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Frost Dwarf Captain Group, Intelligent Greathammer (b[2d8+2] damage) 10 HP 2 armor Close, Forceful The Frost Dwarf expedition Captains are formidable warriors and one among the hardiest of their clans. They're chosen not only for their skill in combat, but their leading capabilities. They're the highest authority in an expedition, advised by their trustworthy Rimeconjurers. Instinct: to protect the expedition
- Endure adversity
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Frost Dwarf Rimeconjurer Group, Magical, Devious, Intelligent Cold of cold (d6 damage) 6 HP 2 armor Close, Ignores Armor, Near The Rimeconjurers are usually the smarts behind every Frost Dwarven expedition. Their magical talents are used to make, mold and unmake ice - and they use that to navigate difficult environments, fortify a camp, or freeze foes in their places. They're responsible for charting their progress and finding suitable places for settling in. Instinct: safely lead dwarves
- Endure adversity
- Encase foes in ice
- Disrupt the battlefield
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Frost Dwarf Group, Intelligent, Cautious Flail (b[2d8] damage) 10 HP 3 armor Close Frost dwarves, when found outside their cities, are usually organized into small expedition groups. These expeditions look for artifacts, supplies and places to settle and expand their clan's hold on the snowy, frozen land or underground. Their usual weapon of choice is the flail, and such expeditions are usually clad in climate-appropriate scale or chain mail, with big shields covering their flanks. Instinct: to settle in frozen environments
- Endure adversity