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Monster

Deformed Duergar

Medium Humanoid · Lawful Evil

Waterdeep: Dungeon of the Mad Mage Page 180
Armor Class 16
Hit Points 40 (4d8 + 4)
Speed Walk 25 ft.
CR 1
STR 14 +2
DEX 11 +0
CON 14 +2
INT 11 +0
WIS 10 +0
CHA 9 -1

Traits

Duergar Resilience

The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being or .

Sunlight Sensitivity

While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom () 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. 6 () Piercing damage, or 11 () Piercing damage while enlarged.

Javelin

Melee or Ranged Weapon Attack +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 () Piercing damage, or 9 () Piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest)

The duergar magically turns until it attacks, casts a spell, or uses its Enlarge, or until its is broken, up to 1 hour (as if on a spell). Any equipment the duergar wears or carries is with it.
Confirmation

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