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Wolf Reaver Dwarf 2014

CR 3 humanoid

Medium humanoid, any chaotic


Armor Class
16 (chain shirt, shield)
Hit Points
76 (9d8+36)
Speed
35 ft.

STR18 (+4)
DEX12 (+1)
CON19 (+4)
INT9 (-1)
WIS11 (+0)
CHA9 (-1)

Saving Throws
Skills
Athletics +6, Intimidation +1
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Dwarvish
Challenge
3 (700 XP) · Proficiency Bonus +2

Danger Sense.

The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated.

Dwarven Resistance.

The wolf reaver dwarf has advantage on saving throws against poison.

Pack Tactics.

The wolf reaver dwarf has advantage on attacks if at least one of the dwarf's allies is within 5 feet of the target and the ally isn't incapacitated.

Reckless.

At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack.

The wolf reaver dwarf makes two melee or ranged attacks.

Battleaxe.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Dagger.

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Spear.

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details