Small Humanoid (Dwarf), Typically Lawful Good
Armor Class 10
Hit Points 4 (1d6 + 1)
Speed 25 ft.
STR
11 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances Fire, Poison
Senses Darkvision 60 ft, Passive Perception 10
Languages Common, Dwarvish
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Dwarven Resistance. The Dwarf has advantage on Saving throws against Poison.

Stonecunning. When the Dwarf makes an Intelligence History check related to the Origin of Stonework, They are considered Proficient in the check and Add 4 to the check instead of 2.

Actions

Warhammer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage or 5 (1d10) bludgeoning damage if weilding with two hands.

Bonus Actions

Ignite Essence (1/Day). The Dwarf Superheats it's body for 1 minute. During this time any Creature Grappling the Dwarf takes (1d6) Fire damage and must make a DC 11 Constitution Saving throw or be forced to Release the Dwarf ending the Grapple (a Creature immune to fire Damage automatically Succeeds this Saving throw). While the Dwarfs Fiery Form Persists the dwarf emits bright light in a 10 ft radius and Dim light for an additional 10 ft. Finally while the Dwarf is in this state it deals 1 fire Damage on Every melee attack

Description

Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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