Monster Codex | Rules | Duergar | New Rules

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

Duergar.

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

Toughness, duergar.

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.

Bolas Bolts

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.

Slaver's Crossbow

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.

Control Vermin

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.

Ironskin

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.

Duergar Magic Item

The following magic item was created by the duergar to aid in the controlling of their vermin mounts.

Headband of Vermin Control

Aura: faint transmutation
CLl: 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.