Dwarf, Midgard
Small Outsider (Native) — CR 5
Dwarf, Midgard is a D&D 3.5 monster from —. CR 5, HD 8d8+40 (76 hp).
- Hit Dice
- 8d8+40 (76 hp)
- Initiative
- +0
- Speed
- land 20 ft, 20 ft.
- Base Attack / Grapple
- +8/+7
- Attack
- +2 battleaxe +15 melee, or +1 light crossbow +10 ranged
- Full Attack
- +2 battleaxe +15/+10 melee, or +1 light crossbow +10 ranged
- STR
- 16
- DEX
- 11
- CON
- 20
- INT
- 14
- WIS
- 15
- CHA
- 11
- Fort / Ref / Will
- +11 / +6 / +8
- Challenge Rating
- 5
- Alignment
- Usually neutral
- Organization
- Solitary, family (3-10 plus 1 winter wolf), or clan (11-30 plus 1 8th-level wizard chieftain plus 1-6 winter wolves plus 3-12 megaloceros pack animals)
- Treasure
- Standard plus magic items
- Level Adjustment
- +4
- Spell Resistance
- 16
Special Abilities
CurseAlternate FormMaster Smith
Feats
Description
A dwarf can sometimes be persuaded to lift his curse with an offer of weregild-money to compensate the dwarf for the injury or wrong he suffered. Generally, this requires at least 1,000 gold pieces.
Few seek to take their wealth from Midgard dwarves, since they are notoriously unforgiving. Midgard dwarves will carry a grudge or grievance for generations, even passing it down in clan and family lines.
Native Subtype
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.