Magic Resistance. Valtagar has advantage on saving throws against spells and other magical effects.
Dwarven Resilience. <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage.
Spellcasting. Valtagar is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): Otiluke's Resilient Sphere, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*Valtagar casts these spells on itself before combat.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:4 (1d4 + 2) piercing damage.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, <$short_name$> magically increases in size, along with anything they are wearing or carrying. While enlarged, <$short_name$> is Large, doubles their damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If <$short_name$> lacks the room to become Large, they attain the maximum size possible in the space available.
Invisibility (Recharges after a Short or Long Rest). <$title_short_name$> magically turns invisible until they attack, cast a spell, or use their Enlarge, or until their concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment <$short_name$> wears or carries is invisible with them.
Archmages are exceedingly rare in duergar society, and Valtagar's gift for wizardry never sat well with the clans of Gracklstugh. He doesn't put himself in harm's way unless he has a clear tactical edge.