20 (+2 plate)
127 (15d8 + 60)
30 ft.
Int +6, Wis +8
Athletics +9, Intimidation +7, Perception +8, Persuasion +7
poison
darkvision 60 ft.
Common, Dwarvish, Gnomish, Undercommon
10
The dwarf has advantage on saving throws against being frightened.
The dwarf has advantage on saving throws against poison, and resistance to poison damage.
The dwarf can use its movement to return to its throne to regenerate using magic crystals. As an action, the dwarf regains up to 20 hit points.
The dwarf king makes two attacks with its greataxe.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
For 1 minute, the dwarf can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dwarf. A creature can benefit from only one Leadership die at a time. This effect ends if the dwarf is incapacitated.