DWARF, DUERGAR
DWARF, DUERGAR
Cousins to dwarves, duergar are foul-tempered creatures that loathe intruders to their underground realms—but not nearly as much as they do their kinfolk closer to the surface. Duergar dwell in communities deep underground, and appear as thinner, twisted versions of their kinder kin. Their skin is a dull gray, as though rubbed with dust or ash, but this is a natural coloration that better allows them to blend with their underground surroundings. Duergar live to 500 years old. They are a race of slavers forcing their subjects to perform the hardest labor imaginable before quickly perishing. All duergar possess a form of psionic ability, weird powers like magic but of a totally different domain. Whether these are a result of Deep Realms radiations or a horrible pact is unknown.
Duergar Weapons and Armor. All duergar are are proficient in hammers, picks, and spears. Higher level warriors wield light crossbows and short swords as well. Duergar fighters over 2nd level will have access to plate mail.
Environment. Underground.
For every 4 duergar encountered, the group will be accompanied by one veteran. If 8 duergar and a veteran are encountered, a sergeant will be present.
Lair. A duergar lair will have 2 sergeants for every 16 warriors as well as 1d3+3 captains (Fighter 5) and 1d2+1 leaders (Fighter 6). There will also be a duergar chief (Fighter 7 to 9). A lair also supports 1d3+3 duergar spies (cleric/assassin; levels 3-6/3-6) and a duergar spy master (cleric/assassin; levels 7-9/7-9). Also present are young (numbering 10% of males). A duergar lair will (01-75) also have 1d4 x10 slaves of the following types (d20): 1-8 mountain dwarves or orcs; 9-12 surface dwarves or goblins; 13-16 surface gnomes; 17-18 halflings or kobolds; 19 svirfneblin; 20 adventures or another Deep Realms race (of some type; per the GM). Duergar lairs may (01-25) also have some sort of Deep monster guarding it.
Class Maximum Level
Cleric/Assassin ("Spy") 7/9
Fighter 7*
Fighter/Thief 7*/U
Thief U
Assassin 9
U means “unlimited”. * A duergar fighter with a 17 Strength can attain 8th level; A duergar fighter with an 18+ Strength can attain 9th level.
All Duergar have a minimum 16 Constitution score.
Giant-fighters. Duergar gain a +4 bonus to AC when fighting giants, ogre magic, ogres, titans, and trolls.
Immunities. Duergar are immune to illusion/phantasm effects, paralysis, and poison. Immunity to illusion/phantasm effects allows the dwarf to things as they really are underneath a transparent overlay of the effect.
Resistance. (magic) Duergar gain a +4 bonus to saves against magic effects.
Expert Miner. [complex] Duergar can detect certain phenomena with regards to stone work. The duergar must be immobile and concentrate—looking at all adjacent areas within 10 feet.
EXPERT MINER CHECK
Detect grades or slopes in passages 75%
Detect recent constructions or new passages/tunnels 75%
Detect sliding or shifting walls or rooms 70%
Detect traps involving stonework or pits 50%
Determine depth underground 50%
Duergar have a psionic strength of 70 +1d20 +2 per HD (dropping pluses; d20 is averaged to 10). Psionic strength is then doubled to achieve the duergar's psionic ability number (half is attack strength and half is defense strength).
Psionic Abilities. [psionic] (major) (CL equal to hit dice)
At-will—invisibility (self only)
3/day—enlarge* (self only), reduce* (self only)
1/day—heat metal (only available if 8 HD or greater)
Psionic Abilities. Psionic abilities do not use magic and cannot be detected as magic, resisted (i.e. using magic resistance), or dispelled as magical effects.
Enlarge. This ability affects only the duergar casting it. The duergar enlarges by 1 ft. per HD (ignoring pluses). All gear enlarges along with the duergar (does not drop off). Melee weapons do an additional 1 point of Strength damage per hit die. Missile weapons do an extra die of damage per 3 HD. Dropped or thrown gear or weapons immediately revert to normal size. This ability will not stack with any similar growth ability, magical or psionic. When enlarged, any encumbrance effects due to armor are ignored. If expanding a magic item, there is a 5% (d%; 01-05) that the item is destroyed as it enlarges.
Reduce. This ability affects only the duergar casting it. All gear reduces along with the duergar (does not drop off). The dwarf and any armor worn shrinks by 1-ft., becoming 3-ft. tall. For each hit die above 1 HD, the dwarf can shrink an additional foot. Under 3-ft. tall, the dwarf's equipment will begin to shrink as well as armor worn. Beginning at 4 HD, each HD will shrink the dwarf by 50% of their remaining height (minimum 1 inch tall). Damage for smaller weapons will be assessed by the GM based upon size, down to a minimum of 1 point: d6, d4, d3, d2, d1. When reduced, any encumbrance effects due to armor are ignored.
Duergar Fighter 1
Lawful Evil Man-sized Humanoid (dwarf) (4-ft. tall)
FREQUENCY: Very Rare
NO. APPEARING: 201-300 (II. 2d4)
SURPRISE: 10%; Others +17%
SENSES: see invisibility; see through illusions; superior infravision (120 ft.)
ARMOR CLASS: 4 (AD 4; chain mail and small shield)
SPEED: 60 ft. (Base 90 ft.)
HIT DICE: 1 (1d10+2; hp 12*)
% IN LAIR: 5% (see description)
TREASURE TYPE: Individuals M, Q; In Lair B (magic only), F
ATTACK AC 0: 20
MELEE: light pick (1d4+1) or hammer (1d4+1) or short spear (1d6)
MISSILE: hammer (1d4+1) or short spear (1d6)
SPECIAL ATTACKS: psionics; Hits As: normal
SPECIAL DEFENSES: giant-fighters; Resist (magic, +4); Immune illusion/phantasm effects, paralysis, and poison
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to Genius (8-18)
MORALE: +7%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: Undercommon, Duergar, Dwarf
PSIONIC ABILITY: 164 [82]; Attack/Defense: B, C, D/F, G, H
LEVEL: III (XP 182 or 158+2 per h.p.)
* High Hit Points: Duergar have a 16 Constitution.
Duergar Fighter 2
Lawful Evil Man-sized Humanoid (dwarf) (4-ft. tall)
SURPRISE: 10%; Others +17%
SENSES: see invisibility; see through illusions; superior infravision (120 ft.)
ARMOR CLASS: 4 (AD 4; chain mail and small shield)
SPEED: 60 ft. (Base 90 ft.)
HIT DICE: 2 (2d10+4; hp 19*)
ATTACK AC 0: 19
MELEE: light pick (1d4+1) or hammer (1d4+1) or short spear (1d6)
MISSILE: hammer (1d4+1) or short spear (1d6)
SPECIAL ATTACKS: psionics; Hits As: normal
SPECIAL DEFENSES: giant-fighters; Resist (magic, +4); Immune illusion/phantasm effects, paralysis, and poison
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to Genius (8-18)
MORALE: +12%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: Undercommon, Duergar, Dwarf
PSIONIC ABILITY: 168 [84]; Attack/Defense: B, C, D/F, G, H
LEVEL: IV (XP 292 or 235+3 per h.p.)
* High Hit Points: Duergar have a 16 Constitution.
Duergar Fighter 4
Lawful Evil Man-sized Humanoid (dwarf) (4-ft. tall)
SURPRISE: 10%; Others +17%
SENSES: see invisibility; see through illusions; superior infravision (120 ft.)
ARMOR CLASS: 2 (AD 2; plate mail and small shield)
SPEED: 30 ft. (Base 90 ft.)
HIT DICE: 4 (4d10+8; hp 34*)
ATTACK AC 0: 17
MELEE: +1 hammer (1d4+2; AAC0 14) or short sword (1d6)
MISSILE: light crossbow (1d4)
SPECIAL ATTACKS: psionics; Hits As: +1
SPECIAL DEFENSES: defensive stance, giant-fighters; Resist (magic, +4); Immune illusion/phantasm effects, paralysis, and poison
WEAKNESS: delayed
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to Genius (8-18)
MORALE: +24%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Undercommon, Duergar, Dwarf
PSIONIC ABILITY: 176 [88]; Attack/Defense: B, C, D/F, G, H
LEVEL: VI (XP 690 or 520+5 per h.p.)
* High Hit Points: Duergar have a 16 Constitution.
Duergar Fighter 5
Lawful Evil Man-sized Humanoid (dwarf) (4-ft. tall)
SURPRISE: 10%; Others +17%
SENSES: see invisibility; see through illusions; superior infravision (120 ft.)
ARMOR CLASS: 1 (AD 2; plate mail and +1 small shield)
SPEED: 30 ft. (Base 90 ft.)
HIT DICE: 5 (5d10+10; hp 42*)
ATTACK AC 0: 16
MELEE: +1 heavy pick (1d6+3; AAC0 11)
MISSILE: light crossbow (1d4)
SPECIAL ATTACKS: psionics, strong (Str 17); Hits As: +1
SPECIAL DEFENSES: bravery (+2), defensive stance, giant-fighters; Resist (magic, +4); Immune illusion/phantasm effects, paralysis, and poison
WEAKNESS: delayed
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to Genius (8-18)
MORALE: +29%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Undercommon, Duergar, Dwarf
PSIONIC ABILITY: 180 [90]; Attack/Defense: B, C, D/F, G, H
LEVEL: VI (XP 1,177 or 925+6 per h.p.)
* High Hit Points: Duergar have a 16 Constitution.
Duergar Assassin 5, Cleric of the Sacred Flame 5
Lawful Evil Man-sized Humanoid (dwarf) (4-ft. tall)
SURPRISE: 10%; Others +17%
SENSES: see invisibility; see through illusions; superior infravision (120 ft.)
ARMOR CLASS: 6 (AD 7; +1 studded leather armor)
SPEED: 90 ft.
HIT DICE: 6 (5d6+5d8+20/2; hp 33*)
ATTACK AC 0: 18
MELEE: +1 short sword (1d6+1)
MISSILE: light crossbow (1d4)
SPECIAL ATTACKS: back stab (x3), command undead, death attack, paralyzing attack, poison use, psionics; Hits As: normal
SPECIAL DEFENSES: giant-fighters; Resist (magic, +4); Immune illusion/phantasm effects, paralysis, and poison
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to Genius (8-18)
MORALE: +30%
SAVES: Poison 9, Petrify 11, Wand 12, Breath 15, Spell 12
LANGUAGES: Undercommon, Duergar, Dwarf
PSIONIC ABILITY: 184 [92]; Attack/Defense: B, C, D/F, G, H
LEVEL: VII (XP 2,314 or 2,050+8 per h.p.)
* High Hit Points: Duergar have a 16 Constitution.
Cleric Spells (CL 5; 3/3/1)
3rd—fire shield* (hot)
2nd—aid, hold person, resist fire
1st—burning hands*, light, protection from good
* Spells available due to deity.
Thief Skills:
Pick Pockets—40%
Open Locks—43%
Find/Remove Traps—45%
Move Silently—27%
Hide in Shadows—20%
Hear Noise—15%
Climb Walls—77%