Duergar Darkmind (5e Creature)

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Duergar Darkmind[edit]

Medium humanoid (dwarf), lawful evil

Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 25 ft.

14 (+2) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 10 (+0)

Skills Insight +5, Intimidation +4, Perception +5
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 15
Languages Dwarvish, Undercommon, telepathy 30 ft.
Challenge 3 (700 XP)

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralysed.

Innate Spellcasting (Psionics). The duergar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible), minor illusion
3/day each: darkness, detect thoughts, see invisibility

Psychic Defence. While the duergar is wearing no armour and wielding no shield, its AC includes its Wisdom modifier.

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


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.

Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 11 (2d8 + 2) bludgeoning damage while enlarged.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage, or 9 (2d6 + 2) slashing 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.

Some duergar are trained in the psionic arts, with the ability to drain the light from an area or move objects through force of will alone. In duergar society, darkminds serve as investigators and interrogators, mentally searching their victims' minds for answers.

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