Deep Gnome
Deep gnomes, or svirfneblin, live far below the world's surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall. A typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the enclave comes under attack.
Established Gender Roles Male svirfneblin are bald, while females have stringy gray hair. Traditionally, females run the enclaves while males scour the outskirts in search of enemies and deposits of precious gemstones.
Gemstone Harvesters Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often brings them into conflict with beholders, drow, kuo-toa, duergar, and mind flayers. Of all their natural enemies, deep gnomes fear and despise the murderous, demon worshiping drow the most.
Earth Friends Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially xorn enticed to service with the promise of gems to feed on.
Deep Gnome
Deep gnomes, or svirfneblin, live far below the world's surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall. A typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the enclave comes under attack.
Armor Class | 15 (chain shirt) | ||
---|---|---|---|
Hit Points | 3d6+6 | ||
Speed | 20 ft. | ||
Strength | 15 (+2) | ||
Dexterity | 14 (+2) | ||
Constitution | 14 (+2) | ||
Intelligence | 12 (+1) | ||
Wisdom | 10 (+0) | ||
Charisma | 9 (-1) | ||
Skills | Investigation d20+3 | Perception d20+2 | Stealth d20+4 |
Senses | Darkvision 120 ft. | Passive Perception 12 | |
Languages | Gnomish | Terran | Undercommon |
Challenge | 1/2 (100 XP) | ||
Special 1 | Stone Camouflage | The gnome has an advantage on dexterity | (stealth) checks made to hide in rocky terrain |
Special 2 | Gnome Cunning | The gnome has an advantage on intelligence, | wisdom, and charisma saving throws against magic |
Special 3 | 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 | ||
Spells 1 | At will | Nondetection (self only) | |
Spells 2 | 1/day | Blindness | Deafness |
Blur | Disguise self | ||
Action 1 | War Pick | Melee Weapon Attack | d20+4 to hit |
Range 5 ft., one target | Hit 1d8+2 piercing damage | ||
Action 2 | Poisoned Dart | Ranged Weapon Attack | d20+4 to hit |
Range 30/120 ft., one creature | Hit 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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