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.
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