Duergar Mind Master

Mordenkainen Presents: Monsters of the Multiverse p. 108,

Size
Medium
Type
humanoid (dwarf)
Alignment
any alignment
AC
14 (leather armor)
Hit Points
39 (6d8+12)
Speed
walk 25 ft.
Saving Throws
Wis +2
Skills
Perception +2, Stealth +5
Resistances
poison
Senses
darkvision 120 ft., truesight 30 ft.
Passive Perception
12
Languages
Dwarvish, Undercommon
Challenge
2
Lineage
Duergar, Dwarf
STR
11
+0
DEX
17
+3
CON
14
+2
INT
15
+2
WIS
10
+0
CHA
12
+1

Traits

Proficiency Bonus

+2

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 two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery.

Mind-Poison Dagger

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus 10 (3d6) psychic damage while under the effect of Reduce.

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.

recharge

D4

Mind Mastery

The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.

Reduce (Recharges after a Short or Long Rest) (Bonus Action)

For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.

recharge

SHORT

Other data

description