5e:Duergar Xarrorn

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Duergar Xarrorn [1] [2] [3] [4]
Medium Humanoid  (Dwarves, Duergar), Lawful Evil
Armor Class: 20 (plate mail, shield [5])
Hit Points: 26
Speed: 25 ft.
Str Dex Con Int Wis Cha
Damage Resistances: poison
Senses: Darkvision 120 ft., passive perception 10
Languages:
  1. redirect: Template:5xlang,
  2. redirect: Template:5xlang
Challenge: 2 (450 xp)Proficiency Bonus (PB): +2

Features

Duergar Resilience. [6] [7] The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist bring charmed or paralyzed.

Sunlight Sensitivity. [6] 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). [6] [8]

Fire Lance. [9] Melee Weapon Attack

Fire Spray (Recharges 5-6).

Invisibility (Recharges after a Short or Long Rest). [6] 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. 

Bonus Actions

Enlarge (Recharges after a Short or Long Rest). [6] [8] 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.


Sources

  1. Green Ronin, et. al.. Out of the Abyss (5e 2014) (2015). Wizards of the Coast. p. 227-228. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Wizards RPG Team. Mordenkainen's Tome of Foes (5e 2014) (2018-05-07). Wizards of the Coast. ISBN 978-0-7869-6624-0. p. 191. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  3. Jeremy Crawford. Monsters of the Multiverse (5e 2014) (2022-05-17). Wizards of the Coast. ISBN 978-0786967872. p. 111. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  4. Variation (Alignment): The OotA and MToF variants are of Lawful Evil alignment, while the MotM version is any alignment.
  5. Variant (AC): The MotM variant includes a shield, while the OotA and MToF versions do not include a shield and have an accordingly reduced AC.
  6. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. 6.0 6.1 6.2 6.3 6.4
  7. Variant (Duergar Resilience): The MotM variant does not specify illusions, and corrects poison (a damage type) to the poisoned condition.
  8. Variant (Enlarge): The MotM variant has this feature as a bonus action, while the OotA and MToF versions have this as an action. 8.0 8.1
  9. Variant (Fire Lance): The OotA and MToF variants indicate a penalty to attack when very close to the target. The MotM variant removes this verbiage.

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