Speed: 20 feet
Armor Class: 14 (+4 armor, +1 shield); touch 10, flat-footed 14
Attack: Heavy mace +0 melee (1d8, bludgeoning, 20 x2)
Full Attack: Heavy mace +0 melee (1d8, bludgeoning, 20 x2)Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, ancestral memories, stonecunningSaves: Fortitude +0, Reflex +2, Will +4
Abilities: Str 10, Int 12, Wis 11, Dex 10, Con 11, Cha 8
Skills: Appraise +5, Craft: Blacksmithing +7, Craft: Stonemasonry +7, Craft: Weaponsmithing +7, Knowledge: Arcana +5, Knowledge: History +7, Listen +6, Sense Motive +4, Spot +6Feats: Iron Will, Skill Augmentation (Listen and Spot)
Environment: Any underground
Organization: Solitary or accompanied by dwarvesChallenge Rating: ⅓
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +0
Most eldlorn live within or near dwarven communities but are seldom involved in military activities. If forced to fight, eldlorn act carefully and logically, attempting to keep their distance and use whatever spells or magic items they have access to. Since they rarely fight alone, eldlorn warriors have developed sophisticated tactics to use in conjunction with their spellcasters. At its simplest, the eldlorn method of combat consists of low-level soldiers fighting defensively, often using tower shields, to provide cover for spellcasting leaders.
Although they are fæy, not humanoids, eldlorn breed true with dwarves. The child of an eldlorn-dwarf union is always a dwarf; because of this, the eldlorn race dwindles with each generation. Eldlorn are considered dwarf-blooded for all purposes, including feats, prestige classes, magical effects, and magic items.
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