b'Duergar Commando \n'b'  Medium   humanoid  (duergar),  any  \n'b'  Armor Class  17 (MS-11 suit)  Hit Points  112 (15d8 + 45);  Wound Threshold  28  Speed  25 ft.\n'b' STATS STR: 14 (+2) DEX:  17 (+3)  CON:  16 (+3)  INT:  14 (+2)  WIS:  15 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws  Dex +6, Con +6  Skills  Acrobatics +6, Athletics +5, Investigation +5, Perception +5, Stealth +6, Survival +5  Tools  sciencrafter\xe2\x80\x99s tools, thieves\xe2\x80\x99 tools  Damage Resistances  poison  Senses  darkvision 120 ft., passive Perception 15  Languages  Duergar, Dwarvish, Undercommon and any one language  Challenge  7 (2 900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Aimed Attack . When the duergar commando hits its target with a weapon, it deals one extra die of damage (included in the attack). \n'b'  Dwarven Resilience . The duergar commando has advantage on saving throws against poison. \n'b'  Evasion . When the duergar commando is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the duergar commando instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b'  Extra Thorough (1/Day) . When the duergar commando makes an ability check and rolls a 10 or less, it can decide to treat the roll as a 11. \n'b'  Sneak Attack (1/Turn) . The duergar commando deals an extra 14 (4d6) damage when it hits a target with a weapon attack if it has advantage on the attack roll. It doesn\xe2\x80\x99t need advantage on the attack roll if one of its allies is within 5 feet of the target, that ally isn\xe2\x80\x99t incapacitated, and the duergar commando doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'  Sunlight Sensitivity . While in sunlight, the duergar commando 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'  Multiattack . The duergar commando makes two melee attacks. \n'b'  Collapiercer .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 14 (2d10 + 3) piercing damage. \n'b'  Crosspoon .  Melee Weapon Attack : +6 to hit, range 100/400 ft., one target.  Hit : 14 (2d10 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw. It takes 21 (6d6) poison damage on a failure, half as much damage on a success. \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.'