Deep Gnome Spy

Deep Gnome Spy
Level 1 (+1)
"Darol! Look at him go, I’ve never been so shocked in my life! Darol…Darol?"
——Adventurer commenting on the escape of a Deep Gnome Spy
The Deep Gnome Spies serve as infiltrators and gatherers of information for the ruling bodies of their home city. Slightly smaller than the average Deep Gnome, they use their size and training to sneak into many of the cramped locations of the Everdeep to determine if other creatures are getting too close to discovering their home, and eliminating them if necessary. They prefer ambushing their enemies from within well-hidden stone alcoves with either a shortsword or light crossbow. Should they fail to eliminate the threat, they rely on the use of their innate magic to escape and set up another trap further ahead.
Awareness
17
Senses
Darkvision
Initiative
17/1d8
Hitpoints: 20
Healing Value: 4
Resilience: +3
Morale
1
AC
14/16
Touch
12
Fort
11
Reflex
12
Will
12
Defenses
Resistances: MR 1d4+2. +2 to Defenses vs Illusions.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
7 / 8
DEX
16 / 17
CON
12 / 13
INT
13 / 15
WIS
14 / 16
CHA
7 / 9
Saving Throw Modifiers: STB 2 vs Magic
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+5 vs AC
Short Stab
1d6 + 3 (avg 7) Piercing damage
Melee Reach 5ft • One creature
+4P vs AC
Sharp Shot
1d6 + 4 (avg 8) Piercing damage
Range 225ft • One creature within range
1d6 - 2 (avg 2) Bludgeoning damage
Grapple -2
Special Attacks (3 AP)
+5 vs AC (ArN 1)
Lucky Strike  • Basic
2d6 + 3 (avg 10) Piercing damage
Melee Reach 5ft • One creature
The Deep Gnome strikes in a particularly vulnerable location. If the Deep Gnome has advantage on the target, increase the damage by 1d6.
+5 vs AC (ArN 1)
Gone in a Blur  • Basic • Pot 1d4+1, MR No
1d6 + 3 (avg 7) Piercing damage
Melee Reach 5ft • One creature
The Deep Gnome attacks in a quick blur of magic. After the attack, the Deep Gnome gains Partial Concealment until its next turn.
Disguise Self  • Basic • Pot 1d4+1, MR No
The Deep Gnome may maintain a magical disguise which will alter its physical characteristics and the appearance of its equipment. The disguise does not extend beyond the limitations and variations among the Deep Gnome race and is limited to a total duration of 1 phase per day.
+5 vs AC (ArN 1)
Coordinated Strike [Group, 2 or more, Limit 1/Rest]  • Basic
2d6 + 3 (avg 10) Piercing damage
Melee Reach 5ft • One creature
Before the attack each participating Deep Gnome shifts up to 15ft, preferably into a Flanking position, before making an attack. If the Deep Gnome has advantage for the attack, it deals +1d6 damage.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
25 ft
Sprint
45 ft
Overland Movement
25 mi/day
Qualities
  • Magic Resistance: The creature has Magic Resistance equal to [1d4 + Mental]. (inc)
  • Gnomish Kin: +2 racial bonus to defenses against Illusions. +2 racial bonus to all Saving Throws against magic. (inc)
Skills: Balance R2 (+4), Climb R2 (+2), Escape R2 (+5), Jump R2 (+3), Stealth R2 (+9), Tumble R2 (+5), Listen R2 (+6), Spot R3 (+8), Thievery R3 (+8), Martial Pract. R1 (+2), Craft:Stonework R1 (+4), Deception R2 (+4), Persuasion R3 (+8), Intuition R3 (+8), Suspicion R2 (+6)
Feats: Fast Initiative
Philosophies: Rank 2 Mental, Rank 1 Physical, Rank 2 Martial
Combat Training: Melee 1
Wits: +6, Brawn: -3
Equipment: Leather, Short Sword, Light Crossbow
Charm
0
Coercion
-2
Deception
+4
Manipulation
0
Persuasion
+8
Aloofness
0
Bravery
-1
Intuition
+8
Tolerance
0
Suspicion
+6
Social
Composure: 9
Languages: Gnome, Undercommon, Common
Motives: Explore, Deceive
Prejudices:
  • Drow: Fear 1, Hate 1