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Deep Gnome (Svirfneblin) 2014

CR 1/2 humanoid

Small humanoid, neutral good


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

STR15 (+2)
DEX14 (+2)
CON14 (+2)
INT12 (+1)
WIS10 (+0)
CHA9 (-1)

Saving Throws
Skills
Investigation +3, Perception +2, Stealth +4
Senses
darkvision 120 ft., passive Perception 12
Languages
Gnomish, Terran, Undercommon
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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

Stone Camouflage.

The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

War Pick.

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

Poisoned Dart.

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and 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.

Environments: Caves, Underworld

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details