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Mountain Dwarf Defender

Medium · Humanoid · CR 3 · Chaotic Evil

Armor Class
20
Hit Points and Hit Dice
52 (8d8+16)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
14
+2

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 700
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 12

Saving Throws

Strength +5 Constitution +4 Wisdom +2

Skills

Athletics +5 History +0 Perception +2

Languages

any two

Traits

Brave

The knight has advantage on saving throws against being frightened.

Steadfast

When a defender would be pushed, pulled, or knocked prone, they are not knocked prone, and the distance of any push or pull is reduced by 10 feet.

Actions

Heavy Crossbow

+3 to hit, range 100/400 ft (30.5/121.9 m). Hit: 1d10+1 piercing damage.

Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Knightly Inspiration

1/day

The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves.

Lance

+5 to hit, reach 10 ft (3 m). Hit: 1d12+3 piercing damage.

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 6 (1d12) piercing damage and the target makes a DC 13 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.

Multiattack

The defender attacks twice with their warhammer.

Warhammer

+5 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 bludgeoning damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

About Mountain Dwarf Defender

Mountain Dwarf Defender is a medium humanoid with a Challenge Rating of 3. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 20 and possesses 52 hit points (derived from 8d8+16).

Mountain Dwarf Defender has communication capabilities including any two. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Mountain Dwarf Defender

2 tips available

When using Mountain Dwarf Defender in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Mountain Dwarf Defender

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Mountain Dwarf Defender?
Mountain Dwarf Defender has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Mountain Dwarf Defender?
Mountain Dwarf Defender is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Mountain Dwarf Defender speak?
Mountain Dwarf Defender can communicate in any two.

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