15 (studded leather)
45 (7d8 + 14)
30 ft.
Deception +3, Insight +4, Investigation +3, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +5
poison
darkvision 60 ft.
Common, Dwarvish, Undercommon
4
The dwarf can use a bonus action on its turn to take the Dash, Disengage, Hide, or Use an Object action.
This dwarf is equipped with a Dungeoneer's Pack.
The dwarf has advantage on saving throws against poison, and resistance to poison damage.
The dwarf has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Climbing does not cost the dwarf extra movement. In addition, when the dwarf makes a running jump, the distance it covers increases by 3 feet.
Once per turn, the dwarf deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dwarf that isn't incapacitated and the dwarf doesn't have disadvantage on the attack roll.
The dwarf makes two attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Cuts any web.
Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.