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3/day each: entangle, goodberry Damage Resistances poison
1/day each: barkskin, pass without trace, shillelagh Senses darkvision 120 ft., passive Perception 10
Magic Resistance. The dryad has advantage on saving Languages Dwarvish, Undercommon
throws against spells and other magical effects.
Challenge 1 (200 XP)
Speak with Beasts and Plants. The dryad can
communicate with beasts and plants as if they shared a
language. Duergar Resilience. The duergar has advantage on
Tree Stride. Once on her turn, the dryad can use 10 saving throws against poison, spells, and illusions, as
well as to resist being charmed or paralyzed.
feet of her movement to step magically into one living
tree within her reach and emerge from a second living Sunlight Sensitivity. While in sunlight, the duergar has
tree within 60 feet of the first tree, appearing in an disadvantage on attack rolls, as well as on Wisdom
unoccupied space within 5 feet of the second tree. (Perception) checks that rely on sight.
Both trees must be Large or bigger.
Actions
Actions Enlarge (Recharges after a Short or Long Rest). For 1
Club. Melee Weapon Attack: +2 to hit (+6 to hit with minute, the duergar magically increases in size, along
shillelagh), reach 5 ft., one target. Hit: 2 (1d4) with anything it is wearing or carrying. While enlarged,
bludgeoning damage, or 8 (1d8 + 4) bludgeoning the duergar is Large, doubles its damage dice on
damage with shillelagh. Strength- based weapon attacks (included in the
Fey Charm. The dryad targets one humanoid or beast attacks), and makes Strength checks and Strength
saving throws with advantage. If the duergar lacks the
that she can see within 30 feet of her. If the target can room to become Large, it attains the maximum size
see the dryad, it must succeed on a DC 14 Wisdom possible in the space available.
saving throw or be magically charmed. The charmed
creature regards the dryad as a trusted friend to be War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
heeded and protected. Although the target isn’t under one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8
the dryad’s control, it takes the dryad’s requests or + 2) piercing damage while enlarged.
actions in the most favorable way it can. Javelin. Melee or Ranged Weapon Attack: +4 to hit,
Each time the dryad or its allies do anything harmful reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 +
to the target, it can repeat the saving throw, ending 2) piercing damage, or 9 (2d6 + 2) piercing damage
the effect on itself on a success. Otherwise, the effect while enlarged.
lasts 24 hours or until the dryad dies, is on a different Invisibility (Recharges after a Short or Long Rest). The
plane of existence from the target, or ends the effect duergar magically turns invisible until it attacks, casts a
as a bonus action. If a target’s saving throw is spell, or uses its Enlarge, or until its concentration is
successful, the target is immune to the dryad’s Fey broken, up to 1 hour (as if concentrating on a spell).
Charm for the next 24 hours. Any equipment the duergar wears or carries is invisible
The dryad can have no more than one humanoid and with it.
up to three beasts charmed at a time.
Duergar Monsters (E)
Medium humanoid (dwarf), lawful evil
Armor Class 16 (scale mail, shield) Elementals
Hit Points 26 (4d8 + 8)
Speed 25 ft. Air Elemental
Large elemental, neutral
STR DEX CON INT WIS CHA
Armor Class 15
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (−1)
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover)
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 305

