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D&D 5th Edition

Compendium

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Deep Gnome (Svirfneblin)

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Traits

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 PickMelee 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.

Attributes

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