Duergar WarlordMedium humanoid (dwarf)
- 6 (2,300 XP)
Dashing Strike. If the duergar warlord 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 three hammer or longspear attacks and uses Call to Attack, or Enlarge if it is available.
Psychic-Attuned Hammer. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 8 (1d8 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage while enlarged, or 9 (1d10 + 4) bludgeoning damage if used with two hands, or 15 (2d10 + 4) bludgeoning damage if used with two hands while enlarged.
Longspear. Melee or Ranged Weapon Attack: +7 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.
Call to Attack. Up to three allied duergar within 35 meters of this duergar that can hear it can each use their reaction to make one weapon attack.
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 (Recharge 4–6). 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.
Scouring Instruction. When an ally that the duergar can see makes a d20 roll, the duergar can roll a 1d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can’t be affected by Scouring Instruction.