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  4. Deep Gnome (Svirfneblin)/

Deep Gnome (Svirfneblin)

Deep Gnome (Svirfneblin)

Small humanoid, neutral good
  • Armor Class 15 (chain shirt)
  • Hit Points 16 (3d6)
  • 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: 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.

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