Dorvesh [Centaur-kin]

Bearded dwarven miners with the hindquarters of a donkey, dorvesh are stubborn, standoffish clansfolk who fight with discipline when their mining towns are threatened.

Setting: Core Rules · Sources: Monstrous Compendium, 1995 Annual, Volume 2

Appearance

A dorvesh is a dwarf from the waist up, earthy brown and heavily muscled with a full beard, and a donkey below, covered in coarse hair from light brown to black. They wear their hair in long braids to keep it clear while mining. In peaceful times they dress in plain tunics of hide or rough leather; expecting trouble, they don tough leather barding over the horse half, chain vests above, and carry shields.

Combat

Dorvesh use no magic and seldom touch magical items. They inherit a resistance to spells and poison, have 30-foot infravision, and detect sloping passages (1-3 on 1d6) and recent tunneling (1-4 on 1d6).

They are not warlike, but when pushed to fight they show strong discipline and organization and a natural talent for strategy. Half carry swords, 35% hammers, and 15% light crossbows. Without weapons they strike with their front hooves for 1d6 each. Any band numbering over eight has a 60% chance of including the clan chief (AC 4, 5 HD).

Habitat and Society

Wary of outsiders but not hostile, dorvesh fight only to protect themselves and their homes. Shunning other races, they speak only their own form of Dwarvish, which other Dwarvish speakers understand 75% of the time. They are stubborn and persistent, and outsiders often think them willfully dense. Unlike dwarves, they feel no urge to battle drow, giants, goblins, or orcs and would rather keep apart from everyone.

A clan of 80 to 120 is 20% children and 20% females, and the females are capable warriors who join the defense when the homestead is attacked. Towns are built around mine entrances. Because their mines are shallow, the clan eventually has to relocate, so their solid settlements are never permanent. Abandoned dorvesh towns sometimes turn up in remote valleys, often taken over by kobolds or goblins.

They make all their own metalwork, which is sturdy and dependable but plainer than dwarven craft; they like the simple lines of an unadorned axe, chisel, or hammer. They hoard gems and precious metals and love gold above all.

Ecology

Fine miners and smiths, they still rarely sell what they make, so with little trade they hunt for food and raise mushrooms and tubers. They usually live 150 to 200 years.

More: Monsters starting with D · Core Rules monsters · All monsters A-Z
Related: Gnoat [Centaur-kin] · Ha'pony [Centaur-kin] · Zebranaur [Centaur-kin]

Statistics

Climate/TerrainTemperate hill or mountain
FrequencyVery rare
OrganizationClan
Activity CycleDay
DietOmnivore
IntelligenceAverage (8-10)
TreasureM,Q (B)
AlignmentNeutral
No. Appearing2-12 (80-120)
Armor Class4 (7)
Movement12
Hit Dice4
THAC017
No. of Attacks2 hoof or 1 weapon
Damage/Attack1d6/1d6 or by weapon
Special AttacksNil
Special Defenses+4 save vs. spell and poison
Magic ResistanceNil
SizeL (5' and taller)
MoraleElite (13-14)
XP Value270
Chief: 420