Urdunnir (CR 2)

Medium Humanoid
Alignment: Usually neutral
Initiative: +0; Senses: darkvision 60 ft., Listen +2, and Spot +2


AC: 16 (+4 scale mail, +2 large shield), touch 10, flat-footed 14
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +0, Will +0
Speed: 20 ft. (15 ft. in scale mail)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Dwarven waraxe +1 melee; or shortbow +1 ranged
Full Attack: Dwarven waraxe +1 melee; or shortbow +1 ranged
Damage: Dwarven waraxe 1d8; shortbow 1d6
Special Attacks/Actions: Dwarven traits, spell-like abilities
Abilities: Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 7
Special Qualities: Dwarven traits
Feats: Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, and Spot +2
Advancement: By character class
Climate/Terrain: Underground
Organization: Scouting party (5-20) or clan (30-100 plus 20% noncombatants plus 2-5 lords of 2nd-5th level)
Treasure: Double items

Source: Monster Manual (3E)

Combat

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.

Urdunnirs have the same special abilities as normal dwarves. Their extraordinary resistance to poison grants them a +4 bonus on their saving throws against all toxins. Urdunnirs also possess the innate supernatural ability to stone walk, allowing them to pass through stone and earth as if it were air. They can carry up to twice their own body weight with them in this manner. Once per round, an urdunnir can use the spell-like ability stone shape as an 8th-level sorcerer.

An urdunnir can also use a shape metal spell-like ability by concentrating for a full round and using this ability in the next round. The power works just like the stone shape spell, except that the urdunnir can only affect 5 cubic feet of metal. The dwarf must touch the metal to shape it, which may require a melee touch attack if an opponent is holding or wielding the object. If an urdunnir is prepared for an attack, he can reshape a metal weapon as it hits, taking only half damage from the attack and rendering the weapon useless. (The dwarf must spend one action preparing to use the power, then ready the shape metal ability on his next action, using the ability the next time he is struck in combat.) Magic weapons and armor receive a Fortitude saving throw against this power (see the saving throw rules under Strike an Object in Chapter 8 of the Player's Handbook).