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Mountain Dwarf Defender


AC 20 (full plate, medium shield)

HP 52 (8d8 + 16; bloodied 26)

Speed 30 ft. 

Proficiency +2; Maneuver DC 13

Saving Throws Str +5, Con +4, Wis +2

Skills Athletics +5, History + 2, Perception +2

Senses passive Perception 12

Languages any two

Brave. The knight has advantage on saving throws against being frightened .

Steadfast. When a defender would be pushed, pulled, or knocked prone , they are not knocked prone, and the distance of any push or pull is reduced by 10 feet.


Multiattack. The defender attacks twice with their warhammer.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Lance (Mounted Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack, they deal an extra 6 (1d12) piercing damage, and the target makes a DC 13 Strength saving throw , falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Knightly Inspiration (1/Day). The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute, inspired creatures gain an expertise die (1d4) on attack rolls and saving throws . A creature can benefit from only one Knightly Inspiration at a time, and the knight cannot target themselves.


Mountain dwarf defenders are champions who stand fast in battle, never surrendering an inch of ground. A line of mountain dwarf defenders offers more protection than a wall of solid stone.


CR 3–4 knight ; knight with 1d4 guards ; knight mounted on riding horse or warhorse

Treasure 200 gp

CR 5–10 2 or 3 knights ; knight with 1d10 + 10 guards ; knight with 1d4 soldiers , all on riding horses ; blackguard ; blackguard riding griffon , nightmare , warhorse , or winter wolf ; blackguard with 1d5 + 5 gnolls , soldiers , skeletons , or zombies ; holy knight ; holy knight mounted on warhorse

Treasure star ruby (1,000 gp), half of a broken gold locket (37 gp), adamantine plate armor (knight or holy knight) or sword of life stealing (blackguard)

CR 11–16 knight captain ; mountain dwarf lord ; 2 blackguards riding griffons , nightmares , or skeletal warhorses ; blackguard with 1d4 + 1 berserkers , gargoyles , ghasts , or ogres ; 2 holy knights mounted on hippogriffs or warhorses

Treasure 200 pp, local map with several village names circled, potion of greater healing , javelin of lightning , sun blade (knight captain or holy knight) or sword of wounding (blackguard)

CR 17–23 knight captain with 1 to 3 knights , mounted on warhorses ; knight captain with 1 or 2 holy knights ; 3 holy knights mounted on griffons or pegasi ; mountain dwarf lord with 2 mountain dwarf defenders and 1d5 + 5 mountain dwarf soldiers

Treasure 500 pp, 1,200 gp, gold and ruby necklace (7,500 gp), 2 potions of greater healing , 1 full plate armor , holy avenger (greatsword)

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.