Dwarf Clan Guard
Medium natural humanoid
Level 1 Soldier XP 100

HP 33; Bloodied 16Initiative +3
AC 17, Fortitude 15, Reflex 13, Will 15Perception+8
Speed 5Low-light vision

Traits

Stand the Ground

The dwarf can move 1 square fewer than the effect specifies when subjected to a pull, a push, or a slide.

Steady-Footed

The dwarf can make a saving throw to avoid falling prone when an attack would knock it prone.

Standard Actions

Warhammer (weapon) At-Will

Attack: Melee 1 (one creature); +6 vs. AC

Hit: 1d10 + 3 damage, and the dwarf can push the target 1 square. The dwarf can then shift 1 square to a square the target vacated.

Effect: The dwarf marks the target until the end of the dwarf’s next turn.

Throwing Hammer (weapon) At-Will

Attack: Ranged 10 (one creature); +6 vs. AC

Hit: 1d6 + 4 damage, and the dwarf marks the target until the end of the dwarf’s next turn.

Double Hammer Strike (weapon) Recharge

Effect: The dwarf uses warhammer and then uses throwing hammer. The dwarf does not provoke opportunity attacks for this use of throwing hammer.

Str 16 (+3)                Dex 12 (+1)                Wis 17 (+3)
Con 17 (+3)                Int 10 (0)                Cha 10 (0)

Alignment unaligned        Languages Common, Dwarven
Equipment: heavy shield , plate armor , throwing hammer x4, warhammer .

Published in Monster Vault, page(s) 101, Dungeon Magazine 216.