Duergar Xarrorn

Medium humanoid (dwarf), Any alignment

Armor Class18 (plate armor)
Hit Points26 (4d8 + 8)
Speed25 ft.
STRDEXCONINTWISCHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancespoison
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 10
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

Fire Lance.

Melee Attack Roll: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage, or 16 (2d12 + 3) piercing damage while under the effect of Enlarge, plus 3 (1d6) fire damage.

Fire Spray (Recharge 5-6).

From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Invisibility (Recharges after a Short or Long Rest).

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.