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Peoples · Underground

Duergar

D&D reference

Duergar are known as gray dwarfs who live underground. Darkvision, resistance to poison, and adaptation to stone/underground life are common themes. Magical growth or invisibility can also be seen in classic D&D interpretations; In Avarra, you can adapt these traits as noble Black Anvil spies or labor-developed Kor-Dum technologies.

Canonical record

A significant portion of the Duergar are the descendants of dwarf communities who were sent to forced hard labor during the Damar League period. This history explains their political identity, not their biological evil.

Kor-Dum advocates for full Warforged citizenship with councils of workers and craftsmen. The Black Anvil is a chain city kingdom ruled by Duergar nobles. The two states drew opposite conclusions from the same historical pain.

Kor-Dum Shift Leader

Medium humanoid (Dwarf), any disposition

Defense 18 (heavy duty armor)

Hit Points 85 (10d8 + 40)

Speed 7.5m.

POWER 18 (+4)
ENGLISH 10 (+0)
DAY 18 (+4)
ZEK 13 (+1)
COMP 14 (+2)
SNOW 14 (+2)

Saves Strength +7, Day +7

Skills Athletics +7, Intimidate +5, Insight +5

Damage Resistances poison

Senses superior darkvision 36 m., passive Perception 12

Languages Dwarf, Underworld Common Language

Threat 5 · Experience Award 1,800 • Proficiency Bonus +3

Traits

Duergar Resistance. Has advantage on saves against poison, enchantment, and paralysis.

Sun Sensitivity. Has disadvantage on attacks and vision-based Perception checks in direct sunlight.

Growth (1/Day). Becomes Oversized for 1 minute as a bonus action. Weapon attacks deal 1d8 additional damage.

Actions

Multi Attack. The leader makes two attacks with his shift hammer.

Shift Tow Truck. Melee Weapon Attack: +7 to hit, range 1.5 m., one target. Hit: 10 (1d12 + 4) crushing damage; Additional 4 (1d8) damage when large.

Push Together (Recharge 5–6). Three allies within 30 feet use their reaction to move up to half speed or make a weapon attack.