b'Duergar \n'b'  Family:   Duergar  \n'b'  Medium   humanoid  (dwarf),  lawful evil  \n'b'  Armor Class  16 (scale mail, shield)  Hit Points  26 (4d8 + 8)  Speed  25 ft.\n'b' STATS STR: 14 (+2) DEX:  11 (+0)  CON:  14 (+2)  INT:  11 (+0)  WIS:  10 (+0)  CHA:  9 (\xe2\x80\x931)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  poison  Senses   darkvision  120 ft., passive  Perception  10  Languages  Undercommon, Dwarvish  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Duergar Resilience . The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being  charmed  or  paralyzed . \n'b'  Sunlight Sensitivity . While in sunlight, the duergar has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Enlarge (Recharges after a Short or Long Rest) . For 1 minute, the duergar magically increases in  size , along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on  Strength -based weapon attacks (included in the attacks), and makes  Strength  checks and  Strength  saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum  size  possible in the space available. \n'b'  War Pick .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. \n'b'  Javelin .  Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target.  Hit : 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. \n'b'  Invisibility (Recharges after a Short or Long Rest) . The duergar magically turns  invisible  until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is  invisible  with it. \n'b'\n'b' ABOUT \n'b' Duergar are a race of evil dwarves that live deep underground. Their skin has a grayish-tone, and they are often referred to as gray dwarves for this reason. \n'b' Unlike the appearance of their mountain dwarf cousins, duergar possess slighter frames and their hair and beards are white. Duergar are also much thinner, almost emaciated in comparison to mountain dwarves, and yet they still possess the strength and constitution for which all dwarves are known. Duergar wear drab colored clothing that blends with the stone of their subterranean world. \n'b' The duergar economy centers on iron mining, forging, and the slave trade. Any gray dwarf settlement will likely (75%) have 5d20 slaves (larger settlements can have 4-10x that number). Slaves often consist of a mix of morlocks, dwarves, drow, orcs, goblins, gnomes, kobolds, adventurers, and a mix of subterranean species. \n'b' Gray dwarves are fiercely independent, and never trust easily or for long. They wage war and create temporary alliances as it suits them. \n'b' Duergar warriors vary from 1-9 level, subject to the needs of the encounter. Regardless, for every four duergar warriors encountered there will be a patrol leader of two levels higher. Most patrol leaders are fighters. However, there is a 30% chance a patrol leader is a cleric.'