Page 165 - Monster Manual [11th Print]
P. 165
DEEP GNOME (SVIRFNEBLIN)
Small humanoid (gnome), neutral good
Armor Class 1 5 (chain shirt)
GN M E , E E P (SVIRFNEBLIN) Hit Points 6 1 (3d6 + 6)
O
D
Speed 20 ft.
Deep gnomes, or svirfneblin, live far below the world's STR DEX CON INT WIS CHA
surface in twisting warrens and sculpted caverns.
1 5 (+2) 14 (+2) 14 (+2) 12 (+l) 10 (+O) 9 (-1)
They survive by virtue of their stealth, cleverness, and
tenacity. Their gray skin allows them to blend in with Skills n vestigation +3, Perception +2, Stealth +4
I
surrounding stonework. They are also surprisingly Senses darkvision 1 2 0 ft., passive Perception 12
heavy and strong for their size. An average adult weighs Languages G n omish, Terran, U n dercommon
1
100 to 2 0 pounds and stands 3 feet tall. Challenge 1/2 (100 X P )
A typical svirfneblin enclave contains several hundred
deep gnomes and is strongly fortified. Secret tunnels
Stone Camouflage. The gnome has advantage on Dexterity
lead to and from the settlement, and the deep gnomes
use these as evacuation routes when the enclave comes (Stealth) checks made to hide in rocky terrain.
under attack. Gnome Cunning. The gnome has advantage on I n telligence,
Established Gender Roles. Male svirfneblin Wisdom, and Charisma saving throws against magic.
are bald, while females have stringy gray hair.
Innate Spellcasting. The gnome's innate spellcasting ability is
Traditionally, females run the enclaves while males I n telligence (spell save DC 1 1 ) . It can innately cast the following
scour the outskirts in search of enemies and deposits of
spells, requiring no material components:
precious gemstones.
Gemstone H a rvesters. Svirfneblin cherish fine At will: nondetection (self on ly)
gemstones, especially rubies, which they harvest from l/day each: blindness/deafness, blur, disguise self
mines deep in the Underdark. The hunt for gems often AC I O N S
T
brings them into conflict with beholders, drow, kuo-toa,
duergar, and mind fl.ayers. Of all their natural enemies, War Pick. Melee Weapon Attack: + 4 to hit, reach 5 ft., one
deep gnomes fear and despise the murderous, demon target. Hit: 6 (1 d8 + 2) piercing damage.
worshiping drow the most. Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30 1 2 0
/
Earth Friends. Deep gnomes are often encountered ft., one creature. H i t: 4 (ld4 + 2) piercing damage, and the
in the company of creatures from the Elemental Plane target must succeed on a DC 12 Constitution saving throw or
of Earth. Some svirfneblin can summon such creatures. be poisoned for 1 minute. The target can repeat the saving
Earth creatures guard svirfneblin settlements, throw at the end of each of its turns, ending the effect on itself
especially xorn enticed to service with the promise of on a success.
• gems to feed on.
GNOME, DEEP (SVIRFNEBLIN)

