Deep Gnome Scout

Medium Humanoid. CR 1/2, AC 15, 19 HP. Traits: Keen Hearing and Sight, Camouflage, Deep Gnome Resistance, Deep Gnome Magic.

Armor class
15
Hit points
19
Challenge
0.5
Creature type
Humanoid
Size
Medium

Stat block

Cha
10
Con
14
Dex
16
Int
10
Str
10
Wis
14
Speed
Walk: 30
Senses
passive Perception 16
Skills
Nature: 2; Stealth: 5; Survival: 4; Perception: 4
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.
Languages
any one
Saving throws
Dexterity: 5
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.

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.