Duergar Warlord

Medium humanoid (dwarf), Lawful Evil

Armor Class

20 (plate armor, shield)

Hit Points

75 (10d8+30)

Speed

walk 25 ft.

Damage Resistances

poison

Senses

darkvision 120 ft.

Languages

Dwarvish, Undercommon

Challenge

6

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

Multiattack

The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available.

Psychic-Attuned Hammer

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 5 (1d10) psychic damage, or 15 (2d10 + 4) bludgeoning damage plus 5 (1d10) psychic damage while enlarged.

Javelin

Melee or Ranged Weapon Attack: +7 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.

Call to Attack

Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.

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 (Recharge 4-6)

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 Warlord

Medium humanoid (dwarf), any alignment

Armor Class

20 (plate armor, shield)

Hit Points

75 (10d8 + 30)

Speed

walk 25 ft.

Damage Resistances

poison

Senses

darkvision 120 ft.

Languages

Dwarvish, Undercommon

Challenge

6

Proficiency Bonus

+3

Duergar Resilience

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

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 three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.

Psychic-Attuned Hammer

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while under the effect of Enlarge, plus 5 (1d10) psychic damage.

Javelin

Melee or Ranged Weapon Attack: +7 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.

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.

Invisibility (Recharge 4-6)

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.