# 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.