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Dwarf General

Creature 8 — dwarf, humanoid

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 thei

Source: pathfinder-npc-core

Perception +16
Skills athletics +19, diplomacy +12, intimidation +14, medicine +15, society +13, survival +15
Str
+5
Dex
+0
Con
+4
Int
+2
Wis
+2
Cha
+1
AC 26 Fort +18 Ref +14 Will +16
HP 150
Speed 20 feet

Offense

Melee Clan Dagger +19, Damage 1d4+11 piercing
Melee Warhammer +20, Damage 2d8+11 bludgeoning
Melee Fist +19, Damage 1d4+11 bludgeoning
Ranged Arbalest +15, Damage 1d10+6 piercing

Abilities

Opening Orders (auditory, linguistic) —
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. Reactive Strike
Shield Block — Shield Block
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.

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