Duergar Resilience. The duergar has advantage on saving throws against poison, spells, psionic abilities and illusions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Psionic Empowerment. As a bonus action, the duergar gains one of the following benefits until the beginning of its next turn.
- Telekinetic Leap. The duergar's standing long jump and standing high jump both become equal to its movement speed.
- Mental Masking. The duergar becomes invisible to one creature it can see.
- Endure Pain. The duergar gains resistance to bludgeoning, piercing, and slashing damage.
Soulblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 6 (1d6 + 3) force damage. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.
Twist of the Blade (Recharge 5-6). The duergar makes a melee attack against a creature it is hidden from or invisible to.
If this attack hits, the creature must succeed on a DC 13 Intelligence saving throw or fall prone and be Stunned until the end of the duergar's next turn.
Ancestral Rage. When the duergar succeeds on a saving throw against a spell or psionic effect, it can fly into a magically empowered rage.
For the next minute, the duergar's size increases to Large, it scores a critical on a 15-20, and it makes Strength checks and Strength saving throws with advantage.
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