DUERGAR (or GRAY DWARF) – 5e stats

Medium humanoid (dwarf), lawful evil

Armor Class 16 (scale mail, shield)
Hit Points 26 (4d8 + 8)
Speed 25 ft.

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
14 (+2)11 (+0)14 (+2)11 (+0)10 (+0)9 (-1)

Damage Resistances poison
Senses darkvision 120 ft., passive Perception 10
Languages Dwarvish, Undercommon
Challenge 1 (200 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 has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

  • 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.
  • 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.
  • 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.
  • 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.

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

Duergar are a subrace of dwarves that have been corrupted by the dark magic of the Underdark, the vast network of caverns and tunnels beneath the surface of the world. They have gray skin, white hair, and red eyes that glow faintly in the dark. They are shorter and thinner than their surface cousins, but also stronger and more resilient. They are often clad in scale mail and carry war picks or javelins as weapons.

Duergar are a grim and bitter people, who have endured centuries of slavery, oppression, and war. They have a deep hatred for other races, especially other dwarves, whom they consider weak and decadent. They are loyal to their clan and their leader, but distrustful of outsiders and prone to treachery. They value strength, discipline, and obedience above all else, and have little regard for mercy or compassion.

Duergar have a natural affinity for psionics, the power of the mind. They can use their psionic abilities to enlarge themselves, turn invisible, or create weapons of pure energy. They also have a keen sense of their surroundings, and can see in complete darkness. However, they are vulnerable to sunlight, which blinds them and saps their strength.

Duergar appear to be emaciated, nasty-looking dwarves. Their complexion and hair range from medium to dark gray. They prefer drab clothing designed to blend into their environment. In their lair, they may wear jewelry, although such pieces are kept dull.

COMBAT

Duergar are fierce and cunning warriors, who use their psionic abilities to gain an edge in battle. They often ambush their enemies from the shadows, using their invisibility to sneak up on them or escape from danger. They can also enlarge themselves to deal more damage and intimidate their foes. They prefer to fight in groups, coordinating their attacks and supporting each other.

Duergar are not afraid to use any means necessary to achieve victory, even if it involves sacrificing themselves or their allies. They often employ traps, poisons, explosives, or machines of war to overcome their enemies. They also have a knack for scavenging and repairing weapons and armor from other races, especially those that use magic or technology.

Duergar are ruthless and relentless in combat, and will not hesitate to kill or capture their enemies. They rarely show mercy or accept surrender, unless they see some benefit in doing so. They often torture their prisoners for information or amusement, or enslave them for labor or experimentation.

Some duergar specialize in the use of poison, which they apply to their weapons or inject into their victims with syringes. These thief duergar are adept at stealth and deception, and often serve as spies or assassins for their clan.

HABITAT / SOCIETY

Duergar live in vast underground cities that are built around volcanoes, hot springs, or other sources of heat and energy. Their cities are fortified with walls, gates, towers, and traps to ward off intruders. Their architecture is functional and austere, reflecting their harsh and pragmatic culture.

Duergar society is organized into clans, each led by a chieftain who is elected by a council of elders. The clans are united under a king or queen who rules from the largest and most powerful city. The duergar have a strict hierarchy based on rank, skill, and psionic ability. The highest ranks are reserved for the warriors, priests, psions, and engineers who serve as the elite of duergar society. The lower ranks are filled by the miners, smiths, farmers, and artisans who provide the basic needs of the duergar. The lowest ranks are occupied by the slaves, outcasts, and criminals who have no rights or privileges.

Duergar worship Laduguer, the god of duergar. He is a harsh and demanding deity who expects his followers to be strong, obedient, and loyal. He grants them his favor through psionic gifts and protection from harm. He also punishes them for their failures and sins through pain and suffering. The duergar also revere Deep Duerra, the goddess of duergar psionics. She is a mysterious and secretive deity who teaches her followers the secrets of the mind and the Underdark.

Duergar have few allies among other races of the Underdark. They occasionally trade or cooperate with drow, illithids, svirfneblin, or other creatures that share their interests or enemies. However, they are always wary of betrayal or exploitation by these races. They have a long-standing feud with the derro, another subrace of dwarves that have been driven mad by the Underdark. They also despise the surface dwarves, whom they consider traitors and usurpers of their ancestral lands.

Duergar rarely bother surface-dwellers due to their disadvantages on the surface. When encountered on the surface, such dwarves are usually on a mission or part of a raiding party.

ECOLOGY

Duergar are omnivorous creatures that can survive on a variety of foods found in the Underdark. They prefer meat over plants, especially that of giant insects or reptiles that dwell in the depths. They also cultivate fungi, mosses, algae, and other edible organisms that grow in dark and damp environments.

Duergar reproduce sexually like other dwarves. However, they have a low birth rate due to the harsh conditions of their lives. They also practice selective breeding to ensure that only the strongest and most psionically gifted offspring survive. Duergar children are raised by their clan and trained from an early age to become loyal and obedient members of duergar society.

Duergar have a lifespan similar to that of other dwarves, but they tend to age faster due to the stress and hardship of their lives. They rarely live past 200 years, and often die in battle or from disease. They have few natural predators in the Underdark, but they face constant threats from their enemies and rivals. They also have to contend with the dangers of the Underdark itself, such as earthquakes, volcanic eruptions, poisonous gases, or magical anomalies.

Duergar lairs are always deep underground. These are elaborate collection of chambers, passages, rooms, and secret areas. There is a chance a monster is kept as a guardian for the lair complex. Such a creature is probably kept at an entrance to the duergar complex or kept within the treasure cave.

Duergar raise giant spiders called steeders for mounts. A large chamber serves as “corral” for the herd of 20d10 steeders of various sizes.

The duergar are not as affluent as other dwarven races. Individuals may have a few gold or platinum coins stashed away. Normal, usable items like weapons or armor are immediately distributed. Magical items and the bulk of the acquired treasure is stored in a well-protected chamber deep in the duergar complex.

The duergar diet is an omnivorous mix of fungi, insects, and subterranean animals. Duergar complexes include caverns used as fungus farms that are filled with giant, edible mushrooms. They brew a potent ale from such mushrooms.

Duergar detest the other dwarves races, whom they consider pampered. weak, and self-indulgent. They may ally and even share living space with evil dwarves, but the duergar’s hostile nature snakes such alliances extremely rare.

Duergar tend to see intruders as invaders. Even if trespassers can convince the duergar of their peaceful intentions, the duergar may demand a stiff toll to permit safe passage. Even then, duergar may discreetly follow the travelers to see what they are up to and, if treasure is involved, to steal such riches for themselves.