Duergar Mind MasterMedium humanoid (dwarf)
- 2 (450 XP)
Dashing Strike. If the duergar mind master uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
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 Perception checks that rely on sight.
Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.
Mind-Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 5 (1d4 + 3) piercing damage, or 1 piercing damage while reduced, plus 10 (3d6) psychic damage.
Invisibility (Recharge 4–6). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery. The duergar targets one creature it can see within 18 meters of it. The target must succeed on a DC 12 Will saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 3 meters in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this effect.
Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Stealth checks and a +5 bonus to its Defense. It can also take a bonus action on each of its turns to take the Hide action.