Size:
± Medium
Type:
± Humanoid
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 25
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 14
Dexterity: 11
Constitution: 14
Intelligence: 11
Wisdon: 10
Charisma: 9
Offense
War Pick
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Offense
Javelin
Circumstance: Melee, Ranged
4 to hit, reach 5 ft. or range 30/120 ft., one target. (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Action
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.
Action
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 concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Trait
Duergar Resilience
The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
10
Items
javelin
war pick
Resistances
poison
Senses
darkvision 120 ft.
Languages
Dwarvish
Undercommon
Environments
underdark
The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
Slaves to Slavers
The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.
Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.
Tough as Stone
Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.
Born of Darkness
The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.
Infernal Master
Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.
Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.
The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?
Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Duergar Darkhaft)
Actions/Abilities/Traits: D&D 5e (Duergar Darkhaft)
Attributes
Strength: 14
Dexterity: 11
Constitution: 14
Intelligence: 11
Wisdon: 10
Charisma: 9
Offense
War Pick
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Offense
Javelin
Circumstance: Melee, Ranged
4 to hit, reach 5 ft. or range 30/120 ft., one target. (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Action
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.
Action
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 concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Innate Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The darkhaft's innate spellcasting ability is Intelligence (spell save 10) it can innately cast the following spells, requiring no components:
friends
mage hand
Innate Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The darkhaft's innate spellcasting ability is Intelligence (spell save 10) it can innately cast the following spells, requiring no components:
disguise self
sleep
Trait
Duergar Resilience
The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
10
Items
javelin
war pick
Resistances
poison
Senses
darkvision 120 ft.
Languages
Dwarvish
Undercommon
The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
Slaves to Slavers
The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.
Tough as Stone
Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.
Infernal Master
Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.
Duergar Darkhaft
The darkhafts are the members of the Deepking's secret corps of psionic agents.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Darkhaft)
Actions/Abilities/Traits: D&D 5e (Duergar Despot)
Actions/Abilities/Traits: D&D 5e (Duergar Despot)
Attributes
Strength: 20
Dexterity: 5
Constitution: 19
Intelligence: 15
Wisdon: 14
Charisma: 13
Saving Throws
Saving Throw Bonuses
Consitution: +8
Wisdom: +6
Offense
Iron Fist
Circumstance: Melee
9 to hit, reach 5 ft., one target. (4d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a 17 Strength saving throw or be pushed up to 30 feet away in a straight line and be knocked prone.
Offense
Stomping Foot
Circumstance: Melee
9 to hit, reach 5 ft., one target. (1d10 + 5) bludgeoning damage, or 21 (3d10 + 5) to a prone target.
Action
Multiattack
The duergar makes two Iron Fist attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking opportunity attack||opportunity attacks. It can replace one of the attacks with a use of Flame Jet.
Action
Flame Jet
The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
Innate Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The duergar despot's innate spellcasting ability is Intelligence (spell save 12). It can cast the following spells, requiring no components:
mage hand
minor illusion
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The duergar casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 12):
mage hand
minor illusion
Innate Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The duergar despot's innate spellcasting ability is Intelligence (spell save 12). It can cast the following spells, requiring no components:
counterspell
misty step
stinking cloud
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The duergar casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 12):
stinking cloud
Trait
Magic Resistance
The duergar has advantage on saving throws against spells and other magical effects.
Trait
Psychic Engine
When the duergar suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
12
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
charmed
exhaustion
frightened
paralyzed
poisoned
Senses
darkvision 120 ft.
Languages
Dwarvish
Undercommon
Environments
mountain
underdark
Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities.
Duergar Despot
Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Despot)
Actions/Abilities/Traits: D&D 5e (Duergar Hammerer)
Actions/Abilities/Traits: D&D 5e (Duergar Hammerer)
Attributes
Strength: 17
Dexterity: 7
Constitution: 12
Intelligence: 5
Wisdon: 5
Charisma: 5
Offense
Claw
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d6 + 3) piercing damage.
Offense
Hammer
Circumstance: Melee
5 to hit, reach 5 ft., one target. (2d6 + 3) bludgeoning damage.
Action
Multiattack
The hammerer makes one Claw attack and one Hammer attack.
Reaction
Engine of Pain
Immediately after a creature within 5 feet of the hammerer hits it with an attack roll, the hammerer makes a Hammer attack against that creature.
Trait
Engine of Pain
Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
Trait
Siege Monster
The hammerer deals double damage to objects and structures.
Trait
Siege Monster
The hammerer deals double damage to objects and structures.
Trait
Passive Perception
7
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
charmed
exhaustion
frightened
paralyzed
petrified
poisoned
Senses
darkvision 60 ft.
Languages
understands Dwarvish but can't speak
Environments
mountain
underdark
The duergar hammerer is a digging machine and siege engine, used to dig tunnels and besiege enemy fortifications.
Duergar Hammerer
The hammerer is a digging machine with a duergar strapped inside it—typically a punishment for those whose work ethic wavers. The machine's mechanism transforms the captive duergar's pain into energy that powers the device, which is typically used to dig tunnels and repel invaders.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Hammerer)
Actions/Abilities/Traits: D&D 5e (Duergar Kavalrachni)
Actions/Abilities/Traits: D&D 5e (Duergar Kavalrachni)
Attributes
Strength: 14
Dexterity: 11
Constitution: 14
Intelligence: 11
Wisdon: 10
Charisma: 9
Offense
War Pick
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8 + 2) piercing damage plus 5 (2d4) poison damage.
Offense
Heavy Crossbow
Circumstance: Ranged
2 to hit, range 100/400 ft., one target. (1d10) piercing damage.
Action
Multiattack
The duergar makes two War Pick attacks.
Action
Shared Invisibility (Recharges after a Short or Long Rest)
The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends early on the mount immediately after it attacks.
Trait
Cavalry Training
When the duergar hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target.
Trait
Duergar Resilience
The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
10
Items
heavy crossbow
war pick
Resistances
poison
Senses
darkvision 120 ft.
Languages
Dwarvish
Undercommon
Environments
mountain
underdark
Kavalrachni are duergar cavalry trained to fight while riding female steeder|MPMM|female steeders (in this book) or other Underdark creatures as mounts.
Duergar Kavalrachni
The kavalrachni are duergar cavalry, trained to fight while riding steeders.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Kavalrachni)
Actions/Abilities/Traits: D&D 5e (Duergar Keeper of the Flame)
Actions/Abilities/Traits: D&D 5e (Duergar Keeper of the Flame)
Attributes
Strength: 14
Dexterity: 11
Constitution: 14
Intelligence: 11
Wisdon: 10
Charisma: 9
Offense
War Pick
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Offense
Javelin
Circumstance: Melee, Ranged
4 to hit, reach 5 ft. or range 30/120 ft., one target. (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Action
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.
Action
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 concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Innate Spellcasting (Psionics)
Frequency:
At Will
Attribute: wis
The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save 12.) It can innately cast the following spells, requiring no components:
friends
message
Innate Spellcasting (Psionics)
Frequency:
Daily
Attribute: wis
The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save 12.) It can innately cast the following spells, requiring no components:
command
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 2
Attribute: wis
The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save 12, 4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:
Cantrip: guidance
Cantrip: mending
Cantrip: sacred flame
Level 1: bane
Level 1: inflict wounds
Level 1: shield of faith
Level 2: enhance ability
Level 2: spiritual weapon
Trait
Duergar Resilience
The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
10
Items
javelin
war pick
Resistances
poison
Senses
darkvision 120 ft.
Languages
Dwarvish
Undercommon
The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
Slaves to Slavers
The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.
Tough as Stone
Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.
Infernal Master
Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.
Duergar Keeper of the Flame
The Keepers of the Flame is a well-respected order of psionic clerics that serves the red dragon Themberchaud in Gracklstugh, and whose members are advisors to the Deepking.
The duergar Keeper of the Flame uses the same statistics as the duergar in the Monster Manual, except that its challenge rating is 2 (450 XP) and it has the following additional features.
Innate Spellcasting (Psionics)
The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save 12). It can innately cast the following spells, requiring no components:
At will: friends, message
3/day: command
Spellcasting
The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame
1st level (4 slots): bane, inflict wounds, shield of faith
2nd level (2 slots): enhance ability, spiritual weapon
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Keeper of the Flame)
Actions/Abilities/Traits: D&D 5e (Duergar Mind Master)
Actions/Abilities/Traits: D&D 5e (Duergar Mind Master)
Attributes
Strength: 11
Dexterity: 17
Constitution: 14
Intelligence: 15
Wisdon: 10
Charisma: 12
Saving Throws
Saving Throw Bonuses
Wisdom: +2
Skills
perception: +2
stealth: +5
Offense
Mind-Poison Dagger
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus 10 (3d6) psychic damage while under the effect of Reduce.
Action
Multiattack
The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery.
Action
Invisibility {@recharge 4}
The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Action
Mind Mastery
The duergar targets one creature it can see within 60 feet of it. The target must succeed on a 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.
Action
Reduce (Recharges after a Short or Long Rest)
For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.
Bonus Action
Reduce (Recharges after a Short or Long Rest)
For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.
Trait
Duergar Resilience
The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
12
Resistances
poison
Senses
darkvision 120 ft.
truesight 30 ft.
Languages
Dwarvish
Undercommon
Environments
mountain
underdark
Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets.
Absence of light results in darkness. So, what results from the absence of Good? The underdark is a place with very little of either.
Duergar Mind Master
The feared duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Mind Master)
Actions/Abilities/Traits: D&D 5e (Duergar Screamer)
Actions/Abilities/Traits: D&D 5e (Duergar Screamer)
Attributes
Strength: 18
Dexterity: 7
Constitution: 12
Intelligence: 5
Wisdon: 5
Charisma: 5
Offense
Drill
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d12 + 4) piercing damage.
Action
Multiattack
The screamer makes one Drill attack, and it uses Sonic Scream.
Action
Sonic Scream
The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.
Reaction
Engine of Pain
Immediately after a creature within 5 feet of the screamer hits it with an attack roll, the screamer makes a Drill attack against that creature.
Trait
Engine of Pain
Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction.
Trait
Passive Perception
7
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
charmed
exhaustion
frightened
paralyzed
petrified
poisoned
Senses
darkvision 60 ft.
Languages
understands Dwarvish but can't speak
Environments
mountain
underdark
A duergar screamer uses sonic energy to grind rock into dust and to hurl invaders to the ground.
Duergar Screamer
A duergar screamer is a construct that uses sonic energy to grind rock into dust. Duergar accused of spreading gossip or plotting against their superiors are trapped within one of these devices, their beards shorn and their ongoing agony channeled into psionic energy that powers the screamer.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Screamer)
Actions/Abilities/Traits: D&D 5e (Duergar Soulblade)
Actions/Abilities/Traits: D&D 5e (Duergar Soulblade)
Attributes
Strength: 16
Dexterity: 16
Constitution: 10
Intelligence: 11
Wisdon: 10
Charisma: 12
Offense
Soulblade
Circumstance: Melee
5 to hit, reach 5 ft., one target. (2d6 + 3) force damage, or 13 (3d6 + 3) force damage while under the effect of Enlarge.
Action
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.
Action
Invisibility (Recharges after a Short or Long Rest)
The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Action
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 concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Bonus Action
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.
Innate Spellcasting (Psionics)
Frequency:
At Will
Attribute: wis
The duergar's innate spellcasting ability is Wisdom (spell save 12, 4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
blade ward
true strike
Innate Spellcasting (Psionics)
Frequency:
Daily
Attribute: wis
The duergar's innate spellcasting ability is Wisdom (spell save 12, 4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
jump
hunter's mark
Trait
Duergar Resilience
The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Trait
Create Soulblade
As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
10
Resistances
poison
Senses
darkvision 120 ft.
Languages
Dwarvish
Undercommon
Environments
mountain
underdark
Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.
Duergar Soulblade
Soulblades are duergar warriors whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Soulblade)
Actions/Abilities/Traits: D&D 5e (Duergar Spore Servant)
Actions/Abilities/Traits: D&D 5e (Duergar Spore Servant)
Attributes
Strength: 14
Dexterity: 11
Constitution: 14
Intelligence: 2
Wisdon: 6
Charisma: 1
Offense
War Pick
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8 + 2) piercing damage.
Trait
Passive Perception
8
Items
war pick
Immunities
Condition Immunities
blinded
charmed
frightened
paralyzed
Resistances
poison
Senses
blindsight 30 ft. (blind beyond this radius)
Actions/Abilities/Traits: D&D 5e (Duergar Spore Servant)
Actions/Abilities/Traits: D&D 5e (Duergar Spy)
Actions/Abilities/Traits: D&D 5e (Duergar Spy)
Attributes
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 12
Wisdon: 10
Charisma: 13
Skills
deception: +5
insight: +2
investigation: +5
perception: +4
persuasion: +3
sleight of hand: +5
stealth: +7
Offense
Shortsword
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged.
Offense
Hand Crossbow
Circumstance: Ranged
5 to hit, range 30/120 ft., one target. (1d6 + 3) piercing damage.
Action
Multiattack
The spy makes two shortsword attacks.
Action
Enlarge (Recharges after a Short or Long Rest)
For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available.
Action
Invisibility (Recharges after a Short or Long Rest)
The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentration||concentrating on a spell). Any equipment the spy wears or carries is invisible with it.
Trait
Cunning Action
On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Trait
Duergar Resilience
The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Trait
Sneak Attack
Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Trait
Sunlight Sensitivity
While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
14
Items
hand crossbow
shortsword
Resistances
poison
Senses
darkvision 120 ft.
Languages
Dwarvish
Undercommon
The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
Slaves to Slavers
The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.
Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.
Tough as Stone
Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.
Born of Darkness
The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.
Infernal Master
Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Spy)
Actions/Abilities/Traits: D&D 5e (Duergar Stone Guard)
Actions/Abilities/Traits: D&D 5e (Duergar Stone Guard)
Attributes
Strength: 18
Dexterity: 11
Constitution: 14
Intelligence: 11
Wisdon: 10
Charisma: 9
Offense
King's Knife (Shortsword)
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.
Offense
Javelin
Circumstance: Melee, Ranged
6 to hit, reach 5 ft. or range 30/120 ft., one target. (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.
Offense
Shortsword
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.
Offense
Javelin
Circumstance: Melee, Ranged
6 to hit, reach 5 ft. or range 30/120 ft., one target. (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.
Action
Multiattack
The duergar makes two Shortsword or Javelin attacks.
Action
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.
Action
Invisibility (Recharges after a Short or Long Rest)
The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Bonus Action
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.
Trait
Duergar Resilience
The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Trait
Phalanx Formation
The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of an ally wielding a shield.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
10
Items
javelin
shortsword
Resistances
poison
Senses
darkvision 120 ft.
Languages
Dwarvish
Undercommon
Environments
mountain
underdark
Stone guards are elite troops deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions.
Duergar Stone Guard
The stone guard are elite duergar troops, deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Stone Guard)
Actions/Abilities/Traits: D&D 5e (Duergar Warlord)
Actions/Abilities/Traits: D&D 5e (Duergar Warlord)
Attributes
Strength: 18
Dexterity: 11
Constitution: 17
Intelligence: 12
Wisdon: 12
Charisma: 14
Offense
Psychic-Attuned Hammer
Circumstance: Melee
7 to hit, reach 5 ft., one target. (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while under the effect of Enlarge, plus 5 (1d10) psychic damage.
Offense
Javelin
Circumstance: Melee, Ranged
7 to hit, reach 5 ft. or range 30/120 ft., one target. (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.
Action
Multiattack
The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.
Action
Call to Attack
Up to three allies within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
Action
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.
Action
Invisibility {@recharge 4}
The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Action
Invisibility {@recharge 4}
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 concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Bonus Action
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.
Reaction
Scouring Instruction
When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6, and the ally can add the number rolled to the d20 by taking 3 (1d6) psychic damage.
Trait
Duergar Resilience
The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
11
Items
javelin
Resistances
poison
Senses
darkvision 120 ft.
Languages
Dwarvish
Undercommon
Environments
mountain
underdark
A warlord is cunning, inspiring, and merciless in equal parts. A skilled leader in battle, the warlord can use spikes of psionic energy to compel the warriors they command to fight harder.
Duergar Warlord
A warlord is cunning, inspiring, and cruel in equal parts. A skilled warrior who leads duergar into battle, the warlord can use spikes of psionic energy to compel duergar warriors to fight harder.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Warlord)
Actions/Abilities/Traits: D&D 5e (Duergar Xarrorn)
Actions/Abilities/Traits: D&D 5e (Duergar Xarrorn)
Attributes
Strength: 16
Dexterity: 11
Constitution: 14
Intelligence: 11
Wisdon: 10
Charisma: 9
Offense
Fire Lance
Circumstance: Melee
5 to hit, reach 10 ft., one target. (1d12 + 3) piercing damage, or 16 (2d12 + 3) piercing damage while under the effect of Enlarge, plus 3 (1d6) fire damage.
Action
Fire Spray {@recharge 5}
From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Action
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.
Action
Invisibility (Recharges after a Short or Long Rest)
The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Action
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 concentration||concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Bonus Action
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.
Trait
Duergar Resilience
The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Trait
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
10
Resistances
poison
Senses
darkvision 120 ft.
Languages
Dwarvish
Undercommon
Environments
mountain
underdark
Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar Xarrorn
The xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
5e Tools
Actions/Abilities/Traits: D&D 5e (Duergar Xarrorn)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
underdark
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: Pathfinder 2e (Duergar Bombardier)
Actions/Abilities/Traits: Pathfinder 2e (Duergar Bombardier)
Ability
+2 status to all saves vs. magic
Ability
Alchemical Formulas
(1st) lesser acid flask, lesser alchemist fire, lesser tanglefoot bag
Ability
Far Lobber
The duergar bombardier has a range increment of 30 feet with their bombs instead of 20 feet.
Ability
Infused Items
A duergar bombardier's items listed as infused last for 24 hours, or until the next time they make their daily preparations.
Ability
Occult Innate Spells
DC 17; 2nd enlarge (self only), invisibility (self only)
Ability
Quick Alchemy
The duergar bombardier creates a single alchemical item from their formula book (see Alchemical Formulas). This item has the infused trait, but it remains potent only until the start of the duergar bombardier's next turn.
Ability
Quick Bomber
The duergar can use Interact to draw a bomb, then Strike with it.
Offense
Melee
Circumstance: combat round (melee)
warhammer +4 [-1/-6] (shove), Damage 1d8+1 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
bomb +8 [+3/-2] (range increment 30 feet, splash), Effect: varies by bomb
Trait
Duergar
Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.
Trait
Dwarf
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
A duergar bombardier's items listed as infused last for 24 hours
or until the next time they make their daily preparations.
Language
Common
Dwarven
Undercommon
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Duergar Bombardier)
Actions/Abilities/Traits: Pathfinder 2e (Duergar Sharpshooter)
Actions/Abilities/Traits: Pathfinder 2e (Duergar Sharpshooter)
Ability
+2 status to saves vs. magic
Ability
Bola Bolt
This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked prone and immobilized until it is freed with a successful DC 15 check to Escape. This check can be attempted either by the target or a creature adjacent to the target.
Ability
Occult Innate Spells
DC 12; 2nd enlarge (self only), invisibility (self only)
Offense
Melee
Circumstance: combat round (melee)
light mace +5 [+1/-3] (agile, finesse, shove), Damage 1d4+1 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
crossbow +7 [+2/-3] (range increment 120 feet, reload 1), Damage 1d8 piercing or bola bolt
Trait
Duergar
Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.
Trait
Dwarf
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
chain shirt
crossbow (3 bola bolts and 10 bolts)
light mace
Language
Common
Dwarven
Undercommon
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Duergar Sharpshooter)
Actions/Abilities/Traits: Pathfinder 2e (Duergar Taskmaster)
Actions/Abilities/Traits: Pathfinder 2e (Duergar Taskmaster)
Ability
+2 status to all saves vs. magic
Ability
Divine Prepared Spells
DC 18; 1st fear, harm, magic weapon; Cantrips (1st) detect magic, shield
Ability
Iron Mind
Duergar taskmasters automatically disbelieve all illusions of 1st level or lower.
Ability
Occult Innate Spells
DC 18; 2nd enlarge (self only), invisibility (self only)
Ability
Take Them Down!
The duergar taskmaster smashes their maul into the ground and invokes Droskar's name to rally their allies to action. All allied duergars of equal or lower level that are within 20 feet of the duergar taskmaster gain a +1 status bonus to attack rolls and damage rolls until the end of the duergar taskmaster's next turn.
Offense
Melee
Circumstance: combat round (melee)
maul +8 [+3/-2] (shove), Damage 1d12+2 bludgeoning
Trait
Duergar
Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.
Trait
Dwarf
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
chain mail
maul
religious symbol
Language
Common
Dwarven
Undercommon
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Duergar Taskmaster)
The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
!!Slaves to Slavers
The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.
Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.
!!Tough as Stone
Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.
!!Born of Darkness
The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.
!!Infernal Master
Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.
Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.
The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?
Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.
!!Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
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