Duergar

Duergar Mindbender

A duergar mindbender is often employed in breaking slaves and interrogating prisoners. It can also be deployed as an envoy in order to double as a diplomat and spy, using its powers to get its way.

During a fight, the mindbender prefers to let others attack while it utilized its ego whip power to weaken its foes.

Duergar Vanisher

The vanisher is a duergar spy and infiltrator, using its psionic powers to slip in and out unnoticed. It prefers to use hit and run tactics, leaping between areas of darkness to strike a foe, and then retreat into the shadows. In an open fight, it leverages its martial insight power and focus on tearing weaker foes apart first.

Duergar Mindbender

Medium humanoid (Dwarf, Savant),Typically Lawful Evil

Armor Class 15 (studded leather and shield)
Hit Points 26 (4d8 + 8)
Speed 25 ft.

STR

12 (+1)

DEX

13 (+1)

CON

14 (+2)

INT

15 (+2)

WIS

10 (+0)

CHA

9 (−1)

Damage Resistances poison
Senses darkvision 120 ft., passive Perception 10
Languages Dwarvish, Undercommon
Challenge 1/2 (100 XP)                              Proficiency Bonus +2

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 Wisdom (Perception) checks that rely on sight.

Innate Manifestation. The duegar’s manifesting ability is Intelligence (power save DC 12). The duergar can innately manifest the following powers:

3/day: apopsi (1 pp), ego whip (3 pp), mind probe (3 pp), psychic domination (1 pp), telempathic projection (1 pp)

1/day: bastion of thought (3 pp)

Actions

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 Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 8 (2d6 + 1) bludgeoning damage when enlarged.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 8 (2d6 + 1) piercing damage when enlarged.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.


Duergar Vanisher

Medium Humanoid (Dwarf, Savant), Lawful Evil

Armor Class 14 (chain shirt)
Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR

14 (+2)

DEX

13 (+1)

CON

14 (+2)

INT

11 (+0)

WIS

14 (+2)

CHA

9 (−1)

Skills Perception +4, Stealth +3 (+5 with shadow shape)
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 14
Languages Dwarvish, Undercommon
Challenge 1 (200 XP)                              Proficiency Bonus +2

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 Wisdom (Perception) checks that rely on sight.

Innate Manifestation. The duegar’s manifesting ability is Wisdom (power save DC 12). The duergar can innately manifest the following powers:

3/day: accelerated healing (1 pp), adaptability (1 pp), deflection (0 pp, 1d8 reduction), shadow shape (3 pp)

1/day: martial insight (3 pp)

Actions

Multiattack. The duergar makes two living weapon attacks.

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 Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Living Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage when enlarged.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage when enlarged.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.