Medium Humanoid (Dwarf), Lawful Neutral
Armor Class 19 +1 Full Plate Armor
Hit Points 60 (5d10 + 4)
Speed 25 ft.
STR
17 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
15 (+2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +5, CON +6
Damage Resistances Poison
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Dwarvish, Ignan, Terran
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dwarven Resilience:  Advantage for saving throws against poison.

Bright Dwarf Stature:  Because of the particular shape, size, and strength of the Bright Dwarf, they cannot be knocked prone.

Elemental Channeling:  The Bright Dwarf may choose to attack using fire or acid.  This causes any attack to gain a +2 to damage from either source.  If using fire, the target will ignite if they are wearing clothing, padded armor, or may otherwise ignite.  In this case they will take 2 hp of damage each turn until the fire is extinguished.

Spellcasting. The Bright Dwarf is a 5th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 13, +2 to hit with spell attacks). The Bright Dwarf has following Wizard spells prepared:
Cantrips (at will): fire bolt, light, thunderclap, create bonfire
1st level (3 slots): burning hands, earth tremor, detect magic

Actions

Action Melee Attack. 2 Melee Weapon Attacks per Turn with Huge Axe:  +6 to hit, reach 5 ft. Hit: 10 (2d8)+3 slashing damage.

Description

Bright Dwarves are masters of elemental magic and craftsmanship.  They are secluded from Dwarven society but famous for their work creating magic weapons.  They are close to the elements of fire and earth and usually found near volcanic mountains, where they dwell in huge natural forges underground.

Habitat: Mountain

DaveCampbell

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