by Ken Emes
 Climate/Terrain: Any Land
 Frequency: Uncommon (20% chance)
 Organization: Solitary
 Activity Cycle: Any
 Diet: Omnivore
 Intelligence: Highly Intelligent (13-14)
 Treasure: varies
 Alignment: Chaotic Neutral

 No. Appearing: 1
 Armor Class: 4
 Movement: 6
 Hit Dice: 30
 THAC0: 18
 No. of Attacks: 1
 Damage/Attack: 2 d6 +1
 Special Attack: taunt
 Special Defences:
 Magic Resistance: +4
 Size: 3 -4 '
 Morale: dour
 XP Value: 500
General Introduction: A Kwarf is basically a cross between a Kender and a Dwarf! Picture a barrel chested Kender with a beard. Suffers from wanderlust but is terrified of large bodies of water. Solitary in nature mainly because they are so easily perterbed and who wants to be around a Kender with a Dwarf's temper! They tend to stay in the background investigating everything in site while trying to go unnoticed.

Combat: Similar to a dwarfs, head on fighting but at a much quicker pace. Can appear vicious and even reckles because of their immunity to fear. They are quite handy with any weapon preferred by either of it's parent race's.

Habitat/Society: They tend to be solitary creatures avoiding each other when ever possible because they get on each other's nerves.

Ecology: They posses the Kenders innate fearlessness with one notable exception, the Dwarven dislike of crossing large bodies of water. If you find yourself travelling in the company of a Kwarf and suggest travelling by sea be prepared for the nastiest Kender taunting/ Dwarven cussing of a lifetime (roll -2 for save vs enragement)!

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