DUERGAR WARLORD – 5e stats

Medium humanoid (dwarf), lawful evil

Armor Class 20 (plate, shield)
Hit Points 75 (10d8 + 30)
Speed 25 ft.

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

STRDEXCONINTWISCHA
18 (+4)11 (+0)17 (+3)12 (+1)12 (+1)14 (+2)

Damage Resistances poison
Senses darkvision 120 ft., passive Perception 11
Languages Dwarvish, Undercommon
Challenge 6 (2300 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 three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available.
  • Psychic-Attuned Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage.
  • Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.
  • Call to Attack. Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
  • 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.
  • 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 Enlarge, or its concentration is broken (as if
    concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

REACTIONS

  • Scouring Instruction. When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can’t be affected by Scouring Instruction .

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 warlord is a powerful and ruthless leader of the duergar, also known as gray dwarves. The duergar are a subterranean race of dwarves that have been corrupted by the influence of the Underdark, a vast network of dark caverns and tunnels beneath the surface world. The duergar warlord is a master of combat and strategy, commanding the loyalty and fear of his or her followers. The duergar warlord is typically clad in heavy plate armor and a shield, wielding a war pick or a javelin that can inflict both physical and psychic damage. The duergar warlord has a gray skin tone, white hair, and red eyes that glow with malice. The duergar warlord has several innate magical abilities, such as the power to enlarge his or her size, turn invisible, and inspire his or her allies to attack with greater ferocity.

COMBAT

The duergar warlord is a formidable opponent in battle, using his or her cunning and magic to gain an advantage over the enemy. The duergar warlord can use his or her enlarge ability to increase his or her strength and damage output, as well as to intimidate and crush smaller foes. The duergar warlord can also use his or her invisibility ability to sneak up on unsuspecting targets, ambush them with a surprise attack, or escape from a dangerous situation. The duergar warlord is not afraid to use his or her call to attack ability to direct his or her allies to focus fire on a single enemy, overwhelming them with sheer numbers and force. The duergar warlord is also resistant to poison, spells, and illusions, as well as immune to being charmed or paralyzed. However, the duergar warlord has one major weakness: sunlight. The duergar warlord suffers from sunlight sensitivity, which impairs his or her vision and accuracy in bright light. Therefore, the duergar warlord prefers to fight in dark or dimly lit environments, where he or she can use the shadows to his or her advantage.

HABITAT / SOCIETY

The duergar warlord rules over a clan of duergar that dwell in the Underdark, usually in fortified cities carved out of stone and metal. The duergar warlord is the supreme authority in his or her clan, making all the important decisions and enforcing them with an iron fist. The duergar warlord expects absolute obedience and loyalty from his or her subjects, punishing any dissenters or traitors with harsh penalties. The duergar warlord is also ambitious and greedy, seeking to expand his or her territory and wealth by raiding other settlements, trading with other Underdark races, or allying with powerful entities. The duergar warlord is often at odds with other duergar clans, as well as other Underdark races such as drow, mind flayers, beholders, and aboleths. The duergar warlord has few friends and many enemies in the Underdark.

ECOLOGY

The duergar warlord is a humanoid creature that requires food, water, and air to survive. The duergar warlord consumes a variety of foods found in the Underdark, such as fungi, mushrooms, insects, worms, rodents, and other creatures. The duergar warlord also drinks water from underground sources, such as streams, lakes, or wells. The duergar warlord breathes air that is often stale and polluted by the smoke and fumes of the Underdark’s industry and magic. The duergar warlord has a lifespan similar to that of a normal dwarf, which can range from 200 to 400 years. The duergar warlord reproduces sexually with another member of his or her race, producing offspring that inherit some of their parents’ traits and abilities. The duergar warlord plays an important role in the ecology of the Underdark, as he or she influences the balance of power and resources among the various factions and races that inhabit it.