Duergar Resilience: Basically, this duergar monster in dnd 5e has advantage on the saving throws which is almost against to the poison, spells, illusions and also to resist being Charmed or Paralyzed.
Sunlight Sensitivity: Because of the sunlight, this durgear monster in dungeons and dragons has an advanatage on its attack rolls, like on the wisdom (perception) checks which could rely on the sight.
Enlarge (Recharges after a Short or Long Rest): For a specific minute, this duergar monster can magically increase in its size, also with anything that it is wearing or else carrying. During in the enlarged, even the duergar is large, doubles its damage dice on the Strength-based weapon attacks (included in the attacks), and also it makes the strength checks and also the strength saving throws with an advantage. If this Duergar could lack the room to become large, it also attains the maximum size possible in a specific space which is available.
War Pick: By using this war pick this monster can make a 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: By using this javelin attack this dnd monster can make a 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 monster can magically turns by not appearing until it has the time to attack, casts a spell, or else uses its Enlarge, or even until its good concentration is broken, up to an hour (as if concentrating on a spell). But any type of equipment the duergar would wear or else carries is Invisible with it .
Attributes Of Duergar Monster DnD 5E
|AC||16 (Scale Mail, Shield)|
|Roll 0||War Pick 1d20 + 4 1d8+2|
|Roll 1||Enlarged 1d20 + 4 2d8+2|
|Roll 2||Javelin 1d20 + 4 1d6+2|
|Roll 3||Enlarged 1d20 + 4 2d6+2|
|Senses||Darkvision 120 Ft.|