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5ead/monsters/md/5.1_srd_(2015_mm)/deep-gnome-svirfneblin.md
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# Deep Gnome (Svirfneblin)
*Small* *Humanoid* *neutral good*
- **Armor Class:** 15 (chain shirt)
- **Hit Points:** 16 (3d6+6)
- **Speed:** walk 20 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** 5.1 SRD (2015 MM), page 315
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 9 (-1) |
- **Skills:** investigation +3, perception +2, stealth +4
- **Senses:** darkvision 120 ft., passive Perception 12
- **Languages:** Gnomish, Terran, Undercommon
### Special Abilities
- **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.