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Deep Gnome (Svirfneblin)

Small humanoid (gnome), neutral good

Armor Class 15 (armor)

Hit Points 16 (3d6+6)

Speed 20 ft.

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

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

Senses darkvision 120 ft., passive perception 12

Languages Gnomish, Terran, Undercommon

Challenge 1/2 (100 XP)

Proficiency Bonus +2

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: (self only) 1/day each: , ,

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

Nondetection

3rd-level abjuration

Casting Time 1 action

Range Touch

Components V, S, M (A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)

Duration 8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

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Blindness/Deafness

2nd-level necromancy

Casting Time 1 action

Range 30 feet

Components V

Duration 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.

At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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Blur

2nd-level illusion

Casting Time 1 action

Range Self

Components V

Duration Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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Disguise Self

1st-level illusion

Casting Time 1 action

Range Self

Components V, S

Duration 1 hour

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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Source: System Reference Document 5.1 (CC-BY-4.0).