Duergar XarrornMedium 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.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Fire Lance. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 7 (1d8 + 3) piercing damage, or 12 (2d8 + 3) piercing damage while enlarged, plus 3 (1d6) fire damage.
Fire Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 1.5 m. or range 9/35 m. Hit: 7 (1d8 + 3) piercing damage, or 12 (2d8 + 3) piercing damage while enlarged, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack, or 14 (2d10 + 3) piercing damage if used with two hands to make a melee attack while enlarged, plus 3 (1d6) fire damage.
Fire Spray (Recharge 5–6). From its fire lance, the duergar shoots a 4.5-meters cone of fire or a line of fire 9 meters long and 1.5 meters wide. Each creature in that area must make a DC 12 Reflex saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
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.