b'Duergar Sciencrafter \n'b'  Medium   humanoid  (duergar),  any  \n'b'  Armor Class  12 (ULS-03 suit)  Hit Points  16 (3d8 + 3);  Wound Threshold  5  Speed  25 ft.\n'b' STATS STR: 12 (+1) DEX:  12 (+1)  CON:  13 (+1)  INT:  16 (+1)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills  Arcana* +5, Investigation* +5  Tools  sciencrafter\xe2\x80\x99s tools (expertise), smith\xe2\x80\x99s tools, tinker\xe2\x80\x99s tools, vehicles (ateakristalline, expertise)  Damage Resistances  poison  Senses  darkvision 120 ft., passive Perception 10  Languages  Duergar, Dwarvish, Undercommon and any one language  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dwarven Resilience . The duergar sciencrafter has advantage on saving throws against poison. \n'b'  Extra Thorough (1/Day) . When the duergar sciencrafter makes an ability check and rolls a 10 or less, it can decide to treat the roll as an 11. \n'b'  Thorough . When the duergar sciencrafter can dedicate a short rest to a skill or tool check in which it is proficient, it can decide not to roll the die and automatically treat the roll as a 15. \n'b'  Sunlight Sensitivity . While in sunlight, the duergar sciencrafter has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Collapsiclub .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 5 (1d8 + 1) bludgeoning damage. \n'b'  Electrocutor .  Melee Weapon Attack : +3 to hit, reach 5 ft., one creature.  Hit : 5 (2d4) lightning damage, and the target must make a DC 13 Constitution saving throw or be prone and stunned until the end of its next turn. If the electrocutor drops a creature to 0 hit points, that creature is immediately stabilized. \n'b'\n'b' ABOUT \n'b' Abyss duergar rarely venture outside their territory, and always with caution. Their equipment often comes off as striking, owing to its strange and extraordinary appearance, seemingly even shrouded in eerie magic. In reality, this is called sciencraft, a blend of craft, industry, and science. These formidable inventions can offer a decisive advantage to abyss duergar: but for now, it would seem the gray dwarves do not seek to use them for conquest, rather focusing their efforts on other issues.'