Dwarf, Midgard (CR 5)
Small Outsider (Native)
Alignment: Usually neutral
Initiative: +0; Senses: darkvision 60 ft., Listen +13, and Spot +13
AC: 21 (+1 size, +3 natural, +1 deflection, +1 ring of protection, +6 +2 mithral shirt), touch 12, flat-footed 21
Hit Dice: 8d8+40 (76 hp)
Fort +11, Ref +6, Will +8
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +7
Attack: +2 battleaxe +15 melee, or +1 light crossbow +10 ranged
Full Attack: +2 battleaxe +15/+10 melee, or +1 light crossbow +10 ranged
Damage: +2 battleaxe 1d6+5/x3, +1 light crossbow 1d6+1/19-20
Special Attacks/Actions: Curse
Abilities: Str 16, Dex 11, Con 20, Int 14, Wis 15, Cha 11
Special Qualities: Alternate form, dwarven blood, magic items, master smith, outsider traits, SR 16
Feats: Craft Magic Arms and Armor; Craft Wondrous Item; Forge Ring (B); Improved Sunder; Power Attack; Weapon Focus (battleaxe)
Skills: Appraise +2 (+4 with armor, Bluff +11, Craft (armorsmithing) +21, Craft (gemcutting) +21, Craft (weaponsmithing) +21, Diplomacy +4, Disguise +0 (+2 acting), Hide +1S, Intimidate +2, Listen +13, Search +13, Sense Motive +13, Spot +13, Survival +2 (+4 following tracks), Use Magic Device +15, gems, and or weapons)
Advancement: By character class
Climate/Terrain: Cold hills
Organization: Solitary, family (3-10 plus 1 winter wolf), or clan (11-30 plus 1 8th-level wizard chieftain plus 1-6 winter wolves plus 3-12 megaloceros pack animals)
Treasure: Standard plus magic items
Curse (Su): Once per year as a standard action, a Midgard dwarf can lay a powerful curse on someone who has wronged him (usually by stealing from him, injuring him, or killing a close relation). This functions like bestow curse (DC 16, CL 20th), except that the range is unlimited, and the spell is dismissible. The save DC is Wisdom-based. The dwarf must be able to see or describe his target (for example, "he thief who took my gold, wherever he is" or "the one who killed Snorri") and the target must be guilty of the injury the dwarf specifies. Dwarves on the brink of falling in battle have been known to forego an attack in order to curse the enemy who is about to defeat them.
A dwarf can sometimes be persuaded to lift his curse with an offer of weregild-money to compensate the dwarf for the injury or wrong he suffered. Generally, this requires at least 1,000 gold pieces.
Alternate Form (Su): Midgard dwarves have the ability to assume the form of one specific animal of Small or smaller size - typically a badger, otter, raven, or weasel. A Midgard dwarf can shift between its humanoid and animal form as a standard action.
Dwarven Blood: For all effects related to race, a Midgard dwarf is considered a dwarf.
Magic Items: All Midgard dwarves equip themselves with magic arms and armor. The dwarf described here uses a +2 chain shirt, +2 battleaxe, +1 light crossbow, and +1 ring of protection, but other dwarves may have different possessions.
Few seek to take their wealth from Midgard dwarves, since they are notoriously unforgiving. Midgard dwarves will carry a grudge or grievance for generations, even passing it down in clan and family lines.
Master Smith (Ex): Midgard dwarves gain Craft Magic Arms and Armor, Craft Wondrous Item, and Forge Ring as bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.
Native Outsider Traits: Unlike most outsiders, Midgard dwarves can be raised or resurrected normally. They have darkvision out to 60 feet.
Skills: Midgard dwarves have a +8 racial bonus on Craft checks, and a +4 racial bonus on Use Magic Device checks.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.