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D&D Citizens: Dwarves

A Dwarf NPC Miscellany


Introduction: Appendix B of the Monster Manual provides a number of generic NPCs, but those stat
blocks do not include racial traits and modifiers or racially suitable equipment. Further, while those
NPCs cover many of the basic roles you might use in your campaign, there are some gaps to be filled.
The dwarf NPCs herein can fill some of those gaps and provide you with a larger variety of dwarven
characters to inhabit the worlds you create, ranging from CR 1/8 to CR 4.

A rogues gallery of generic dwarven NPCs for any campaign

by Scott Holden

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other Wizards of the Coast
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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 express written
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-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park,
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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.
J.R.R. Tolkien, The Hobbit

Armor Class 15 (chain shirt, shield)


Hit Points 16 (3d8 + 3)
Speed 25 ft.
STR
12 (+1)

Dwarves

Some of the NPCs from the appendices of the Monster


Manual work well for dwarves: bandit, gladiator, noble
these are all roles that a dwarf might fill. But there
are some specialized, traditional dwarven roles that
deserve their own treatment.
Dwarf Battlerager
Medium humanoid (dwarf), any alignment
Armor Class 16 (chain mail)
Hit Points 76 (9d8 + 36)
Speed 25 ft.
STR
18 (+4)

DEX
12 (+1)

CON
19 (+4)

INT
8 (-2)

WIS
11 (+0)

CHA
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 saving
throws against poison.
Reckless. At the start of its turn, the dwarf battlerager
can gain advantage on all melee weapon attack rolls
during that turn, but attack rolls against it have advantage until the start of its next turn.
Stonecunning. The dwarf is considered proficient in Intelligence (History) for checks related to the origin of
stonework, and it receives a +4 proficiency bonus (instead of its standard +2 bonus) on such checks.

Actions
Multiattack. The dwarf battlerager makes two melee attacks.
Greataxe. Melee Weapon Attack. +6 to hit, reach 5 ft.,
one target. Hit: 10 (1d12 + 4) slashing damage.
Battleragers hold a unique place in dwarven culture,
revered for their battle prowess but also kept at arms
length due to their un-dwarflike passion, occasionally
unstable personalities.
Dwarf Curate
Medium humanoid (dwarf), any alignment

D&D Citizens: Dwarves

DEX
10 (+0)

CON
12 (+1)

INT
WIS
10 (+0) 14 (+2)

CHA
11 (+0)

Skills History +2, Medicine +4, Religion +2


Damage Resistances poison
Senses darkvision 60 ft.; passive Perception 12
Languages Common, Dwarvish
Challenge 1/4 (50 xp)
Dwarven Resilience. The dwarf has advantage on saving
throws against poison.
Stonecunning. The dwarf is considered proficient in Intelligence (History) for checks related to the origin of
stonework, and it receives a +4 proficiency bonus (instead 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 to
hit with spell attacks). The dwarf curate has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, purify food and
drink, sanctuary

Actions
Warhammer. Melee Weapon Attack. +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) bludgeoning damage.
Curates are both healer and protector, usually worshiping one of the dwarves pugnacious, but generally
upright deities.
Dwarf Elite Guard
Medium humanoid (dwarf), any alignment
Armor Class 19 (chain mail, shield)
Hit Points 45 (6d8 + 18)
Speed 25 ft.
STR
17 (+3)

DEX
12 (+1)

CON
16 (+3)

INT
10 (+0)

WIS
11 (+0)

CHA
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 armor,
the dwarf elite guard adds 1 to its AC.
Dwarven Resilience. The dwarf has advantage on saving
throws against poison.

Not for resale. Permision granted to print or photocopy this document for personal use only.

Stonecunning. The dwarf is considered proficient in Intelligence (History) for checks related to the origin of
stonework, and it receives a +4 proficiency bonus (instead of its standard +2 bonus) on such checks.

Actions
Multiattack. The dwarf elite guard makes two melee attacks.
Battleaxe. Melee Weapon Attack. +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage.
Light Hammer. Melee or Ranged Weapon Attack. +5 to
hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 5 (1d4
+ 3) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack. +3 to hit,
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Elite guards most often act as royal guards, temple
guardians, or special forces, protecting the dwarves
most treasured people, possessions, and locations.
They often form brotherhoods or elite corps whose
reputations are known far and wide.
Dwarf General
Medium humanoid (dwarf), any alignment

DEX
13 (+1)

CON
16 (+3)

INT
12 (+1)

WIS
11 (+0)

Generals lead dwarven armies and often rule large


regions 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
15 (+2)

Armor Class 20 (plate, shield)


Hit Points 82 (11d8 + 33)
Speed 25 ft.
STR
18 (+4)

on a DC 14 Strength saving throw or be knocked prone.


Heavy Crossbow. Ranged Weapon Attack. +3 to hit, range
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1
minute, the dwarf general can utter a special command
or warning whenever a nonhostile creature that it can
see within 30 feet of it makes an attack roll or a saving
throw. The creature can add a d4 to its roll provided it
can hear and understand the general. A creature can
benefit from only one Leadership die at a time. This effect ends if the general is incapacitated.

CHA
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 (1,100 xp)
Dwarven Resilience. The dwarf has advantage on saving
throws against poison.
Stonecunning. The dwarf is considered proficient in Intelligence (History) for checks related to the origin of
stonework, and it receives a +4 proficiency bonus (instead of its standard +2 bonus) on such checks.

Actions
Multiattack. The dwarf general makes two battleaxe attacks. If it is using a shield, it also makes a shield bash
attack.
Battleaxe. Melee Weapon Attack. +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) slashing damage.
Shield Bash. Melee Weapon Attack. +6 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 4) bludgeoning damage. If the
target is a Medium or smaller creature, it must succeed

DEX
12 (+1)

CON
14 (+2)

INT
WIS
10 (+0) 11 (+0)

CHA
10 (+0)

Skills Perception +2
Damage Resistances poison
Senses darkvision 60 ft.; passive Perception 12
Languages Common, Dwarvish
Challenge 1/4 (50 xp)
Dwarven Resilience. The dwarf has advantage on saving
throws against poison.
Stonecunning. The dwarf is considered proficient in Intelligence (History) for checks related to the origin of
stonework, and it receives a +4 proficiency bonus (instead of its standard +2 bonus) on such checks.

Actions
Battleaxe. Melee Weapon Attack. +4 to hit, reach 5 ft.,
one target. Hit: 7 (1d10 + 2) slashing damage.
Light Hammer. Melee or Ranged Weapon Attack. +4 to
hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 4 (1d4
+ 2) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack. +3 to hit, range
80/320 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, fierce,
stoic, and stubborn.
Dwarf Tunnel Rat
Medium humanoid (dwarf), any alignment
Armor Class 15 (chain shirt)

Not for resale. Permision granted to print or photocopy this document for personal use only.

D&D Citizens: Dwarves

Hit Points 26 (4d8 + 8)


Speed 25 ft.
STR
13 (+1)

DEX
14 (+2)

CON
15 (+2)

INT
WIS
10 (+0) 13 (+1)

CHA
9 (-1)

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


Damage Resistances poison
Senses darkvision 60 ft.; passive Perception 15
Languages Common, Dwarvish
Challenge 1/2 (100 xp)
Dwarven Resilience. The dwarf has advantage on saving
throws against poison.
Keen Hearing. The dwarf tunnel rat has advantage on
Wisdom (Perception) checks that rely on hearing.
Stonecunning. The dwarf is considered proficient
in Intelligence (History) for checks related to the
origin of stonework, and it receives a +4 proficiency bonus (instead of its standard +2 bonus) on
such checks.

Actions
Multiattack. The dwarf tunnel rat makes two melee attacks.
Battleaxe. Melee Weapon Attack. +3 to hit, reach 5 ft.,
one target. Hit: 6 (1d10 + 1) slashing damage.
Light Hammer. Melee or Ranged Weapon Attack. +3 to
hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4
+ 1) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack. +4 to hit, range
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Tunnel rats are specialists, trackers and scouts for the
dwarven armies or, occasionally, spies and agents for
dwarves of higher station. They are perfectly at home
in the deepest tunnels and mines, but also skilled survivalists above ground.
Dwarf Warpriest
Medium humanoid (dwarf), any alignment

DEX
10 (+0)

CON
14 (+2)

INT
11 (+0)

WIS
16 (+3)

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)

D&D Citizens: Dwarves

Actions
Warhammer. Melee Weapon Attack. +4 to hit, reach 5 ft.,
one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Clerics and priests of all sorts can be found among the
dwarves, but few are as admired and respected as the
warpriest. Masters of tactics, skilled healers, scholars
of warfare, and leaders on the battlefield, they represent
all 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
13 (+1) 10 (+0)

Armor Class 18 (plate)


Hit Points 45 (7d8 + 14)
Speed 25 ft.
STR
15 (+2)

Divine Impact. As a bonus action, the dwarf warpriest can


expend a spell slot to cause its melee weapon attacks
to deal an extra 10 (3d6) thunder damage to a target on
a hit. This benefit lasts until the end of the turn. If the
warpriest expends a spell slot of 2nd level or higher, the
extra damage increases by 1d6 for each level above 1st.
Dwarven Resilience. The dwarf has advantage on saving
throws against poison.
Stonecunning. The dwarf is considered proficient in Intelligence (History) for checks related to the origin of
stonework, and it receives a +4 proficiency bonus (instead of its standard +2 bonus) on such checks.
Spellcasting. The dwarf warpriest is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
13, +5 to hit with spell attacks). The warpriest has the
following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame,
thaumaturgy
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

CHA
13 (+1)

CON
13 (+1)

INT
WIS
10 (+0) 11 (+0)

CHA
10 (+0)

Damage Resistances poison


Senses darkvision 60 ft.; passive Perception 10
Languages Common, Dwarvish
Challenge 1/8 (25 xp)
Dwarven Resilience. The dwarf has advantage on saving
throws against poison.
Stonecunning. The dwarf is considered proficient in Intelligence (History) for checks related to the origin of
stonework, and it receives a +4 proficiency bonus (instead of its standard +2 bonus) on such checks.

Not for resale. Permision granted to print or photocopy this document for personal use only.

Actions
Light Hammer. Melee or Ranged Weapon Attack. +3 to
hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4
+ 1) bludgeoning damage.

The yeoman is a dwarven citizen-soldier, in many


dwarfholds the equivalent of commoners among most
other races. Being a militant people, trained in both
craft and warcraft, dwarves of even the lowest rank are
also competent warriors in their own right.

Not for resale. Permision granted to print or photocopy this document for personal use only.

D&D Citizens: Dwarves

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