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Dwarf General

Creature 8 — dwarf, humanoid

AnvilWeaverLANDdwarfhumanoid

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; 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
Items Arbalest, Clan Dagger, Warhammer, Steel Shield, Full Plate
AC 26 Fort +18 Ref +14 Will +16
HP 150
Speed 20 feet

Offense

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

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
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 ChargeFrequency 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.

WORKS WELL WITH

FlankerLANDShove and prone from hammer criticals create flanking opportunities for a mobile ally to exploit.
SniperLANDOrders quicken a sniper while the general holds the line with shield and Reactive Strike.
CrasherLANDOrders buff a crasher to surge forward while the general anchors the formation.

PUNISHES

✖ clumping✖ standing still✖ low Fortitude
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder NPC Core.

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