Statistics
| Creature type | Medium humanoid (dwarf), lawful good |
|---|---|
| Armor Class | 17 (splint) |
| Hit Points | 58 (9d8 + 18) |
| Speed | 25 ft. |
| Ability Scores | STR 16 (+3), DEX 13 (+1), CON 14 (+2), INT 14 (+2), WIS 15 (+2), CHA 13 (+1) |
| Saves and Skills | Strength +6, Constitution +5, Insight +4, Investigation +3, Perception +5; advantage on poison saves |
| Senses | darkvision 60 ft., passive Perception 15 |
| Languages | Common, Dwarvish |
| Challenge | 3 (700 XP) |
Traits
Master Key. Rurik can deactivate an Ironfist tunnel guardian within 5 feet as an action. Watch Captain. Allies within 10 feet cannot be surprised while Rurik is conscious.
Actions
Multiattack. Two warhammer attacks. Warhammer. +6 to hit; 7 (1d8 + 3) bludgeoning. Heavy Crossbow. +4 to hit, range 100/400 ft.; 6 (1d10 + 1) piercing. Apprehend. After a melee hit, grapple at +6 Athletics.
Tactics and Roleplaying
Rurik seeks arrests and evidence, not kills. He deactivates guardians before fighting them and listens to a coherent case. His trust is earned by protecting elders and preserving records.