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    Zwerg

    Tiny fey, True Neutral

    Armor Class 13 (leather apron)

    Hit Points 17 (5d4 + 5)

    Speed 20 ft., Burrow 10 ft.

    STR 12 (+1) · DEX 16 (+3) · CON 12 (+1) · INT 10 (+0) · WIS 14 (+2) · CHA 10 (+0)

    Saving Throws Dex +5

    Skills Perception +4, Stealth +5

    Gear Leather apron, tiny lantern, miner's pick, sledgehammer, cap of invisibility

    Senses Darkvision 120 ft., Tremorsense 30 ft., passive Perception 14

    Languages Dwarvish, Sylvan, Undercommon

    Challenge 1/2 (100 XP)

    Traits

    Aversion to Loud Noises. If the Zwerg hears a notably loud noise (such as the ringing of a church bell or a thunderous crash), or if it takes Thunder damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.

    Secret of the Goose Feet. The Zwerg goes to great lengths to hide its goose feet. If a creature purposefully scatters ashes, sand, or flour on the ground to reveal the Zwerg's odd footprints, the Zwerg instantly becomes Frightened of that creature for 1 minute. While Frightened in this way, it must use its movement on each of its turns to take the shortest, safest route away from the creature, seeking to abandon the area completely.

    Actions

    Multiattack. The Zwerg makes two attacks: one with its Miner's Pick and one with its Sledgehammer. It can replace one of these attacks with a use of Spellcasting.

    Miner's Pick. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Piercing damage.

    Sledgehammer. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 Strength saving throw or have the Prone condition.

    Spellcasting. The Zwerg casts one of the following spells, requiring no material components (Spell Save DC 12):

    At Will: Mold Earth (XGE, p. 162; used to weaken timber props), Thaumaturgy (PHB, p. 333; used to snuff out lamps, create eerie whispers, or mimic three sharp warning taps)

    1/Day Each: Earth Tremor (XGE, p. 155; used to simulate or trigger a violent tunnel collapse)

    Bonus Actions

    Cap of Invisibility (2/Day). The Zwerg pulls its magical cap low over its eyes, becoming Invisible until the end of its next turn, or until it attacks or casts a spell. While Invisible in this way, the Zwerg can burrow through solid rock at its normal burrowing speed without disturbing the material it moves through. If it ends its turn inside solid rock, it is shunted to the nearest unoccupied space and takes 3 (1d6) Force damage.

    Lore

    A dwarf miner in a leather apron.

    In the old mining districts of Germany, people have always swapped stories about tiny mountain folk. Most call them Zwerge, but the old-timers simply say “mountain spirits” or “earth-dwellers.” Down in the darkness, miners often heard the tap-tap-tap of unseen hammers and nicknamed them “the underground smiths.” Sometimes the Zwerge got mixed up with other spirits. In fact, the pranksters Kobold and Nickel even wound up lending their names to the metals cobalt and nickel, because miners said the spirits kept trading good ore for useless, harmful rock.

    Legend says God created the Zwerge before anyone else so they could dig out the treasures hidden in the earth. To guard the little ones, He made giants, and when the giants turned cruel, He had to create human heroes to protect the little miners. The Zwerge decided they’d had enough of guardians and chose to hide from everyone instead. Ever since, they have avoided people—except for honest hard-workers, whom they secretly like. They live only in high mountains, deep caves, and old mines, where they are the real and only masters.

    From Grimm Legends Bestiary 5E, p. 106 · Fern Flower Press