Dwarf, 1st-Level Warrior (Duergar)
Medium Humanoid (good fort) (Dwarf) — CR 1
Dwarf, 1st-Level Warrior (Duergar) is a D&D 3.5 monster from MM, p. 91. CR 1, HD 1d8+5 (9 hp).
- Hit Dice
- 1d8+5 (9 hp)
- Initiative
- +0
- Speed
- Land 20 ft
- Armor Class
- 17, touch 10, flat-footed 17
- Base Attack / Grapple
- +1/+2
- Attack
- Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19-20)
- Full Attack
- Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19-20)
- 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–8th level)
- Treasure
- Standard coins; double goods; standard items
- Environment
- Undergrounds
- Level Adjustment
- +1
Special Abilities
Feats
Stocky, broad of body and extremely muscular, the short figure before you may lack in height but not in physical strength or presence. Wrapped in metal armor and armed with a warhammer, the humanoid has light grey skin, ruddy cheeks, and bald, with a long beard and mustache.
Description
Sometimes called gray dwarves, these evil beings dwell in the underground.
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.
The duergar revere the deity Laduguer, a joyless god who demands constant toil.
Duergar speak Dwarven and Undercommon.
Combat
Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.
Duergars have a +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
Duergars have a +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
Stonecunning (Ex): This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A duergar who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergars have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
<strong>Stability (Ex):Duergars are exceptionally stable on their feet. A duergar has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
Light Sensitivity (Ex): Duergars are dazzled in bright sunlight or within the radius of a daylight spell.
Saves: Duergars have a +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
Skills: Duergars have a +2 racial bonus on Appraise checks that are related to stone or metal items and Craft checks that are related to stone or metal. The also have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks.