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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.
Duergar speak Dwarven and Undercommon.

Most duergar encountered outside their home are warriors.

Medium Humanoid (Dwarf)
Duergar, 1st-Level Warrior

Hit Dice: 1d8+5 (9 hp)

Initiative: +0

Speed: 20 ft. in chainmail (4 squares); base speed 20 ft.

Armor Class: 17 (+5 chainmail, +2 heavy shield), 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)

Space/Reach: 5 ft./5 ft.

Special Attacks: Duergar traits, spell-like abilities

Special Qualities: Darkvision 120 ft., duergar traits

Saves: Fort +4*, Ref +0*, Will –1*

Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4

Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently –4, Spot +2

Feats: Toughness

Environment: Underground

Organization: Team (2–4), squad (9–16 plus 3 3rd-level sergeants and 1 leader of 3rd–8th 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)

Challenge Rating: 1

Treasure: Standard coins, double goods, standard items

Alignment: Often lawful evil

Advancement: By character class

Level Adjustment: +1

Duergar, like all 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, duergar also use warhammers, picks, shortbows, heavy crossbows, and maces.

Duergar Traits (Ex):
— +2 Constitution, –4 Charisma.
—Medium size.
—A duergar’s base land speed is 20 feet. However, duergar can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
—Darkvision out to to 120 feet.
—Stonecunning: 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. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
—Stability: Duergar 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).
—Immunity to paralysis, phantasms, and poison.
— +2 racial bonus on saves against spells and spell-like abilities.
— +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.
— +4 racial bonus on Move Silently checks.
— +1 racial bonus on Listen and Spot checks.
—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: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
—Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf ’s automatic and bonus languages.
—Favored Class: Fighter.
—Level adjustment +1

Challenge Rating:
Duergar with levels in NPC classes have a CR equal to their character level. Duergar with levels in PC classes have a CR equal to their character level +1.

Page Last Updated February 6th, 2006


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