Deep Gnome (Svirfneblin)
Small Humanoid (gnome), neutral good
100 XP
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.
Quick Reference
Running This Encounter
Deep gnomes are cunning underground dwellers who prefer ambush tactics and use their environment to their advantage. They excel at hit-and-run attacks and should leverage darkness, tight spaces, and natural cover whenever possible. Use their stone camouflage ability to set up surprise rounds, and coordinate multiple svirfneblin to flank isolated party members. Consider having them retreat into narrow passages where larger creatures cannot follow.
Combat Tactics
Deep gnomes use ranged weapons (hand crossbows) from concealed positions and rely on their superior knowledge of underground terrain. They prefer to avoid direct melee combat, using hit-and-run tactics and opportunistic attacks before withdrawing into darkness or side passages.
Environment & Setting
Underground caverns, duergar settlements, or the Underdark with plenty of rocks, shadows, and natural tunnels for cover and escape routes. Ideal encounters include narrow passages, vertical shafts, or areas with stalagmites and stone outcroppings.