Monstro.cc

Dwarrow

A grim, evil race who are cousins to the dwarves

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class16 (11)
Hit Dice1+1
Number Appearing1d8, Wild 2d6, Lair 5d10
Attacks1 weapon
Damage1d6 or by weapon
Movement20' Unarmored 40'
Save AsFighter: 1 (with Dwarf bonuses)
Morale8
XP25
Treasure TypeQ, 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

Darkvision: Darkvision to a range of 80'.
Languages: Can speak both Dwarven and Common, though dwarrows rarely speak to non-dwarrows.
Hate dwarves: Will attack dwarves first unless ordered otherwise.
Weapon restrictions: A dwarrow suffers the same weapon restrictions as a dwarf.

Variants

Sergeant (one out of every eight dwarrow)

Regular dwarrow led by a sergeant gain a +1 bonus to their morale.

Hit Dice3+3
XP145
Captain (in a lair or other settlement (one out of every 16))

Has a +1 bonus to damage due to strength.

Hit Dice5+5
Damage1d6+1 or by weapon+1
XP360
Overlord (in lairs or other settlements of 30 or greater)

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 Class18 (11)
Hit Dice7+7
Damage1d6+2 or by weapon+2
XP670
Dark Priest (in a lair or other settlement (1-3 on 1d6, or 1-4 on 1d6 if a dwarrow overlord is present))

A dark priest is equivalent to a dwarrow sergeant statistically, but has Clerical abilities at level 1d6+1.

Hit Dice3+3
XP145
Sorcerer (in a lair or other settlement (1-2 on 1d6))

A sorcerer is equivalent to a regular dwarrow, but has Magic-user abilities of level 1d4+2.

Hit Dice1+1
XP25