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Small humanoid · CR 1/2

Deep Gnome (Svirfneblin)

Armor Class15
Hit Points16 (3d6+6)
Speed20 ft.
ChallengeCR 1/2 (50 XP)
STR
15
(+2)
DEX
14
(+2)
CON
14
(+2)
INT
12
(+1)
WIS
10
(+0)
CHA
9
(-1)
SkillsInvestigation +3, Perception +2, Stealth +4
Sensesdarkvision 120 ft., passive Perception 12
LanguagesGnomish, 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

Running Deep Gnome (Svirfneblin) in an encounter

As a CR 1/2 threat worth 50 XP, Deep Gnome (Svirfneblin) is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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