Duergar, Rock Knight

Medium humanoid (dwarf), lawful evil

Armor Class

19 (+1 chain mail, shield)

Hit Points

60 (8d8 + 24)

Speed

25 ft.

Damage Resistances

poison

Senses

darkvision 120 ft.

Languages

Dwarvish, Undercommon

Challenge

4

Duergar Resilience

The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Innate Spellcasting (Psionics)

The rock knight's innate spellcasting ability is Charisma (spell save DC 14). The rock knight can innately cast the following spells, requiring no components. • At will: blade ward • 1/Day: hunter's mark, jump

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 attacks.

King's Knife

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.

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.

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.