As a follow up to an earlier post about Duergar I've taken the proposed options and created a couple of sample monsters for your players to fight. It's no good if only your players have this options.
Duergar Tunnel Dropper
The Duergar Tunnel Dropper represents the elite of their Shock Troopers. They hold the lines until bloodied, when they become the lines. Tunnel Droppers try and wedge themselves in hallways, giving enemies as little room to negotiate as possible. When they can't find a restrictive space to fight it in, they slam their mauls into the ceiling and floor, to reshape the terrain to a more inhospitable fashion.
The combination of expand and Poison Veins gives them a devastating attack once bloodied, that shows the power of these evil underdwellers.
Duergar Tunnel Dropper Level 6 Elite Brute
Medium natural humanoid XP 500
Initiative +6 Senses Perception +6; darkvision
HP 168; Bloodied 84
AC 21; Fortitude 22; Reflex 15; Will 18
Immune illusion; Resist 5 fire, 5 poison
Saving Throws +2
Action Points 1
m Maul (standard; at-will) • Weapon
+9 vs AC; 2d6 + 6 damage
C Earth Stomp (standard; recharge 5 6) • Zone
Close Burst 1; +7 vs Reflex; 1d10 + 4 and the burst becomes a zone of difficult terrain.
Poison Veins (minor; encounter (only when bloodied)) • Poison
The Duergar Tunnel Dropper deals an additional 1d8 damage to his next attack, and the target takes a -2 penalty to attack rolls and ongoing 2 poison damage (save ends both). This effect ends if no attack is made by the end of you're turn.
Expand (when first bloodied; encounter) • Polymorph
The duergar tunnel dropper becomes Large, occupying 4 squares instead of 1. Any creatures in the squares that the shock trooper comes to occupy are pushed 1 square. The tunnel dropper also gains reach 2 and a +5 bonus to its melee damage rolls. The tunnel dropper remains Large until the end of the encounter.
Alignment Evil Languages Common, Deep Speech, Dwarven
Skills Dungeoneering +12
Str 19 (+7) Dex 16 (+6) Wis 16 (+6)
Con 14 (+5) Int 10 (+3) Cha 8 (+2)
Equipment Chainmail, Maul
The Duergar Frontliner sits at the opposite end of the spectrum. Trained to work in large groups, as a unit, and to protect the other members of their squad. They unleash a weakened version of their poison blood and then gladly sacrifice themselves.
Duergar Frontliner Level 11 Minion Soldier
Medium natural humanoid XP 150
Initiative +8 Senses Perception +9; darkvision
HP 1; a missed attack never damages a minion.
AC 27; Fortitude 24; Reflex 23; Will 20
Resist 10 fire, 10 poison
m Warhammer (standard; at-will) • Weapon
+18 vs AC; 8 damage
Poison Veins (minor; encounter) • Poison
The Duergar Tunnel Dropper deals an additional 1d8 damage to his next attack, and the target takes a -2 penalty to attack rolls.This effect ends if no attack is made by the end of you're turn.
Sacrifice (immediate interrupt; an adjacent ally takes damage)
The Duergar Frontlner instead takes the damage
Alignment Evil Languages Deep Speech
Str 21 (+10) Dex 19 (+9) Wis 18 (+9)
Con 17 (+8) Int 12 (+6) Cha 10 (+5)
Equipment Chainmail, Warhammer