Medium humanoid,
- Armor Class
- 18 (Plate Mail)
- Hit Points
- 26 (4d8 + 8)
- Speed
- 25 ft.
- Challenge
- 2 (450 XP)
- Damage Resistances
- poison
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- Dwarvish, Undercommon
Traits
The Dankwood duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
While in sunlight, the Dankwood duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
The duergar unleashes a string of insults laced with subtle enchantments at a creature they can see within 60 feet. If the creature can hear them (it doesn't need to understand them), it must succeed on a DC 12 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage. If the duergar is enlarged, increase their damage to 10 (2d6 + 3) bludgeoning damage.