The Dwarf

Level XP HD THAC0 DE - WA - PY - BR - SP
1 0 (1100) 1d8 19 11 - 12 - 13 - 13 - 14
2 2200 2d8 19 11 - 12 - 13 - 13 - 14
3 4400 3d8 18 10 - 11 - 12 - 12 - 13
4 8800 4d8 17 10 - 11 - 12 - 12 - 13
5 17000 5d8 16 08 - 09 - 10 - 09 - 11
6 35000 6d8 15 08 - 09 - 10 - 09 - 11
7 70000 7d8 14 07 - 08 - 09 - 08 - 10
8 140000 8d8 13 07 - 08 - 09 - 08 - 10
9 270000 9d8 13 05 - 06 - 07 - 05 - 08
DE = Death rays and poison, WA = Wands, PY = ParalYsis and Petrification and slowing effects, BR = BReath weapons and area effects, SP = SPells and staves and rods and miscelaneous effects.

Dwarves have a smaller hit die and fewer attacks than human fighters but begin play with +1 to their constitution score and much better saves. Dwarves also have adapted to life underground, and can see monsters at distances up to 60' even in complete darkness with their otherworldly thermal vision. Aside from the rare cleric (forbidden from adventuring), dwarves are a very non-magical people.

Dwarves have a +1 to hit anything that's green, like trees, goblins, or orcs. Giant, ogres, trolls, and similar big humanoids have a -4 to hit against dwarf charcters.

It would be impossible to leave the dwarfcrypts on the moon without a prescient understanding of its composite elements. Dwarves can concentrate their psionic abilities to sense the following, at a range of 10 feet:

Psionic Sense Chance of success Modifiers
Detect sloping or noneuclidean passages 75% --
Detect new constructions 75% -5% per week since change.
Detect shifting architecture 2/3 Automatic success if it's currently shifting.
Detect stone-related traps 50% Automatic success if you allow the risk of triggering all traps in the studied zone.
Detect depth beneath surface 50% (Infinite range)

Sources: Basic/Expert (by way of OSE), and Gary's advanced books. The saves are 1e fighter saves as 4 levels higher (Dwarf 1 matching Fighter 5). XP requirements and HD from b/x, to-hits from DMG, powers from PHB.