CR 1/2
Small Humanoid
Armor Class 15 (chain shirt)
Hit Points 23
Speed 20 ft.
Perception 12 Stealth 12
Sensesdarkvision 120 ft.
Languages Gnomish, Terran, Undercommon
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | +2 | +1 | +0 | -1 |
Gnome Cunning. The deep gnome has advantage on INT, WIS, and CHA saves against magic.
Stone Camouflage. The deep gnome’s Stealth is 17 while in rocky terrain.
Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Crystalline Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Bonus Actions
Infused Weapon. The deep gnome crushes a magic-infused crystal on the end of its war pick. Until the start of the gnome’s next turn the war pick is magical and deals an extra 2 (1d4) force damage when the gnome hits with it.
Discordant Shatter. The deep gnome throws a magic-infused crystal at a point it can see within 30 feet of it, shattering the crystal, which emits a rapid series of discordant waves of magic. Each creature within 10 feet of that point must succeed on a DC 12 CON save or be incapacitated until the end of its next turn. A creature sensitive to or proficient in the use of magic, such as a spellcaster, has disadvantage on this save.
Reactions
Crystalline Flash. When a creature the deep gnome can see within 5 feet of it attacks it, it can throw a magic-infused crystal on the ground, shattering the crystal in a brilliant flash of light. If the attacker uses sight to perceive the gnome, the attacker must succeed on a DC 12 DEX save or have disadvantage on the attack roll.