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2025-06-07 07:58:30 -05:00
# Deep Gnome Scout
*Medium* *Humanoid*
- **Armor Class:** 15
- **Hit Points:** 19 (3d8+6)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** A5e Monstrous Menagerie, page 491
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 16 (+3) | 14 (+2) | 10 (+0) | 14 (+2) | 10 (+0) |
- **Saving Throws**: Dex +5
- **Skills:** nature +2, perception +4, stealth +5, survival +4
- **Senses:** passive Perception 16
- **Languages:** any one
### Special Abilities
- **Keen Hearing and Sight:** The scout has advantage on Perception checks that rely on hearing or sight.
- **Camouflage:** The scout has advantage on Stealth checks made to hide in rocky terrain.
- **Deep Gnome Resistance:** The scout has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- **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.
### 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.