Dwarf, Arctic (CR 1/2)

Small Humanoid
Alignment: Usually lawful good
Initiative: +0; Senses: Listen +2 and Spot +2


AC: 17 (+1 size, +4 scale mail, +2 large shield), touch 11, flat-footed 15
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +0, Will +0
Speed: 20 ft. (scale mail), base 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Dwarven waraxe +3 melee; or shortbow +1 ranged
Full Attack: Dwarven waraxe +3 melee; or shortbow +1 ranged
Damage: Dwarven waraxe 1d10+1/x3; shortbow 1d6/x3
Special Attacks/Actions: Dwarven traits
Abilities: Str 16, Dex 9, Con 13, Int 10, Wis 11, Cha 8
Special Qualities: Dwarven traits, immune to all cold effect and attacks
Feats: Weapon Focus (dwarven waraxe)
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, and Spot +2
Advancement: By character class
Climate/Terrain: Cold mountains
Organization: Hunting party (3-12) or clan (51-100 plus 30% noncombatants plus 5 3rd-level lieutenants, 3 4th-level captains, and an elder of 6th-9th level)
Treasure/Possessions: Standard (Gems only)

Source: Monster Manual (3E)

Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.

Dwarven Traits (Ex): Dwarves benefit from a number of racial traits.

Skills: Dwarves receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal.