Dark Iron Dwarf Forces

Like most dwarves, Dark Iron dwarves follow a rigid and militarized organization. Every Dark Iron dwarf soldier is well trained and well armed, often with the finest equipment he can afford. However, the years under the dirt, as well as a diabolical outlook on life, change the Dark Irons' tactics. Skullduggery and backstabbing are just as potent as a good line formation. Even better, in some cases.

Dark Iron dwarves are cunning, and quicker than other dwarves. Whereas a unit of Bronzebeard dwarves would march straight into enemy lines, Dark Iron dwarves prefer setting up ambushes, or sending lightning-fast strikes. Dark Iron dwarves grew comfortable in the shadows over the many years of their exile and enslavement, and are not above petty tricks such as traps and assassination.

Most Dark Iron dwarves form smaller units than their Bronzebeard cousins, to spread their numbers and allow for flanking and pincer maneuvers. Rogues and assassins mix evenly with warriors and marksmen.

Dark Iron dwarves are also well versed in arcane magic, more so than any other dwarven race. Due to untold years of living next to molten lava and fire, the Dark Iron clan developed a strong link to flames and fire magic. Fire-aligned elementalists battle alongside elite marksmen and stealthy skulkers, raining death on Blackrock Depths' enemies. Battles against Dark Iron dwarves are often hellish, taxing both sides as the Dark Iron elementalists grow overzealous.

Dark Iron dwarves are still dwarves, and bring heavy firepower to the field. However, as in all elements of Dark Iron warfare, the dwarves prize subterfuge and sneak attacks over direct confrontation. Dark Iron snipers lie in wait for incoming enemies, while dwarven bombardiers place bombs in strategic places. Great siege engines rumble softly, set to ambush tight passes or simply mow over enemies with great disregard. Occasionally Dark Iron tinkers unleash entire payloads of flame and brimstone on opposing forces.

Dark Iron dwarves have unconventional backup as well. Fire elementals, servants of Ragnaros, appear intermittently with dwarven forces. Unlike the dwarves, fire elementals have no care for the art of subtlety. Lava elementals and flamewakers roar through battle, burning anything that gets in their way.

Dark Iron Fire Elemencalisc, 6ch-Level Elemencalisc* Male Dark Iron Dwarf: CR 6; Medium humanoid (Dark Iron dwarf); HD 6d6, hp 23; Init +6; Spd 20 ft.; AC 17, touch 12, flat-footed 15; Base Atk +3; Grp +5; Atk/Full Atk +6 melee (1d4+2/19-20, dagger); SA call elemental 1/day, spells; SQ darkvision 60 ft., elementalist spell list, familiar (lizard), Dark Iron dwarf traits; AL CE; SV Fort +2, Ref +4, Will +6; Str 15, Agy 14, Sta 10, Int 16, Spt 12, Cha 6.

Languages Spoken: Common, Dwarven, Gnomish, Goblin and Kalimag.

Skills: Climb +5, Concentration +9, Craft (weaponsmithing) +12, Knowledge (arcana) +12, Knowledge (planes) +12, Listen +3, Spellcraft +14, Spot +3.

Feats: Dodge, Heighten SpellB, Improved Initiative, Scribe ScrollB, Skilled (Listen and Spot)Bt, Spell Focus (evocation).

Elemantalist Spells (5/5/5/4; save DC 13 + spell level): The Dark Iron fire elementalist's high Intellect score and ranks in Spellcraft allow him to prepare 12 spells per level; he can prepare most of the spells on the elementalist spell list. He favors the following spells:

1st—lesser firebolt*; 3rd—scorch.

Possessions: Masterwork dagger, bracers of armor +3, amulet of natural armor +1**, wand of lesser firebolt*.

* See Chapter 2: Class Options.

t As long as familiar is within arm's reach.

f See More Magic & Mayhem.

** See the Monster Guide.

Dark Iron Skulker, 5th-Level Rogue Male Dark Iron Dwarf: CR 5; Medium humanoid (Dark Iron dwarf); HD 5d6+, hp 30; Init +2; Spd 20 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; Grp +5; Atk/Full Atk +6 melee (1d6+3/19-20, short sword); SA backstab +3d6, finishing strike; SQ darkvision 60 ft., evasion, trapfinding, uncanny dodge, Dark Iron dwarf traits; AL CE; SV Fort +3, Ref +6, Will +2; Str 15, Agy 15, Sta 14, Int 10, Spt 12, Cha 6.

Languages Spoken: Common and Dwarven.

Skills: Appraise +8, Climb +10, Search +8, Sense Motive +9, Spot +9, Stealth +10, Tumble +10, Use Magic Device +6.

Feats: Dodge, Exotic Weapon Proficiency (thorium weapons).

Possessions: Thorium short sword, +1 studded leather.

0 0

Post a comment