Salt Dwarfs
Dwarf communities in dry basins and salt domes who consider moisture, storage and cellar law as the basic knowledge of life.
Cellar guards record not only the property but also who has the right to how much water and food in times of drought. For them, salt is a material of both trade and remembrance.
Canonical record
Hal-Sur Salt Dwarves live beneath the dried inland sea. Salt is food, wealth, protection, memory and death material for them.
A furnace share gives citizenship rights; Most Goblin and Kobold workers cannot vote. The inheritance and property rights of the dead stored in salt chambers create major political problems.
Salt Dwarf Vault Guard
Medium humanoid (Dwarf), usually lawful disposition
Defense 17 (salt scale armor)
Hit Points 67 (9d8 + 27)
Speed 7.5m.
Saves Day +5, Know +4
Skills Perception +4, Research +3, Medicine +4
Damage Resistances poison, necrotic
Senses darkvision 18 m., passive Perception 14
Languages Common Tongue, Dwarven, Underground Common Tongue
Threat 3 · Experience Award 700 • Proficiency Bonus +2
Features
Protective Salt. The Guardian has advantage against decay, disease, and effects that reduce maximum hit points.
Dry Area. Non-magical liquids within 10 feet of the Guardian are slowed; The area is difficult terrain for enemies.
Actions
Multi Attack. The guard makes two attacks with his salt axe.
Salt Axe. Melee Weapon Attack: +5 to hit, range 1.5 m., one target. Hit: 9 (1d8 + 3 plus 1d4) cutting and necrotic damage.
Drying Powder (Recharge 5–6). Creatures in the 15-foot cone make a GM 13 Endurance save. On a failure, he takes 14 (4d6) necrotic damage and cannot regain hit points until the end of his next turn; Takes half damage on a success.