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Monster

Duergar Stone Guard

Medium Humanoid · Lawful Evil

Mordenkainen's Tome of Foes Page 191
Armor Class 18
Hit Points 39 (6d8 + 12)
Speed Walk 25 ft.
CR 2
STR 18 +4
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 .

Phalanx Formation

The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.

Sunlight Sensitivity

While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom () checks that rely on sight.

Actions

King's Knife (Shortsword)

Melee Weapon Attack +6 to hit, reach 5 ft., one target. 7 () Piercing damage, or 11 () Piercing damage while enlarged.

Javelin

Melee or Ranged Weapon Attack +6 to hit, reach 5 ft. or range 30/120 ft., one target. 7 () Piercing damage, or 11 () Piercing damage while enlarged.

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 (Recharges after a Short or Long Rest)

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