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# Deep Dwarf Soldier
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*Medium* *Humanoid*
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- **Armor Class:** 16
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- **Hit Points:** 19 (3d8+6)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 1/2 (100 XP)
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- **Source:** A5e Monstrous Menagerie, page 493
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 14 (+2) | 12 (+1) | 14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) |
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- **Saving Throws**: Str +4, Con +4
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- **Skills:** perception +2, survival +2
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- **Senses:** passive Perception 12, darkvision 120 ft.
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- **Languages:** any one
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### Special Abilities
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- **Deep Dwarf Resistance:** The soldier has advantage on saving throws against illusions and to resist being charmed or paralyzed.
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- **Deep Dwarf Magic:** The deep dwarf can innately cast enlarge/reduce (self only, enlarge only) and invisibility (self only) once per long rest without using material components, using Intelligence for their spellcasting ability.
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### Actions
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- **War Pick:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage or 11 (2d8 + 2) piercing damage if within 5 feet of an ally that is not incapacitated plus 2 (1d4) damage when Enlarged.
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- **Enlarge (2nd-Level; V, S, Concentration):** The soldier and their equipment grow to Large size for 1 minute. They have advantage on Strength checks and Strength saving throws and their attacks deal an extra 2 (1d4) damage (included in their War Pick attack).
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- **Invisibility (2nd-Level; V, S, Concentration):** The soldier is invisible for 1 hour. The spell ends if the soldier attacks or casts a spell.
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- **Heavy Crossbow:** Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
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### Bonus Actions
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- **Tactical Movement:** Until the end of the soldiers turn, their Speed is halved and their movement doesnt provoke opportunity attacks.
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