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DEEP GNOME

Commonly found in the Underdark, Deep Gnomes survive in these subterranean locations by remaining wary of others and keeping their underground society secret. Their seriousness and suspicion is a stark contrast to the optimism and mischief of their overground cousins.

DEEP GNOME CR: 1/2 (100XP)

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 120ft & Passive Perception 12
Languages: Gnomish,Terran (Elemental Earth) & Undercommon
Challenge Rating: 1/2 (100XP)

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: Blindness/Deafness,Blur & Disguise Self


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.

Actions

WAR PICK:

  MELEE WEAPON ATTACK: +4 TO HIT, REACH 5FT, ONE TARGET. HIT: 6 (1D8+2) PIERCING DAMAGE.    

POISONED DART:

  RANGED WEAPON ATTACK: +4 TO HIT, RANGE 30/120FT, 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.


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