D&D Denizens: Dwarves

5
8/20/2019 D&D Denizens: Dwarves http://slidepdf.com/reader/full/dd-denizens-dwarves 1/5 D&D Citizens: Dwarves A Dwarf NPC Miscellany Introduction: Appendix B of the Monster Manual  provides a number of generic NPCs, but those s  blocks do not include racial traits and modifiers or racially suitable equipment. Further, while th NPCs cover many of the basic roles you might use in your campaign, there are some gaps to be fill  The dwarf NPCs herein can fill some of those gaps and provide you with a larger variety of dwarv characters to inhabit the worlds you create, ranging from CR 1/8 to CR 4.  A rogue’s gallery of generic dwarven NPCs for any campaign by Scott Holden DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide,  D&D Adventurers League, all other Wizard product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of t material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the ex permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, S Uxbridge, Middlesex, UB11 1ET, UK.

Transcript of D&D Denizens: Dwarves

Page 1: D&D Denizens: Dwarves

8202019 DampD Denizens Dwarves

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DampD Citizens Dwarves

A Dwarf NPC Miscellany

Introduction Appendix B of the Monster Manual provides a number of generic NPCs but those s

blocks do not include racial traits and modifiers or racially suitable equipment Further while th

NPCs cover many of the basic roles you might use in your campaign there are some gaps to be fill

The dwarf NPCs herein can fill some of those gaps and provide you with a larger variety of dwarv

characters to inhabit the worlds you create ranging from CR 18 to CR 4

A roguersquos gallery of generic dwarven NPCs for any campaign

by Scott Holden

DUNGEONS amp DRAGONS DampD Wizards of the Coast Forgotten Realms the dragon ampersand Playerrsquos Handbook Monster Manual Dungeon Masterrsquos Guide DampD Adventurers League all other Wizard

product names and their respective logos are trademarks of Wizards of the Coast in the USA and other countries All characters and their distinctive likenesses are property of Wizards of t

material is protected under the copyright laws of the United States of America Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the ex

permission of Wizards of the Coast

copy2016 Wizards of the Coast LLC PO Box 707 Renton WA 98057-0707 USA Manufactured by Hasbro SA Rue Emile-Boeacutechat 31 2800 Deleacutemont CH Represented by Hasbro Europe 4 The Square S

Uxbridge Middlesex UB11 1ET UK

8202019 DampD Denizens Dwarves

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The dwarves of yore made mighty spells

While hammers fell like ringing bells

In places deep where dark things sleep

In hollow halls beneath the fells

mdashJRR Tolkien The Hobbit

DwarvesSome of the NPCs from the appendices of the MonsterManual work well for dwarves bandit gladiator noble

mdash these are all roles that a dwarf might fill But thereare some specialized traditional dwarven roles thatdeserve their own treatment

Dwarf Battlerager

Medium humanoid (dwarf) any alignment

Armor Class 16 (chain mail)

Hit Points 76 (9d8 + 36)

Speed 25 ft

STR DEX CON INT WIS CHA

18 (+4) 12 (+1) 19 (+4) 8 (-2) 11 (+0) 9 (-1)

Saving Throws Str +6 Con +6

Damage Resistances poison

Senses darkvision 60 ft passive Perception 10

Languages Common Dwarvish

Challenge 3 (700 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Reckless At the start of its turn the dwarf battleragercan gain advantage on all melee weapon attack rollsduring that turn but attack rolls against it have advan-tage until the start of its next turn

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

Actions

Multiattack The dwarf battlerager makes two melee at-tacks

Greataxe Melee Weapon Attack +6 to hit reach 5 ftone target Hit 10 (1d12 + 4) slashing damage

Battleragers hold a unique place in dwarven culturerevered for their battle prowess but also kept at armrsquoslength due to their un-dwarflike passion occasionallyunstable personalities

Dwarf Curate

Medium humanoid (dwarf) any alignment

Armor Class 15 (chain shirt shield)

Hit Points 16 (3d8 + 3)

Speed 25 ft

STR DEX CON INT WIS CHA

12 (+1) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0)

Skills History +2 Medicine +4 Religion +2

Damage Resistances poisonSenses darkvision 60 ft passive Perception 12

Languages Common Dwarvish

Challenge 14 (50 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

Spellcasting The dwarf curate is a 2nd-level spellcaster

Its spellcasting ability is Wisdom (spell save DC 12 +4 tohit with spell attacks) The dwarf curate has the follow-ing cleric spells prepared

Cantrips (at will) mending sacred flame thaumaturgy

1st level (3 slots) bless cure wounds purify food anddrink sanctuary

ActionsWarhammer Melee Weapon Attack +3 to hit reach 5 ftone target Hit 5 (1d8 + 1) bludgeoning damage

Curates are both healer and protector usually wor-

shiping one of the dwarvesrsquo pugnacious but generallyupright deities

Dwarf Elite Guard

Medium humanoid (dwarf) any alignment

Armor Class 19 (chain mail shield)

Hit Points 45 (6d8 + 18)

Speed 25 ft

STR DEX CON INT WIS CHA

17 (+3) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 10 (+0)

Skills Intimidation +2 Perception +2

Damage Resistances poison

Senses darkvision 60 ft passive Perception 12

Languages Common Dwarvish

Challenge 2 (450 xp)

Armored Defense While wearing medium or heavy armorthe dwarf elite guard adds 1 to its AC

Dwarven Resilience The dwarf has advantage on savingthrows against poison

8202019 DampD Denizens Dwarves

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Not for resale Permision granted to print or photocopy this document for personal use only DampD Citizens Dwarves

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

ActionsMultiattack The dwarf elite guard makes two melee at-tacks

Battleaxe Melee Weapon Attack +5 to hit reach 5 ft

one target Hit 7 (1d8 + 3) slashing damageLight Hammer Melee or Ranged Weapon Attack +5 tohit reach 5 ft or ranged 2060 ft one target Hit 5 (1d4+ 3) bludgeoning damage

Heavy Crossbow Ranged Weapon Attack +3 to hitrange 100400 ft one target Hit 6 (1d10 + 1) pierc-ing damage

Elite guards

most often act as royal guards templeguardians or special forces protecting the dwarvesrsquomost treasured people possessions and locations

They often form brotherhoods or elite corps whosereputations are known far and wide

Dwarf General

Medium humanoid (dwarf) any alignment

Armor Class 20 (plate shield)

Hit Points 82 (11d8 + 33)

Speed 25 ft

STR DEX CON INT WIS CHA

18 (+4) 13 (+1) 16 (+3) 12 (+1) 11 (+0) 10 (+0)

Saving Throws Str +6 Wis +2

Skills Athletics +6 History +3 Perception +2

Damage Resistances poison

Senses darkvision 60 ft passive Perception 12

Languages Common Dwarvish

Challenge 4 (1100 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin of

stonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

ActionsMultiattack The dwarf general makes two battleaxe at-tacks If it is using a shield it also makes a shield bashattack

Battleaxe Melee Weapon Attack +6 to hit reach 5 ftone target Hit 8 (1d8 + 4) slashing damage

Shield Bash Melee Weapon Attack +6 to hit reach 5 ftone target Hit 5 (1d4 + 4) bludgeoning damage If thetarget is a Medium or smaller creature it must succeed

on a DC 14 Strength saving throw or be knocked prone

Heavy Crossbow Ranged Weapon Attack +3 to hit range100400 ft one target Hit 6 (1d10 + 1) piercing damage

Leadership (Recharges after a Short or Long Rest) For 1minute the dwarf general can utter a special commandor warning whenever a nonhostile creature that it cansee within 30 feet of it makes an attack roll or a savingthrow The creature can add a d4 to its roll provided itcan hear and understand the general A creature can

benefit from only one Leadership die at a time This ef-fect ends if the general is incapacitated

Generals lead dwarven armies and often rule largeregions as thanes or consuls Their reputations are

widespread and their honor is rarely questioned

Dwarf Soldier

Medium humanoid (dwarf) any alignment

Armor Class 16 (chain mail)

Hit Points 19 (3d8 + 6)

Speed 25 ft

STR DEX CON INT WIS CHA

15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2

Damage Resistances poison

Senses darkvision 60 ft passive Perception 12

Languages Common Dwarvish

Challenge 14 (50 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

ActionsBattleaxe Melee Weapon Attack +4 to hit reach 5 ftone target Hit 7 (1d10 + 2) slashing damage

Light Hammer Melee or Ranged Weapon Attack +4 tohit reach 5 ft or ranged 2060 ft one target Hit 4 (1d4

+ 2) bludgeoning damageLight Crossbow Ranged Weapon Attack +3 to hit range80320 ft one target Hit 5 (1d8 + 1) piercing damage

Soldiers

form the backbone of most dwarven forces both foreign and domestic They are a hard lot fiercestoic and stubborn

Dwarf Tunnel Rat

Medium humanoid (dwarf) any alignment

Armor Class 15 (chain shirt)

8202019 DampD Denizens Dwarves

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Hit Points 26 (4d8 + 8)

Speed 25 ft

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 9 (-1)

Skills Nature +4 Perception +5 Stealth +6 Survival +5

Damage Resistances poison

Senses darkvision 60 ft passive Perception 15Languages Common Dwarvish

Challenge 12 (100 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Keen Hearing The dwarf tunnel rat has advantage onWisdom (Perception) checks that rely on hearing

Stonecunning The dwarf is considered proficientin Intelligence (History) for checks related to theorigin of stonework and it receives a +4 profi-ciency bonus (instead of its standard +2 bonus) onsuch checks

ActionsMultiattack The dwarf tunnel rat makes two melee attacks

Battleaxe Melee Weapon Attack +3 to hit reach 5 ftone target Hit 6 (1d10 + 1) slashing damage

Light Hammer Melee or Ranged Weapon Attack +3 tohit reach 5 ft or ranged 2060 ft one target Hit 3 (1d4+ 1) bludgeoning damage

Light Crossbow Ranged Weapon Attack +4 to hit range80320 ft one target Hit 6 (1d8 + 2) piercing damage

Tunnel rats

are specialists trackers and scouts for thedwarven armies or occasionally spies and agents fordwarves of higher station They are perfectly at homein the deepest tunnels and mines but also skilled sur-

vivalists above ground

Dwarf Warpriest

Medium humanoid (dwarf) any alignment

Armor Class 18 (plate)

Hit Points 45 (7d8 + 14)

Speed 25 ft

STR DEX CON INT WIS CHA

15 (+2) 10 (+0) 14 (+2) 11 (+0) 16 (+3) 13 (+1)

Saving Throws Wis +5 Cha +3

Skills History +3 Medicine +7 Religion +5

Damage Resistances poison

Senses darkvision 60 ft passive Perception 13

Languages Common Dwarvish

Challenge 3 (700 xp)

Divine Impact As a bonus action the dwarf warpriest canexpend a spell slot to cause its melee weapon attacksto deal an extra 10 (3d6) thunder damage to a target ona hit This benefit lasts until the end of the turn If thewarpriest expends a spell slot of 2nd level or higher theextra damage increases by 1d6 for each level above 1st

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-

telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

Spellcasting The dwarf warpriest is a 6th-level spell-caster Its spellcasting ability is Wisdom (spell save DC13 +5 to hit with spell attacks) The warpriest has thefollowing cleric spells prepared

Cantrips (at will) guidance mending sacred flamethaumaturgy

1st level (4 slots) bless cure wounds guiding bolt sanctuary

2nd level (3 slots) hold person prayer of healing spiritual weapon

3rd level (3 slots) meld into stone spirit guardians

ActionsWarhammer Melee Weapon Attack +4 to hit reach 5 ftone target Hit 7 (1d10 + 2) bludgeoning damage

Clerics and priests of all sorts can be found among thedwarves but few are as admired and respected as the

warpriest Masters of tactics skilled healers scholarsof warfare and leaders on the battlefield they representall of the most cherished qualities of the dwarven hero

Dwarf Yeoman

Medium humanoid (dwarf) any alignment

Armor Class 13 (chain shirt)

Hit Points 11 (2d8 + 2)

Speed 25 ft

STR DEX CON INT WIS CHA

13 (+1) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 10 (+0)

Damage Resistances poison

Senses darkvision 60 ft passive Perception 10

Languages Common Dwarvish

Challenge 18 (25 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

8202019 DampD Denizens Dwarves

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Not for resale Permision granted to print or photocopy this document for personal use only DampD Citizens Dwarves

ActionsLight Hammer Melee or Ranged Weapon Attack +3 tohit reach 5 ft or ranged 2060 ft one target Hit 3 (1d4+ 1) bludgeoning damage

The yeoman

is a dwarven citizen-soldier in manydwarfholds the equivalent of commoners among mostother races Being a militant people trained in bothcraft and warcraft dwarves of even the lowest rank arealso competent warriors in their own right

Page 2: D&D Denizens: Dwarves

8202019 DampD Denizens Dwarves

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The dwarves of yore made mighty spells

While hammers fell like ringing bells

In places deep where dark things sleep

In hollow halls beneath the fells

mdashJRR Tolkien The Hobbit

DwarvesSome of the NPCs from the appendices of the MonsterManual work well for dwarves bandit gladiator noble

mdash these are all roles that a dwarf might fill But thereare some specialized traditional dwarven roles thatdeserve their own treatment

Dwarf Battlerager

Medium humanoid (dwarf) any alignment

Armor Class 16 (chain mail)

Hit Points 76 (9d8 + 36)

Speed 25 ft

STR DEX CON INT WIS CHA

18 (+4) 12 (+1) 19 (+4) 8 (-2) 11 (+0) 9 (-1)

Saving Throws Str +6 Con +6

Damage Resistances poison

Senses darkvision 60 ft passive Perception 10

Languages Common Dwarvish

Challenge 3 (700 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Reckless At the start of its turn the dwarf battleragercan gain advantage on all melee weapon attack rollsduring that turn but attack rolls against it have advan-tage until the start of its next turn

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

Actions

Multiattack The dwarf battlerager makes two melee at-tacks

Greataxe Melee Weapon Attack +6 to hit reach 5 ftone target Hit 10 (1d12 + 4) slashing damage

Battleragers hold a unique place in dwarven culturerevered for their battle prowess but also kept at armrsquoslength due to their un-dwarflike passion occasionallyunstable personalities

Dwarf Curate

Medium humanoid (dwarf) any alignment

Armor Class 15 (chain shirt shield)

Hit Points 16 (3d8 + 3)

Speed 25 ft

STR DEX CON INT WIS CHA

12 (+1) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0)

Skills History +2 Medicine +4 Religion +2

Damage Resistances poisonSenses darkvision 60 ft passive Perception 12

Languages Common Dwarvish

Challenge 14 (50 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

Spellcasting The dwarf curate is a 2nd-level spellcaster

Its spellcasting ability is Wisdom (spell save DC 12 +4 tohit with spell attacks) The dwarf curate has the follow-ing cleric spells prepared

Cantrips (at will) mending sacred flame thaumaturgy

1st level (3 slots) bless cure wounds purify food anddrink sanctuary

ActionsWarhammer Melee Weapon Attack +3 to hit reach 5 ftone target Hit 5 (1d8 + 1) bludgeoning damage

Curates are both healer and protector usually wor-

shiping one of the dwarvesrsquo pugnacious but generallyupright deities

Dwarf Elite Guard

Medium humanoid (dwarf) any alignment

Armor Class 19 (chain mail shield)

Hit Points 45 (6d8 + 18)

Speed 25 ft

STR DEX CON INT WIS CHA

17 (+3) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 10 (+0)

Skills Intimidation +2 Perception +2

Damage Resistances poison

Senses darkvision 60 ft passive Perception 12

Languages Common Dwarvish

Challenge 2 (450 xp)

Armored Defense While wearing medium or heavy armorthe dwarf elite guard adds 1 to its AC

Dwarven Resilience The dwarf has advantage on savingthrows against poison

8202019 DampD Denizens Dwarves

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Not for resale Permision granted to print or photocopy this document for personal use only DampD Citizens Dwarves

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

ActionsMultiattack The dwarf elite guard makes two melee at-tacks

Battleaxe Melee Weapon Attack +5 to hit reach 5 ft

one target Hit 7 (1d8 + 3) slashing damageLight Hammer Melee or Ranged Weapon Attack +5 tohit reach 5 ft or ranged 2060 ft one target Hit 5 (1d4+ 3) bludgeoning damage

Heavy Crossbow Ranged Weapon Attack +3 to hitrange 100400 ft one target Hit 6 (1d10 + 1) pierc-ing damage

Elite guards

most often act as royal guards templeguardians or special forces protecting the dwarvesrsquomost treasured people possessions and locations

They often form brotherhoods or elite corps whosereputations are known far and wide

Dwarf General

Medium humanoid (dwarf) any alignment

Armor Class 20 (plate shield)

Hit Points 82 (11d8 + 33)

Speed 25 ft

STR DEX CON INT WIS CHA

18 (+4) 13 (+1) 16 (+3) 12 (+1) 11 (+0) 10 (+0)

Saving Throws Str +6 Wis +2

Skills Athletics +6 History +3 Perception +2

Damage Resistances poison

Senses darkvision 60 ft passive Perception 12

Languages Common Dwarvish

Challenge 4 (1100 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin of

stonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

ActionsMultiattack The dwarf general makes two battleaxe at-tacks If it is using a shield it also makes a shield bashattack

Battleaxe Melee Weapon Attack +6 to hit reach 5 ftone target Hit 8 (1d8 + 4) slashing damage

Shield Bash Melee Weapon Attack +6 to hit reach 5 ftone target Hit 5 (1d4 + 4) bludgeoning damage If thetarget is a Medium or smaller creature it must succeed

on a DC 14 Strength saving throw or be knocked prone

Heavy Crossbow Ranged Weapon Attack +3 to hit range100400 ft one target Hit 6 (1d10 + 1) piercing damage

Leadership (Recharges after a Short or Long Rest) For 1minute the dwarf general can utter a special commandor warning whenever a nonhostile creature that it cansee within 30 feet of it makes an attack roll or a savingthrow The creature can add a d4 to its roll provided itcan hear and understand the general A creature can

benefit from only one Leadership die at a time This ef-fect ends if the general is incapacitated

Generals lead dwarven armies and often rule largeregions as thanes or consuls Their reputations are

widespread and their honor is rarely questioned

Dwarf Soldier

Medium humanoid (dwarf) any alignment

Armor Class 16 (chain mail)

Hit Points 19 (3d8 + 6)

Speed 25 ft

STR DEX CON INT WIS CHA

15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2

Damage Resistances poison

Senses darkvision 60 ft passive Perception 12

Languages Common Dwarvish

Challenge 14 (50 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

ActionsBattleaxe Melee Weapon Attack +4 to hit reach 5 ftone target Hit 7 (1d10 + 2) slashing damage

Light Hammer Melee or Ranged Weapon Attack +4 tohit reach 5 ft or ranged 2060 ft one target Hit 4 (1d4

+ 2) bludgeoning damageLight Crossbow Ranged Weapon Attack +3 to hit range80320 ft one target Hit 5 (1d8 + 1) piercing damage

Soldiers

form the backbone of most dwarven forces both foreign and domestic They are a hard lot fiercestoic and stubborn

Dwarf Tunnel Rat

Medium humanoid (dwarf) any alignment

Armor Class 15 (chain shirt)

8202019 DampD Denizens Dwarves

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Hit Points 26 (4d8 + 8)

Speed 25 ft

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 9 (-1)

Skills Nature +4 Perception +5 Stealth +6 Survival +5

Damage Resistances poison

Senses darkvision 60 ft passive Perception 15Languages Common Dwarvish

Challenge 12 (100 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Keen Hearing The dwarf tunnel rat has advantage onWisdom (Perception) checks that rely on hearing

Stonecunning The dwarf is considered proficientin Intelligence (History) for checks related to theorigin of stonework and it receives a +4 profi-ciency bonus (instead of its standard +2 bonus) onsuch checks

ActionsMultiattack The dwarf tunnel rat makes two melee attacks

Battleaxe Melee Weapon Attack +3 to hit reach 5 ftone target Hit 6 (1d10 + 1) slashing damage

Light Hammer Melee or Ranged Weapon Attack +3 tohit reach 5 ft or ranged 2060 ft one target Hit 3 (1d4+ 1) bludgeoning damage

Light Crossbow Ranged Weapon Attack +4 to hit range80320 ft one target Hit 6 (1d8 + 2) piercing damage

Tunnel rats

are specialists trackers and scouts for thedwarven armies or occasionally spies and agents fordwarves of higher station They are perfectly at homein the deepest tunnels and mines but also skilled sur-

vivalists above ground

Dwarf Warpriest

Medium humanoid (dwarf) any alignment

Armor Class 18 (plate)

Hit Points 45 (7d8 + 14)

Speed 25 ft

STR DEX CON INT WIS CHA

15 (+2) 10 (+0) 14 (+2) 11 (+0) 16 (+3) 13 (+1)

Saving Throws Wis +5 Cha +3

Skills History +3 Medicine +7 Religion +5

Damage Resistances poison

Senses darkvision 60 ft passive Perception 13

Languages Common Dwarvish

Challenge 3 (700 xp)

Divine Impact As a bonus action the dwarf warpriest canexpend a spell slot to cause its melee weapon attacksto deal an extra 10 (3d6) thunder damage to a target ona hit This benefit lasts until the end of the turn If thewarpriest expends a spell slot of 2nd level or higher theextra damage increases by 1d6 for each level above 1st

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-

telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

Spellcasting The dwarf warpriest is a 6th-level spell-caster Its spellcasting ability is Wisdom (spell save DC13 +5 to hit with spell attacks) The warpriest has thefollowing cleric spells prepared

Cantrips (at will) guidance mending sacred flamethaumaturgy

1st level (4 slots) bless cure wounds guiding bolt sanctuary

2nd level (3 slots) hold person prayer of healing spiritual weapon

3rd level (3 slots) meld into stone spirit guardians

ActionsWarhammer Melee Weapon Attack +4 to hit reach 5 ftone target Hit 7 (1d10 + 2) bludgeoning damage

Clerics and priests of all sorts can be found among thedwarves but few are as admired and respected as the

warpriest Masters of tactics skilled healers scholarsof warfare and leaders on the battlefield they representall of the most cherished qualities of the dwarven hero

Dwarf Yeoman

Medium humanoid (dwarf) any alignment

Armor Class 13 (chain shirt)

Hit Points 11 (2d8 + 2)

Speed 25 ft

STR DEX CON INT WIS CHA

13 (+1) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 10 (+0)

Damage Resistances poison

Senses darkvision 60 ft passive Perception 10

Languages Common Dwarvish

Challenge 18 (25 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

8202019 DampD Denizens Dwarves

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Not for resale Permision granted to print or photocopy this document for personal use only DampD Citizens Dwarves

ActionsLight Hammer Melee or Ranged Weapon Attack +3 tohit reach 5 ft or ranged 2060 ft one target Hit 3 (1d4+ 1) bludgeoning damage

The yeoman

is a dwarven citizen-soldier in manydwarfholds the equivalent of commoners among mostother races Being a militant people trained in bothcraft and warcraft dwarves of even the lowest rank arealso competent warriors in their own right

Page 3: D&D Denizens: Dwarves

8202019 DampD Denizens Dwarves

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Not for resale Permision granted to print or photocopy this document for personal use only DampD Citizens Dwarves

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

ActionsMultiattack The dwarf elite guard makes two melee at-tacks

Battleaxe Melee Weapon Attack +5 to hit reach 5 ft

one target Hit 7 (1d8 + 3) slashing damageLight Hammer Melee or Ranged Weapon Attack +5 tohit reach 5 ft or ranged 2060 ft one target Hit 5 (1d4+ 3) bludgeoning damage

Heavy Crossbow Ranged Weapon Attack +3 to hitrange 100400 ft one target Hit 6 (1d10 + 1) pierc-ing damage

Elite guards

most often act as royal guards templeguardians or special forces protecting the dwarvesrsquomost treasured people possessions and locations

They often form brotherhoods or elite corps whosereputations are known far and wide

Dwarf General

Medium humanoid (dwarf) any alignment

Armor Class 20 (plate shield)

Hit Points 82 (11d8 + 33)

Speed 25 ft

STR DEX CON INT WIS CHA

18 (+4) 13 (+1) 16 (+3) 12 (+1) 11 (+0) 10 (+0)

Saving Throws Str +6 Wis +2

Skills Athletics +6 History +3 Perception +2

Damage Resistances poison

Senses darkvision 60 ft passive Perception 12

Languages Common Dwarvish

Challenge 4 (1100 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin of

stonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

ActionsMultiattack The dwarf general makes two battleaxe at-tacks If it is using a shield it also makes a shield bashattack

Battleaxe Melee Weapon Attack +6 to hit reach 5 ftone target Hit 8 (1d8 + 4) slashing damage

Shield Bash Melee Weapon Attack +6 to hit reach 5 ftone target Hit 5 (1d4 + 4) bludgeoning damage If thetarget is a Medium or smaller creature it must succeed

on a DC 14 Strength saving throw or be knocked prone

Heavy Crossbow Ranged Weapon Attack +3 to hit range100400 ft one target Hit 6 (1d10 + 1) piercing damage

Leadership (Recharges after a Short or Long Rest) For 1minute the dwarf general can utter a special commandor warning whenever a nonhostile creature that it cansee within 30 feet of it makes an attack roll or a savingthrow The creature can add a d4 to its roll provided itcan hear and understand the general A creature can

benefit from only one Leadership die at a time This ef-fect ends if the general is incapacitated

Generals lead dwarven armies and often rule largeregions as thanes or consuls Their reputations are

widespread and their honor is rarely questioned

Dwarf Soldier

Medium humanoid (dwarf) any alignment

Armor Class 16 (chain mail)

Hit Points 19 (3d8 + 6)

Speed 25 ft

STR DEX CON INT WIS CHA

15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2

Damage Resistances poison

Senses darkvision 60 ft passive Perception 12

Languages Common Dwarvish

Challenge 14 (50 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

ActionsBattleaxe Melee Weapon Attack +4 to hit reach 5 ftone target Hit 7 (1d10 + 2) slashing damage

Light Hammer Melee or Ranged Weapon Attack +4 tohit reach 5 ft or ranged 2060 ft one target Hit 4 (1d4

+ 2) bludgeoning damageLight Crossbow Ranged Weapon Attack +3 to hit range80320 ft one target Hit 5 (1d8 + 1) piercing damage

Soldiers

form the backbone of most dwarven forces both foreign and domestic They are a hard lot fiercestoic and stubborn

Dwarf Tunnel Rat

Medium humanoid (dwarf) any alignment

Armor Class 15 (chain shirt)

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Hit Points 26 (4d8 + 8)

Speed 25 ft

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 9 (-1)

Skills Nature +4 Perception +5 Stealth +6 Survival +5

Damage Resistances poison

Senses darkvision 60 ft passive Perception 15Languages Common Dwarvish

Challenge 12 (100 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Keen Hearing The dwarf tunnel rat has advantage onWisdom (Perception) checks that rely on hearing

Stonecunning The dwarf is considered proficientin Intelligence (History) for checks related to theorigin of stonework and it receives a +4 profi-ciency bonus (instead of its standard +2 bonus) onsuch checks

ActionsMultiattack The dwarf tunnel rat makes two melee attacks

Battleaxe Melee Weapon Attack +3 to hit reach 5 ftone target Hit 6 (1d10 + 1) slashing damage

Light Hammer Melee or Ranged Weapon Attack +3 tohit reach 5 ft or ranged 2060 ft one target Hit 3 (1d4+ 1) bludgeoning damage

Light Crossbow Ranged Weapon Attack +4 to hit range80320 ft one target Hit 6 (1d8 + 2) piercing damage

Tunnel rats

are specialists trackers and scouts for thedwarven armies or occasionally spies and agents fordwarves of higher station They are perfectly at homein the deepest tunnels and mines but also skilled sur-

vivalists above ground

Dwarf Warpriest

Medium humanoid (dwarf) any alignment

Armor Class 18 (plate)

Hit Points 45 (7d8 + 14)

Speed 25 ft

STR DEX CON INT WIS CHA

15 (+2) 10 (+0) 14 (+2) 11 (+0) 16 (+3) 13 (+1)

Saving Throws Wis +5 Cha +3

Skills History +3 Medicine +7 Religion +5

Damage Resistances poison

Senses darkvision 60 ft passive Perception 13

Languages Common Dwarvish

Challenge 3 (700 xp)

Divine Impact As a bonus action the dwarf warpriest canexpend a spell slot to cause its melee weapon attacksto deal an extra 10 (3d6) thunder damage to a target ona hit This benefit lasts until the end of the turn If thewarpriest expends a spell slot of 2nd level or higher theextra damage increases by 1d6 for each level above 1st

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-

telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

Spellcasting The dwarf warpriest is a 6th-level spell-caster Its spellcasting ability is Wisdom (spell save DC13 +5 to hit with spell attacks) The warpriest has thefollowing cleric spells prepared

Cantrips (at will) guidance mending sacred flamethaumaturgy

1st level (4 slots) bless cure wounds guiding bolt sanctuary

2nd level (3 slots) hold person prayer of healing spiritual weapon

3rd level (3 slots) meld into stone spirit guardians

ActionsWarhammer Melee Weapon Attack +4 to hit reach 5 ftone target Hit 7 (1d10 + 2) bludgeoning damage

Clerics and priests of all sorts can be found among thedwarves but few are as admired and respected as the

warpriest Masters of tactics skilled healers scholarsof warfare and leaders on the battlefield they representall of the most cherished qualities of the dwarven hero

Dwarf Yeoman

Medium humanoid (dwarf) any alignment

Armor Class 13 (chain shirt)

Hit Points 11 (2d8 + 2)

Speed 25 ft

STR DEX CON INT WIS CHA

13 (+1) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 10 (+0)

Damage Resistances poison

Senses darkvision 60 ft passive Perception 10

Languages Common Dwarvish

Challenge 18 (25 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

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Not for resale Permision granted to print or photocopy this document for personal use only DampD Citizens Dwarves

ActionsLight Hammer Melee or Ranged Weapon Attack +3 tohit reach 5 ft or ranged 2060 ft one target Hit 3 (1d4+ 1) bludgeoning damage

The yeoman

is a dwarven citizen-soldier in manydwarfholds the equivalent of commoners among mostother races Being a militant people trained in bothcraft and warcraft dwarves of even the lowest rank arealso competent warriors in their own right

Page 4: D&D Denizens: Dwarves

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httpslidepdfcomreaderfulldd-denizens-dwarves 45983092 DampD Citizens Dwarves Not for resale Permision granted to print or photocopy this document for personal us

Hit Points 26 (4d8 + 8)

Speed 25 ft

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 9 (-1)

Skills Nature +4 Perception +5 Stealth +6 Survival +5

Damage Resistances poison

Senses darkvision 60 ft passive Perception 15Languages Common Dwarvish

Challenge 12 (100 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Keen Hearing The dwarf tunnel rat has advantage onWisdom (Perception) checks that rely on hearing

Stonecunning The dwarf is considered proficientin Intelligence (History) for checks related to theorigin of stonework and it receives a +4 profi-ciency bonus (instead of its standard +2 bonus) onsuch checks

ActionsMultiattack The dwarf tunnel rat makes two melee attacks

Battleaxe Melee Weapon Attack +3 to hit reach 5 ftone target Hit 6 (1d10 + 1) slashing damage

Light Hammer Melee or Ranged Weapon Attack +3 tohit reach 5 ft or ranged 2060 ft one target Hit 3 (1d4+ 1) bludgeoning damage

Light Crossbow Ranged Weapon Attack +4 to hit range80320 ft one target Hit 6 (1d8 + 2) piercing damage

Tunnel rats

are specialists trackers and scouts for thedwarven armies or occasionally spies and agents fordwarves of higher station They are perfectly at homein the deepest tunnels and mines but also skilled sur-

vivalists above ground

Dwarf Warpriest

Medium humanoid (dwarf) any alignment

Armor Class 18 (plate)

Hit Points 45 (7d8 + 14)

Speed 25 ft

STR DEX CON INT WIS CHA

15 (+2) 10 (+0) 14 (+2) 11 (+0) 16 (+3) 13 (+1)

Saving Throws Wis +5 Cha +3

Skills History +3 Medicine +7 Religion +5

Damage Resistances poison

Senses darkvision 60 ft passive Perception 13

Languages Common Dwarvish

Challenge 3 (700 xp)

Divine Impact As a bonus action the dwarf warpriest canexpend a spell slot to cause its melee weapon attacksto deal an extra 10 (3d6) thunder damage to a target ona hit This benefit lasts until the end of the turn If thewarpriest expends a spell slot of 2nd level or higher theextra damage increases by 1d6 for each level above 1st

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-

telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

Spellcasting The dwarf warpriest is a 6th-level spell-caster Its spellcasting ability is Wisdom (spell save DC13 +5 to hit with spell attacks) The warpriest has thefollowing cleric spells prepared

Cantrips (at will) guidance mending sacred flamethaumaturgy

1st level (4 slots) bless cure wounds guiding bolt sanctuary

2nd level (3 slots) hold person prayer of healing spiritual weapon

3rd level (3 slots) meld into stone spirit guardians

ActionsWarhammer Melee Weapon Attack +4 to hit reach 5 ftone target Hit 7 (1d10 + 2) bludgeoning damage

Clerics and priests of all sorts can be found among thedwarves but few are as admired and respected as the

warpriest Masters of tactics skilled healers scholarsof warfare and leaders on the battlefield they representall of the most cherished qualities of the dwarven hero

Dwarf Yeoman

Medium humanoid (dwarf) any alignment

Armor Class 13 (chain shirt)

Hit Points 11 (2d8 + 2)

Speed 25 ft

STR DEX CON INT WIS CHA

13 (+1) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 10 (+0)

Damage Resistances poison

Senses darkvision 60 ft passive Perception 10

Languages Common Dwarvish

Challenge 18 (25 xp)

Dwarven Resilience The dwarf has advantage on savingthrows against poison

Stonecunning The dwarf is considered proficient in In-telligence (History) for checks related to the origin ofstonework and it receives a +4 proficiency bonus (in-stead of its standard +2 bonus) on such checks

8202019 DampD Denizens Dwarves

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Not for resale Permision granted to print or photocopy this document for personal use only DampD Citizens Dwarves

ActionsLight Hammer Melee or Ranged Weapon Attack +3 tohit reach 5 ft or ranged 2060 ft one target Hit 3 (1d4+ 1) bludgeoning damage

The yeoman

is a dwarven citizen-soldier in manydwarfholds the equivalent of commoners among mostother races Being a militant people trained in bothcraft and warcraft dwarves of even the lowest rank arealso competent warriors in their own right

Page 5: D&D Denizens: Dwarves

8202019 DampD Denizens Dwarves

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Not for resale Permision granted to print or photocopy this document for personal use only DampD Citizens Dwarves

ActionsLight Hammer Melee or Ranged Weapon Attack +3 tohit reach 5 ft or ranged 2060 ft one target Hit 3 (1d4+ 1) bludgeoning damage

The yeoman

is a dwarven citizen-soldier in manydwarfholds the equivalent of commoners among mostother races Being a militant people trained in bothcraft and warcraft dwarves of even the lowest rank arealso competent warriors in their own right