Duergar Warlord

Medium humanoid (dwarf), Any alignment

Armor Class20 (plate armor, shield)
Hit Points75 (10d8 + 30)
Speed25 ft.
STRDEXCONINTWISCHA
18 (+4) 11 (+0) 17 (+3) 12 (+1) 12 (+1) 14 (+2)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancespoison
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 11
LanguagesDwarvish, Undercommon
Challenge6

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 three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.

Psychic-Attuned Hammer.

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while under the effect of Enlarge, plus 5 (1d10) psychic damage.

Javelin.

Melee or Ranged Attack Roll: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.

Call to Attack.

Up to three allies within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.

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.

Reactions

Scouring Instruction.

When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6, and the ally can add the number rolled to the d20 by taking 3 (1d6) psychic damage.