Look another thread by Medieval Man! This time I bring to you a classic monster, the duergar! The only thing I am not sure of is the bonus hit points for the higher level duergar. Other than that, these evil dwarves are pretty much done. Enjoy.
EDIT
Made some changes, nothing major though.
Duergar
Armor Class: 15 (11)
Hit Dice: 1+1
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 20’ Unarmored 40'
No. Appearing: 2d4, Wild 3d6, Lair 10d10
Save As: Fighter 1 (with Dwarf bonuses)
Morale: 8
Treasure Type: Q, S, U each; G in lair
XP: 25
The duergar are slavers who dwell in volcanic regions as well as the underdark. They raid surrounding territories on a regular basis always seeking to replenish their workforce. They share the same height and build with their dwarven cousins but the physical resemblance ends there. Duergar have charcoal gray skin and hair that ranges in color from coal black, ghostly white, stone gray, and fiery orange. Duergar prefer to wear dark clothing to help blend in with their environment better. Their weaponry and armor is always of the highest quality.
The statistics given above are for a standard duergar in chainmail armor; they have a natural Movement rate of 40' and a natural armor class of 11.
Duergar are pragmatic fighters and always seek the path to victory that is the least dangerous for themselves. They employ slave warriors in large numbers, typically gnolls, goblins, or orcs. Duergar will work with bugbears and hobgoblins as equals. Duergar are naturally stealthy and will surprise their enemies on a roll on 1-3 on 1d6. They are typically well organized and equipped and under the proper strategist a small group of duergar could potentially devastate a much larger enemy force. Duergar have a simmering hatred for their kin and will attack dwarves first unless ordered otherwise.
One out of every eight duergar will be a sergeant of 3+3 hit dice (145 XP). Regular duergar gain a +1 bonus to their morale when they are led by a sergeant. In duergar lairs, one out of every twelve will be a captain of 5+5 hit dice (360 XP), with an armor class of 16 (11) having a +1 bonus to melee damage due to strength. In lairs of 30 or greater, there will be a duergar clan leader of 7+7 hit dice (670 XP), with an armor class of 17 (11) having a +2 bonus to melee damage. In the lair, duergar never fail morale as long as their clan leader lives. In addition, a lair has a chance equal to 1-2 on 1d6 of a forge priest being present (or 1-3 on 1d6 if a duergar clan leader is present), and a 1 on 1d6 chance of a sorcerer being present as well. A forge priest is equivalent to a duergar sergeant statistically, but has clerical abilities at level 1d6+1. A sorcerer is equivalent to regular duergar, but has magic-user abilities of level 1d6.