THE DEURGAR

Duergar Miner Warrior 1: CR 1; Medium humanoid; HD 1d8+2; hp 10; Init +2; Spd 20 ft.; AC 14, touch 12, flat-footed 12; Base Atk +1; Grp +6; Atk/Full Atk Heavy mace +6 melee (1d8+5) or light crossbow +3 ranged (1d8/19-20); SA Duergar traits, spell-like abilities; SQ Darkvision 120 ft., duergar traits; AL LE; SV Fort +4, Ref +2, Will +0; Str 20, Dex 15, Con 15, Int 11, Wis 11, Cha 9.
Skills and Feats: Appraise +1 (+3 metal or stone), Handle Animal +1, Intimidate +1, Jump +1, Listen +1, Move Silently +6, Spot +1; Endurance.
Spell-Like Abilities: 1/day – enlarge person and invisibility as a wizard (caster level 3rd); these abilities affect only the duergar and whatever it carries.
Possessions: Warhammer, light crossbow, 20 crossbow bolts, leather armor.
Sometimes called gray dwarves, these evil beings dwell in the UnderEarth. Deurgar are an organized and cohesive race, tempering their wickedness with a stringent adherence to law and discipline. Their warriors are renowned for their grim determination, firm grasp of battlefield tactics, and skill with their weapons. Duergar warriors fight cooperatively, and will use complex strategies in combat, including: flanking, tripping, disarming, and frequent use of the aid another action for both defense and offense. In addition, duergar warriors are not above retreat, and will often make a fighting withdrawal when pressed by superior foes.

Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.

Duergar speak Dwarven, Draconic and Undercommon.

Provided are stat blocks for typical duergar NPC's, a common adversary in the UnderEarth of Testoria.

Duergar Sentries Warrior 1: CR 1; Medium humanoid; HD 1d8+5; hp 10; Init +0; Spd 20 ft.; AC 17, touch 10, flat-footed 17; Base Atk +1; Grp +2; Atk/Full Atk Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19-20); SA Duergar traits, spell-like abilities; SQ Darkvision 120 ft., duergar traits; AL LE; SV Fort +4, Ref +0, Will -1; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4.
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently -4, Spot +2; Toughness.
Spell-Like Abilities: 1/day – enlarge person and invisibility as a wizard (caster level 3rd); these abilities affect only the duergar and whatever it carries.
Possessions: Warhammer, light crossbow, 20 crossbow bolts, chainmail armor, heavy wooden shield, miscellaneous coins.
Spell-Like Abilities: Duergar can use invisibility once per day as a spell-like ability. This ability, coupled with the duergar’s racial proclivity for silent movement, allows them to surprise foes with relative ease. Duergar will often become invisible when they have advanced warning of an approaching foe, striking with surprise when the target comes within range. Additionally, duergar have been known to become invisible before fleeing a fight, making it much more difficult for their enemies to follow them.


ENLARGE: Duergar can use enlarge once per day as a spell-like ability, and nearly all duergar warriors will enlarge before going into battle, using the increased strength and size to bolster their combat abilities. Duergar are adept at fighting as Large-sized creatures, and will use their reach and increased bulk to demoralize and harry their enemies, or even prevent them from fleeing. The following changes are in effect while a duergar is enlarged:


Duergar Cultists Cleric 1: CR 2; Medium humanoid; HD 1d8+2; hp 9, 10; Init +6; Spd 20 ft.; AC 16, touch 10, flat-footed 16; Base Atk +0; Grp +2; Atk/Full Atk Flail +4 melee (1d8+2/x3) or light crossbow +2 ranged (1d8/19-20); SA Duergar traits, command undead 3/day (+0, 2d6+1), spell-like abilities; SQ Darkvision 120 ft., duergar traits; AL LE; SV Fort +4, Ref +2, Will +3; Str 15, Dex 14, Con 15, Int 14, Wis 12, Cha 10.
Skills and Feats: Concentration +5, Diplomacy +2, Heal +2, Knowledge (arcana) +4, Knowledge (religion) +6, Knowledge (the planes) +4, Listen +2, Move Silently +0, Spot +2; Martial Weapon Proficiency (flail).
Spells Prepared (Clr 3/2+1): 0 – guidance, inflict minor wounds, resistance; 1st – inflict light wounds, obscuring mist, summon monster I.
Domains: Destruction, Evil.
Spell-Like Abilities: 1/day – enlarge person and invisibility as a wizard (caster level 3rd); these abilities affect only the duergar and whatever it carries.
Possessions: Flail; light crossbow; 20 crossbow bolts; splint mail armor, silver holy symbol.

Duergar Traits: In addition to their spell-like abilities, duergar have a number of special traits that set them apart from their more benign cousins. These traits are listed below for easy reference.

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Zarghűl Turuk, male duergar Fighter 3: CR 3; Medium humanoid; HD 3d10+9; hp 27; Init +1; Spd 20 ft.; AC 17, touch 11, flat-footed 16; Base Atk +3; Grp +6; Atk/Full Atk Masterwork short sword +8 melee (1d6+3/19-20) or masterwork light crossbow +5 ranged (1d8/19-20); SA Duergar traits, spell-like abilities; SQ Darkvision 120 ft., duergar traits; AL LE; SV Fort +6, Ref +2, Will +3; Str 17, Dex 13, Con 16, Int 10, Wis 14, Cha 12.
Skills and Feats: Craft (weaponsmithing) +3, Handle Animal +2, Intimidate +5, Jump -4, Listen +3, Move Silently +1, Spot +3, Swim -2; Cleave, Combat Reflexes, Power Attack, Weapon Focus (short sword).
Spell-Like Abilities: 1/day – enlarge person and invisibility as a wizard (caster level 6th); these abilities affect only the duergar and whatever it carries.
Possessions: Masterwork short sword, masterwork light crossbow, 20 crossbow bolts, masterwork chainmail, masterwork light steel shield, hammer and 10 spikes, miscellaneous coins.

image © JILLIAN BORNAK




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