DUERGAR (Gray Dwarves) (Gray Ones)

FREQUENCY: Very rare
FREQUENCY: Very rare ([Dungeon Level II])
 

NO. APPEARING: 2-8 or 201-300
ARMOR CLASS: 4
MOVE: 6"
HIT DICE: 1+2
% IN LAIR: 5%
TREASURE TYPE: Individuals [M], [Q]; Lair [B] (magic only), [F]
NO. OF ATTACKS: 1 (or more)
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: Save at +4
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to genius
ALIGNMENT: Lawful evil (neutral) <(malicious, wicked)>
SIZE: S (4' tall)
PSIONIC ABILITY: 71-90 (2/level)
    Attack/Defense Modes: B, C, D / F, G, H
LEVEL/X.P. VALUE: Variable | Variable
    LEVEL/X.P. VALUE, 1st level:
    LEVEL/X.P. VALUE, 2nd level:
 

The duergar are the seldom-encountered race of evil dwarves.
They are also known as the gray dwarves or gray ones.
Malicious in the extreme,
duergar dwell in subterranean depths where their evil need not withstand the light.
Normally but a handful of these wicked creatures will be discovered,
but occasionally a lair will be discovered with hundreds of duergar there.

<spaces added below>
For every 4 normal duergar encountered there will be 1 with double<(x2)> HD,
i.e.,
1 in 4 is 2nd level.

If 9 are encountered outside their lair, <technically, 2-8>
an additional duergar of triple<(x3)> or quadruple<(x4)> HD (3rd or 4th level) will be leading the group.

First-level <1st-level> duergar carry:
    pick,
    hammer,
    spear -
    chain, and shield and are encountered 75% of the time;
        <horseman's military pick, hammer, chain mail, small shield>
       <l>

2nd level carry pick, light crossbow - chain and shield and are encountered 25% of the time. <l>

Additional weapons and armor are as follows:
 
No. Appearing Level (Class) Weapons & Armor Level/XP Value
+ 1 / 16 3rd level hammer, short sword - plate and shield
+ 1 / 16 4th level hammer, short sword - plate and shield
+ 4-6 5th level hammer, short sword - plate and shield
+ 2-3 6th level hammer, short sword - plate and shield
+ 1 7th-9th level hammer*, short sword* - plate and shield
+ 4-6 3rd-6th / 3rd-6th level cleric/assassins any usable* / any usable*
+ 1 7th-9th / 7th-9th level cleric/assassins any usable* / any usable*

(*5% chance/level for magical item;
where split level,
add one-half of lower to higher to find approximate actual level,
rounding upwards)
<l: mgi tables>

There will be noncombatant young duergar equal to 10% of the total number of normal fighters,
i.e., 21-30 young.
The duergar lair will always be subterranean, extensive, and consist of many passages, rooms, chambers, and secret areas. <l: dmg.a?>
There may (25%) be some monster kept as a guardian in the lair complex.

There is a 75% probability that there will be 10-40 slaves there.
Roll 1d20 to find the type of slaves kept:
    1-8 = mountain dwarves or orcs,
    9-12 dwarves or goblins,
    13-16 gnomes or xvarts,
    17-18 halflings (stout) or kobolds,
    19 = svirfneblins or norkers,
    20 = adventurers or others.

Adventurer types will be typical, <l: rg?>
and "others" will be drow, grimlocks, etc.

Duergar have been known to dwell with derro (q.v.) and similar evil creatures,
but such communities are rare.
Duergar surprise on a 3 in 6.
They are surprised only 1 in 10.
As with normal sorts of dwarfkind,
duergar save vs. magical attacks (death magic, polymorph, rod et al, and spell) at +4.
They are immune to paralysis & poison. <v>
Spells of the illusion/phantasm category do not affect duergar.

All duergar have the following psionic disciplines:
expansion, invisibility, molecular attraction, and reduction. <molecular agitation>
Performance level is equal to HD of xperience. <v>

Q: The duergar from the Monster
Manual II is listed with the psionic
ability molecular attraction. Is there
such an ability?

A: No; this was a typo. The actual discipline
is molecular agitation.
(131.63)

Duergar have infravision of 12" range.
They speak the silent speech of subterranean creatures,
their own tongue,
and Dwarf.
Some speak other tongues as well.
<above all added to DMG>

Duergar appear as emaciated,
evil-visaged creatures.
Their skin is medium to dark gray.
They favor garb of drab color,
typically that which blends into their environment.
They live longer than do normal dwarves,
some reaching 500 or more years of age. <update age tables + link>


 

Duergar (DSG): The duergar, or gray ones, practice their evil in a disciplined
and orderly fashion. This has allowed the race to prosper and
dominate in areas where other, more numerous, creatures have
failed to thrive. Coupled with this inherent discipline, the gray
dwarves are also hard workers and tenacious combatants.
In many ways, the duergar culture resembles that of their
higher cousins, the mountain and hill dwarves. All of the dwarf
races rely heavily on mining for economic prosperity, and all are
skilled at working metals and stone. The duergar are particularly
adept at designing fiendish traps that imprison unwary prey and
often inflict a slow and painful death. The duergar differ somewhat
from their cousins in their frequent employment of slave
labor, and their complete disregard for the welfare of those
slaves.

When arrayed for battle, the duergar make a formidable force.
They are particularly known for their complete mercilessness on
the battlefield, and for their love of torture. Captives that are
deemed unsuitable for slavery are usually put to death in the
most fiendish, macabre, and time-consuming methods imaginable.
As a race, the duergar seem to have no major ambitions of conquest
and domination, but they fight fiercely and savagely both to
preserve what they have and to gain control of any portion of the
subterranean world that appeals to them. The latter usually
occurs when precious metals or gems are found outside the
duergar realms. In these cases, the gray dwarves quickly mount
a military expedition and attack any creatures dwelling in the cov-
eted caverns. The duergar, for practical as well as alignment reasons,
prefer to exterminate their foes in these instances rather
than simply drive them off. This tactic serves to eliminate threats
of reprisal.

Many duergar become skilled craftsmen, particularly in the
areas of sculpture and metalworking. The gray ones trade their
work with neighboring races and receive slaves and technological
devices that are beyond their capabilities.

For more information on the duergar, see Monster Manual II.