Download - D&D 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
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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
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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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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
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
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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
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
8202019 DampD Denizens Dwarves
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
httpslidepdfcomreaderfulldd-denizens-dwarves 55
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
8202019 DampD Denizens Dwarves
httpslidepdfcomreaderfulldd-denizens-dwarves 55
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