This bald dwarf has gray skin, and its irises are flat gray. The humanoid carries a war pick in a hand that ends in stony claws.
Most cave-touched dwarves were ordinary dwarves changed by a long, lonely period among the underground caverns. Rather than succumb to madness, these dwarves become resolute in their solitude and begin to take on aspects of their cavernous homes. Most cave-touched dwarves changed in this fashion rarely interact with others.
Cave Dragon’s Blessing. Adult (or older) cave dragons can accelerate this process in ordinary dwarves, which accounts for most encounters with cave-touched dwarves. The dwarves’ similarity to cave dragons and association with the dragons lead many to believe cave dragons are solely responsible for the dwarves’ creation. Cave-touched dwarves’ loyalty to the cave dragons that cause their transformations enforce this theory.
Created Leaders. Cave-touched dwarves among ordinary dwarves become leaders, but not necessarily out of a sense of superiority. They instead view themselves as bastions of order represented by the surety of stone, and following their decisions quells the encroachment of anarchy and entropy.
Cave-Touched Dwarf
Medium humanoid (dwarf), any lawful alignmentArmor Class 18 (plate)
Hit Points 161 (19d8 + 76)
Speed 30 ft., burrow 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 10 (+0) | 19 (+4) | 10 (+0) | 14 (+2) | 13 (+1) |
Saving Throws Con +8, Wis +6
Damage Resistances acid, poison, thunder
Condition Immunities poisoned
Senses blindsight 60 ft., passive Perception 12
Languages Common, Draconic, Dwarvish
Challenge 9 (5,000 XP)
Brute. A melee weapon deals one extra die of its damage when the cave-touched dwarf hits with it (included in the attack).
Cave-Wrought Flesh (Recharges after a Long Rest). As a bonus action, a cave-touched dwarf turns its flesh as hard as stone for 1 hour. While its flesh is like stone, it has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Actions
Multiattack. The cave-touched dwarf makes three attacks: one with its claw and two with its war pick.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. When the dwarf rolls a 20 on this attack roll against a target with a body made of flesh, the target must make a DC 16 Constitution saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or similar magic.
War Pick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Poison Breath (Recharges after a Long Rest). The cave-touched dwarf exhales poison gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned.