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Duergar

Medium · Humanoid · CR 1 · Lawful Evil

Source. 5e 2014 Rules
Armor Class
16 (scale mail, shield)
Hit Points and Hit Dice
26 (4d8+8)
Challenge Rating CR
1

Ability Scores

Core attributes and their modifiers.

STR
14
+2
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
10
+0
CHA
9
-1

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Lawful Evil
XP 200
Initiative Bonus +0

Movement

Walk 25 ft (7.6 m)
Swim 12 ft (3.7 m)
Climb 12 ft (3.7 m)
Crawl 12 ft (3.7 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 10

Languages

Dwarvish, Undercommon

Resistances & Immunities

Damage Resistances
poison

Environments

Underworld

Traits

Duergar Resilience

The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity

While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge

Cost 1

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.

Invisibility

Cost 1

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.

Javelin

Cost 1

+4 to hit, reach 5 ft (1.5 m). Hit: 2d6 thunder damage. / +4 to hit, range 30/120 ft (9.1/36.6 m). Hit: 2d6 thunder damage.

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.

War Pick

Cost 1

+4 to hit, reach 5 ft (1.5 m). Hit: 2d8 thunder damage.

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.

About Duergar

Duergar is a medium humanoid with a Challenge Rating of 1. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 26 hit points (derived from 4d8+8).

Duergar has communication capabilities including Dwarvish, Undercommon. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Duergar

2 tips available

When using Duergar in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Duergar

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 3 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 200 XP
  • Hard: 300 XP
  • Deadly: 400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Duergar?
Duergar has a Challenge Rating of 1, making it appropriate for parties of level 1.0.
What type of creature is Duergar?
Duergar is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Duergar speak?
Duergar can communicate in Dwarvish, Undercommon.

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