When veterans of campaigns in the deep caverns beneath the world gather, they hiss warnings to those of a mind to brave the world's depths. They speak with horror of the drow and shudder when describing the perversions of the derros, but avoid altogether talk of the gray dwarves and their grim enclaves. It's a difficult subject in the presence of friendly dwarves whose ancestors long ago heard the call of the surface world. The duergar's folly serves as a lesson on the hazards of pride and stubbornness, and lays bare those flaws of the dwarven people.
Clannish, hateful, and malevolent tyrants and slavers, the gray dwarves refuse to accept the consequences of their own actions and the reality of their chosen fate. Instead, they blame everyone else: the orcs, the drow, and especially their own surface-dwelling cousins. They believe—with an iron-hard certainty—that the surface dwarves are the true traitors of their race. But this is all delusion. The duergar are a race enslaved by themselves, the dark powers they called upon for succor, and the lightless labyrinths of their home.
The gray dwarves believe that other creatures are fit only for service and torment. The reasons for this perceived racial supremacy vary slightly from community to community, but the underlying narratives are the same: the strong nature of the duergar has allowed them to stand on their own in the depths, and this strength has forged them into a superior race.
The dwarves have always been people of the earth. In the early days of the world, they mined air-filled spaces miles underground, and the light and skies of the surface were unknown to them. But like all great empires, the doom of this one was written in the stars the dwarves had not yet spied.
The dwarves were lucky, for their gods were good and just, and cared for the welfare of the dwarven people. When the end was nigh, the gods sent warnings and portents, and the mystics and the wise among the race heard the call and warned their kin. But there are always those who doubt. Some cling to the life they know and foolishly think it is their birthright until the end of eternity. Some doubt because it is in their nature, or because they fear others wish to take what is theirs. While great masses of the dwarves headed upward to the new halls on the surface world promised to them, a number stayed behind, proclaiming themselves masters of the ancient dwarven holds.
Less than a generation after the great retreat, the calamities that were foretold came to pass. The once-grand subterranean holds were ripped apart by earthquakes and scorched by magma flows. Those who remained had to flee deeper into the earth in search of pockets of relative safety and calm, competing with an influx of ancient enemies, displaced predators, and unspeakable evils freed from once-sealed vaults deep under the earth. Within only a few years, most of the dwarves left behind had perished, and the survivors were scattered and utterly desperate. In their hour of need, their calls to the old gods were answered only with silence. Such entreaties were nothing more than screams into the darkness... but sometimes the darkness answers back.
According to legend, an outcast dwarven god heard the pleas of those left to suffer. A deceiver and a cheat, this god had lost nearly all of his former followers, but offered these forsaken dwarves one chance for survival: if they worshiped and served him, and bound their descendants to the same fate, he would restore them to glory. Given little choice, the desperate dwarves agreed. The outcast god turned the dwarves' skin ashen gray and caused most of the males' hair (except for eyebrows and beards) to fall out as a reminder of the bargain made, so their gray faces—or duergar in the Dwarven tongue—would set them apart from those cowards who fled the crucible that forged the true members of the dwarven race.
Since that cataclysm and the deal they wrought, the duergar have steadily taken back what was once theirs using the tools of their new lord: murder, slavery, toil, and hatred. Believing themselves the true race of dwarves, they have no interest in the land above other than engaging in occasional raids to murder their cousins or to replenish their stock of slaves. They see themselves as the masters of the only land worth having: the mineral-rich true homeland of the dwarven people.
Duergar believe their society is the ideal state of the dwarves. In many ways, duergar society is like a reflection of dwarven society seen in a distorted mirror. Rivalries are just as fierce, but among the duergar, they can easily end in murder or mutilation. Work is revered, but the duergar's greatest achievements are built on the backs of slaves, many of whom do not survive to see the end results of their toil.
The entire structure of duergar society is based on the sacrifice they made to their outcast god and the repercussions of that deal. Each is a slave to his master, and must submit to a life of toil in order to repay the debt the duergar owe. Of course, that debt can never be repaid, and no rewards for their labor await duergar in the afterlife. This leads them to create works that lack soul or beauty—highly utilitarian, but stark, cold, and lifeless.
Like their hated kin, duergar divide themselves into large kinship clans, forming alliances through marriage. The priesthood stands apart, and arbitrates in legal and familial conflicts. Duergar who enter the clergy are bound to sever their ties with family and clan, but this is rarely the case in practice. Obligations to kin often outweigh priests' sense of duty, resulting in a system of law with very little semblance of justice. Slavish devotion to the faith of their liberator and a strict adherence to the common law are lauded in duergar society, so much so that duergar's word is only rarely broken. In truth, though, a canny gray dwarf uses her words very carefully in order to keep her options flexible. A common duergar expression is "Dealings done within sight are slaves to law; deeds done in secret are slaves only to purpose."
Full statistics for duergar can be found in their Bestiary entry.
When the duergar made deals with their dark god to turn the tide against their hated enemies, they were fundamentally changed, both physically and psychologically. After a period of adjustment to their new circumstances, their artisans developed innovations to better cope with their harsh environment, and their spellcasters mastered magical secrets gifted to them by the dark powers that granted them succor during the race's time of direst need.
Since the calamity that drove the duergar from their original homes under the earth, the duergar have faced many adversaries. While the duergar may be fiercely traditional and as inflexible as adamantine, their trials, the strange rites of their priests, and the bizarre energies of the remote chambers buried beneath the world have changed them in essential ways. Some duergar have the following racial traits.
Ironskinned: The soul of the earth infuses some duergar, giving them the ability to harden their skin. Duergar with this racial trait can use ironskin once per day as a spell-like ability, using their character level as their caster level. This racial trait replaces the enlarge person spell-like ability.
Twilight-Touched: While most duergar have the power to become invisible, a few are instead able to extinguish the light around them. Duergar with this racial trait can use dust of twilight once per day as a spell-like ability, using their character level as their caster level. This racial trait replaces the invisibility spell-like ability.
Duergar have access to the following feats.
You gain a new spell-like ability from the list of duergar racial traits.
Prerequisite: Duergar.
Benefit: Choose one spell-like ability that is usable once per day and is granted by a duergar racial trait you don't have. You can use that spell-like ability once per day, with a caster level equal to your character level.
Special: You can take this feat multiple times. Each time you do, you must select a spell-like ability that's usable once per day from a different duergar racial trait.
Your innate magic is flexible.
Prerequisites: Duergar, two racial spell-like abilities usable once per day.
Benefit: You gain a number of additional uses of your once per day racial spell-like abilities equal to the number of such abilities you have. You can expend these additional uses in any combination. Normal duergar spell-like abilities and those granted by duergar racial traits both count for the purpose of this feat.
For example, a normal duergar has two once per day spell-like abilities (enlarge person and invisibility ), so taking this feat would grant her two additional uses of her once per day spell-like abilities; each day she can use either two additional uses of enlarge person, two additional uses of invisibility, or one additional use of each.
Special: You can take this feat multiple times. Its effects stack.
Effects that grant natural armor work even better for you.
Prerequisites: Toughness, duergar.
Benefit: When you gain an enhancement bonus to your natural armor, that bonus increases by 2. This has no effect if your natural armor bonus is +0 or you do not have an enhancement bonus increasing your natural armor bonus.
The following weapon and ammunition are used by duergar slavers, who use them to capture non-dwarven slaves and dwarven foes they want to keep alive to torture and question.
Bolas Bolts
Price 20 gp; Type exotic
Bolas bolts are bolas-like projectiles used as ammunition for slaver's crossbows. If you hit a target with a bolas bolt fired from a slaver's crossbow, attempt a trip combat maneuver against your target (don't add your Strength bonus when attempting the combat maneuver check). You can't be tripped during your own trip attempt when using a bolas bolt.
On a critical hit, instead of dealing extra damage, the bolas bolt ensnares its target. Your target is entangled until it or an ally succeeds at a DC 15 Strength check to break the bolas cords. A light slaver's crossbow can entangle a target up to the same size as its intended wielder, and a heavy slaver's crossbow can entangle a creature up to one size larger. A masterwork bolas bolt or one with an enhancement bonus of at least +1 increases the DC of the Strength check to break the bolas to 20.
If the attack trips and entangles a target, the creature cannot move from its square until it breaks free of the bolas cords.
Slaver's Crossbow
Price varies; Type exotic
Heavy: Weight 12 lbs.; Price 400 GP
Light: Weight 6 lbs.; Price 250 GP
This crossbow shoots ammunition called bolas bolts instead of crossbow bolts. It comes in both light and heavy varieties (but not double, hand, or repeating crossbow varieties) with the same reload action as a conventional crossbow of its type.
The following spells are known and were likely developed by duergar spellcasters.
Control Vermin
School transmutation; Level cleric 3, druid 2, ranger 4, sorcerer/wizard 3, witch 2
Casting Time 1 standard action
Components V, S, DF/M (a beetle)
Range close (25 ft. + 5 ft./2 levels)
Target up to 1 HD/level of vermin, no two of which can be more than 30 ft. apart
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance no
You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence.
Dust Ward
School abjuration; Level cleric 6, sorcerer/wizard 6, witch 6
Casting Time 10 minutes
Components V, S, M (a pinch of pumice)
Range touch
Target one magic item
Duration permanent
Saving Throw none; Spell Resistance no
You ward a magic item against other creatures who try to learn to use or copy it. When you cast the spell, you designate one creature type, subtype, or a specific individual. If the item is worn or carried for 1 continuous hour or more by a creature that doesn't match the designation, the dust ward disintegrates the item into worthless gray dust. This destruction also occurs if the creature attempts to study the item in order to learn its properties or how to magically craft it (a miracle or wish spell used on the gray dust can still reveal this information). The destruction of the item doesn't harm the creature wearing or carrying the item (although the item's destruction may put the creature in harm's way, such as if a magical rope were being used to cross a chasm at the time). If the offending creature wears or carries the item for less than 1 hour and passes it to a different creature, the countdown to the item's destruction starts over.
The spell cannot affect a magic item with a caster level greater than half your caster level.
Ironskin
School transmutation [earth]; Level alchemist 2, antipaladin 2, bloodrager 2, cleric 2, druid 2, paladin 2, ranger 2, witch 2
Casting Time 1 standard action
Components V, S, DF/M (a pinch of forge soot)
Range personal
Target you
Duration 1 minute/level (D; see text)
Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level.
While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
The following magic item was created by the duergar to aid in the controlling of their vermin mounts.
Headband of Vermin Control
Price 1,000 gp; Slot headband; CL 5th; Weight 1 lb.; Aura faint transmutation
The wearer of this black leather headband can spend 10 minutes attuning the headband to one touched vermin of Medium or larger size. Once the headband is attuned, any creature wearing it can attempt Handle Animal and Ride checks to influence or control that vermin as if it were an animal and had animal-level intelligence. The attunement lasts until the vermin dies, the headband is destroyed, or the headband is attuned to a different vermin.
Duergar-created items of this type are usually protected by a dust ward * spell.
Construction Requirements
Cost 500 gp
Craft Wondrous Item, control vermin *
Spending much time scouting and exploring alone, rangers prove their toughness to their kin.
Duergar Sharpshooter CR 1/2
XP 200
Duergar ranger 1
LE Medium humanoid (dwarf)
Init +2; Senses darkvision 120 ft.; Perception +6
Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +2; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
Offense
Speed 20 ft.
Melee warhammer +3 (1d8+2/×3)
Ranged mwk light crossbow +4 (1d8/19–20)
Special Attacks favored enemy (dwarves +2)
Spell-Like Abilities (CL 1st; concentration –2)
1/day—invisibility (self only), ironskin *
Statistics
Str 14, Dex 15, Con 14, Int 10, Wis 15, Cha 4
Base Atk +1; CMB +3; CMD 15 (19 vs. bull rush or trip)
Feats Rapid Reload (light crossbow)
Skills Climb +5, Handle Animal +1, Knowledge (dungeoneering) +4, Perception +6, Stealth +5, Survival +6
Languages Common, Dwarven, Undercommon
SQ ironskinned*, slow and steady, stability, track +1, wild empathy –2
Gear studded leather, mwk light crossbow with 20 bolts, warhammer, 16 gp
Duergar Lieutenant CR 5
XP 1,600
Duergar ranger 6
LE Medium humanoid (dwarf)
Init +1; Senses darkvision 120 ft.; Perception +11
Defense
AC 20, touch 11, flat-footed 19 (+5 armor, +1 Dex, +4 natural)
hp 61 (6d10+24)
Fort +8, Ref +6, Will +4; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
Offense
Speed 20 ft.
Melee +1 warhammer +11/+6 (2d6+4/×3)
Ranged mwk light crossbow +8 (1d8/19–20)
Special Attacks favored enemy (dwarves +4, elves +2)
Spell-Like Abilities (CL 6th; concentration +3)
1/day—dust of twilight, ironskin *
Ranger Spells Prepared (CL 3rd; concentration +5)
1st—lead blades, longstrider
Tactics
Before Combat The lieutenant casts ironskin and lead blades on himself.
Base Statistic When not under the effects of ironskin and lead blades, the lieutenant's statistics are AC 16, touch 11, flat-footed 15; Melee +1 warhammer +11/+6 (1d8+4/×3).
Statistics
Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 4
Base Atk +6; CMB +9; CMD 20 (24 vs. bull rush or trip)
Feats Cleave, Endurance, Mounted Combat, Power Attack, Weapon Focus (warhammer)
Skills Climb +11, Handle Animal +6, Knowledge (dungeoneering) +9, Perception +11, Ride +9, Survival +11
Languages Common, Dwarven, Undercommon
SQ favored terrain (underground +2), hunter's bond (companions), ironskinned*, slow and steady, stability, track +3, twilight touched*, wild empathy +3
Combat Gear potion of cure moderate wounds, potion of invisibility, alchemist's fire (2), thunderstones (2); Other Gear +1 chain shirt, +1 warhammer, mwk light crossbow with 20 bolts, 51 gp
Duergar rogues primarily capture and discipline slaves.
Duergar Slaver CR 1/2
XP 200
Duergar rogue 1
LE Medium humanoid (dwarf)
Init +6; Senses darkvision 120 ft.; Perception +7
Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +3; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
Offense
Speed 20 ft.
Melee short sword +1 (1d6+1/19–20) or sap +1 (1d6+1 nonlethal)
Ranged mwk light crossbow +3 (1d8/19–20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration –2)
1/day—enlarge person (self only), invisibility (self only)
Statistics
Str 13, Dex 15, Con 12, Int 12, Wis 16, Cha 4
Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush or trip)
Feats Improved Initiative
Skills Acrobatics +5, Climb +4, Disable Device +5, Escape Artist +5, Knowledge (dungeoneering) +5, Perception +7, Sense Motive +7, Stealth +5, Survival +4
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability, trapfinding +1
Gear studded leather, mwk light crossbow with 20 bolts, sap, short sword, 18 gp
Duergar Taskmaster CR 9
XP 6,400
Duergar rogue 6/shadowdancer 4
LE Medium humanoid (dwarf)
Init +7; Senses darkvision 150 ft.; Perception +16
Defense
AC 21, touch 15, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural)
hp 64 (10d8+16)
Fort +5, Ref +11, Will +7; +2 vs. spells
Defensive Abilities evasion, improved uncanny dodge, trap sense +2; Immune paralysis, phantasms, poison
Weaknesses light sensitivity
Offense
Speed 20 ft.
Melee +1 short sword +11/+6 (1d6+2/19–20)
Ranged +1 light slaver's crossbow +11 (1d4+1 nonlethal/19–20 plus entangle)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 10th; concentration +7)
1/day—invisibility (self only), ironskin *
Shadowdancer Spell-Like Abilities (CL 4th; concentration +1)
2/day—shadow illusion (DC 8)
1/day—shadow call (DC 11)
Statistics
Str 13, Dex 17, Con 12, Int 12, Wis 16, Cha 4
Base Atk +7; CMB +8; CMD 23 (27 vs. bull rush or trip)
Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency (slaver's crossbow), Improved Initiative, Mobility, Point-Blank Shot, Weapon Finesse
Skills Acrobatics +15 (+11 when jumping), Climb +9, Disable Device +12, Escape Artist +15, Knowledge (dungeoneering) +10, Perception +16, Perform (dance) +2, Sense Motive +16, Sleight of Hand +15, Stealth +15, Survival +4
Languages Common, Dwarven, Undercommon
SQ hide in plain sight, ironskinned*, rogue talents (combat trick, fast stealth, finesse rogue, stand up), shadow jump (40 ft./day), slow and steady, stability, summon shadow, trapfinding +3
Combat Gear potions of cure moderate wounds (2), tanglefoot bags (2); Other Gear +1 chain shirt, +1 light slaver's crossbow* with 10 bolas bolts, +1 short sword, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, mwk manacles (2), mwk thieves' tools, 720 gp
These eccentric duergar enjoy nothing more than concocting new alchemical methods to kill and torture their enemies.
Duergar Bombardier CR 1
XP 400
Duergar alchemist 2
LE Medium humanoid (dwarf)
Init +4; Senses darkvision 120 ft.; Perception +6
Defense
AC 22, touch 14, flat-footed 18 (+2 armor, +4 Dex, +6 natural)
hp 18 (2d8+6)
Fort +5, Ref +7, Will +0; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
Offense
Speed 20 ft.
Melee light mace +2 (1d6+1)
Ranged bomb +6 (1d6+2 acid or fire) or light crossbow +3 (1d8/19–20)
Special Attacks bomb 6/day (1d6+2 acid or fire, DC 13)
Spell-Like Abilities (CL 2nd; concentration –1)
1/day—invisibility (self only), ironskin *
Alchemist Extracts Prepared (CL 2nd)
1st—bomber's eye, shield, true strike
Tactics
Before Combat The bombardier quaffs a Dexterity mutagen and casts ironskin .
During Combat The bombardier spends most of the combat lobbing bombs or alchemist's fire at her foes, using invisibility and potions of longstrider to gain superior tactical positions or make a hasty retreat.
Base Statistics When she's not under the effect of her mutagen and ironskin, the bombardier's statistics are Init +2; AC 14, touch 12, flat-footed 12; Ref +5, Will +1; Ranged bomb +4 (1d6+2 fire) or light crossbow +3 (1d8/19–20); Dex 14, Wis 12; CMD 14 (18 vs. bull rush, 18 vs. trip); Skills Heal +6, Disable Device +7, Perception +6, Survival +6.
Statistics
Str 12, Dex 16, Con 15, Int 15, Wis 10, Cha 4
Base Atk +1; CMB +2; CMD 16 (20 vs. bull rush or trip)
Feats Brew Potion, Extra Bombs, Throw Anything
Skills Craft (alchemy) +7, Disable Device +8, Heal +4, Knowledge (arcana) +7, Perception +6, Survival +4
Languages Aklo, Common, Draconic, Dwarven, Undercommon
SQ alchemy (alchemy crafting +2, identify potions), discovery (acid bomb), ironskinned*, mutagen (+4/–2, +2 natural, 20 minutes), poison use, slow and steady, stability
Combat Gear potions of cure light wounds (2), potions of detect secret doors (2), potions of expeditious retreat (2), potions of negate aroma (2), acid (6), alchemist's fire (6), smokesticks (6), tanglefoot bags (6), thunderstones (6); Other Gear leather armor, light crossbow with 10 bolts, light mace, dust of tracelessness, tindertwigs (6), formula book, 2 gp
A duergar bombardier spends her days fiddling with reagents and bizarre ingredients that she either finds deep underground or purchases from scouts who have brought them back from the surface or distant caverns. Essential ingredients, especially plants, can be hard to find, and a bombardier must work for money or favors if she's to continue practicing her craft.
Though the military and slavers are loath to employ these unpredictable duergar, bombardiers can be very effective when subtlety is not required. Though most bombardiers wouldn't hurt their own kind—the bonds of kin and law are too strong—they often inadvertently kill potential slaves instead of capturing them.
Martial mystics expunge corruption from duergar society.
Duergar Anvil CR 1
XP 400
Duergar monk 2
LE Medium humanoid (dwarf)
Init +2; Senses darkvision 120 ft.; Perception +7
Defense
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
hp 18 (2d8+6)
Fort +5, Ref +5, Will +5; +2 vs. spells
Defensive Abilities evasion; Immune paralysis, phantasms, poison
Weaknesses light sensitivity
Offense
Speed 20 ft.
Melee unarmed strike +3 (1d6+2) or unarmed strike flurry of blows +2/+2 (1d6+2)
Ranged shuriken +3 (1d2+2) or shuriken flurry of blows +2/+2 (1d2+2)
Special Attacks flurry of blows, stunning fist (2/day, DC 13)
Spell-Like Abilities (CL 1st; concentration –2)
1/day—invisibility (self only), ironskin *
Statistics
Str 14, Dex 15, Con 14, Int 10, Wis 15, Cha 4
Base Atk +1; CMB +3; CMD 18 (22 vs. bull rush or trip)
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Innate Flexibility*, Stunning Fist
Skills Acrobatics +7, Escape Artist +7, Perception +7, Stealth +7
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Combat Gear potion of cure light wounds, potions of invisibility (2), thunderstones (4); Other Gear shuriken (10), 7 gp
Duergar Hammer CR 11
XP 12,800
Duergar monk (gray disciple) 12
LE Medium humanoid (dwarf)
Init +9; Senses darkvision 120 ft.; Perception +17
Defense
AC 26, touch 22, flat-footed 20 (+3 armor, +1 deflection, +4 Dex, +1 dodge, +3 monk, +1 natural, +2 Wis)
hp 93 (12d8+36)
Fort +11, Ref +14, Will +11; +2 vs. spells
Defensive Abilities improved evasion; Immune disease, paralysis, phantasms, poison
Weaknesses light sensitivity
Offense
Speed 60 ft.
Melee unarmed strike +14/+9 (2d6+2) or unarmed strike flurry of blows +15/+15/+10/+10/+5 (2d6+2)
Ranged +2 shuriken +16/+11 (1d2+4) or +2 shuriken flurry of blows +17/+17/+12/+12/+7 (1d2+4)
Special Attacks flurry of blows, stunning fist (12/day, DC 18)
Spell-Like Abilities (CL 12th; concentration +9)
1/day—enlarge person (self only), invisibility (self only), ironskin *
Statistics
Str 14, Dex 20, Con 14, Int 10, Wis 15, Cha 4
Base Atk +9; CMB +14; CMD 33 (37 vs. bull rush or trip)
Feats Dodge, Gray Dwarf Magic* (ironskin *), Extra Ki, Improved Initiative, Improved Unarmed Strike, Innate Flexibility* (2), Mobility, Spring Attack, Stunning Fist, Weapon Finesse
Skills Acrobatics +20 (+32 when jumping), Escape Artist +20, Perception +17, Stealth +20
Languages Common, Dwarven, Undercommon
SQ born in darkness, earth glide, fade from sight, fast movement, gray heart, ki pool (10 points, cold iron, lawful, magic), maneuver training, slow and steady, stability
Combat Gear potion of cure serious wounds ; Other Gear +2 shuriken (10), amulet of natural armor +1, belt of incredible dexterity +2, bracers of armor +3, cloak of resistance +1, ring of protection +1, 588 gp
Veteran soldiers among the duergar lead groups of warriors or form their own elite strike forces. These soldiers always use enlarge person before combat.
Duergar Sergeant CR 1
XP 400
Duergar fighter 2
LE Large humanoid (dwarf)
Init +0; Senses darkvision 120 ft.; Perception +2
Defense
AC 16, touch 9, flat-footed 15 (+7 armor, –1 size)
hp 23 (2d10+8)
Fort +6, Ref +0, Will +2 (+1 vs. fear); +2 vs. spells
Defensive Abilities bravery +1; Immune paralysis, phantasms, poison
Weaknesses light sensitivity
Offense
Speed 20 ft.
Melee mwk dwarven waraxe +5 (2d8+4/×3)
Ranged heavy crossbow +3 (2d8/19–20)
Spell-Like Abilities (CL 2nd; concentration –1)
1/day—enlarge person (self only), invisibility (self only)
Statistics
Str 17, Dex 10, Con 16, Int 10, Wis 15, Cha 4
Base Atk +2; CMB +5; CMD 16 (20 vs. bull rush or trip on solid ground)
Feats Cleave, Power Attack, Weapon Focus (dwarven waraxe)
Skills Handle Animal +1, Perception +2, Ride –2, Survival +6
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Combat Gear potions of cure light wounds (2), alchemist's fire (2); Other Gear banded mail, heavy crossbow with 10 bolts, mwk dwarven waraxe, 9 gp
Duergar Captain CR 8
XP 4,800
Duergar fighter 9
LE Medium humanoid (dwarf)
Init +0; Senses darkvision 120 ft.; Perception +2
Defense
AC 22, touch 10, flat-footed 20 (+10 armor, +1 deflection, +1 natural, –1 size)
hp 90 (9d10+36)
Fort +10, Ref +4, Will +6 (+2 vs. fear); +2 vs. spells
Defensive Abilities bravery +2, Immune paralysis, phantasms, poison
Weaknesses light sensitivity
Offense
Speed 20 ft.
Melee +2 dwarven waraxe +17/+12 (2d8+12/19–20/×3)
Ranged mwk heavy crossbow +11 (2d8+1/19–20)
Special Attacks weapon training (axes +2, crossbows +1)
Spell-Like Abilities (CL 9th; concentration +6)
1/day—enlarge person (self only), invisibility (self only)
Statistics
Str 19, Dex 10, Con 16, Int 10, Wis 15, Cha 4
Base Atk +9; CMB +13 (+15 overrun, +15 sunder); CMD 25 (29 vs. bull rush or trip)
Feats Cleave, Great Cleave, Greater Overrun, Greater Sunder, Greater Weapon Focus (dwarven waraxe), Mounted Combat, Power Attack, Vital Strike, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Skills Climb +6, Handle Animal +3, Perception +2, Ride +8, Survival +8
Languages Common, Dwarven, Undercommon
SQ armor training 2, slow and steady, stability
Combat Gear potions of cure serious wounds (2), thunderstones (3); Other Gear +1 full plate, +2 dwarven waraxe, mwk heavy crossbow with 10 bolts, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 129 gp
Imbued with the divine might of the dark god who saved the duergar from destruction, high priests are often seen as the true authorities in duergar society.
Duergar High Priest CR 12
XP 19,200
Duergar cleric 13
LE Medium humanoid (dwarf)
Init +0; Senses darkvision 120 ft.; Perception +18
Defense
AC 31, touch 14, flat-footed 31 (+9 armor, +4 deflection, +8 natural)
hp 101 (13d8+39)
Fort +10, Ref +4, Will +13; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
Offense
Speed 20 ft.; freedom of movement
Melee +1 heavy mace +12/+7 (1d8+2)
Ranged mwk light crossbow +10 (1d8/19–20)
Special Attacks channel negative energy 4/day (DC 17, 7d6)
Spell-Like Abilities (CL 13th; concentration +14)
1/day—enlarge person (self only), invisibility (self only), ironskin *
Domain Spell-Like Abilities (CL 13th; concentration +18)
8/day—copycat (13 rounds), dazing touch
At will—charming smile (13 rounds/day, DC 16), master's illusion (13 rounds/day, DC 21)
Cleric Spells Prepared (CL 13th; concentration +18)
7th—blasphemy (DC 22), insanity D (DC 22)
6th—blade barrier (DC 21), harm (DC 21), mislead D (DC 21)
5th—break enchantment (DC 20), breath of life, charm monster D (DC 20), slay living (DC 20), wall of stone (DC 20)
4th—cure critical wounds, divine power, freedom of movement, heroism D, spell immunity, unholy blight (DC 19)
3rd—bestow curse (DC 18), dispel magic, invisibility purge, stone shape, suggestion D (DC 18), wind wall
2nd—control vermin * (DC 17), hold person (2, DC 17), invisibility D, sound burst (DC 17), spiritual weapon
1st—bane (DC 16), charm person D (DC 16), cure light wounds, divine favor, doom (DC 16), shield of faith (2)
0 (at will)—detect magic, guidance, resistance, virtue
D domain spell; Domains Charm, Trickery
Tactics
Before Combat The high priest casts freedom of movement, ironskin, and shield of faith.
During Combat The high priest first provides magical support, then uses enlarge person and enters combat.
Base Statistics When not under the effects of freedom of movement, ironskin, and shield of faith, the high priest's statistics are AC 22, touch 11, flat-footed 22; Speed no freedom of movement .
Statistics
Str 13, Dex 10, Con 14, Int 8, Wis 20, Cha 12
Base Atk +9; CMB +10; CMD 21 (25 vs. bull rush or trip)
Feats Combat Casting, Gray Dwarf Magic* (ironskin *), Giant Steps, Innate Flexibility*, Tough as Iron*, Toughness, Weapon Focus (heavy mace)
Skills Knowledge (religion) +8, Perception +18, Spellcraft +9
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Combat Gear scroll of cure critical wounds ; Other Gear +3 chainmail, +1 heavy mace, mwk light crossbow with 20 bolts, amulet of natural armor +2, headband of inspired wisdom +2, ring of protection +1, silver unholy symbol, spell component pouch, 321 gp
Because religious doctrine is so influential in duergar society, common duergar treat high priests like the voice of their god, trusting their wisdom in all things. A high priest is effectively the primary lawmaker for her clan.
Duergar capture and keep these glistening black beetles.
This large beetle's black, shiny exoskeleton clicks and grinds as it opens its dripping mandibles.
Dark Spitter Beetle CR 3
XP 800
N Large vermin
Init +0; Senses darkvision 60 ft.; Perception +0
Defense
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 26 (4d8+8)
Fort +6, Ref +1, Will +1
Immune acid, mind-affecting effects
Weaknesses light sensitivity
Offense
Speed 30 ft.
Melee bite +6 (2d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (15-ft. cone, 2d4 acid damage, Reflex DC 14 half, usable once every 1d4 rounds), trample (1d6+6, DC 16)
Statistics
Str 18, Dex 11, Con 15, Int —, Wis 11, Cha 6
Base Atk +3; CMB +8; CMD 18 (22 vs. trip)
Ecology
Environment any underground
Organization single, pair, or cluster (3–6)
Treasure none
Spitter beetles are used as mounts by duergar explorers.
This massive insect lumbers ominously, waving scythe-like mandibles that reek of acid.
Juggernaut Beetle CR 14
XP 38,400
N Huge magical beast
Init –1; Senses darkvision 120 ft., low-light vision; Perception +1
Defense
AC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
hp 210 (20d10+100)
Fort +17, Ref +11, Will +7
Defensive Abilities selective mind; Immune acid, mind-affecting effects
Weaknesses light sensitivity
Offense
Speed 30 ft.
Melee bite +28 (4d10+15/19–20)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (60-ft. cone, 8d6 acid damage, Reflex DC 25 half, usable once every 1d4 rounds), trample (2d8+15, DC 30)
Statistics
Str 31, Dex 9, Con 20, Int 2, Wis 13, Cha 8
Base Atk +20; CMB +32 (+34 bull rush); CMD 41 (43 vs. bull rush or trip)
Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Vital Strike, Power Attack, Stunning Critical, Vital Strike
Skills Climb +23, Perception +14
Ecology
Environment any underground
Organization single or pair
Treasure none
Special Abilities
Selective Mind (Su): To anyone but duergar, these beetles count as mindless. Duergar can affect them with mind-affecting effects, and train and control them as if the beetles were animals.
One duergar steers a juggernaut while two riders attack.
Most duergar are encountered deep under the earth, patrolling their territory, hunting for fresh slaves, or bringing back riches from veins of ore and precious stones. Duergar rarely venture to the surface; they typically do so only when they have an opportunity to capture powerful slaves or to attack dwarves who settle above a duergar stronghold.
Searching on the surface after twilight or hidden away from the accursed sky, these slavers move through the shadows quickly and with relative stealth until they find their prey.
Dark Spitter Beetles (2) CR 3
XP 800 each
hp 26 each
Duergar Lieutenants (3) CR 5
XP 1,600 each
hp 61 each
Duergar Taskmaster CR 9
XP 6,400
hp 64
Duergar are very protective of their mineral resources, and they travel in force when journeying to or from a remote mine.
Dark Spitter Beetles (14) CR 3
XP 800 each
hp 26 each
Duergar (8) CR 1/3
XP 135 each
hp 8 each
Duergar Captain CR 8
XP 4,800
hp 90
Duergar Lieutenants (4) CR 5
XP 1,600 each
hp 61 each
Duergar Taskmaster CR 9
XP 6,400
hp 64
Duergar religious pilgrimages are usually provided with a juggernaut beetle to help defend the faithful and to carry large reliquaries. High priests often lead pilgrimages to rich caverns and bring back precious gems and ingots.
Duergar (6) CR 1/3
XP 135 each
hp 8 each
Duergar Hammers (2) CR 11
XP 12,800 each
hp 93 each
Duergar High Priest CR 12
XP 19,200
hp 101
Juggernaut Beetle CR 14
XP 38,400
hp 210