Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or [condition]paralyzed[/condition].
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. The druid is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared:
Cantrips (at will): chill touch, druidcraft, resistance, shillelagh
1st level (4 slots): create or destroy water, cure wounds, detect poison and disease, ice knife
2nd level (3 slots): blindness/deafness, gentle repose, gust of wind, protection from poison
3rd level (3 slots): animate dead, dispel magic, gaseous form, protection from energy, revivify
4th level (3 slots): blight, confusion, locate creature, stone shape, revivify
5th level (1 slot): cloudkill, cone of cold, contagion, mass cure wounds
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (NOT included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Staff of Withering. Melee Weapon Attack: +5 to hit (+8 to hit with shillelagh), reach 5ft., one target. Hit: 4 (1d6+1) bludgeoning damage, 9 (1d8+4) bludgeoning damage if wielded with shillelagh.
This staff has 3 charges and regains 1d3 expended charges daily at dawn. You can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
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