Duergar Stone Guard

Medium humanoid (dwarf), Lawful Evil

Armor Class

18 (chain mail, shield)

Hit Points

39 (6d8+12)

Speed

walk 25 ft.

Damage Resistances

poison

Senses

darkvision 120 ft.

Languages

Dwarvish, Undercommon

Challenge

2

Duergar Resilience

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

Phalanx Formation

The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.

Sunlight Sensitivity

While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

King's Knife (Shortsword)

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.

Javelin

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 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 for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Duergar Stone Guard

Medium humanoid (dwarf), any alignment

Armor Class

18 (chain mail, shield)

Hit Points

39 (6d8 + 12)

Speed

walk 25 ft.

Damage Resistances

poison

Senses

darkvision 120 ft.

Languages

Dwarvish, Undercommon

Challenge

2

Proficiency Bonus

+2

Duergar Resilience

The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.

Phalanx Formation

The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of an ally wielding a shield.

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 Shortsword or Javelin attacks.

Shortsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.

Javelin

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.

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 concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Enlarge (Recharges after a Short or Long Rest) (Bonus Action)

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.