13 (natural armor)
19 (3d8 + 6)
30 ft.
poison
blinded, charmed, frightened, paralyzed, poisoned
darkvision 90 ft.
Primordial
1
The dwarf has advantage on saving throws against spells and other magical effects.
While in sunlight, the dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
The dwarf breathes out dark spores at one creature it can see within 10 ft. of it. The target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage.