Dwarf Warrior (5e Creature)
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Medium humanoid (dwarf), lawful good
Dwarven Resilience. The dwarf has advantage on saving throws against poison.
Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus.
Wall Barrier. With every ally that is 5 feet away from the dwarf that has a shield, the dwarf gains a +1 to its AC (to a maximum of a +3 bonus). The dwarf must be wielding a shield to gain this benefit.
Multiattack. The dwarf makes two melee attacks, only one of which can be with its shield bash.
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. If the target Large or smaller, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Parry. The dwarf adds 2 to its AC against one melee attack that would hit it. To do so, the dwarf must see the attacker and be wielding a melee weapon.
By the standards of all dwarves, warriors of battles and wars are to be honored and respected by all who are less experienced than them. The fact that they are more experienced than the average dwarf makes them more sought after by dwarven lords and kings.
Stout and Loud. Dwarfs are a people who love drinking and eating by their nature; however, their warriors love for such things is greater than the average dwarf. Whether fighting in battle or resting in mead halls, they always fight best with a full stomach.