We present three new Dwarven types. Ice Dwarves, Volcanic Dwarves, and Dark Dwarves.
Dwarves of the Extremes is a monster supplement for 5e that presents dwarves not as default mountain craftsmen, but as civilizations reshaped by the harshest environments imaginable. Instead of relying on a single generic dwarf stat block, this book provides three distinct and escalating NPC ladders: glacier-bound survivalists, magma-forged theocrats, and authoritarian subterranean tyrants.
These are not alternate ancestries. They are alternate adaptations.
The intent of this product is environmental pressure and cultural divergence. Ice dwarves represent endurance, discipline, and the quiet strength required to survive a world locked in frost. Volcanic dwarves represent transformation through fire, industrial devotion, and societies built around living flame. Dark dwarves represent rigid hierarchy, subterranean control, and the belief that order must be enforced as unyieldingly as stone itself.
Geography, alliances, and rivalries are intentionally undefined. These NPCs can represent isolated polar citadels, ash-choked caldera empires, or deep-stone regimes that have not seen the sun in generations. They are not replacements for traditional dwarves—they are branches of the same ancestral stock, hardened by different extremes.
Whether these cultures coexist, wage elemental war against one another, or view surface dwarves as weak and compromised is left entirely in the GM’s hands.
Ice Dwarf Commoner (CR 0): Artisan, hunter, fisher, or ice-farmer who supports the hold through labor and survival skill rather than combat training.
Ice Dwarf Snow Scout (CR 1/8): Lightly armed pathfinder skilled in snow camouflage and silent movement across frozen terrain.
Ice Dwarf Frost Sentry (CR 1/4): Defensive guard stationed along ice bridges and glacier passes, trained to hold narrow approaches against intruders.
Ice Dwarf Avalanche Skirmisher (CR 1/2): Mobile warrior who uses unstable terrain and shifting snow to disrupt advancing enemies.
Ice Dwarf Adept (CR 1): Runic frost spellcaster who channels ancestral glacier lore to slow enemies and reinforce disciplined formation defense.
Ice Dwarf Frostwarden (CR 3): Veteran leader responsible for protecting glacier tunnels and coordinating counterattacks in harsh weather.
Ice Dwarf Mage (CR 5): Senior rune spellcaster of the glacier holds who commands battlefield frost, reshaping terrain and locking enemies in disciplined cold control..
Ice Dwarf Whitehold Jarl (CR 7): Ruler of a high glacier citadel, combining martial authority and ancestral rune lore.
Ice Dwarf High Runefather (CR 9): Supreme leader of the ice holds, master of frost-forged relics and glacier-bound wards who can reshape the battlefield through cold discipline and ancient authority.
Dark Dwarf Commoner (CR 0): Laborer, smith, mason, or tunnel worker who sustains the subterranean hold through relentless industry rather than martial training.
Dark Dwarf Tunnel Warden (CR 1/8): Armed sentry stationed in narrow corridors, trained to fight in tight formations and prevent intrusions.
Dark Dwarf Basalt Guard (CR 1/4): Heavily armored defender equipped with shield and hammer, drilled to hold choke points without retreat.
Dark Dwarf Iron Enforcer (CR 1/2): Authority figure tasked with suppressing dissent and maintaining order within the hold through intimidation and force.
Dark Dwarf Shield Captain (CR 1): Tactical leader who coordinates disciplined shield walls and punishes enemies who break formation.
Dark Dwarf Stone Inquisitor (CR 3): Investigator and interrogator who roots out weakness, heresy, and rebellion within the ranks.
Dark Dwarf Obsidian Marshal (CR 5): Battlefield commander who directs formations with cold precision, reinforcing allies and exploiting enemy disarray.
Dark Dwarf High Forgelord (CR 7): Master of the deep forges whose authority shapes both industry and war within the subterranean domain.
Dark Dwarf Basalt Tyrant (CR 9): Absolute ruler of the dark holds, embodying rigid order and stonebound authority, capable of bending an entire fortress to their will.
Volcanic Dwarf Commoner (CR 0): Smith, ash-farmer, magma-tender, or forge laborer who sustains the caldera hold through disciplined industry rather than battlefield training.
Volcanic Dwarf Ash Runner (CR 1/8): Swift messenger and scout accustomed to smoke-choked tunnels and unstable stone, skilled at navigating heat-scarred terrain.
Volcanic Dwarf Emberguard (CR 1/4): Frontline defender armed with fire-hardened weapons, trained to hold lava bridges and defend forge entrances.
Volcanic Dwarf Cinder Skirmisher (CR 1/2): Aggressive combatant who uses sparks, ash clouds, and shifting footing to harry enemies and force repositioning.
Volcanic Dwarf Magma Adept (CR 1): Fire-focused forge spellcaster who channels controlled magma and disciplined flamecraft to shape the battlefield.
Volcanic Dwarf Caldera Captain (CR 3): Battlefield leader responsible for coordinating assaults amid smoke and fire, exploiting chaos with calculated precision.
Volcanic Dwarf Forgebinder (CR 5): Master artisan-warrior who commands living flame within the forge halls, shaping both weapons and battlefield hazards.
Volcanic Dwarf Flame Mage (CR 7): Senior battlefield spellcaster responsible for directing controlled eruptions and coordinated fire assaults within the volcanic holds.
Volcanic Dwarf Inferno King (CR 9): Supreme ruler of the magma citadels, embodiment of relentless heat and industrial might, capable of turning the battlefield into a furnace under their command.
Ice Dwarves can be found at the Winter Wall, in a Winter Tavern or in the arctic Wilderness Maps.
Dark Dwarves can be found in the Dark Dwarf Tavern
Volcanic Dwarves can be found volcanic Wilderness Maps.
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