Deep Gnome (Svirfneblin)

Small humanoid (gnome), neutral good

  • Armor Class 15 (chain shirt)
  • Hit Points 16 (3d6 + 6)
  • Speed 20 ft.

STR
15 (+2) 

DEX
14 (+2) 

CON
14 (+2) 

INT
12 (+1) 

WIS
10 (+0) 

CHA
9 (-1)

  • Skills Investigation +3, Perception +2, Stealth +4
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Gnomish, Terran, Undercommon
  • Challenge 1/2 (100 XP)
  • Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
  • Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • Innate Spellcasting. The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
    At will: nondetection (self only)
    1/day each: blindness deafness, blur, disguise self

Actions


  • War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
  • Poisoned Dart. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one creature. Hit: (1d4 + 2) piercing damage. The target must succeed on a dc 12 constitution saving throw or be poisoned for 1 minute The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success