Duergar Mind Master

Medium humanoid (dwarf), Any alignment

Armor Class14 (leather armor)
Hit Points39 (6d8 + 12)
Speed25 ft.
STRDEXCONINTWISCHA
11 (+0) 17 (+3) 14 (+2) 15 (+2) 10 (+0) 12 (+1)
Saving ThrowsWis +2
SkillsPerception +2, Stealth +5
Damage Vulnerabilities—
Damage Resistancespoison
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., truesight 30 ft., passive Perception 12
LanguagesDwarvish, Undercommon
Challenge2

Traits

Duergar Resilience.

The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.

Sunlight Sensitivity.

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

Actions

Multiattack.

The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery.

Mind-Poison Dagger.

Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus 10 (3d6) psychic damage while under the effect of Reduce.

Invisibility (Recharge 4-6).

The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentration on a spell). Any equipment the duergar wears or carries is invisible with it.

Mind Mastery.

The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.