Deep Gnome Scout

Medium Humanoid

Armor Class 15

Hit Points 19 (3d8+6)

Speed walk +30

Challenge 1/2

STR
10
+0
DEX
16
+3
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
10
+0

Saving Throws dex +5

Skills nature +2, stealth +5, survival +4, perception +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.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open