Dwarf War Chief
Medium natural humanoid
Level 6 Elite Soldier XP 500
| HP 144; Bloodied 72 | Initiative +7 |
| AC 22, Fortitude 19, Reflex 17, Will 18 | Perception+6 |
| Speed 5 | Low-light vision |
| Saving Throws +2 (+7 against poison effects); Action Points 1 | |
Traits
Stand the Ground
Whenever the war chief is pulled, pushed, or slid, it can move 1 square less than the effect specifies.
Steady-Footed
The war chief can make a saving throw to avoid falling prone when an attack would knock it prone.
Standard Actions
(⚔) Greatclub (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d8 + 5 damage, and the war chief gains 5 temporary hit points.
ᗕ Spinning Club (weapon) ✦ Recharge ⚄ ⚅
Attack: Close burst 1 (enemies in the burst); +8 vs. Reflex
Hit: 3d8 + 5 damage. If the war chief hits a target marked by it, each enemy in the burst is immobilized until the start of the war chief's next turn.
Minor Actions
ᗕ Battlefield Focus ✦ Recharge when the marked enemy or enemies drop to 0 hit points or fewer
Effect: The war chief marks one or two enemies it can see within 10 squares of it until the end of the encounter.
Triggered Actions
⚔ Brutal Club (weapon) ✦ At-Will
Trigger: An enemy adjacent to the war chief and marked by it moves, shifts, or makes an attack.
Attack (Immediate Interrupt): Melee 1 (the triggering enemy); +10 vs. AC
Hit: 2d8 + 5 damage, the target is immobilized until the start of the war chief's next turn, and the war chief gains 5 temporary hit points.
Skills Dungeoneering +11, Endurance +11, Intimidate +10
Str 19 (+7) Dex 14 (+5) Wis 16 (+6)
Con 16 (+6) Int 12 (+4) Cha 14 (+5)
Alignment Unaligned Languages Common, Dwarven
Equipment: greatclub , hide armor .
Published in Dark Sun Creature Catalog, page(s) 41.