Dwarf Clan Guard
Medium natural humanoid
Level 1 Soldier XP 100
|HP 33; Bloodied 16||Initiative +3|
|AC 17, Fortitude 15, Reflex 13, Will 15||Perception+8|
|Speed 5||Low-light vision|
Stand the Ground
The dwarf can move 1 square fewer than the effect specifies when subjected to a pull, a push, or a slide.
The dwarf can make a saving throw to avoid falling prone when an attack would knock it prone.
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.