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).