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Deep Dwarf Soldier

Challenge
Tags
Terrain
str
14
dex
12
con
14
int
10
wis
10
cha
10

AC 16 (leather brigandine, medium shield)

HP 19 (3d8 + 6; bloodied 9)

Speed 30 ft.


Proficiency +2; Maneuver DC 12

Saving Throws Str +4, Con +4

Skills Perception +2, Survival +2

Senses passive Perception 12, darkvision 120 ft.

Languages any one


Deep Dwarf Resistance. The soldier has advantage on saving throws against illusions and to resist being charmed or paralyzed .

Deep Dwarf Magic. The deep dwarf can innately cast enlarge/reduce (self only, enlarge only) and invisibility (self only) once per long rest without using material components, using Intelligence for their spellcasting ability.


ACTIONS

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage if within 5 feet of an ally that is not incapacitated , plus 2 (1d4) damage when Enlarged.

Enlarge (2nd-Level; V, S, Concentration). The soldier and their equipment grow to Large size for 1 minute. They have advantage on Strength checks and Strength saving throws , and their attacks deal an extra 2 (1d4) damage (included in their War Pick attack).

Invisibility (2nd-Level; V, S, Concentration). The soldier is invisible for 1 hour. The spell ends if the soldier attacks or casts a spell.

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


BONUS ACTIONS

Tactical Movement. Until the end of the soldier’s turn, their Speed is halved and their movement doesn’t provoke opportunity attacks .

Description

Deep dwarves march grimly to battle from huge underground cities, fighting and dying in wars that never reach the surface, even in rumor.

Encounters

CR 0–2 1d8 guards ; 1d4 guards on camels , ponies , or riding horses ; 1 or 2 soldiers ; 1d8 stout halfling guards ; 1 or 2 deep dwarf soldiers or mountain dwarf soldiers

Treasure 800 sp 

CR 3–4 guard squad with acolyte , noble , or soldier ; 1d4 soldiers ; 1 to 3 soldiers on riding horses or other mounts; veteran ; veteran with 2 to 4 guards ; 1d4 + 4 stout halfling guards mounted on mastiffs ; 3 or 4 deep dwarf or mountain dwarf soldiers

Treasure 200 gp, 5 assorted pieces of jewelry (25 gp each), sealed orders

CR 5–10 knight , priest , or veteran with soldier squad or 2 guard squads ; veteran with 1d4 + 1 soldiers , all mounted on riding horses or other mounts; 2 or 3 veterans mounted on warhorses ; 1d8 deep dwarf soldiers or mountain dwarf soldiers with champion warrior

Treasure 1,100 gp, tactical maps of the surroundings (100 gp), 2 potions of healing

CR 11–16 2 soldier squads with blackguard , champion warrior , high priest , holy knight , knight , mage , or veteran

Treasure 2,000 gp, 1 full plate armor , rod of rulership

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.