DueRG/\RDUERGA R KAVALRACHNI
Medium humanoid (dwarf), lawful evilArmor Class 16 (scale mail, shield) • •Hit Points 26 (4d8 + 8)Speed 25 ft.STR14 (+2)DEX11 (+O)CON14 (+2)Damage Resistances poisonINT11 (+O}WIS10 (+O)Senses darkvision 120 ft., passive Perception 10Languages Dwarvish, UndercommonChallenge 2 (450 XP)CHA9 (-1)Cavalry Training. When the duergar hits a target with a meleea t tack while mounted on a female steeder, the steed er canmake one melee attack against the same target as a reaction.Duergar Resilience. The duergar has advantage on savingthrows against poison, spells, and illusions, as well as to resistbeing charmed or paralyzed.Sunlight Sensitivity. While in sunlig ht, the duergar has dis-
advantage on attack rolls, as well as on Wisdom (Perception)checks that rely on s ight.
ACTIONS
Multiattack. The duergar makes two war pick attacks.War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft .. one
target. Hit: 6 (ld8 + 2) piercing damage plus 5 (2d4) poi-
son damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range1 00/400 ft., one target. Hit: 5 (ldlO) piercing damage.Shared Invisibility (Recharges after a Short or Long Rest). The
duergar magically turns invisible for up to l hour or until it
attacks, it cast s a spell, or its concentration is broken (as if co n-
centrating on a spell). Any equipment the duergar wears or car-
ries is invisible with it. While the invisible duergar is mounted
on a female steeder, the steeder is invisible as well. The invisi-
bility ends early on the steeder immediately after it attacks.
DUERGAR MIND MASTER
Medium humanoid (dwarf), lawful evilArmo r Class 14 (leather armor)Hit Point s 39 (6d8 + 12)Speed 25 ft.STR11 (+O)DEX17 (+3)S aving T hrows Wis +2CON14 (+2)Skills Perception +2, Stealt h +5Da mage Res istances poisonINT15 (+2)WIS10 (+O)CHA12 (+1)Se nse s darkvision 120 ft., truesight 30 ft., passive Perception 12Languages Dwarvish, UndercommonChallenge 2 (450 XP)Duergar Resilience. The duergar has advantage on savingthrows against poison, spells, and illusions, as well as to resistbeing charmed or paralyzed.Sunlight Sensitivity. While in s unlight, the duergar hasdisad vantage on attack rolls, as well as on Wisdom(Perception) checks that rely o n sight.ACTION S..
Multiattack. The duergar makes two melee attacks. It can re -place one of those attacks with a use of Mind Mastery.Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (ld4 + 3) piercing damage and 10 (3d6)psychic damage, or 1 piercing damage and 14 (4d6) psychicdamage while reduced.Invisibility (Recharge 4- 6). T he duergar magically turns invisi -ble for up to l hour or until it attacks, it casts a spell, it uses itsRed uce, or its concentration is broken (as if concentrating ona spell). Any equipment t he duerga r wears o r carries is invisi-ble with it.Mind Mastery. The duergar targets one creature it can seewithin 60 feet of it. The target must succeed on a DC 12 Intelli-gence saving throw, or the duergar causes it to use its reactioneither to make one weapon attack against another creature theduergar can see or to move up to 10 feet in a direction of theduergar's choice. Creatures that can't be charmed are immuneto this effect.Reduce (Recharges after a Short or Long Rest). For 1 minute,
t he duergar magically decreases in s ize, along with anything itis wearing or carrying. While reduced, t he duergar is Tiny, re-duces its weapon damage to l, and makes attacks, checks, andsaving throws with disadvantage if t hey use Strength. It gains a+5 bonus to all Dexterity (Stealth) checks and a +5 bonus to itsAC. ft can also take a bonus action on each of its turns to takethe Hide action.CHAPTl!.R 6 I BESTIARY