Duergar · CR 1
Type: Humanoid · Size: Medium · Grade: Low (capacity 10 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Adaptable Adrenal Glands | Stimulant, Unique | Medium | 100 | Medicine or Survival 15 | light · 1 | Necrotic, Piercing, Poison | – |
| Blood | Elemental (Earth) | Low | 10 | Medicine or Survival 10 | light · 8 | – | Necrotic, Poison |
| Resilient Eye | Unique | Medium | 100 | Medicine or Survival 15 | light · 1 | Force | Radiant |
| White Beard | Trophy | Low | 10 | Medicine or Survival 10 | medium · 1 | Necrotic, Slashing | Acid, Fire |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Low), DC 10.
- Night Eyes – from Darkvision
Part descriptions
Adaptable Adrenal Glands
See-through, rubbery glands that can swell and shrink at will.
Use: eat them (action) and make a DC 14 Constitution save. Success – cast enlarge (from enlarge/reduce) or invisibility. Failure – 1d10 poison and your hit point maximum drops by that much until a long rest.
Resilient Eye
Garnet-red eyes with thick irises that give duergar sharp darkvision and resistance to some magic.
Good for: items that resist charm, paralysis or illusion (minor fit), e.g. a mantle of spell resistance.
Statblock
Duergar – SRD 5.1
Medium Humanoid (Dwarf), Lawful Evil
AC 16 (scale mail, shield) · HP 26 (4d8+8) · Speed 25 ft.
Score Save Score Save STR 14 (+2) +2 INT 11 (+0) +0 DEX 11 (+0) +0 WIS 10 (+0) +0 CON 14 (+2) +2 CHA 9 (−1) −1 Resistances Poison
Senses Darkvision 120 ft.; Passive Perception 10
Languages Dwarvish, Undercommon
CR 1 (XP 200; PB +2)
Traits
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) 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. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Statblock from the System Reference Document 5.1 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 193); SRD 5.1 (size) – part descriptions rewritten in our own words.