Dwarf Hammerer Level 5 Soldier
Medium Natural Humanoid XP 200
Initiative +2 Senses Perception +4; low-light vision
HP 64; Bloodied 32
AC 21; Fortitude 18, Reflex 16, Will 17
Saving Throws +5 against poison effects
Speed 5
Stubborn (Immediate Interrupt, when an enemy tries to push it or knock it prone; at-will)
The hammerer makes a melee basic attack against the enemy.
Stand Your Ground (Immediate Interrupt, when hit; encounter)
Until the end of its next turn, the dwarf gains a +2 bonus to all defenses and becomes immune to forced movement (push, pull, and slide) and being knocked prone.
m Shield Bash (Minor; recharge 56)
+10 vs. Fortitude; 1d6 + 4 damage and the target is knocked prone and pushed 1 square.
R Throwing Hammer (Standard; at-will) ♦ Weapon
Range 5/10; +10 vs. AC; 1d6 + 4 damage.
M Warhammer (Standard; at-will) ♦ Weapon
+12 vs. AC; 1d10 + 4 damage.
Alignment Unaligned Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +12
Str 17 (+5) Dex 10 (+2) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 12 (+3)
Equipment plate armor, heavy shield, warhammer, 3 throwing hammers