• No. Enc: 1 (12d3)
• Alignment: Chaotic Evil
• Movement: 20'
• Armor Class: 6 (or by armor type)
• Hit Dice: 4 (typically 23-28 HP), or by level if PC/NPC
• BAB +4, or by class and level if any adventurer
• Attacks: 2
• Damage: By dual-wielded axes — 1d6 + STR/magic bonuses
• Special: perfect darkvision to 240 feet range
• Special: paralysis, phantasms, alchemical poisons, or some types of illusion
• Special: +4 to saves vs mind-affecting spells, items, and abilities
• Save: F4, or by PC level if an adventurer
• Morale: 10
• Hoard: 6d4 chroma, 3d4+4 royals, 2d4+8 copper (80% it's Red Cuprous, 50% black)
Experience Yielded: 600 XP per duergar
Duergar should be treated as Fighters for determining their BAB. They are able to attack twice per round by dual-wielding axes. The second attack is at a -2 to-hit penalty.
Anytime five or more duergar are found together, one of them will be a leader with 5-7 HD (35-40 HP, and a 70% chance of having arcane or clerical spells. A defeated leader is worth 800 xp.
Millenia ago, the duergar were a clan of shield dwarves in the dwarven kingdom of Barakuir, located within the ancient realm of Shanatar. Clan Duergar, which venerated Laduguer as their patron, was an ambitious and powerful clan, believing that they should lead the kingdoms of Shanatar themselves.
When they were denied following the Second Spider War, Clan Duergar turned away from the other dwarven clans, paying only lip service to Shanatar's rulers. This proved a mistake when the mind flayers of Oryndoll, seeing the isolation of Barakuir, attacked the realm in about 8100 DR, enslaving or killing most of the population.
Most duergar worship Laduguer.