Duergar Stone GuardMedium humanoid (dwarf)
- 2 (450 XP)
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Phalanx Formation. The duergar has advantage on attack rolls and Reflex saving throws while standing within 1.5 meters of a duergar ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
King’s Knife (Shortsword). Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.
Longspear. Melee or Ranged Weapon Attack: +6 to hit, reach 1.5 m. or range 9/35 m. Hit: 8 (1d8 + 4) piercing damage, or 13 (2d8 + 4) piercing damage while enlarged, or 9 (1d10 + 4) piercing damage if used with two hands to make a melee attack, or 15 (2d10 + 4) piercing damage if used with two hands to make a melee attack while enlarged.
Enlarge (Recharges after a Short or Long Rest). 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 Reflex saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.