15 (studded leather, ring of protection)
65 (10d8 + 20)
25 ft.
Insight +4, Perception +4, Persuasion +4
darkvision 60 ft.
Common, Dwarvish, and two others
3
The dwarf has advantage on saving throws against poison, and it has resistance against poison damage.
When in negotiations, the dwarf has advantage on Charisma (Persuasion) checks. The target must be able to understand the dwarf.
Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and adds +4 to the check.
The dwarf is immune to any magical effect that would attempt to read its mind.
The dwarf is proficient with mason's tools.
The dwarf makes two attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
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 d6 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.