When veterans of campaigns in the deep caverns beneath the world gather, they hiss warnings to those of a mind to brave the world's depths. They speak with horror of the drow and shudder when describing the perversions of the derros, but avoid altogether talk of the gray dwarves and their grim enclaves. It's a difficult subject in the presence of friendly dwarves whose ancestors long ago heard the call of the surface world. The duergar's folly serves as a lesson on the hazards of pride and stubbornness, and lays bare those flaws of the dwarven people.
Clannish, hateful, and malevolent tyrants and slavers, the gray dwarves refuse to accept the consequences of their own actions and the reality of their chosen fate. Instead, they blame everyone else: the orcs, the drow, and especially their own surface-dwelling cousins. They believe—with an iron-hard certainty—that the surface dwarves are the true traitors of their race. But this is all delusion. The duergar are a race enslaved by themselves, the dark powers they called upon for succor, and the lightless labyrinths of their home.
The gray dwarves believe that other creatures are fit only for service and torment. The reasons for this perceived racial supremacy vary slightly from community to community, but the underlying narratives are the same: the strong nature of the duergar has allowed them to stand on their own in the depths, and this strength has forged them into a superior race.
The dwarves have always been people of the earth. In the early days of the world, they mined air-filled spaces miles underground, and the light and skies of the surface were unknown to them. But like all great empires, the doom of this one was written in the stars the dwarves had not yet spied.
The dwarves were lucky, for their gods were good and just, and cared for the welfare of the dwarven people. When the end was nigh, the gods sent warnings and portents, and the mystics and the wise among the race heard the call and warned their kin. But there are always those who doubt. Some cling to the life they know and foolishly think it is their birthright until the end of eternity. Some doubt because it is in their nature, or because they fear others wish to take what is theirs. While great masses of the dwarves headed upward to the new halls on the surface world promised to them, a number stayed behind, proclaiming themselves masters of the ancient dwarven holds.
Less than a generation after the great retreat, the calamities that were foretold came to pass. The once-grand subterranean holds were ripped apart by earthquakes and scorched by magma flows. Those who remained had to flee deeper into the earth in search of pockets of relative safety and calm, competing with an influx of ancient enemies, displaced predators, and unspeakable evils freed from once-sealed vaults deep under the earth. Within only a few years, most of the dwarves left behind had perished, and the survivors were scattered and utterly desperate. In their hour of need, their calls to the old gods were answered only with silence. Such entreaties were nothing more than screams into the darkness... but sometimes the darkness answers back.
According to legend, an outcast dwarven god heard the pleas of those left to suffer. A deceiver and a cheat, this god had lost nearly all of his former followers, but offered these forsaken dwarves one chance for survival: if they worshiped and served him, and bound their descendants to the same fate, he would restore them to glory. Given little choice, the desperate dwarves agreed. The outcast god turned the dwarves' skin ashen gray and caused most of the males' hair (except for eyebrows and beards) to fall out as a reminder of the bargain made, so their gray faces—or duergar in the Dwarven tongue—would set them apart from those cowards who fled the crucible that forged the true members of the dwarven race.
Since that cataclysm and the deal they wrought, the duergar have steadily taken back what was once theirs using the tools of their new lord: murder, slavery, toil, and hatred. Believing themselves the true race of dwarves, they have no interest in the land above other than engaging in occasional raids to murder their cousins or to replenish their stock of slaves. They see themselves as the masters of the only land worth having: the mineral-rich true homeland of the dwarven people.
Duergar believe their society is the ideal state of the dwarves. In many ways, duergar society is like a reflection of dwarven society seen in a distorted mirror. Rivalries are just as fierce, but among the duergar, they can easily end in murder or mutilation. Work is revered, but the duergar's greatest achievements are built on the backs of slaves, many of whom do not survive to see the end results of their toil.
The entire structure of duergar society is based on the sacrifice they made to their outcast god and the repercussions of that deal. Each is a slave to his master, and must submit to a life of toil in order to repay the debt the duergar owe. Of course, that debt can never be repaid, and no rewards for their labor await duergar in the afterlife. This leads them to create works that lack soul or beauty—highly utilitarian, but stark, cold, and lifeless.
Like their hated kin, duergar divide themselves into large kinship clans, forming alliances through marriage. The priesthood stands apart, and arbitrates in legal and familial conflicts. Duergar who enter the clergy are bound to sever their ties with family and clan, but this is rarely the case in practice. Obligations to kin often outweigh priests' sense of duty, resulting in a system of law with very little semblance of justice. Slavish devotion to the faith of their liberator and a strict adherence to the common law are lauded in duergar society, so much so that duergar's word is only rarely broken. In truth, though, a canny gray dwarf uses her words very carefully in order to keep her options flexible. A common duergar expression is "Dealings done within sight are slaves to law; deeds done in secret are slaves only to purpose."
Full statistics for duergar can be found in their <i>Bestiary</i> entry.
New Rules
When the duergar made deals with their dark god to turn the tide against their hated enemies, they were fundamentally changed, both physically and psychologically. After a period of adjustment to their new circumstances, their artisans developed innovations to better cope with their harsh environment, and their spellcasters mastered magical secrets gifted to them by the dark powers that granted them succor during the race's time of direst need.
Alternate Racial Traits
Since the calamity that drove the duergar from their original homes under the earth, the duergar have faced many adversaries. While the duergar may be fiercely traditional and as inflexible as adamantine, their trials, the strange rites of their priests, and the bizarre energies of the remote chambers buried beneath the world have changed them in essential ways. Some duergar have the following racial traits.
Ironskinned
The soul of the earth infuses some duergar, giving them the ability to harden their skin. Duergar with this racial trait can use ironskin once per day as a spell-like ability, using their character level as their caster level. This racial trait replaces the enlarge person spell-like ability.
Twilight-Touched
While most duergar have the power to become invisible, a few are instead able to extinguish the light around them. Duergar with this racial trait can use dust of twilight once per day as a spell-like ability, using their character level as their caster level. This racial trait replaces the invisibility spell-like ability.
Duergar Feats
Duergar have access to the following feats.
Gray Dwarf Magic
You gain a new spell-like ability from the list of duergar racial traits.
Prerequisite
Benefit
Choose one spell-like ability that is usable once per day and is granted by a duergar racial trait you don't have. You can use that spell-like ability once per day, with a caster level equal to your character level.
Special
You can take this feat multiple times. Each time you do, you must select a spell-like ability that's usable once per day from a different duergar racial trait.
Innate Flexibility
Your innate magic is flexible.
Prerequisites
Duergar, two racial spell-like abilities usable once per day.
Benefit
You gain a number of additional uses of your once per day racial spell-like abilities equal to the number of such abilities you have. You can expend these additional uses in any combination. Normal duergar spell-like abilities and those granted by duergar racial traits both count for the purpose of this feat.
For example, a normal duergar has two once per day spell-like abilities (enlarge person and invisibility ), so taking this feat would grant her two additional uses of her once per day spell-like abilities; each day she can use either two additional uses of enlarge person, two additional uses of invisibility, or one additional use of each.
Special
You can take this feat multiple times. Its effects stack.
Tough as Iron
Effects that grant natural armor work even better for you.
Prerequisites
Benefit
When you gain an enhancement bonus to your natural armor, that bonus increases by 2. This has no effect if your natural armor bonus is +0 or you do not have an enhancement bonus increasing your natural armor bonus.
Duergar Equipment
The following weapon and ammunition are used by duergar slavers, who use them to capture non-dwarven slaves and dwarven foes they want to keep alive to torture and question.
Aura:CLl:
Price: 20 gp
Weight:
Bolas bolts are bolas-like projectiles used as ammunition for slaver's crossbows. If you hit a target with a bolas bolt fired from a slaver's crossbow, attempt a trip combat maneuver against your target (don't add your Strength bonus when attempting the combat maneuver check). You can't be tripped during your own trip attempt when using a bolas bolt.
On a critical hit, instead of dealing extra damage, the bolas bolt ensnares its target. Your target is entangled until it or an ally succeeds at a DC 15 Strength check to break the bolas cords. A light slaver's crossbow can entangle a target up to the same size as its intended wielder, and a heavy slaver's crossbow can entangle a creature up to one size larger. A masterwork bolas bolt or one with an enhancement bonus of at least +1 increases the DC of the Strength check to break the bolas to 20.
If the attack trips and entangles a target, the creature cannot move from its square until it breaks free of the bolas cords.
Aura:CLl:
Price: varies
Weight:
This crossbow shoots ammunition called bolas bolts instead of crossbow bolts. It comes in both light and heavy varieties (but not double, hand, or repeating crossbow varieties) with the same reload action as a conventional crossbow of its type.
Duergar Spells
The following spells are known and were likely developed by duergar spellcasters.
School: transmutation [] ()Domain:
Level: cleric: 3; oracle: 3; warpriest: 3; druid: 2; ranger: 4; sorcerer: 3; wizard: 3; arcanist: 3; witch: 2; hunter: 2
Components: V, S, DF/M (a beetle)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level
Saving Throws: Will negates
Spell Resistance: no
Target: up to 1 HD/level of vermin, no two of which can be more than 30 ft. apart
You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence.
Dust Ward
School: abjuration [] ()Domain:
Level: cleric: 6; oracle: 6; warpriest: 6; sorcerer: 6; wizard: 6; arcanist: 6; witch: 6
Components: V, S, M (a pinch of pumice)
Casting time: 10 minutes
Range: touch
Duration: permanent
Saving Throws: none
Spell Resistance: no
Target: one magic item
You ward a magic item against other creatures who try to learn to use or copy it. When you cast the spell, you designate one creature type, subtype, or a specific individual. If the item is worn or carried for 1 continuous hour or more by a creature that doesn't match the designation, the dust ward disintegrates the item into worthless gray dust. This destruction also occurs if the creature attempts to study the item in order to learn its properties or how to magically craft it (a miracle or wish spell used on the gray dust can still reveal this information). The destruction of the item doesn't harm the creature wearing or carrying the item (although the item's destruction may put the creature in harm's way, such as if a magical rope were being used to cross a chasm at the time). If the offending creature wears or carries the item for less than 1 hour and passes it to a different creature, the countdown to the item's destruction starts over.
The spell cannot affect a magic item with a caster level greater than half your caster level.
School: transmutation [] (earth)Domain:
Level: alchemist: 2; investigator: 2; antipaladin: 2; bloodrager: 2; cleric: 2; oracle: 2; warpriest: 2; druid: 2; paladin: 2; ranger: 2; witch: 2; hunter: 2
Components: V, S, DF/M (a pinch of forge soot)
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level (D; see text)
Saving Throws:
Spell Resistance:
Target: you
Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level.
While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
The following magic item was created by the duergar to aid in the controlling of their vermin mounts.
Aura: faint transmutationCLl: 5th
Price: 1,000 gp
Weight: 1 lb.
The wearer of this black leather headband can spend 10 minutes attuning the headband to one touched vermin of Medium or larger size. Once the headband is attuned, any creature wearing it can attempt Handle Animal and Ride checks to influence or control that vermin as if it were an animal and had animal-level intelligence. The attunement lasts until the vermin dies, the headband is destroyed, or the headband is attuned to a different vermin.
Duergar-created items of this type are usually protected by a dust ward * spell.
Example Duergar
Duergar Rangers
Spending much time scouting and exploring alone, rangers prove their toughness to their kin.
Init: +2. Senses: darkvision 120 ft.; Perception +6. Ac: 15, touch 12, flat-footed 13 (+3 armor, +2 Dex).
Hp: 13 (1d10+3).
Fortitude: +4. Reflex: +4. Will: +2; +2 vs. spells. Immune: paralysis, phantasms, poison. Weaknesses: light sensitivity.
Speed: 20 ft.. Melee: warhammer +3 (1d8+2/×3). Ranged: mwk light crossbow +4 (1d8/19-20). Special Attacks: favored enemy (dwarves +2). Strength: 14. Dexterity: 15. Constitution: 14. Intelligence: 10. Wisdom: 15. Charisma: 4.
Base Attack: +1. Cmb: +3. Cmd: 15 (19 vs. bull rush or trip).
Feats: Rapid Reload (light crossbow).
Skills: Climb +5, Handle Animal +1, Knowledge (dungeoneering) +4, Perception +6, Stealth +5, Survival +6.
Languages: Common, Dwarven, Undercommon. Special Qualities: ironskinned*, slow and steady, stability, track +1, wild empathy -2.
Gear: studded leather, mwk light crossbow with 20 bolts, warhammer, 16 gp.
spell-like abilities: (CL 1st; concentration -2)
1/day-invisibility (self only), ironskin *
Init: +1. Senses: darkvision 120 ft.; Perception +11. Ac: 20, touch 11, flat-footed 19 (+5 armor, +1 Dex, +4 natural).
Hp: 61 (6d10+24).
Fortitude: +8. Reflex: +6. Will: +4; +2 vs. spells. Immune: paralysis, phantasms, poison. Weaknesses: light sensitivity.
Speed: 20 ft.. Melee: +1 warhammer +11/+6 (2d6+4/×3). Ranged: mwk light crossbow +8 (1d8/19-20). Special Attacks: favored enemy (dwarves +4, elves +2). Strength: 16. Dexterity: 12. Constitution: 16. Intelligence: 10. Wisdom: 15. Charisma: 4.
Base Attack: +6. Cmb: +9. Cmd: 20 (24 vs. bull rush or trip).
Feats: Cleave, Endurance, Mounted Combat, Power Attack, Weapon Focus (warhammer).
Skills: Climb +11, Handle Animal +6, Knowledge (dungeoneering) +9, Perception +11, Ride +9, Survival +11.
Languages: Common, Dwarven, Undercommon. Special Qualities: favored terrain (underground +2), hunter's bond (companions), ironskinned*, slow and steady, stability, track +3, twilight touched*, wild empathy +3. Combat Gear: potion of cure moderate wounds, potion of invisibility, alchemist's fire (2), thunderstones (2). Other Gear: +1 chain shirt, +1 warhammer, mwk light crossbow with 20 bolts, 51 gp.
spell-like abilities: (CL 6th; concentration +3)
1/day-dust of twilight, ironskin *
ranger spells prepared: (CL 3rd; concentration +5)1st-lead blades, longstrider
Tactics
Before Combat The lieutenant casts ironskin and lead blades on himself.
Base Statistic When not under the effects of ironskin and lead blades, the lieutenant's statistics are
AC 16, touch 11, flat-footed 15
Melee +1 warhammer +11/+6 (1d8+4/×3).
Duergar Rogues
Duergar rogues primarily capture and discipline slaves.
Init: +6. Senses: darkvision 120 ft.; Perception +7. Ac: 15, touch 12, flat-footed 13 (+3 armor, +2 Dex).
Hp: 10 (1d8+2).
Fortitude: +1. Reflex: +4. Will: +3; +2 vs. spells. Immune: paralysis, phantasms, poison. Weaknesses: light sensitivity.
Speed: 20 ft.. Melee: short sword +1 (1d6+1/19-20) or sap +1 (1d6+1 nonlethal). Ranged: mwk light crossbow +3 (1d8/19-20). Special Attacks: sneak attack +1d6. Strength: 13. Dexterity: 15. Constitution: 12. Intelligence: 12. Wisdom: 16. Charisma: 4.
Base Attack: +0. Cmb: +1. Cmd: 13 (17 vs. bull rush or trip).
Feats: Improved Initiative.
Skills: Acrobatics +5, Climb +4, Disable Device +5, Escape Artist +5, Knowledge (dungeoneering) +5, Perception +7, Sense Motive +7, Stealth +5, Survival +4.
Languages: Common, Dwarven, Undercommon. Special Qualities: slow and steady, stability, trapfinding +1.
Gear: studded leather, mwk light crossbow with 20 bolts, sap, short sword, 18 gp.
spell-like abilities: (CL 1st; concentration -2)
1/day-enlarge person (self only), invisibility (self only)
Init: +7. Senses: darkvision 150 ft.; Perception +16. Ac: 21, touch 15, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural).
Hp: 64 (10d8+16).
Fortitude: +5. Reflex: +11. Will: +7; +2 vs. spells. Defensive Abilities: evasion, improved uncanny dodge, trap sense +2. Immune: paralysis, phantasms, poison. Weaknesses: light sensitivity.
Speed: 20 ft.. Melee: +1 short sword +11/+6 (1d6+2/19-20). Ranged: +1 light slaver's crossbow +11 (1d4+1 nonlethal/19-20 plus entangle). Special Attacks: sneak attack +3d6. Strength: 13. Dexterity: 17. Constitution: 12. Intelligence: 12. Wisdom: 16. Charisma: 4.
Base Attack: +7. Cmb: +8. Cmd: 23 (27 vs. bull rush or trip).
Feats: Combat Reflexes, Dodge, Exotic Weapon Proficiency (slaver's crossbow), Improved Initiative, Mobility, Point-Blank Shot, Weapon Finesse.
Skills: Acrobatics +15 (+11 when jumping), Climb +9, Disable Device +12, Escape Artist +15, Knowledge (dungeoneering) +10, Perception +16, Perform (dance) +2, Sense Motive +16, Sleight of Hand +15, Stealth +15, Survival +4.
Languages: Common, Dwarven, Undercommon. Special Qualities: hide in plain sight, ironskinned*, rogue talents (combat trick, fast stealth, finesse rogue, stand up), shadow jump (40 ft./day), slow and steady, stability, summon shadow, trapfinding +3. Combat Gear: potions of cure moderate wounds (2), tanglefoot bags (2). Other Gear: +1 chain shirt, +1 light slaver's crossbow* with 10 bolas bolts, +1 short sword, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, mwk manacles (2), mwk thieves' tools, 720 gp.
spell-like abilities: (CL 10th; concentration +7)
1/day-invisibility (self only), ironskin *
shadowdancer spell-like abilities: (CL 4th; concentration +1)2/day-shadow illusion (DC 8)
1/day-shadow call (DC 11)
These eccentric duergar enjoy nothing more than concocting new alchemical methods to kill and torture their enemies.
Init: +4. Senses: darkvision 120 ft.; Perception +6. Ac: 22, touch 14, flat-footed 18 (+2 armor, +4 Dex, +6 natural).
Hp: 18 (2d8+6).
Fortitude: +5. Reflex: +7. Will: +0; +2 vs. spells. Immune: paralysis, phantasms, poison. Weaknesses: light sensitivity.
Speed: 20 ft.. Melee: light mace +2 (1d6+1). Ranged: bomb +6 (1d6+2 acid or fire) or light crossbow +3 (1d8/19-20). Special Attacks: bomb 6/day (1d6+2 acid or fire, DC 13). Strength: 12. Dexterity: 16. Constitution: 15. Intelligence: 15. Wisdom: 10. Charisma: 4.
Base Attack: +1. Cmb: +2. Cmd: 16 (20 vs. bull rush or trip).
Feats: Brew Potion, Extra Bombs, Throw Anything.
Skills: Craft (alchemy) +7, Disable Device +8, Heal +4, Knowledge (arcana) +7, Perception +6, Survival +4.
Languages: Aklo, Common, Draconic, Dwarven, Undercommon. Special Qualities: alchemy (alchemy crafting +2, identify potions), discovery (acid bomb), ironskinned*, mutagen (+4/-2, +2 natural, 20 minutes), poison use, slow and steady, stability. Combat Gear: potions of cure light wounds (2), potions of detect secret doors (2), potions of expeditious retreat (2), potions of negate aroma (2), acid (6), alchemist's fire (6), smokesticks (6), tanglefoot bags (6), thunderstones (6). Other Gear: leather armor, light crossbow with 10 bolts, light mace, dust of tracelessness, tindertwigs (6), formula book, 2 gp.
spell-like abilities: (CL 2nd; concentration -1)
1/day-invisibility (self only), ironskin *
alchemist extracts prepared: (CL 2nd)1st-bomber's eye, shield, true strike
Tactics
Before Combat The bombardier quaffs a Dexterity mutagen and casts ironskin .
During Combat The bombardier spends most of the combat lobbing bombs or alchemist's fire at her foes, using invisibility and potions of longstrider to gain superior tactical positions or make a hasty retreat.
Base Statistics When she's not under the effect of her mutagen and ironskin, the bombardier's statistics are
Init +2
AC 14, touch 12, flat-footed 12
Ref +5
Will +1
Ranged bomb +4 (1d6+2 fire) or light crossbow +3 (1d8/19–20)
Dex 14
Wis 12
CMD 14 (18 vs. bull rush, 18 vs. trip)
Skills Heal +6, Disable Device +7, Perception +6, Survival +6.
A duergar bombardier spends her days fiddling with reagents and bizarre ingredients that she either finds deep underground or purchases from scouts who have brought them back from the surface or distant caverns. Essential ingredients, especially plants, can be hard to find, and a bombardier must work for money or favors if she's to continue practicing her craft.
Though the military and slavers are loath to employ these unpredictable duergar, bombardiers can be very effective when subtlety is not required. Though most bombardiers wouldn't hurt their own kind—the bonds of kin and law are too strong—they often inadvertently kill potential slaves instead of capturing them.
Duergar Monks
Martial mystics expunge corruption from duergar society.
Init: +2. Senses: darkvision 120 ft.; Perception +7. Ac: 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis).
Hp: 18 (2d8+6).
Fortitude: +5. Reflex: +5. Will: +5; +2 vs. spells. Defensive Abilities: evasion. Immune: paralysis, phantasms, poison. Weaknesses: light sensitivity.
Speed: 20 ft.. Melee: unarmed strike +3 (1d6+2) or unarmed strike flurry of blows +2/+2 (1d6+2). Ranged: shuriken +3 (1d2+2) or shuriken flurry of blows +2/+2 (1d2+2). Special Attacks: flurry of blows, stunning fist (2/day, DC 13). Strength: 14. Dexterity: 15. Constitution: 14. Intelligence: 10. Wisdom: 15. Charisma: 4.
Base Attack: +1. Cmb: +3. Cmd: 18 (22 vs. bull rush or trip).
Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Innate Flexibility*, Stunning Fist.
Skills: Acrobatics +7, Escape Artist +7, Perception +7, Stealth +7.
Languages: Common, Dwarven, Undercommon. Special Qualities: slow and steady, stability. Combat Gear: potion of cure light wounds, potions of invisibility (2), thunderstones (4). Other Gear: shuriken (10), 7 gp.
spell-like abilities: (CL 1st; concentration -2)
1/day-invisibility (self only), ironskin *
Init: +9. Senses: darkvision 120 ft.; Perception +17. Ac: 25, touch 21, flat-footed 20 (+3 armor, +1 deflection, +4 Dex, +1 dodge, +3 monk, +1 natural, +2 Wis).
Hp: 93 (12d8+36).
Fortitude: +11. Reflex: +14. Will: +11; +2 vs. spells. Defensive Abilities: improved evasion. Immune: disease, paralysis, phantasms, poison. Weaknesses: light sensitivity.
Speed: 60 ft.. Melee: unarmed strike +14/+9 (2d6+2) or unarmed strike flurry of blows +15/+15/+10/+10/+5 (2d6+2). Ranged: +2 shuriken +16/+11 (1d2+4) or +2 shuriken flurry of blows +17/+17/+12/+12/+7 (1d2+4). Special Attacks: flurry of blows, stunning fist (12/day, DC 18). Strength: 14. Dexterity: 20. Constitution: 14. Intelligence: 10. Wisdom: 15. Charisma: 4.
Base Attack: +9. Cmb: +14. Cmd: 33 (37 vs. bull rush or trip).
Feats: Dodge, Gray Dwarf Magic* (ironskin *), Extra Ki, Improved Initiative, Improved Unarmed Strike, Innate Flexibility* (2), Mobility, Spring Attack, Stunning Fist, Weapon Finesse.
Skills: Acrobatics +20 (+32 when jumping), Escape Artist +20, Perception +17, Stealth +20.
Languages: Common, Dwarven, Undercommon. Special Qualities: born in darkness, earth glide, fade from sight, fast movement, gray heart, ki pool (10 points, cold iron, lawful, magic), maneuver training, slow and steady, stability. Combat Gear: potion of cure serious wounds. Other Gear: +2 shuriken (10), amulet of natural armor +1, belt of incredible dexterity +2, bracers of armor +3, cloak of resistance +1, ring of protection +1, 588 gp.
spell-like abilities: (CL 12th; concentration +9)
1/day-enlarge person (self only), invisibility (self only), ironskin *
Veteran soldiers among the duergar lead groups of warriors or form their own elite strike forces. These soldiers always use enlarge person before combat.
Init: +0. Senses: darkvision 120 ft.; Perception +2. Ac: 16, touch 9, flat-footed 16 (+7 armor, -1 size).
Hp: 23 (2d10+8).
Fortitude: +6. Reflex: +0. Will: +2 (+1 vs. fear); +2 vs. spells. Defensive Abilities: bravery +1. Immune: paralysis, phantasms, poison. Weaknesses: light sensitivity.
Speed: 20 ft.. Melee: mwk dwarven waraxe +5 (2d8+4/×3). Ranged: heavy crossbow +3 (2d8/19-20). Strength: 17. Dexterity: 10. Constitution: 16. Intelligence: 10. Wisdom: 15. Charisma: 4.
Base Attack: +2. Cmb: +5. Cmd: 16 (20 vs. bull rush or trip on solid ground).
Feats: Cleave, Power Attack, Weapon Focus (dwarven waraxe).
Skills: Handle Animal +1, Perception +2, Ride -2, Survival +6.
Languages: Common, Dwarven, Undercommon. Special Qualities: slow and steady, stability. Combat Gear: potions of cure light wounds (2), alchemist's fire (2). Other Gear: banded mail, heavy crossbow with 10 bolts, mwk dwarven waraxe, 9 gp.
spell-like abilities: (CL 2nd; concentration -1)
1/day-enlarge person (self only), invisibility (self only)
Init: +0. Senses: darkvision 120 ft.; Perception +2. Ac: 21, touch 10, flat-footed 20 (+10 armor, +1 deflection, +1 natural, -1 size).
Hp: 90 (9d10+36).
Fortitude: +10. Reflex: +4. Will: +6 (+2 vs. fear); +2 vs. spells. Defensive Abilities: bravery +2. Immune: paralysis, phantasms, poison. Weaknesses: light sensitivity.
Speed: 20 ft.. Melee: +2 dwarven waraxe +17/+12 (2d8+12/19-20/×3). Ranged: mwk heavy crossbow +11 (2d8+1/19-20). Special Attacks: weapon training (axes +2, crossbows +1). Strength: 19. Dexterity: 10. Constitution: 16. Intelligence: 10. Wisdom: 15. Charisma: 4.
Base Attack: +9. Cmb: +13 (+15 overrun, +15 sunder). Cmd: 25 (29 vs. bull rush or trip).
Feats: Cleave, Great Cleave, Greater Overrun, Greater Sunder, Greater Weapon Focus (dwarven waraxe), Mounted Combat, Power Attack, Vital Strike, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Skills: Climb +6, Handle Animal +3, Perception +2, Ride +8, Survival +8.
Languages: Common, Dwarven, Undercommon. Special Qualities: armor training 2, slow and steady, stability. Combat Gear: potions of cure serious wounds (2), thunderstones (3). Other Gear: +1 full plate, +2 dwarven waraxe, mwk heavy crossbow with 10 bolts, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 129 gp.
spell-like abilities: (CL 9th; concentration +6)
1/day-enlarge person (self only), invisibility (self only)
Imbued with the divine might of the dark god who saved the duergar from destruction, high priests are often seen as the true authorities in duergar society.
Init: +0. Senses: darkvision 120 ft.; Perception +18. Ac: 31, touch 14, flat-footed 31 (+9 armor, +4 deflection, +8 natural).
Hp: 101 (13d8+39).
Fortitude: +10. Reflex: +4. Will: +13; +2 vs. spells. Immune: paralysis, phantasms, poison. Weaknesses: light sensitivity.
Speed: 20 ft.; freedom of movement. Melee: +1 heavy mace +12/+7 (1d8+2). Ranged: mwk light crossbow +10 (1d8/19-20). Special Attacks: channel negative energy 4/day (DC 17, 7d6). Strength: 13. Dexterity: 10. Constitution: 14. Intelligence: 8. Wisdom: 20. Charisma: 12.
Base Attack: +9. Cmb: +10. Cmd: 21 (25 vs. bull rush or trip).
Feats: Combat Casting, Gray Dwarf Magic* (ironskin *), Giant Steps, Innate Flexibility*, Tough as Iron*, Toughness, Weapon Focus (heavy mace).
Skills: Knowledge (religion) +8, Perception +18, Spellcraft +9.
Languages: Common, Dwarven, Undercommon. Special Qualities: slow and steady, stability. Combat Gear: scroll of cure critical wounds. Other Gear: +3 chainmail, +1 heavy mace, mwk light crossbow with 20 bolts, amulet of natural armor +2, headband of inspired wisdom +2, ring of protection +1, silver unholy symbol, spell component pouch, 321 gp.
spell-like abilities: (CL 13th; concentration +14)
1/day-enlarge person (self only), invisibility (self only), ironskin *
domain spell-like abilities: (CL 13th; concentration +18)8/day-copycat (13 rounds), dazing touch
At will-charming smile (13 rounds/day, DC 16), master's illusion (13 rounds/day, DC 21)
cleric spells prepared: (CL 13th; concentration +18)7th-blasphemy (DC 22), insanity D (DC 22)
6th-blade barrier (DC 21), harm (DC 21), mislead D (DC 21)
5th-break enchantment (DC 20), breath of life, charm monster D (DC 20), slay living (DC 20), wall of stone (DC 20)
4th-cure critical wounds, divine power, freedom of movement, heroism D, spell immunity, unholy blight (DC 19)
3rd-bestow curse (DC 18), dispel magic, invisibility purge, stone shape, suggestion D (DC 18), wind wall
2nd-control vermin * (DC 17), hold person (2, DC 17), invisibility D, sound burst (DC 17), spiritual weapon
1st-bane (DC 16), charm person D (DC 16), cure light wounds, divine favor, doom (DC 16), shield of faith (2)
0 (at will)-detect magic, guidance, resistance, virtue
D domain spell; Domains Charm, Trickery
Tactics
Before Combat The high priest casts freedom of movement, ironskin, and shield of faith.
During Combat The high priest first provides magical support, then uses enlarge person and enters combat.
Base Statistics When not under the effects of freedom of movement, ironskin, and shield of faith, the high priest's statistics are
AC 22, touch 11, flat-footed 22
Speed no freedom of movement .
Because religious doctrine is so influential in duergar society, common duergar treat high priests like the voice of their god, trusting their wisdom in all things. A high priest is effectively the primary lawmaker for her clan.
Beetles
Duergar capture and keep these glistening black beetles.