Duergar Priest

Family: Duergar

Medium humanoid (dwarf), lawful evil

Armor Class 20 (plate, shield)
Hit Points 39 (6d8 + 18)
Speed 25 ft.

16 (+3) 11 (+0) 16 (+3) 12 (+1) 16 (+3) 9 (–1)

Damage Resistances poison
Senses darkvision 120 ft., passive Perception 10
Languages Undercommon, Dwarvish
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 paralyzed.
  • 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.
  • Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage, or 13 (2d6 + 6) bludgeoning 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 they wear or carry is invisible with it.
  • Spellcasting. The Duergar Priest is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The Duergar Priest has the following cleric spells prepared:


Duergar are a race of evil dwarves that live deep underground. Their skin has a grayish-tone, and they are often referred to as gray dwarves for this reason.

Unlike the appearance of their mountain dwarf cousins, duergar possess slighter frames and their hair and beards are white. Duergar are also much thinner, almost emaciated in comparison to mountain dwarves, and yet they still possess the strength and constitution for which all dwarves are known. Duergar wear drab colored clothing that blends with the stone of their subterranean world.

The duergar economy centers on iron mining, forging, and the slave trade. Any gray dwarf settlement will likely (75%) have 5d20 slaves (larger settlements can have 4-10x that number). Slaves often consist of a mix of morlocks, dwarves, drow, orcs, goblins, gnomes, kobolds, adventurers, and a mix of subterranean species.

Gray dwarves are fiercely independent, and never trust easily or for long. They wage war and create temporary alliances as it suits them.

Duergar warriors vary from 1-9 level, subject to the needs of the encounter. Regardless, for every four duergar warriors encountered there will be a patrol leader of two levels higher. Most patrol leaders are fighters. However, there is a 30% chance a patrol leader is a cleric.

Section 15: Copyright Notice

Dwarrowdeep 5E, Copyright 2022; Greg Gillespie.

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