Skip to main content

Infernal Dwarf


AC 16 (bone hauberk)

HP 65 (10d8+20; bloodied 32)

Speed 25 ft.

Proficiency +2; Maneuver DC 12

Saving Throws Int +4, Wis +3

Skills Arcana +4, Intimidation +3

Damage Resistances fire

Damage Immunities poison, necrotic

Senses darkvision 120 ft., passive Perception 11

Languages Dwarvish, Infernal

Bone Armaments. The infernal dwarf ignores the flaw property of any bone armor they wear or bone weapon they wield.

Lawful Evil. The infernal dwarf radiates a Lawful Evil aura.

Spellcasting. The infernal dwarf is a 5th level spellcaster, using Intelligence as their spellcasting ability (spell save DC 12; +4 to hit with spell attacks). They have the following spells prepared:

Cantrips: mage hand , ray of frost

1st-level (4 slots): charm person , shield , thunderwave

2nd-level (3 slots): darkness , ray of enfeeblement

3rd-level (2 slots): vampiric touch

United in Action. When the infernal dwarf is adjacent to another infernal dwarf and makes a melee weapon attack, it gains an expertise die and on a hit deals an extra 3 (1d6) necrotic damage.


Multiattack. The infernal dwarf attacks twice.

Bone Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning.

Ray of Frost (Cantrip; V, S). Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 9 (2d8) cold damage, and the target’s Speed is reduced by 10 feet until the start of the noble’s next turn.

Thunderwave (1st-Level; S). Thunder rolls from the infernal dwarf in a 15-foot cube. Each creature in the area makes a DC 12 Constitution saving throw . On a failure, a creature takes 9 (2d8) thunder damage and is pushed 10 feet from the infernal dwarf. On a success, a creature takes half damage and is not pushed.

Darkness (2nd-Level; V, S, Concentration). Magical darkness spreads from a point within 60 feet of the infernal dwarf, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

Ray of Enfeeblement (2nd-Level; V, S, Concentration). Ranged Spell Attack: +4 to hit, range 60 feet, one creature. Hit: The target only deals half damage with weapon attacks that use Strength for up to 1 minute. At the end of each of the target’s turns, it can make a DC 12 Strength saving throw , ending the spell on a success.

Vampiric Touch (3rd-Level; V, S, Concentration). On the round the infernal dwarf casts it, and as an action on subsequent turns until the spell ends, they can make a melee spell attack (+4 to hit) against a creature within 5 feet. On a hit, they deal 10 (3d6) necrotic damage and regain hit points equal to half the amount of necrotic damage dealt.


Shield (1st-Level; V, S). When the infernal dwarf is hit by an attack or targeted by magic missile , they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of their next turn.


An infernal dwarf’s pale skin has shrunken down to practically nothing, at first appearing to be like any other skeletal undead. Its face gives this creature away however—the pale blue orbs of energy in the eye sockets of its emaciated skull radiate unnatural power—and about it is the omnipresent and unmistakable scent of sulfur. These stout monsters have given their bodies and souls to the dark lord Zustramet, and their entire existence depends upon returning the fiend to Elissar and restoring it to its full glory. Whatever kinship or goodness once existed in the hearts of these infernal dwarves is buried in the past, much like they were until Kalle Sirkesalo’s terrible mistake in Murray’s Folly reawakened them across the continent.

Monster Type Description

Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.