The Duergar claim that they are the oldest, purest of the dwarf races. Born from stone, returning to stone, they live in the deepest caverns under the Dragon Empire. What other races know as dwarves are the weak castouts who have been sent to the light above as they would not survive in the deep. Those who tried to return became the mad Derro and Azers.
Image credit: Ben Wootten - Duergar Abduction
Duergar Ballista Carrier
Normal 5th level Archer Humanoid
R: Ballista +10 vs. AC (1 nearby or far away enemy)—20 damage
Natural 18+: The target is impaled (stuck; save ends).
Heavy Load: The ballista carrier takes a -5 penalty to disengage checks.
Meld into stone (Travel): Move action. Remove yourself from the map. At the start of your next turn, reappear in a nearby or far away location.
AC 20 PD 20 MD 15 HP 72
Duergar Dark Priest
Normal 5th level Leader Humanoid
R: Holy tablet +12 vs. PD (1 nearby enemy)—12 holy damage
Odd hit+: Attacks against the target gain a +2 bonus until the end of the Dark Priest's next turn.
Deep Prayer: Standard action. Nearby allies heal 8 hp and make a saving throw
Meld into stone (Meditation): Move action. Remove yourself from the map. At the start of your next turn, reappear in a nearby location. Your first prayer after returning heals twice the amount of hp.
AC 20 PD 20 MD 15 HP 72
Normal 5th level Caster Humanoid
Gem bombs: The Gembomber can use each of the three attacks below once. He then has to meld into stone to recharge them.
R: Fire Opal +12 vs. PD (1d4 nearby enemies)—10 fire damage and 5 ongoing fire damage. Expend this power.
R: Sapphire +12 vs. PD (1d4 nearby enemies)—15 lightning damage. Expend this power.
R: Onyx +12 vs. PD (1d4 nearby enemies)—10 unholy damage. Increase damage to 20 if the target is staggered. Expend this power.
Meld into stone (Recharge): Move action. Remove yourself from the map. At the start of your next turn, reappear in a nearby location. You gain another use of each gem attack.
AC 18 PD 16 MD 18 HP 60
Normal 5th level Wrecker Humanoid
Stone spear +8 vs. AC (1 random nearby enemy)—15 damage
Odd hit+: Attack a second random nearby enemy
C: Shroomspores: +8 vs. MD (1 nearby enemy)—5 psychic damage and the target is confused (save ends)
Erratic dance: The shroomeater rolls twice for disengage checks and takes the better result
Meld into stone (Sneak): Move action. Remove yourself from the map. At the start of your next turn, reappear in a nearby location. You deal +2d6 damage with your first attack after reappearing.
AC 18 PD 18 MD 18 HP 65
Normal 5th level Troop Humanoid
Rock Hammer +10 vs. AC—20 damage
Natural 18+: You grab the target.
Hard as a rock: When targeted by an odd hit, take half damage.
Meld into stone (Healing): Move action. Remove yourself from the map and heal 10 hp. At the start of your next turn, reappear in a nearby location.
AC 22 PD 20 MD 15 HP 80
Duergar (PC race)
Racial Bonus: +2 Str or +2 Con
Racial Power: Meld into Stone
Once per battle, remove yourself from the map as a move action. At the start of your next turn, you reappear at a nearby location.
At character creation, choose one of the actions below. You can use it while melded into stone as a standard action:
Healing: Heal twice your level in hp.
Sneak: Your first attack after reappearing deals an extra 1d6 damage per level.
Travel: You can reappear in a far away location.
Recharge: Make a recharge roll for any power that you can recharge.
Adventurer feat: Learn a second action.
Champion feat: Learn all of the actions above.
Epic feat: Do two of the actions as one standard action.