergar deals 3 (1d6) psychic damage to the creature,
Sunlight Sensitivity. While in sunlight, the duergar has and the creature adds an amount to the result of its
disadvantage on attack rolls, as well as on Wisdom saving throw equal to the damage dealt.
(Perception) checks that rely on sight.
Ancestral Rage. As a reaction to succeeding on a saving
Spurred by Pain. If the duergar is affected by an ongoing
throw against a spell or psionic effect, the duergar flies
effect that ends on a successful saving throw, it may into a magically empowered rage.
repeat the saving throw whenever it takes 10 or more
damage from a single source. For the next minute, the duergar's size increases to
Large, it scores a critical on a 15-20, and it makes
Actions Strength checks and Strength saving throws with
advantage.
Multiattack. The duergar makes three melee attacks,
one of which it may replace with its Wave of Despair, if
available.

Duergar Warlord Tactics Duergar Despot Tactics


The duergar warlord uses its Drive Forward ability each turn, The despot has a lot of options in combat, but here are some
staying out of the fray but not far away so it can continue of the intended combos:
spurring on its allies. If it can catch at least three enemies Iron Fist to propel a creature into a nearby wall, then
with its Wave of Despair, it instead moves in and uses that, Gravity Draw and three stomps against it to drag others
then makes two attacks against a prone creature that failed closer.
the save. Impulsion, then Iron Fist to punch multiple enemies
It uses its scouring reprimand only during the latter half of against a wall to line them up, then lining up with them
a round, ordinarily saving its reaction in case it gets an and using Flame Jets.
opportunity to use its Ancestral Rage. Once its rage is active, Telekinetic Leap to close with an enemy at elevation, then
it moves into combat and focuse on laying about with its crop, iron fist to knock it off followed by three flame jets.
continuing to use its Wave of Despair whenever available. Iron fist to knock an enemy away, then Impulsion to catch
up with it and stomp on it.
When reduced below 30 hit points, the despot either retreats
by Dashing with its Impulsion to get behind cover as it flees,
or activates its self-destruct, trying to catch as many enemies
as possible regardless of friendly fire.
Duergar Despot Actions
Large humanoid (dwarf), lawful evil
Multiattack. The duergar makes four melee attacks,
each of which it may replace with a use of its Flame Jet.
Armor Class 21 (Natural Armor)
Hit Points 188 (24d8 + 80) Iron Fist. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Speed 25 ft. one target. Hit: 14 (2d8 + 5) bludgeoning damage.
If the target is a Large or smaller creature, it must
STR DEX CON INT WIS CHA suceed on a successful DC 17 Strength saving throw or
be thrown up to 30 feet away in a straight line. The
20 (+5) 5 (-3) 19 (+4) 15 (+2) 14 (+2) 13 (+1) target lands prone and then takes 3 (1d6) bludgeoning
damage for each 10 ft. it was pushed.
Saving Throws CON +8, WIS +6
Damage Immunities Poison Crushing Stomp. Melee Weapon Attack: +9 to hit, reach
Condition Immunities Charmed, Exhaustion, Frightened, 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Paralyzed, Poisoned This attack deals an additional 9 (2d8) damage to a
Senses Darkvision 120 ft., Passive Perception 12 prone creature.
Languages Dwarvish, Undercommon Flame jet. The duergar spews flames in a line 100 feet
Challenge 12 (8,400 XP) long and 5 feet wide. Each creature in the line must
make a DC 16 Dexterity saving throw, taking 13 (3d8)
Duergar Resilience. The duergar has advantage on fire damage on a failed save, or half as much damage
saving throws against spells, psionic abilities and on a successful one.
illusions. Self-Destruct (1/Day). The duergar begins to spark and
Haywire. Attacks that deal lightning damage are made smoke as it overloads its psychic engine. At the
at advantage against the duergar. When the duergar beginning of its next turn it explodes. Each creature
takes lightning damage, it must use its reaction to within 40 ft. must succeed on a DC 16 Dexterity
make a melee attack against a randomly selected saving throw or take 54 (12d8) fire damage, or half as
creature in its reach. much on a success.
Entombed in Steel. Critical hits scored against the Reaction
duergar roll their damage dice three times and add
them together, rather than twice. Psychic Feedback. As a reaction to being targeted by a
spell or magical effect by a creature it can see within
Psionic Empowerment. As a bonus action, the duergar 20 ft., the duergar forces the creature to succeed on a
gains one of the following benefits until the beginning DC 14 Intelligence saving throw or take 14 (4d6)
of its next turn. psychic damage. If the creature fails by 5 or more, the
Telekinetic Leap. The duergar's standing long jump spell fails.
and standing high jump both become equal to its
Telekinetic Lensing. As a reaction to being missed with
movement speed.
a ranged attack, the duergar causes it to target another
Impulsion. The duergar's speed is doubled.
creature within 10 feet.
Gravity Draw. Whenever the duergar uses its crushing
stomp, each creature within 30 ft. is pulled 5 ft.
towards it.
Art Credits Lascifrass
Lawrence Courtrelle
Duergar by Ben Wooten Luke Wheeler
Duergar by Jasper Sandner Malacandrian
Hammerer copyright Wizards of the Coast Marc Adelman
Steeder by Brynn Metheney Matt Herbert
Mind Master by Mark Behm Matt Pierce
Valakut Stoneforge by Campbell White Matthew Cullen
Valakut Awakening by Campbell White Matthew S
Mauricio Garcia
Supported By Maximilian Bizjak
Aaron Rosenberg Mehul Gupta
AHorseWithNoName Michael Taylor
Alex Bogart Mike Nicolan
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Alisha Herbitter Nathan Johnson
Allis Nathanial Schnebly
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Bernhard Fritz ObsessiveModelmaker
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