Duergar
Medium · Humanoid · CR 1

- Type
- Humanoid
- Size
- Medium
- Alignment
- lawful evil
- Armour class
- 16 (scale mail, shield)
- Hit points
- 26 (4d8+8)
- Initiative
- +0
- Speed
- 25 ft.
- Damage resistances
- poison
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- Dwarvish, Undercommon
- Challenge
- 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) |
Traits
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.
Actions
Enlarge. 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.
Invisibility. 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.
Not in the 2024 rules
This does not appear in the 2024 System Reference Document. That is not the same as removed from the game — the SRD is a subset of what the books publish.