Dwarrow
A grim, evil race who are cousins to the dwarves
Basic Fantasy Field Guide Omnibus
| Armor Class | 16 (11) |
|---|---|
| Hit Dice | 1+1 |
| Number Appearing | 1d8, Wild 2d6, Lair 5d10 |
| Attacks | 1 weapon |
| Damage | 1d6 or by weapon |
| Movement | 20' Unarmored 40' |
| Save As | Fighter: 1 (with Dwarf bonuses) |
| Morale | 8 |
| XP | 25 |
| Treasure Type | Q, S each; B, L in lair |
Dwarrow are a grim, evil race who are cousins to the dwarves. It is similar to a dwarf in appearance but far less stocky. A dwarrow has ashen-gray skin, black or white hair, large nose, drooping mustache, and short beard. A dwarrow prefers to wear drab, dark colors to better blend into the background of its stronghold. It is an expert craftsmen and its weapons and gear are always of the highest quality. A dwarrow is a courageous fighter and employs advanced tactics in battle. Dwarrows hate dwarves and will attack them first unless ordered otherwise. A dwarrow suffers the same weapon restrictions as a dwarf.
Dwarrow have Darkvision to a range of 80’, and can speak both Dwarven and Common, though dwarrows rarely speak to non-dwarrows.
The statistics given above are for a standard dwarrow in chain mail with a shield.
Special Abilities
Variants
Regular dwarrow led by a sergeant gain a +1 bonus to their morale.
| Hit Dice | 3+3 |
|---|---|
| XP | 145 |
Has a +1 bonus to damage due to strength.
| Hit Dice | 5+5 |
|---|---|
| Damage | 1d6+1 or by weapon+1 |
| XP | 360 |
Has a +2 bonus to damage. In the lair, regular dwarrow gain a +2 bonus to their morale as long as the overlord is alive.
| Armor Class | 18 (11) |
|---|---|
| Hit Dice | 7+7 |
| Damage | 1d6+2 or by weapon+2 |
| XP | 670 |
A dark priest is equivalent to a dwarrow sergeant statistically, but has Clerical abilities at level 1d6+1.
| Hit Dice | 3+3 |
|---|---|
| XP | 145 |
A sorcerer is equivalent to a regular dwarrow, but has Magic-user abilities of level 1d4+2.
| Hit Dice | 1+1 |
|---|---|
| XP | 25 |