Dwarf, 1st-Level Warrior (Hill)

Medium Humanoid (good fort) (Dwarf) — CR 0.5

Monster Manual v.3.5 (MM), p. 91Updated 3.5

Dwarf, 1st-Level Warrior (Hill) is a D&D 3.5 monster from MM, p. 91. CR 0.5, HD 1d8+2 (6 hp).

Hit Dice
1d8+2 (6 hp)
Initiative
+0
Speed
Land 20 ft
Armor Class
16, touch 10, flat-footed 16
Base Attack / Grapple
+1/+2
Attack
Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)
Full Attack
Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)
STR
13
DEX
11
CON
14
INT
10
WIS
9
CHA
6
Fort / Ref / Will
+4 / +0 / -1
Challenge Rating
0.5
Alignment
Often Lawful-Good
Organization
Team (2–4), squad (11–20 plus 2 3rd−level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus 30% noncombatants plus 1 3rd−level sergeant per 10 adults, 5 5th−level lieutenants, and 3 7th−level captains)
Treasure
Standard coins; double goods; standard items
Environment
Mountains
Level Adjustment

Special Abilities

DarkvisionDwarf Traits

Feats

Stocky, broad of body and extremely muscular, the short figure before you may lack in height but not in physical strength or presence. Wrapped in metal armor and armed with a waraxe, the humanoid has light brown skin, ruddy cheeks, and bright eyes, with black hair and a long, carefully groomed beard and mustache.

Description

Dwarves are noble warriors who excel at metalcraft, stoneworking, and war. They tend to be serious, determined, and very honorable.

Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.

Dwarves prefer to spend their time making masterpieces of stone, steel, and precious metals. They create durable weapons, craft beautiful jewelry, and cut superior gems. However, they consider it bad taste to flaunt wealth, so few wear jewelry other than one simple piece.

Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.

Most dwarves encountered outside their home are warriors.

Combat

Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.

Dwarves have a +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).

Dwarves have a +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

Stonecunning (Ex): This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity (Ex): Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

<strong>Stability (Ex):Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Saves: Dwarves have a +2 racial bonus on saving throws against poison, spells and spell-like effects. *Not reflected in the saving throw numbers given here.

Skills: Dwarves have a +2 racial bonus on Appraise checks that are related to stone or metal items and Craft checks that are related to stone or metal.