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Dwarf General

CREATURE 8

Dwarven generals embody pride in knowledge and tactical acumen, using their understanding of warfare and battlefield strategy to coordinate their subordinates into optimal locations. They also remain ready to enter combat at a moment's notice and bring a fight to an enemy themselves.


From the dwarven perspective, most things in life are best done correctly, and that means taking one's time. Dwarves are a focused and intentional people, taking years or even decades to ply their trades, doing their best to make every detail perfect. The patience and dedication required for such tasks pays off, and many dwarves become experts in their respective field, trade, or area of focus. Many dwarves uphold traditions, and since dwarven origins trace back to underground life, many still hone skills focused on life underground.


Perception +16; darkvision
Languages Common, Dwarven
Skills Athletics +19, Diplomacy +12, Intimidation +14, Medicine +15, Society +13, Survival +15, Warfare Lore +15
Str +5, Dex +0, Con +4, Int +2, Wis +2, Cha +1
Opening Orders (auditory, linguistic)
Trigger The dwarf general rolls initiative and can see at least one enemy

Effect The general unleashes a command to ready for combat. Each ally within 120 feet that can hear the general can either Raise a Shield or Step as a free action when it rolls initiative.

AC 26; Fort +18, Ref +14, Will +16
HP 150
Dwarven Doughtiness

Dwarves are often calm and collected in the face of imminent danger. At the end of the general's turn, reduce its Frightened condition by 2 instead of 1.

Reactive Strike

The dwarf general gains an additional reaction at the beginning of each of their turns that they can use only for a Reactive Strike.

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Shield Block

Trigger The monster has its shield raised and takes damage from a physical attack.

Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.


Speed 20 feet
Melee Clan Dagger +19 (agile, parry, versatile b), Damage 1d4+11 piercing
Melee Warhammer +20 (magical, shove), Damage 2d8+11 bludgeoning
Melee Fist +19 (agile, nonlethal, unarmed), Damage 1d4+11 bludgeoning
Ranged Arbalest +15 (backstabber, reload 1, range increment 110 feet), Damage 1d10+6 piercing
Advancing Orders (auditory, linguistic)

The dwarf general issues a command to push forward on the battlefield. Each ally who hears and understands this command becomes Quickened until the end of its next turn but can use the extra action only to Step or Stride.

Hammer Critical Specialization

When the general critically hits with a hammer, the target of the critical hit is knocked Prone unless it succeeds at a DC 26 Fortitude save.

Sudden Charge
Frequency once per round

Effect The dwarf general Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
Pathfinder NPC CoreORC