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.
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 .