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Deep Gnome Scout A5E

CR 1/2 humanoid

Medium humanoid, chaotic evil


Armor Class
15
Hit Points
19 (3d8+6)
Speed
30 ft.

STR10 (+0)
DEX16 (+3)
CON14 (+2)
INT10 (+0)
WIS14 (+2)
CHA10 (+0)

Saving Throws
Dexterity +5
Skills
Nature +2, Perception +4, Stealth +5, Survival +4
Senses
passive Perception 16
Languages
any one
Challenge
1/2 (100 XP) · Proficiency Bonus +2

Camouflage.

The scout has advantage on Stealth checks made to hide in rocky terrain.

Deep Gnome Magic.

The deep gnome can innately cast blindness/deafness (blindness only), Disguise Self, and nondetection once per long rest without using material components, using Intelligence for their spellcasting ability.

Deep Gnome Resistance.

The scout has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Keen Hearing and Sight.

The scout has advantage on Perception checks that rely on hearing or sight.

Actions

War Pick.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Blindness.

(2nd-Level; V) A creature within 30 feet makes a DC 10 Constitution saving throw. On a failure the target is blinded for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on a success.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details