Duergar

Medium Humanoid — CR 1

()Updated 3.5

Duergar is a D&D 3.5 monster from —. CR 1, HD 1d8+5 (9 hp).

Hit Dice
1d8+5 (9 hp)
Initiative
+0
Speed
land 20 ft, 20 ft. (20 ft. in chain mail)
Base Attack / Grapple
+1/+2
Attack
Warhammer +2 melee or light crossbow +1 ranged
Full Attack
Warhammer +2 melee or light crossbow +1 ranged
STR
13
DEX
11
CON
14
INT
10
WIS
9
CHA
4
Fort / Ref / Will
+4 / +0 / +1
Challenge Rating
1
Alignment
Often lawful evil
Organization
Team (2-4), squad (9-16 plus 3 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (20-80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3-6 6th-level lieutenants, and 1-4 9th-level captains)
Treasure
Standard coins; double goods; standard items
Level Adjustment
+1

Special Abilities

Duergar Traits

Feats

Duergar are experts in combat, effectively using their environment and executing well-planned group attacks. +3 Racial bonus to Will saves against spells and spell-like abilities.+3 Racial bonus to Fortitude saves against normal poisons. Immune to paralysis, phantasms, and magical or alchemical poisons (but not normal poisons).+4 racial bonus to Move Silently checks.Spell-like Abilities: 1/day - enlarge and invisibility as a wizard twice the duergar's level (minimum 3rd level); these affect only the duergar and whatever it carries.Darkvision up to 120 feet.Light Sensitivity (Ex): Duergar suffer a -2 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.Listen +1, Spot +1.Alertness featStonecunning: Duergar receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but is disguised as stone also counts as unusual stonework. A duergar who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth sensing the approximate distance underground as naturally as a human can sense which way is up.

Description

Duergar are experts in combat, effectively using their environment and executing well-planned group attacks. +3 Racial bonus to Will saves against spells and spell-like abilities.+3 Racial bonus to Fortitude saves against normal poisons. Immune to paralysis, phantasms, and magical or alchemical poisons (but not normal poisons).+4 racial bonus to Move Silently checks.Spell-like Abilities: 1/day - enlarge and invisibility as a wizard twice the duergar's level (minimum 3rd level); these affect only the duergar and whatever it carries.Darkvision up to 120 feet.Light Sensitivity (Ex): Duergar suffer a -2 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.Listen +1, Spot +1.Alertness featStonecunning: Duergar receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but is disguised as stone also counts as unusual stonework. A duergar who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth sensing the approximate distance underground as naturally as a human can sense which way is up.