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|Size/Type:||Medium Humanoid (Dwarf)|
|Hit Dice:||1d8+1 (5 hp)|
|Speed:||15 ft. (scale mail); base 20 ft.|
|AC:||16 (+4 scale mail, +2 large shield)|
|Attacks:||Dwarven waraxe +1 melee; or shortbow+1 ranged|
|Damage:||Dwarven waraxe 1d10; shortbow 1d6|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Dwarven traits|
|Special Qualities:||Dwarven traits|
|Saves:||Fort +3, Ref +0, Will +0|
|Abilities:||Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 8|
|Skills:||Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2|
|Feats:||Exotic Weapon Proficiency (dwarven waraxe)|
|Climate/Terrain:||Any hill, mountains, and underground. Deep, derro, duergar: Any underground. Mountain: Any mountains and underground|
|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)|
|Challenge Rating:||1/2 (hill, deep, mountain) or 1 (derro, duergar)|
|Treasure:||Standard coins; double goods; standard items|
|Alignment:||Usually lawful good. Deep: Usually lawful neutral or neutral. Derro: Usually chaotic evil. Duergar: Usually lawful evil. Mountain: Usually lawful good|
|Advancement:||By character class|
Dwarves speak Dwarven and Undercommon. 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.
Dwarven Traits (Ex): Dwarves benefit from a number of racial traits.
+1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
+2 racial bonus to saves against spells and spell-like abilities.
+2 racial bonus to saves against poisons.
+4 dodge bonus against giants, through special defensive training.
Darkvision up to 60 feet.
Stonecunning: Dwarves receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Skills: Dwarves receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal.
They speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
The typical ability scores for a deep dwarf are Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 6.
Deep Dwarf Traits (Ex): These are in addition to the basic dwarf traits, except where noted here.
Racial bonus to Will saves against spells and spell-like abilities increases to +3.
Racial bonus to Fortitude saves against all poisons increases to +3.
Darkvision up to 90 feet.
Light Sensitivity (Ex): Deep dwarves suffer a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Derro are encountered only in squads or platoons, carrying daggers, spiked bucklers, and repeating light crossbows that fire poisoned bolts. This poison is either greenblood oil or a substance that causes initial and secondary damage of 2d6 points of temporary Strength (Fortitude negates DC 14).Derro have very few clerics, but those who follow this path can choose two of the following domains: Chaos, Destruction, Evil, and Trickery. Derro savants are at least 5th-level sorcerers; they have one to three Knowledge skills (usually arcana and other esoteric fields) and are able to use any magic item or weapon. A savant is accompanied by two lower-level students, each of which has one minor magic item.
The typical ability scores for derro are Str 9, Dex 14, Con 13, Int 10, Wis 10, Cha 6.
Derro Traits (Ex): These are in addition to the basic dwarf traits, except where noted here.
Spell resistance 18.
Darkvision up to 30 feet.
Sunlight Vulnerability (Ex): Derro take 1 point of temporary Constitution damage for every hour they are exposed to sunlight, dying when their Constitution reaches 0. Lost Constitution points are recovered at the rate of 1 per day out of the sun.
A duergar's typical ability scores are Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 6.
Duergar Traits (Ex): These are in addition to the basic dwarf traits, except where noted here.
+4 racial bonus to Move Silently checks.
Immune to paralysis, phantasms, and magical or alchemical poisons (but not normal poisons).
Spell-Like Abilities: 1/day-enlarge and invisibility as a wizard twice the duergar's level (minimum 3rd level); these affect only the duergar and whatever it carries.
Darkvision up to 120 feet.
Light Sensitivity (Ex): Duergar suffer a -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.
A dwarf's favored class is fighter.
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