Dwarf, Deep (CR 1/2)

Medium Humanoid
Alignment: Usually lawful neutral or neutral
Initiative: +0; Senses: darkvision 90 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. (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 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Special Qualities: Dwarven traits, +3 bonus on saves vs spells and spell-like abilities, +3 bonus on Fort saves vs poison, Light sensitivity
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: Any underground
Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Treasure/Possessions: Standard coins; double goods; standard items

Source: Monster Manual

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.

Deep Dwarf Traits (Ex): Deep dwarves benefit from a number of racial traits.