Duergar Xarrorn

Mordenkainen Presents: Monsters of the Multiverse p. 111,

Size
Medium
Type
humanoid (dwarf)
Alignment
any alignment
AC
18 (plate armor)
Hit Points
26 (4d8+8)
Speed
walk 25 ft.
Resistances
poison
Senses
darkvision 120 ft.
Passive Perception
10
Languages
Dwarvish, Undercommon
Challenge
2
Lineage
Duergar, Dwarf
STR
16
+3
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
10
+0
CHA
9
−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

Fire Lance

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage, or 16 (2d12 + 3) piercing damage while under the effect of Enlarge, plus 3 (1d6) fire damage.

Fire Spray (Recharge 5-6)

From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

recharge

D5

Invisibility (Recharges after a Short or Long Rest)

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

SHORT

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

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.

recharge

SHORT

Other data

description