Dwarven Resilience. The warrior has advantage on Saving Throws against poison, and has Resistance against poison damage.
Great Weapon Fighting. When the warrior rolls a 1 or 2 on a damage die for its Maul attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Improved Critical. The warrior's weapon attacks score a critical hit on a roll of 19 or 20.
Stonecunning. The warrior has advantage on Intelligence (History) checks regarding the origin of stonework and architecture.
Multiattack. The warrior makes two Maul attacks, or two melee handaxe attacks.
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage.
Crossbow, Heavy. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 1) piercing damage.
Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
Handaxe. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
Action Surge (1/Short or Long Rest). On the warrior's turn, it can take one additional action on top of its regular action and a possible bonus action.
Second Wind (1/Short or Long Rest). As a bonus action, the warrior regains 1d10 + 5 hit points.
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