Duergar Despot

Medium Humanoid (dwarf), Any
MPMM

AC 21 (natural armor)

HP 119 (14d8 + 56)

Speed 25 ft.

STR

20 (+5)

Save +5

DEX

5 (-3)

Save -3

CON

19 (+4)

Save +8

INT

15 (+2)

Save +2

WIS

14 (+2)

Save +6

CHA

13 (+1)

Save +1

Saving Throws CON +8, WIS +6

Immunities Poison

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses darkvision 120 ft., Passive Perception 12

Languages Dwarvish, Undercommon

CR 12

Traits

Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.

Psychic Engine. When the duergar suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The duergar makes two Iron Fist attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking opportunity attacks. It can replace one of the attacks with a use of Flame Jet.

Iron Fist. 9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a 17 Strength saving throw or be pushed up to 30 feet away in a straight line and be knocked prone.

Stomping Foot. 9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, or 21 (3d10 + 5) to a prone target.

Flame Jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.