Lawful Good Man-sized Humanoid (dwarf) (4-ft tall)
FREQUENCY: Common
NO. APPEARING: 40-400 (I. 2d6+2)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4 (AD 4)
MOVE: 6" (Base 9")
HIT DICE: 1 (hp 5)
% IN LAIR: 50%
TREASURE TYPE: Individuals M (x5) — In Lair G, Q (x20), R
THAC0: 19
MELEE: as per weapon
MISSILE: as per weapon
SPECIAL ATTACKS: hatred — Hits As: normal
SPECIAL DEFENSES: giant-fighters, Resist (poison-magic)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +5%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: Common (75%), Dwarf, Gnome, Goblin, Kobold, Orc
LEVEL: I (XP 14 + 1 per hp)
Dwarves are typically deep tan to light brown of skin, with ruddy cheeks and bright eyes (almost never blue). Their hair is brown, black or gray. They favor earth tones with small bits of bright color in their clothing. Although only 4 or so feet tall, they weigh no less than 150 pounds due to their stocky muscular build. They live for no less than 350 years on the average.
Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave, but they also enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They also enjoy gems, of course, particularly those of opaque nature (except pearls which they do not like) and diamonds. They like the earth and dislike the sea. Considering that their women tend to be bearded too, it is not surprising that some dwarves are somewhat forward in their behavior towards females not so adorned. If dwarves are a trifle suspicious and avaricious, they generally make up for such faults by their courage and tenacity.
Rocky hills are the favorite abode of these sturdy creatures. Dwarves typically band together in clans which are not mutually exclusive or hostile but are competitive.
These creatures are able to operate in two or more classes simultaneously, so fighter/clerics, for example, are possible. Note also that the level of proficiency may vary between the two or more classes one of these creatures is capable of performing in.
Dwarves can see in the dark (infravision) noting monsters at a distance of 60-ft.
Due to their great hatred of goblins, orcs, and hobgoblins, all dwarves gain a bonus of +1 on their dice rolls to hit these opponents.
When dwarves are in melee with ogres, trolls and giants, these monsters must deduct 4 from their dice rolls to hit their dwarven opponents due to the size and skill of the latter in combatting these huge creatures.
All dwarves are resistant to both magic and poison; they therefore make saving throws at 4 levels above their actual level.
Because of their mining skills, dwarves are good (50% to 75% likely) at detecting passages which slope upwards or downwards, sliding or shifting walls or rooms, new construction, approximate depth, or unusual stonework.
Dwarves speak their own tongue and those of gnomes, goblins, kobolds, and orcs. It is 75% likely that dwarves will also speak the common language.
Mountain Dwarves. These creatures are similar to their cousins, the hill dwarves, detailed above. The only differences are size (4½-ft+ tall), hit dice (1 + 1), and coloration (typically lighter with brown hair). They employ fewer crossbows (20% maximum) and more spears (30%). Mountain dwarves with 16 Strength can work up to 7th level, with 17 Strength to 8th level, and with 18 Strength to 9th level. Mountain dwarves have a life span of 400 or more years.
For every 40 dwarves in a group there will be a fighter of 2nd through 6th level (to determine level roll a 6-sided die, 1 equalling 2 and the other numbers indicating the level). If 160 or more dwarves are in a group there will be in addition one 6th, and one 4th level fighter as chief, and lieutenant, of the group. If 200 or more are encountered there will be a fighter/cleric of 3rd to 6th level fighting ability and 4th to 7th level clerical ability in addition to the others. If 320 or more dwarves are encountered there will be the following additional dwarves with the group: an 8th level fighter, a 7th level fighter, a 6th level fighter/7th level cleric, and two 4th level fighter/clerics. If encountered in their lair (home) there will be in addition from 2-12 fighters of from 2nd to 5th level, from 2-8 fighter/clerics of from 2nd to 4th level (each category), and females and young equal to 50% and 25% respectively of the number of adult males. A dwarven lair is always an underground complex in solid rock.
Dwarves are 60% likely to have tamed animals to serve as guards in their lair: 5-20 wolves (25%) or 2-8 brown bears (75%).
Dwarves are typically armored with chainmail and shield. They have the following typical weaponing:
Sword & light crossbow
Sword & pole arm
Sword & spear
Axe & heavy crossbow
Axe & hammer
Axe & mace
Hammer & pick
15%
10%
20%
10%
25%
10%
10%
Higher level fighters and fighter/clerics have a 10% chance per level of having magic armor and/or weapons. For fighter/clerics also check at 10% per clerical level for 1-4 additional items (potion, clerical scroll, ring, wand/staff/rod, misc. magic) usable by clerics. All dwarves above normal level will have plate armor and shield.