Duergar
Many duergar exhibit remarkable control over psychic energies.
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 retreating 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), 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
17 (+3)
WIS
10 (+0)
CHA
9 (−1)
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 10
Languages Dwarvish, Undercommon
Challenge 3 (700 XP) Proficiency Bonus +3
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Power Manifesting. The duergar is a 7th-level manifester. Its manifesting ability is Intelligence (power save DC 14, +6 to hit with power attacks). It has 42 power points to spend on the following powers: apopsi, ego whip, mind probe, psionic blast, psychic domination, telempathic projection.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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: +4 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: +4 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), 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.
Power Manifesting. The duergar is a 4th-level manifester. Its manifesting ability is Wisdom (power save DC 12, +4 to hit with power attacks). It has 21 power points to spend on the following powers: accelerated healing, adaptability, deflection, martial insight, shadow shape.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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. A living weapon can’t be disarmed.
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.