Mountain Dwarf Vs Hill Dwarf

Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance. See: Mountain dwarves. Before Tolkien, the term dwarfs (with a different spelling) was used, as seen in Snow White and the Seven Dwarfs. In fact, the latter spelling was so common that the original editor of The Lord of the Rings 'corrected' Tolkien's dwarves to dwarfs (The Letters of J.R.R. Other versions of the legendarium. Mountain dwarves are a breed of dwarves at home in the high peaks and rarified air of the rocky mountains. In many ways similar to their lowland cousins, mountain dwarves are slightly more reclusive and tend to focus on mining, forging, and crafts a bit more strongly - their closeness to the dwarven deity Moradin is said to be a cause of this. It is said that a mountain dwarf is born in armor. Discussing those burly, surly gold-miners – mountain dwarves!My video on High Elves: http://www.afistfulofdice.comFaceboo.

  1. Mountain Dwarf D&d
  2. Dnd 5e Dwarf Subrace
  3. Hill Dwarf Vs Mountain Dwarf 5e
  4. Hill Dwarves 5e
  5. Mountain Dwarf Vs Hill Dwarf Rose

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  • 1DWARF
Dwarf, 1st-Level Warrior
Size/Type:Medium Humanoid (Dwarf)
Hit Dice:1d8+2 (6 hp)
Initiative:+0
Speed:20 ft. in scale mail (4 squares); base speed 20 ft.
Armor Class:16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
Base Attack/Grapple:+1/+2
Attack:Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)
Full Attack:Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)
Space/Reach:5 ft./5 ft.
Special Attacks:Dwarf traits
Special Qualities:Darkvision 60 ft., dwarf traits
Saves:Fort +4*, Ref +0*, Will –1*
Abilities:Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Skills:Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2
Feats:Weapon Focus (dwarven waraxe)
Environment:Temperate mountains
(Deep: Underground)
Organization:Team (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating:1/2
Treasure:Standard coins; double goods; standard items
Alignment:Often lawful good
(Deep: Usually lawful neutral or neutral)
Advancement:By character class
Level Adjustment:+0

Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.

Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.

Dwarf

Most dwarves encountered outside their home are warriors.

COMBAT

Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.

SEE WIKIPEDIA ENTRY:Dwarf

Dwarves as Characters

Dwarf Traits (Ex): Dwarves possess the following racial traits.

  • +2 Constitution, –2 Charisma.
  • Humanoid (Dwarf).
  • Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.
  • Hill dwarf base land speed is 20 feet. However, hill dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a hill dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A hill dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.*Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects.*Not reflected in the saving throw numbers given here.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass hill dwarf’s Fighterclass does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +0.

The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

SUBRACES

The information above is for hill dwarves, the most common variety.

There are three other major dwarven subraces, which differ from hill dwarves as follows.

Deep Dwarf

These dwarves live far underground and tend to be more standoffish with non-dwarves.

Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.

Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.

Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.

  • Racial bonus on saves against spells and spell-like abilities increases to +3.
  • Racial bonus on Fortitude saves against poisons increases to +3.
  • Darkvision out to 90 feet.
  • Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

Duergar

Mountain Dwarf Vs Hill Dwarf

See: Duergar

Mountain Dwarf

Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.

See: Mountain dwarves


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Long ago, no doubt, all three subclasses of dwarves (available as PCs) had a common ancestry, but over the millennia three distinct types of dwarves have arisen: Mountain-Dwarves, Hill-Dwarves, and Sea-Dwarves.

The most common of the dwarven races - as far as PCs are concerned - is the Hill Dwarf who makes his home in rolling hills or on mountain sides, perhaps 'dug in' on the mountainside and extending partially into the underdark. There, they or their family or clan usually engages in profitable mining operations and work the stone and earth, mine it for metals or gems, or engage in other occupations.

4 to 4.5 feet high, 130 to 170 pounds, they are stocky and muscular with ruddy cheeks and bright eyes. Their skin is deep tan or light brown, their hair is black, gray, or brown. A typical life span is about 300 to 400 years, but some as old as 450 years have been known.

HILL DWARF RACIAL TRAITS
(Add these if your PC's race is Hill Dwarf)

+2 CON (18 MAX)
Medium Size
Base Speed 20 feet
Darkvision of 30 feet
+2 bonus on saves vs. poison, and
+2 bonus on saves vs. spells and spell-like effects.

HILL DWARF CULTURAL TRAITS
(Add these if your PC grew up in a Hill Dwarf culture)

Stonecutting: +2 to notice unusual stonework, sliding walls, stonework traps, new construction, unsafe stone surfaces, precarious stone ceilings, and the like. They may even notice things disguised as stone or hidden behind recently moved stones. Within 10 feet of said object, a dwarf sees such things as if SEARCHING for them. They may also intuit depth underground and usually can find underground sources of water in the area - if they exist - even behind solid walls of stone (getting to it is another matter).

Mountain dwarf d&d

+1 bonus on attack rolls vs. Orcs, Goblins, Hobgoblins, and Bugbears since these races plague their natural homes and are typical enemies.

Dwarves may treat Dwarven War axes and Dwarven Urgroshes as martial weapons instead of exotic.

+4 dodge vs. Giants unless the dwarf loses his DEX bonuses or is caught flat-footed.

Stability: +4 bonus vs. being bull rushed or tripped while standing on the ground (climbing, etc. doesn't count).

+2 on appraisal checks for gems and jewelry and artistic items crafted of valuable metals, gems, or stone, or non-magical weapons, armor, or shields of high quality.

+2 on all craft skills related to gems, jewels, metals, and stone work.

Languages: In addition to knowing Common and Dwarvish, they might also learn: Giantish, Gnomish, Goblin, Orcish, Terran, and/or Undercommon.

Favored Class: +500 XP to the class of Fighter or Barbarian at 1st level IF this is their first class.

The rarest of the dwarven races - as far as PCs are concerned - the Mountain Dwarf makes his home deep in the underdark, usually in the stony roots under the largest of mountains and far from the surface. They are rarely adventurers who travel the world since they dislike the surface world, and mountain dwarves tend to be isolationists. They are also more spiritual than their cousins are.

4.5 to nearly 5 feet high, 150 to 200 pounds, they are stocky and muscular with sanguine cheeks and dark eyes. Their skin is very light tan, and their hair is white, black, gray, red, or brown. A typical life span is about 400 to 500 years, but some as old as 600 years have been known.

MOUNTAIN DWARF RACIAL TRAITS
(Add these if your PC's race is Mountain Dwarf)

+2 CON (18 MAX)
Medium Size
Base Speed 20 feet
Darkvision of 60 feet
+4 bonus on saves vs. poison, and
+2 bonus on saves vs. spells and spell-like effects.

MOUNTAIN DWARF CULTURAL TRAITS
(Add these if your PC grew up in a Mountain Dwarf culture)

Stonecutting: +2 to notice unusual stonework, sliding walls, stonework traps, new construction, unsafe stone surfaces, precarious stone ceilings, and the like. They may even notice things disguised as stone or hidden behind recently moved stones. Within 10 feet of said object, a dwarf sees such things as if SEARCHING for them. They may also intuit depth underground and usually can find underground sources of water in the area - if they exist - even behind solid walls of stone (getting to it is another matter).

-2 to CHA (3 MIN) due to their isolationist tendencies and strong distrust of outsiders and even each other if not personally known to them for years.

+1 bonus on attack rolls vs. creatures whose home is naturally the Underdark.

Dwarves may treat Dwarven War axes and Dwarven Urgroshes as martial weapons instead of exotic.

Hill

+4 dodge vs. Giants unless the dwarf loses his DEX bonuses or is caught flat-footed.

Stability: +4 bonus vs. being bull rushed or tripped while standing on the ground (climbing, etc. doesn't count).

Mountain Dwarf D&d

+2 on appraisal checks for gems and jewelry and artistic items crafted of valuable metals, gems, or stone, or non-magical weapons, armor, and shields of high quality.

+3 on all craft skills related to gems, jewels, and stone work.

+4 on all craft skills related to metal weapons, armor, or shields.

Languages: In addition to knowing Common and Dwarvish, they might also learn: Draconic, Giantish, and/or Undercommon.

Favored Class: +500 XP to the class of Fighter or Cleric at 1st level IF this is their first class.

Dnd 5e Dwarf Subrace

The most like men, the Sea Dwarf makes his home on ocean coasts, usually as a shipwright or sailor or fisher of the sea. Light in complexion, frequently sun burned, they have red, orange, or blond hair, but when over 200 or so, it all either turns white or they go bald. Short and stocky, they are more naturally buoyant and plumper than their leaner, more muscular cousins, making swimming an easy task for them. Though they are still somewhat muscular under a thicker layer of fat, their size diminishes their STR since they are not as densely muscled as their cousins, but they have greater flexibility and balance too since they are not so muscle bound.

4.5 to nearly 5 feet high, 120 to 160 pounds. They have fair cheeks and dark eyes. A typical life span is about 250 to 350 years, but some as old as 400 years have been known.

SEA DWARF RACIAL TRAITS
(Add these if your PC's race is Sea Dwarf)

Hill Dwarf Vs Mountain Dwarf 5e

-1 STR, (3 MIN)
+1 CON (18 MAX)
+1 DEX (18 MAX)
Medium Size
Base Speed 20 feet,
Darkvision of 30 feet
+1 bonus on saves vs. poison, and
+1 bonus on saves vs. spells and spell-like effects.

All Sea Dwarves have the SWIM skill for free.

SEA DWARF CULTURAL TRAITS
(Add these if your PC grew up in a Sea Dwarf culture)

Profession (Sailor) OR Profession (Shipwright) OR Profession (Fisher): Pick one for free.

Intuit Direction and Rope Use skills for free.

+4 dodge vs. Giants unless the dwarf loses his DEX bonuses or is caught flat-footed.

Stability: +4 bonus vs. being bull rushed or tripped while standing on the ground or ship's deck (climbing, etc. doesn't count).

+2 on appraisal checks for trade goods commonly traded via the sea, and on pearls.

Hill Dwarves 5e

+1 on all craft skills related to canvas, wood, or rope.

Languages: In addition to knowing Common and Dwarvish, they might also learn: Any Language the DM feels might cross their busy port cities.

Favored Class: +500 XP to the class of Fighter or Rogue at 1st level IF this is their first class.

Mountain Dwarf Vs Hill Dwarf Rose

© February of 2002
by
James L.R. Beach
Waterville, MN 56096