Duergar (CR 1)

Medium Humanoid
Alignment: Often lawful evil
Initiative: +0; Senses: darkvision 60 ft., Listen +3, and Spot +2


AC: 17 (+5 chain mail, +2 heavy shield), touch 10, flat-footed 14
Hit Dice: 1d8+5 (9 hp)
Fort +4*, Ref +0*, Will +1*
Speed: 20 ft. (20 ft. in chain mail)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Warhammer +2 melee or light crossbow +1 ranged
Full Attack: Warhammer +2 melee or light crossbow +1 ranged
Damage: Warhammer 1d8+1/x3, light crossbow 1d8/19-20
Special Attacks/Actions: Duergar traits, spell-like abilities
Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Special Qualities: duergar traits
Feats: Toughness
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently -4, and Spot +2
Advancement: By character class
Climate/Terrain: Any underground
Organization: Team (2-4), squad (9-16 plus 3 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (20-80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3-6 6th-level lieutenants, and 1-4 9th-level captains)
Treasure: Standard coins; double goods; standard items

Source: Monster Manual

Combat

Duergar are experts in combat, effectively using their environment and executing well-planned group attacks.

Duergar Traits (Ex): Duergar benefit from a number of racial traits.