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D&D 5th Edition

Compendium

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Duergar

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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 (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.

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

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 .

Attributes

Duergar

Medium humanoid (dwarf), Lawful Evil
  • Armor Class 16 (Scale Mail, Shield)
  • Hit Points 26 (4d8+4)
  • Speed 25 ft.
STR
14 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
9 (-1)
  • Damage Resistance Poison
  • Senses Darkvision 120 Ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge 1 (200 XP)
  • 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 (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.
  • War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d8 + 2) piercing damage. while enlarged
  • War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
  • Javelin. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (2d6 + 2) piercing damage. while enlarged
  • Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) piercing damage. while enlarged
  • Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Javelin. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
  • 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.