Deep Gnome (Svirfneblin)

Small Humanoid (gnome), neutral good

Armor Class 15 (chain shirt)

Hit Points 16 (3d6+6)

Speed walk +20

Challenge 1/2

STR
15
+2
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
10
+0
CHA
9
-1

Skills stealth +4, perception +2, investigation +3

Senses darkvision 120 ft., passive Perception 12

Languages Gnomish, Terran, Undercommon

Special Abilities

Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: nondetection (self only) 1/day each: blindness/deafness, blur, disguise self

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Source: 5e Core Rules · OGL/Open