Gnome, Deep (Svirfneblin)

Source: System Reference Document 5.0
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Gnome, Deep (Svirfneblin)

Small humanoid (gnome), neutral good

Armor Class 15 (chain shirt )

Hit Points 16 (3d6+15)

Speed 20 ft.

15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1)

Skills Investigation +3, Perception +2, Stealth +4

Senses darkvision 120 ft., passive Perception 10

Languages Gnomish, Primordial (Terran), and Undercommon

Challenge ½ (100 XP)

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


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: Pathfinder Roleplaying Game Bestiary.

Svirfneblin, or “deep gnomes,” are a reclusive offshoot of the gnome race. They dwell underground in hidden cities, safe from dark elves and other subterranean races. They have skin the color of gray or brown stone. Males are bald, and females have stringy gray hair. A svirfneblin’s ties to the eerie realm of the fey are much stronger than those of their surface-dwelling gnome kin, and this makes them either strangely detached from their emotions or violently random in their outbursts. Svirfneblin have long fought wars against the duergar, and have a difficult time seeing the difference between duergar and other dwarves.