GNOME, DEEP (SVIRFNEBLIN)
Deep gnomes , or svirfne blin, live fa r below the world's
s urface in twisting warre ns and sculpted caverns.
They survive by virtue of the ir s tealth, cleverness, a nd
tenacity. The ir gray s kin allows the m to ble nd in with
surrounding s tonework. They a re a lso s urpris ingly
heavy and strong for th e ir s ize. An avera ge adult we ighs
100 to 120 pounds and s ta nds 3 feet t all.
A typical s virfneblin e nclave contains seve ral hundred
deep gnomes and is strongly fortified. S ecre t tunnels
lead to a nd from th e settle me nt , a nd th e deep gnomes
use the s e as evacuation routes whe n th e enclave comes
unde r attack.
Established Gender Roles. Ma le svirfneblin
are bald, while fe ma les have stringy g ray ha ir.
Traditionally, fe males run th e enclaves while ma les
s cour th e outskirts in searc h of e ne mies and deposits of
precious gemstones.
Gemstone Harvesters. Svirfneblin che rish fine
gemstones , e specially rubies, which they harvest from
mines deep in the Underdark. The hunt for gems often
brings the m into conflict with beholde rs, drow, kuo-toa ,
duerga r, a nd mind flaye rs. Of all th eir na tural enemies,
deep gnome s fear and despise the murderous, demon-
wors hiping drow the most.
Earth Friends. Deep gnomes a re often e ncountered
·n the company of creatures from th e Elem ental Pla ne
f Earth. Some svirfneblin can summon s uch creatures.
, Earth creatures guard svirfneblin settlements,
espe cially xorn enticed to s e rvice with the promise of
gems to feed on.
GNOME, DEEP (SVIRFNEBLIN)
DEEP GNOME (SVIRFNEBLIN)
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)
Skills Investigation +3, Perception +2, Stealth +4
Senses darkvision 120 ft., passive Perception 12
Languages Gnomish, Terran, Undercommon
Challenge 1/2 ( 100 XP)
CHA
9 (-1)
Stone Camouflage. The gnome has advantage on Dexterity
(Stealth) checks made to hide in rocky te rrain.
Gnome Cunning. The gnome has advantage on Intelligence,
Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. The gnome's innate s pellcasting ability is
Intelligence (spell save DC 11). It can innately cast the following
s pells, requiring no material components:
At will: nondetection (self only)
1fday each: blindnessjdeafness, 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 s ucceed on a DC 12 Constitution saving th row or
be poisoned for 1 minute. The target can re peat the saving
throw at the end of each of its turns, ending the effect on its elf
on a success.