Duergar

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Additional Experience Cost: +20% experience points to gain a new level.
Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
Can choose to use any kit allowed to dwarves. Can choose not to use a kit at all.
Special Advantages: Duergar are stealthy. Parties or individuals at least 90 feet ahead of the party gain a surprise bonus. This causes a -2 penalty to the opponent's surprise rolls. If a door or other screen is opened, the bonus is lost. Duergar receive a +2 bonus on their own surprise rolls.
In addition to the standard saving throw bonuses against magical attacks (see Saving Throw Modifiers), duergar are unaffected by paralysis, illusion and phantasm spells. They are immune to all magical and alchemical poisons. Against natural poisons they gain the standard dwarf saving throw bonus.
In addition they possess the innate magical abilities of enlarge and invisibility. They can use each of these powers once per day. A duergar uses the enlarge ability as though he were a wizard twice his own level. A 2nd-level duergar uses enlarge as though he were a 4th-level wizard. He may use it only to affect himself and whatever he is wearing or carrying.
Special Disadvantages: Duergar are adversely affected by bright light such as sunlight or a continual light spell. They are not affected by the light of torches, lanterns, magic weapons, light or faerie fire.
Affected by bright light, his enhanced ability to gain surprise is negated. Dexterity is reduced by -2 and hit rolls are made at a -2 penalty.
In situations where a duergar is in darkness but his opponents are in bright light, his Dexterity and surprise advantages are unaffected, but he suffers a -1 penalty to his attack rolls.
Other dwarves distrust duergar and react to them at -3 penalty. If the character kits are being used, this penalty is cumulative with any incurred when choosing a particular kit.
 Duergar Racial Adjustment for ThievesAbility Score Modifiers (CBD)#Thieving Skill Adjustments
PP	OL 	F/RT	MS 	HS 	DN 	CW 	RL
+5	+10%	– 	+10%	+10%	+5%	-10%	-15%
==Standard Dwarf Abilities==
Magical Malfunctions: If a magical item is not specifically created for the dwarf's class, there is a 20% chance (40% for gully dwarves) that the item will malfunction when it is used. A check is made each time the dwarf uses the item and affects only the current use; it may work properly the next time. This applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and most other magical items. Also, DMs should note that a malfunction is not usually just a simple failure to function. The item usually does something dramatic and colorful, at the DM's discretion.
* Dwarves have learned to master some magical items. Weapons, shields, armor, gauntlets, and girdles always work.
* Dwarf priests and warrior/priests may use clerical items without malfunction.
* Dwarves also recognize cursed magical items that malfunction in their hands. They may dispose of malfunctioning items.
Combat Bonuses:
* Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack dwarves.
* All dwarves, unless otherwise specified in the sub-class section, gain a +1 bonus to attack orcs, half-orcs, goblins, and hobgoblins. If the campaign background makes it possible, this bonus may be changed. Instead, the object of their hatred may be any other monster. The character may come from a stronghold that has never fought orcs, but does have a long history of warfare against drow and duergar. In that case, give the +1 attack bonus against drow and duergar instead.
** If this option is used, bonuses gained from character kits are added to it.
Saving Throw Modifiers: Dwarves are nonmagical and gain the following bonuses to saving throws against poisons and magical attacks:
 Saving Throw Bonuses Table
Constitution 	Save Bonus
3 	—
4-6 	+1
7-10 	+2
11-13 	+3
14-17 	+4
18-19 	+5
Underground Detection Abilities: All dwarves gain certain detection abilities automatically:
Detect or Determine... 	Roll 1d6
Grade or slope in passage 	1-5
New tunnel/passage construction 	1-5
Sliding/shifting walls or rooms 	1-4
Stonework traps, pits, and deadfalls	1-3
Approximate depth underground 	1-3
== References ==