20 (+1 chain mail, +1 shield)
90 (12d8 + 36)
30 ft.
Insight +7, Perception +7, Persuasion +6
poison, psychic, psionics
darkvision 120 ft.
Dwarvish, Undercommon
7
The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
The duergar king's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit). The duergar king can innately cast the following spells, requiring no components. • At will: blade ward, true strike • 3/Day: hunter's mark, jump
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The duergar makes three attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.
The duergar king can use its action to call up to 3 allied duergar within 120 ft. that can hear it to each use their reaction to make one weapon attack.
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.
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.