Dwarf Foreman (5e Creature)
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Dwarf Foreman[edit]
Medium humanoid (dwarf), lawful neutral Armor Class 12 (leather armor)
Skills Athletics +5, Insight +4, Perception +4, Survival +4 Brute. A melee weapon deals one extra die of its damage when the dwarf hits with it (included in the attack). Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus (+4) to the check, instead of its normal proficiency bonus (+2). ACTIONSMiner's Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the dwarf can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dwarf. A creature can benefit from only one Leadership die at a time. The effect ends if the dwarf is incapacitated. REACTIONSParry. The dwarf adds 2 to its AC against one melee attack that would hit it. To do so, the dwarf must see the attacker and be wielding a melee weapon. |
Dwarf foremen supervise mining operations and are often seen leading a team of dwarf miners. |
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