Medium humanoid (dwarf), lawful evil
Armor Class 14 (leather armor)
Hit Points 39 (6d8 + 12)
Speed 25 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 14 (+2) | 15 (+2) | 10 (+0) | 12 (+1) |
Saving Throws Wis +2
Skills Perception +2, Stealth +5
Damage Resistances poison
Senses darkvision 120 ft., truesight 30 ft., passive Perception 12
Languages Dwarvish, Undercommon
Challenge 2 (450 XP)
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
- Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.
- Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced.
- Invisibility (Recharge 4- 6). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
- Mind Mastery. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction 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 duergar’s choice. Creatures that can’t be charmed are immune to this effect.
- Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
The duergar mind master is a sinister and secretive member of the duergar race, a subterranean offshoot of dwarves corrupted by the influence of the Underdark. The mind master wears a fearsome mask that conceals its true face and enhances its psionic abilities. It can manipulate the minds of its enemies, forcing them to attack each other or move against their will. It can also turn invisible and shrink to a tiny size, making it an excellent spy and infiltrator. The mind master serves as an agent of the duergar king or queen, carrying out their orders with ruthless efficiency.
COMBAT
The duergar mind master prefers to avoid direct combat, using its stealth and invisibility to observe and manipulate its foes from a safe distance. It can use its mind mastery feature to turn the enemy’s strength against them, causing them to waste their actions or harm their allies. It can also use its mind-poison dagger to inflict both physical and psychic damage, or to finish off a weakened opponent. The mind master is resistant to poison, spells, and illusions, and can shrug off charm and paralysis effects. However, it is vulnerable to sunlight, which impairs its vision and accuracy.
HABITAT / SOCIETY
The duergar mind master lives in the dark and dangerous realm of the Underdark, where it dwells among its kin in fortified cities carved out of stone. The mind master is loyal to the duergar hierarchy, obeying the commands of the king or queen without question. The mind master often acts as a spy, a saboteur, or an assassin, targeting the enemies of the duergar both within and outside their domain. The mind master rarely interacts with other duergar, except for those who share its profession or rank. The mind master is secretive and distrustful, even of its own kind.
ECOLOGY
The duergar mind master is a product of the harsh and hostile environment of the Underdark, where survival is a constant struggle. The mind master has adapted to this environment by developing psionic powers that allow it to manipulate and deceive others. The mind master feeds on the fear and pain of its victims, as well as on the satisfaction of completing its missions. The mind master has few natural predators, except for other psionic creatures that can challenge its mental prowess. The mind master reproduces by mating with other duergar, but it shows little interest or affection for its offspring.