Page 190 - Mordenkainen's Tome of Foes Deluxe
P. 190
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DUERGAR MIND MASTER
Medium humanoid (dwarf), lawful evil
Armor Class 14 (leather armor)
Hit Points 39 (6d8 + 12)
Speed 25 ft.
STR DEX CON INT WIS CHA
11 (+O) 17 (+3) 14 (+2) 15 (+2) 10 (+O) 12 (+1)
Saving Throws Wis +2
Skills Perception +2, Stealth +5
D U ERGA R KAVALRACHNI Damage Resistances poison
Medium humanoid (dwarf), lawful evil Senses darkvision 120 ft., truesight 30 ft., passive Perception 12
Languages Dwarvish, Undercommon
Challenge 2 (450 XP)
Armor Class 16 (scale mail, shield) • •
Hit Points 26 (4d8 + 8)
Speed 25 ft. Duergar Resilience. The duergar has advantage on saving
throws against poison, spells, and illusions, as well as to resist
STR DEX CON INT WIS CHA being charmed or paralyzed.
14 (+2) 11 (+O) 14 (+2) 11 (+O} 10 (+O) 9 (-1)
Sunlight Sensitivity. While in sunlight, the duergar has
disadvantage on attack rolls, as well as on Wisdom
Damage Resistances poison . .
(Perception) checks that rely on sight.
Senses darkvision 120 ft., passive Perception 10
Languages Dwarvish, Undercommon ACTION S
Challenge 2 (450 XP)
Multiattack. The duergar makes two melee attacks. It can re-
Cavalry Training. When the duergar hits a target with a melee place one of those attacks with a use of Mind Mastery.
attack while mounted on a female steeder, the steed er can
Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5
make one melee attack against the same target as a reaction.
ft., one target. Hit: 5 (ld4 + 3) piercing damage and 10 (3d6)
Duergar Resilience. The duergar has advantage on saving psychic damage, or 1 piercing damage and 14 (4d6) psychic
throws against poison, spells, and illusions, as well as to resist damage while reduced.
being charmed or paralyzed.
Invisibility (Recharge 4- 6). The duergar magically turns invisi-
Sunlight Sensitivity. While in sunlight, the duergar has dis- ble for up to l hour or until it attacks, it casts a spell, it uses its
advantage on attack rolls, as well as on Wisdom (Perception) Reduce, or its concentration is broken (as if concentrating on
checks that rely on sight. a spell). Any equipment the duergar wears or carries is invisi-
ble with it.
ACTIONS
Mind Mastery. The duergar targets one creatu re it can see
Multiattack. The duergar makes two war pick attacks. within 60 feet of it. The target must succeed on a DC 12 Intelli-
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft .. one gence saving throw, or the duergar causes it to use its reaction
target. Hit: 6 (ld8 + 2) piercing damage plus 5 (2d4) poi- either to make one weapon attack against another creature the
duergar can see or to move up to 10 feet in a direction of the
son damage.
duergar's choice. Creatures that can't be charmed are immune
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range to this effect.
100/400 ft., one target. Hit: 5 (ldlO) piercing damage.
Reduce (Recharges after a Short or Long Rest). For 1 minute,
Shared Invisibility (Recharges after a Short or Long Rest). The the duergar magically decreases in size, along with anything it
duergar magically turns invisible for up to l hour or until it is wearing or carrying. While reduced, the duergar is Tiny, re-
attacks, it casts a spell, or its concentration is broken (as if con- duces its weapon damage to l, and makes attacks, checks, and
centrating on a spell). Any equipment the duergar wears or car- saving throws with disadvantage if they use Strength. It gains a
ries is invisible with it. While the invisible duergar is mounted +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its
on a female steeder, the steeder is invisible as well. The invisi- AC. ft can also take a bonus action on each of its turns to take
bility ends early on the steeder immediately after it attacks. the Hide action.
CHAPTl!.R 6 I BESTIARY

