Dagny Holt
Common dwarf, Villagers
Numbers by tier
Its blow is its own roll of 6-10 times its power; every tier of its land above the first adds 30 Health, 30 Power, 10 Accuracy, 10 Evasion, 10 Penetration, 5 to each save and potency, 10 Perception, and its armour and any resistance over 100 grow by 70% of what they have over it (a weakness stays as it is). How creatures grow.
| Tier | Health | A blow | Power | Accuracy | Evasion | Armour | Experience |
|---|---|---|---|---|---|---|---|
| 1 | 166 | 7-12 blunt | 120 | 100 | 100 | 120 blunt, 120 piercing, 120 slashing | 60 |
At tier 1: saves Stance save 120, Reflexes save 100, Endurance save 120, Wits save 100, Will save 100, Courage save 100; no resistance above or below 100. Crit 100, regeneration 120, perception 100.
How it behaves
- Stance
- Neutral: answers only a blow
- Notices you at
- 12 m (less in the dark, more with a torch)
- Gives up the chase
- Only when it loses sight of you: it searches where it last saw you, then strays, still wounded
- Hours
- Day and night
- Comes back
- Its camp grows back by up to 10% an hour once thinned
Loot
Gold: 1 to 4 at tier 1. The chance a kill gives each item:
In the game, your bestiary learns its name at the first kill (or a study), its numbers at 5 kills, its drops at 15 and its haunts at 30.
