Page 165 - Monster Manual [11th Print]
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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)
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