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Deep Gnome (Svirfneblin)

Small Humanoid (gnome), neutral good

CR 1/2

100 XP

AC: 15 (chain shirt)
HP: 16 (3d6+6)
Speed: walk 20 ft.
Skills: Investigation +3, Perception +2, Stealth +4
Senses: darkvision 120 ft., passive Perception 12
Languages: Gnomish, Terran, Undercommon
STR
15
+2
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
10
+0
CHA
9
-1

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

Challenge: CR 1/2
Type: Humanoid
Size: Small
Alignment: neutral good
Best for party of 4 at level 2-3

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.