“Hidden in Darkness: Discover the Treacherous World of the Duergar, the Sinister Dwarves!”
Duergars, a sinister subrace of dwarves, have long been feared and reviled for their malevolence and deep affinity for darkness. Deep within the subterranean realms of the Underdark, these malevolent beings have carved out secluded strongholds, hidden from the prying eyes of the surface world, where they meticulously plot the downfall of other races that dare to venture into their domain. Standing shorter than their surface-dwelling kin, duergars make up for their stature with an impressive physical strength that is unmatched among many other humanoid creatures. Their ashen-gray skin, coal-black eyes, and white hair, often kept short or shaved, add to their enigmatic and foreboding appearance, perfectly befitting creatures dwelling in the lightless depths.
The power that truly sets duergars apart lies within their innate ability to wield dark magic to their advantage. Gifted with innate spellcasting prowess, they are adept at tapping into the sinister forces that surround them in the Underdark. Among their repertoire of spells, they have mastered the art of invisibility, using it with devious precision to ambush unsuspecting foes or make their daring escapes from dire situations. This mastery of stealth allows them to strike swiftly and disappear into the shadows, leaving their enemies bewildered and vulnerable.
Moreover, the duergars possess a unique ability to magically enlarge themselves, transforming into towering behemoths on the battlefield. When they invoke this power, they become even more formidable adversaries, capable of wielding their weapons with greater force and dominating the battlefield with their sheer might. This transformation serves as a testament to their tenacity and unyielding determination to overcome any challenge.
While they may wield war picks and javelins with deadly accuracy, it is their strategic approach to warfare that truly defines their strength. They are cunning tacticians, using the treacherous terrain of the Underdark to their advantage and setting up deadly traps to ensnare their foes. Their mind for tactics and the ability to coordinate their actions as a cohesive unit make them a force to be reckoned with, even for the most seasoned adventurers.
Venturing into the depths of the Underdark is not for the faint of heart, as the treacherous duergars lie in wait, ever watchful and ready to strike. Their vicious and ruthless nature, combined with their mastery of darkness, makes them cunning adversaries, always hiding in the shadows, waiting to seize any opportunity to wreak havoc upon the unwary intruders. Those who dare to challenge the duergars must remain vigilant and prepared for the darkness that lurks beneath the surface, for only then can they hope to emerge victorious from the depths of the Underdark.
Medium humanoid (dwarf), lawful evil
Armor Class 16 (chain mail, shield)
Hit Points 26 (4d8 + 8)
Speed 25 ft.
|14 (+2)||11 (+0)||14 (+2)||11 (+0)||10 (+0)||9 (-1)|
Saving Throws Str +4, Con +4
Skills Stealth +2
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 10
Languages Dwarvish, Undercommon
Challenge 1 (200 XP)
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.
Innate Spellcasting. The duergar’s innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components:
At will: detect magic
1/day each: enlarge/reduce, invisibility (self only)
- 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. 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).
Duergar Pathfinder Stat block
This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light.
Cousins to dwarves, duergar are foul-tempered creatures that loathe intruders to their underground realms – but not nearly as much as they do their kinfolk closer to the surface.
Duergar dwell in communities deep underground, and appear as darker, more twisted versions of their kinder kin. Their skin is a dull gray, as though rubbed with dust or ash, but this is a natural coloration that better allows them to blend with their underground surroundings. They are a race of slavers, but while non-dwarven prisoners are usually put to backbreaking work, dwarven prisoners are generally slain on the spot.
In combat, duergar fire crossbows from a distance, then shift to the warhammer after a few rounds. If outnumbered, or given sufficient threat (and space), a duergar will use its enlarge person ability and begin lashing out at its enemies.
|Duergar CR 1/3|
|XP 135 Duergar warrior 1 LE Medium humanoid (dwarf) Init -1; Senses Darkvision 120 ft; Perception +1|
|AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dexterity, +2 shield)|
hp 7 (1d10+2)
Fort +4, Ref -1, Will +1; +2 vs. spells
Immune Paralysis, phantasms, poison Weaknesses light sensitivity
|Speed 20 ft.Melee warhammer +3 (1d8+1/×3) |
Ranged light crossbow +0 (1d8/19-20)
Spell-Like Abilities (CL 3rd) 1/dayenlarge person (self only), invisibility (self only)
|Strength 12, Dexterity 9, Constitution 15, Intelligence 10, Wisdom 13, Charisma 4|
Base Atk +1; CMB +2; CMD 11
Feats Weapon Focus (warhammer)
Skills Intimidate +1, Stealth -3; Racial Modifiers +2 Perception relating to stonework, +4 Stealth Languages Common, Dwarven, Undercommon SQ slow and steady, stability
|Environment any underground|
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
Characters with the Knowledge (nature) or Knowledge (dungeoneering) know more about dwarfs than the common layman. When a character makes a successful skill check the following lore is revealed, higher DCs reveal all information from lower checks
|Knowledge (nature) or Knowledge (dungeoneering)|
|12:||This short grey humanoid that is bald yet has a full beard is in fact a dwarf known as a duergar. They are evil beings that dwell deep underground. This reveals all hill dwarf traits that apply to duergar.|
|18:||Duergar can see twice as far as a normal dwarf in darkness, but are sensitive to the point of distraction in bright light. They spend their lives in toil and are at constant war with other dwarves.|
|20:||Druegar are not skilled with traditional Dwarven weaponry. They wear drab clothing and jewelry meant to blend in with their environment.|
|24:||Druegar are capable of minor spell like abilities once per day as follows:enlarge person, invisibility. They are immune to poison, Paralysis, and many illusions|
Duergar are defined by their class levels; they do not possess racial Hit Dice. All duergar have the following racial traits.
- +2 Constitution, +2 Wisdom, -4 Charisma: Duergar are hearty and observant, but also stubborn and belligerent.
- Slow and Steady: They have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Theycan see in the dark up to 120 feet.
- Duergar Immunities: They are immune to Paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
- Stability: They receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
- Spell-Like Abilities: Duergar can cast enlarge person and invisibility each once per day, using their character level as their caster level. Both of these spell-like abilities affect the duergar only.
- Light Sensitivity: Duergar are dazzled as long as they remain in an area of bright light.
- Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence can choose bonus languages from the following: Aklo, Draconic, Giant, Goblin, Orc, Terran.