Duergar
Culture
Duergar were at heart a grim and bitter race, pessimistic of their future and deeply cynical regarding the motives of others. In a dark inversion of the strong family bonds typical of their dwarven kin, duergar viewed their kin and clan as adversaries set on holding them back, an expectation that became a self-fulfilling prophecy since every duergar came to believe this from early childhood. As a result, duergar were a dark and cruel race, who showed no mercy to their foes and who took great pleasure in inflicting pain on others, a welcome relief from what they believed was a meaningless life that would end, inevitably, in betrayal.Physical Description
The Grey dwarves, or Duergar were typically stocky figures, though beyond this there were many differences. Both male and female duergar were typically bald, with females also lacking the capacity to grow facial hair. Many were also thinner than their dwarven brethren. Most obvious, however, was their dull gray skin and hair, often matched with an equally stolid expression. Because many duergar found on the surface world were criminal exiles, a surface dweller who encountered one of the gray dwarves was likely to notice facial and arm tattoos that marked the duergar as a traitor to his or her people.Stats and Meta Information
Ability Score Modifiers: Duergar are hearty and observant, but also belligerent. They gain +2 Constitution, +2 Wisdom, and –4 Charisma. Type: Duergar are humanoids with the dwarf subtype. Size: Duergar are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Slow and Steady– Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran. Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities. Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground. Basic Telekinesis: Duergar have the natural ability to telekinetically manipulate the world around them. This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 hit dice you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. You can use this ability to perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks. Kinetic Form: Once per day you are able to suspend your body in a mass of telekinetic force. This ability functions a Enlarge Self, using your character level as your caster level and affecting yourself only. Telekinetic Invisibility: Once per day, you are able to bend light around yourself to appear invisible. This ability functions as per Invisibility using your character level as your caster level and affecting yourself only. Darkvision: Duergar have darkvision, allowing them to see perfectly in the dark up to 60 feet.
Encompassed species