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Duergar Mind Overlord                                 Actions
          Medium humanoid (dward), lawful evil                  Multiattack. The duergar makes two melee attacks. It can replace
                                                                one of those attacks with a use of Mind Mastery.
          Armor Class 15 (leather armor)
                                                                Mind-Poison Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.,
          Hit Points 90 (12d8 + 36)
                                                                one target. Hit: 5 (1d4 + 3) piercing damage and 14 (4d6) psychic
          Speed 25 ft.
                                                                damage, or 1 piercing damage and 17 (5d6) psychic damage while
                                                                reduced.
              STR           DEX           CON           INT           WIS           CHA
                 11 (+0)      18 (+4)       16 (+3)      18 (+4)     10 (+0)       12 (+1)  Invisibility (Recharge 4–6). The duergar magically turns invisible
                                                                for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce,
                                                                or its concentration is broken (as if concentrating on a spell). Any
          Saving Throws Dex +7, Int +7, Wis +3
                                                                equipment the duergar wears or carries is invisible with it.
          Skills Perception +3, Stealth +7
          Damage Resistances poison                             Mind Mastery. The duergar targets up to 3 creatures it can
          Senses darkvision 120 ft., truesight 30 ft., passive Perception 13  see within 60 feet of it. The target must succeed on a DC 15
          Languages Dwarvish, Undercommon                       Intelligence saving throw, or the duergar causes it to use its
          Challenge 5 (1,800 XP)                                reaction either to make one weapon attack against another
                                                                creature the duergar can see or to move up to 10 feet in a direction
          Duergar Resilience. The duergar has advantage on saving throws   of the duergar’s choice. Creatures that can’t be charmed are
          against poison, spells, and illusions, as well as to resist being   immune to this effect.
          charmed or paralyzed.
                                                                Reduce (Recharges after a Short or Long Rest). For 1 minute,
          Mind Stab (3/Day). When the duergar hits a creature with its   the duergar magically decreases in size, along with anything it is
          mind-poison dagger, the duergar can attempt to disrupt its mental   wearing or carrying. While reduced, the duergar is Tiny, reduces
          faculties. The target must succeed on a DC 15 Constitution saving   its weapon damage to 1, and makes attacks, checks, and saving
          throw or be incapacitated until the end of the duergar's next turn.  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
          Sunlight Sensitivity. While in sunlight, the duergar has disadvantage
                                                                also take a bonus action on each of its turns to take the Hide action.
          on attack rolls, as well as on Wisdom (Perception) checks that rely
          on sight.























          Duergar Heavy Screamer                                Engine of Pain. Once per turn, a creature that attacks the screamer
                                                                can target the duergar trapped in it. The attacker has disadvantage
          Large construct, lawful evil
                                                                on the attack roll. On a hit, the attack deals an extra 11 (2d10)
                                                                damage to the screamer, and the screamer can respond by using its
          Armor Class 18 (natural armor)
                                                                Multiattack with its reaction.
          Hit Points 85 (10d10 + 30)
          Speed 30 ft.                                          Siege Monster. The screamer deals double damage to objects and
                                                                structures.
              STR           DEX           CON           INT           WIS           CHA   Actions
                 22 (+6)         7 (-2)        16 (+3)       5 (-3)          5 (-3)         5 (-3)
                                                                Multiattack. The screamer makes one drill attack and uses its
                                                                Sonic Scream.
          Damage Immunities poison
          Condition Immunities charmed, exhaustion, frightened, paralyzed,   Drill. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
            petrified, poisoned                                 Hit: 10 (2d12 + 4) piercing damage.

                                                                Sonic Scream. The screamer emits destructive energy in a 30-foot
                                                                cube. Each creature in that area must succeed on a DC 13 Strength
          Senses darkvision 60 ft., passive Perception 7
                                                                saving throw, taking 14 (4d6) thunder damage and is knocked
          Languages understands Dwarvish but can’t speak
          Challenge 4 (1,100 XP)                                prone on a failed save, or half as much damage on a successful one.

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