Saturday, 29 August 2026

Out of the Abyss Svirfneblin and Derro NPCs

Art by Russ Nicholson from
AD&D 1st Edition Fiend Folio

 I’ve written up the following stat blocks for Svirfneblin and Derro NPCs who are tougher, more capable or more talented than the average of their race. 

Deep Gnome Svirfneblin

The basic Svirfneblin stat block is from the 5E Monster Manual (2014) and these are my variants. 

The Burrow Warden and Burrow Warden captain are the elite soldiers and guards of deep gnome society. Although now few in numbers in Blingdenstone after the drow attack, they are recruiting new members. 

The Stonespeaker and Elder Stone Speaker are the clerics of the deep gnomes and in Blingdenstone most of them follow Entemoch. 

Svirfneblin Burrow Warden

Small Humanoid (Gnome), Neutral Good

AC 16 (Chain Mail), HP 21 (3d10+6), Speed 20ft, Base Profic Bonus +2

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: 120ft Darkvision, Passive perc 12

Languages: Gnomish, Undercommon, Terran

Challenge 1 (200xp)

Stone Camouflage: Svirfneblin has advantage to Stealth checks when in stony terrain

Gnome Cunning: Svirfneblin has advantage to Intelligence, Wisdom & Charisma saves vs magic 

Innate Spellcasting: Svirfneblin can cast the following 

At Will: Non-Detection (self only)

1/day: Blindness/Deafness, Blur, Disguise Self

Gear: Chain Shirt, War Pick, Dagger, 2 poisoned darts

Actions: 

War Pick, melee attack at + 4 to hit for 1d8+2 piercing damage

Poison Dart: missile attack (range 30ft/120ft) at +4 to hit for 1d4+2 piercing and target must make DC 12 Con save or be poisoned for 1 minute

Bonus Actions: 

Second Wind. The svirfneblin burrow warden can regain 1d10+2hp, usable 1/day 

Dagger, melee attack at +4 to hit for 1d4 +2 piercing damage (offhand) 



Svirfneblin Burrow Warden Captain

Small Humanoid (Gnome), Neutral Good

AC 16 (Chain Mail), HP 52 (7d10+14), Speed 20ft

Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 10 (0)

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

Senses: 120ft Darkvision, Passive perc 14

Languages: Gnomish, Undercommon, Terran

Challenge 3 (700xp)

Stone Camouflage: Svirfneblin has advantage to Stealth checks when in stony terrain

Gnome Cunning: Svirfneblin has advantage to Intelligence, Wisdom & Charisma saves vs magic 

Innate Spellcasting: Svirfneblin can cast the following 

At Will: Non-Detection (self only)

1/day: Blindness/Deafness, Blur, Disguise Self

Gear: Chain Mail, War Pick, Dagger, 2 poison darts

Actions: Multi-attack - burrow warden Captain can attack twice per turn with war pick

War pick, melee attack at + 5 to hit for 1d8+2 piercing damage

Poison Dart: missile attack (range 30ft/120ft) at +5 to hit for 1d4+2 piercing and target must make DC 12 Con save or be poisoned for 1 minute

Bonus Actions: 

Second Wind. The burrow warden captain can regain 1d10+6hp, usable 1/day 

Dagger, melee attack at +5 to hit for 1d4+2 piercing damage (offhand) 


Svirfneblin Stonespeaker

Small Humanoid (Gnome), Neutral Good

AC 15 (Chain Shirt), HP 16 (3d6+6), Speed 20ft, Base Profic Bonus +2

Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 9 (-1)

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

Senses: 120ft Darkvision, Passive perc 12

Languages: Gnomish, Undercommon, Terran

Challenge 1 (200xp)

Stone Camouflage: Svirfneblin has advantage to Stealth checks when in stony terrain

Gnome Cunning: Svirfneblin has advantage to Intelligence, Wisdom & Charisma saves vs magic 

Innate Spellcasting: Svirfneblin can cast the following 

At Will: Non-Detection (self only)

1/day: Blindness/Deafness, Blur, Disguise Self

Clerical Spellcasting, using Wisdom (Save DC 12, +4 to hit with spells):

(spells here are the default and can be changed to other clerical spells as needed

1/turn Cantrips: Guidance, Sacred Flame, Light 

1/day 1st level: Cure Wounds, Bless, Create Water

Gear: Chain Shirt, War Pick, 2 poison darts, holy symbol

Actions: 

War Pick, melee attack at + 4 to hit for 1d8+2 piercing damage

Poison Dart: missile attack (range 30ft/120ft) at +4 to hit for 1d4+2 piercing and target must make DC 12 Con save or be poisoned for 1 minute 


Svirfneblin Elder Stonespeaker

Small Humanoid (Gnome), Neutral Good

AC 15 (Chain Shirt), HP 33 (6d6+12), Speed 20ft, Base Profic Bonus +3

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: 120ft Darkvision, Passive perc 12

Languages: Gnomish, Undercommon, Terran

Challenge 2 (450xp)

Stone Camouflage: Svirfneblin has advantage to Stealth checks when in stony terrain

Gnome Cunning: Svirfneblin has advantage to Intelligence, Wisdom & Charisma saves vs magic 

Innate Spellcasting: Svirfneblin can cast the following 

At Will: Non-Detection (self only)

1/day: Blindness/Deafness, Blur, Disguise Self

Clerical Spellcasting, using Wisdom (Save DC 12, +5 to hit with spells):

(spells here are the default and can be changed to other clerical spells as needed)

1/turn Cantrips: Guidance, Sacred Flame, Light 

1/day 1st level: Cure Wounds, Bless, Create Water

2nd level: Hold Person, Prayer of Healing, Silence

3rd level: Dispel Magic, Daylight, Meld Into Stone

Gear: Chain Shirt, War Pick, 2 poison darts, holy symbol

Actions: 

War Pick, melee attack at + 5 to hit for 1d8+2 piercing damage

Poison Dart: missile attack (range 30ft/120ft) at +5 to hit for 1d4+2 piercing and target must make DC 12 Con save or be poisoned for 1 minute 


Derro

Derro don’t really have a society, more of a mob mentality twisted by various forms of insanity. The basic derro is described on p224 of Out of the Abyss, and their sorcerous spellcasters, the Derro Savants, are on p225. The Derro Stabber and Derro Murderer here are talented in stealth and ambush tactics rather than sorcery, and will try to sneak attack any opponents. They have no formal training, but hone their vicious skills by trial and error, and by killing anyone they think they can get away with. 

Derro Stabber 

Small Humanoid (derro), Chaotic Evil

AC 13 (leather armour & dex bonus), HP 13 (3d6+3), Speed 30ft, Basic Profic Bonus +2

Str 9 (-1), Dex 14 (+2), Con 12 (+1), Int 11 (0), Wis 5 (-3), Cha 9 (-1)

Skills: Stealth +6

Senses: Darkvision 120ft, passive perc 7

Languages: Dwarvish, Undercommon

Challenge: ½  (100xp)

Insanity: Derro has advantage on saves vs charmed or frightened

Magic Resistance: Derro has advantage on saves against spells & magical effects

Sunlight Sensitivity: Derro has disadvantage on attack rolls and perception checks while in sunlight

Sneak Attack: Once per turn if derro stabber has advantage on to hit roll or an ally of the derro is within 5ft of target and the derro stabber does not have disadvantage, it can do extra 2d6 damage (same damage type as weapon being wielded), 

Gear: Leather armour, shortsword, light repeating crossbow, 10 bolts

Actions:

Shortsword: melee attack at +4 to hit for 1d6 +2 piercing damage

Light Repeating Crossbow: Ranged attack (40ft/160ft) at +4 to hit for 1d8 +2 piercing damage

Bonus Action: Cunning Action. Derro stabber can take a bonus action to make a dash even if in combat, or to Disengage. 


Derro Murderer

Small Humanoid (derro), Chaotic Evil

AC 14 (leather armour & dex bonus), HP 27 (6d6+6), Speed 30ft, Basic Profic Bonus +3

Str 10 (0), Dex 16 (+3), Con 12 (+1), Int 11 (0), Wis 5 (-3), Cha 9 (-1)

Skills: Stealth +9

Senses: Darkvision 120ft, passive perc 7

Languages: Dwarvish, Undercommon

Challenge: 2  (450xp)

Insanity: Derro has advantage on saves vs charmed or frightened

Magic Resistance: Derro has advantage on saves against spells & magical effects

Sunlight Sensitivity: Derro has disadvantage on attack rolls and perception checks while in sunlight

Sneak Attack: Once per turn if derro murderer has advantage on to hit roll or an ally of the derro is within 5ft of target and the derro stabber does not have disadvantage, it can do extra 3d6 damage (same damage type as weapon being wielded) , 

Gear: Leather armour, shortsword, light repeating crossbow, 10 bolts

Actions:

Shortsword: melee attack at +6 to hit for 1d6 +3 piercing damage

Light Repeating Crossbow: Ranged attack (40ft/160ft) at +4 to hit for 1d8 +3 piercing damage

Bonus Action: Cunning Action. Derro murderer can take a bonus action to make a dash even if in combat, or to Disengage. 


Saturday, 22 August 2026

Geomorphs Part 4

Here are a few more geomorphs I've created, compatible with my other 190ft x 190ft tiles. For previous entries in my collection, see the following:

As before, these were created with my megadungeon Temple of Chaos Divided in mind, but should be usable for any large dungeon. I haven’t filled them with particular encounters - that is up to the DM who intends to use them. Similarly, traps and unusual dungeon features can be added to taste, and even the doors marked as secret need not be so if the DM wants the area beyond to be easily found. 
















Saturday, 15 August 2026

Another Look at Gemstones, Part 2

This follows on from part 1, and here are the main precious and semiprecious gems I use as treasure.
Here more than fancy and ornamental stones colour is very variable. Diamonds can come in clear white, ice blue, pink or yellow forms. Spinel comes in a range of colours, as does Topaz. Indeed, some of the best known types are actually different colours of other types: Sapphire, Padparadsha and Ruby are all different colours of Corundum. Similarly Amethyst and Citrine are varieties of Quartz (which has other types in the first post), while Aquamarine, Morganite and Emerald are all variants of Beryl. Thus this post inevitably makes simplifications and should not be taken as a serious mineralogical guide, merely ideas for DMs looking to make their treasure hoards a little more interesting. As always, DM discretion about all aspects (especially value) applies. 

Alexandrite 

Colours: Iridescent/multicoloured
Suggested Values:
  • Small (pea-sized): 2d6 x 20gp
  • Medium (hazelnut-sized): 1d10 x 100gp
  • Large (walnut-sized): 1d10 x 200gp
  • Huge (tangerine-sized): 1d10 x 500gp

Amber 

Colours: Roll 1d10:
1: Pale Yellow, 2-3: Yellow, 4-7: Golden Yellow, 8-9 Orange, 0: Brown
Suggested Values:
  • Small (pea-sized): 1d10 x 10gp
  • Medium (hazelnut-sized): 1d10 x 20gp
  • Large (walnut-sized): 2d10 x 20gp
  • Huge (tangerine-sized): 2d10 x 50gp

Amethyst 

Colours: Purple
Suggested Values:
  • Small (pea-sized): 1d10 x 10gp
  • Medium (hazelnut-sized): 1d10 x 20gp
  • Large (walnut-sized): 2d10 x 20gp
  • Huge (tangerine-sized): 2d10 x 50gp



Aquamarine 

Colours: Pale Blue
Suggested Values:
  • Small (pea-sized): 1d10 x 10gp
  • Medium (hazelnut-sized): 1d10 x 20gp
  • Large (walnut-sized): 2d10 x 20gp
  • Huge (tangerine-sized): 2d10 x 50gp


Beryl 

Colours: Roll 1d10 1: Clear, 2-3 Red, 4-5 Yellow, 6-0 Green
Suggested Values:
  • Small (pea-sized): 1d6 x 50gp
  • Medium (hazelnut-sized): 2d6 x 50gp
  • Large (walnut-sized): 2d10 x 50gp
  • Huge (tangerine-sized): 2d10 x 100gp


Black Pearl 

Colours: Black
Suggested Values:
  • Small (pea-sized): 1d10 x 100gp
  • Medium (hazelnut-sized): 1d10 x 200gp
  • Large (walnut-sized): 2d10 x 200gp
  • Huge (tangerine-sized): 2d10 x 500gp


Citrine 

Colours: Yellow
Suggested Values:
  • Small (pea-sized): 1d6 x 50gp
  • Medium (hazelnut-sized): 2d6 x 50gp
  • Large (walnut-sized): 2d10 x 50gp
  • Huge (tangerine-sized): 2d10 x 100gp




Diamond 

Colours: Roll D10: 1: Blue, 2: Yellow, 3: Pink, 4-0 Clear
Suggested Values:
  • Small (pea-sized): 1d10 x 300gp
  • Medium (hazelnut-sized): 2d6 x 500gp
  • Large (walnut-sized): 2d10 x 1000gp
  • Huge (tangerine-sized): 3d10 x 2000gp


Emerald 

Colours: Green
Suggested Values:
  • Small (pea-sized): 1d10 x 300gp
  • Medium (hazelnut-sized): 2d6 x 500gp
  • Large (walnut-sized): 2d10 x 1000gp
  • Huge (tangerine-sized): 3d10 x 2000gp


Fire Opal 

Colours: Orange with Iridescent flecks
Suggested Values:
  • Small (pea-sized): 1d10 x 300gp
  • Medium (hazelnut-sized): 2d6 x 500gp
  • Large (walnut-sized): 2d10 x 1000gp
  • Huge (tangerine-sized): 3d10 x 2000gp



Garnet 

Colours: Red
Suggested Values:
  • Small (pea-sized): 1d6 x 50gp
  • Medium (hazelnut-sized): 2d6 x 50gp
  • Large (walnut-sized): 2d10 x 50gp
  • Huge (tangerine-sized): 2d10 x 100gp

Iolite 

Colours: Purple
Suggested Values:
  • Small (pea-sized): 1d10 x 10gp 
  • Medium (hazelnut-sized): 1d10 x 20gp
  • Large (walnut-sized): 2d10 x 20gp
  • Huge (tangerine-sized): 2d10 x 50gp

Jacinth 

Colours: Orange
Suggested Values:
  • Small (pea-sized): 1d10 x 100gp
  • Medium (hazelnut-sized): 1d10 x 200gp
  • Large (walnut-sized): 2d10 x 200gp
  • Huge (tangerine-sized): 2d10 x 500gp



Jadeite 

Colours: Cloudy Green
Suggested Values:
  • Small (pea-sized): 1d10 x 10gp 
  • Medium (hazelnut-sized): 1d10 x 20gp
  • Large (walnut-sized): 2d10 x 20gp
  • Huge (tangerine-sized): 2d10 x 50gp


Morganite 

Colours: Pink
Suggested Values:
  • Small (pea-sized): 1d10 x 10gp 
  • Medium (hazelnut-sized): 1d10 x 20gp
  • Large (walnut-sized): 2d10 x 20gp
  • Huge (tangerine-sized): 2d10 x 50gp


Opal 

Colours: Pale Blue or Cyan with Iridescent flecks
Suggested Values:
  • Small (pea-sized): 1d10 x 100gp
  • Medium (hazelnut-sized): 1d10 x 200gp
  • Large (walnut-sized): 2d10 x 200gp
  • Huge (tangerine-sized): 2d10 x 500gp



Padparadsha 

Colours: Pink-Orange
Suggested Values:
  • Small (pea-sized): 1d10 x 300gp
  • Medium (hazelnut-sized): 2d6 x 500gp
  • Large (walnut-sized): 2d10 x 1000gp
  • Huge (tangerine-sized): 3d10 x 2000gp


Pearl 

Colours: White-Pale Gray
Suggested Values:
  • Small (pea-sized): 1d6 x 50gp
  • Medium (hazelnut-sized): 2d6 x 50gp
  • Large (walnut-sized): 2d10 x 50gp
  • Huge (tangerine-sized): 2d10 x 100gp



Peridot 

Colours: Lime Green
Suggested Values:
  • Small (pea-sized): 1d6 x 50gp
  • Medium (hazelnut-sized): 2d6 x 50gp
  • Large (walnut-sized): 2d10 x 50gp
  • Huge (tangerine-sized): 2d10 x 100gp


Ruby 

Colours: Red
Suggested Values:
  • Small (pea-sized): 1d10 x 100gp
  • Medium (hazelnut-sized): 1d10 x 200gp
  • Large (walnut-sized): 2d10 x 200gp
  • Huge (tangerine-sized): 2d10 x 500gp



Sapphire 

Colours: Roll 1d10: 1: Pink, 2: Yellow, 3-0: Blue
Suggested Values:
  • Small (pea-sized): 1d10 x 100gp
  • Medium (hazelnut-sized): 1d10 x 200gp
  • Large (walnut-sized): 2d10 x 200gp
  • Huge (tangerine-sized): 2d10 x 500gp



Scheelite 

Colours: Yellow
Suggested Values:
  • Small (pea-sized): 1d6 x 50gp
  • Medium (hazelnut-sized): 2d6 x 50gp
  • Large (walnut-sized): 2d10 x 50gp
  • Huge (tangerine-sized): 2d10 x 100gp



Spinel 

Colours: Roll 1d10: 1-2: Blue, 3-4: Purple, 5-0: Red
Suggested Values:
  • Small (pea-sized): 1d6 x 50gp
  • Medium (hazelnut-sized): 2d6 x 50gp
  • Large (walnut-sized): 2d10 x 50gp
  • Huge (tangerine-sized): 2d10 x 100gp

Topaz 

Colours: Roll 1d10: 1-2 Blue, 3-4: Orange, 5-0: Yellow
Suggested Values:
  • Small (pea-sized): 1d6 x 50gp
  • Medium (hazelnut-sized): 2d6 x 50gp
  • Large (walnut-sized): 2d10 x 50gp
  • Huge (tangerine-sized): 2d10 x 100gp



Zircon 

Colours: Roll 1d10: 1-2 Blue, 3-4 Green, 5-6 Orange, 7-0 Brown
Suggested Values:
  • Small (pea-sized): 1d10 x 10gp 
  • Medium (hazelnut-sized): 1d10 x 20gp
  • Large (walnut-sized): 2d10 x 20gp
  • Huge (tangerine-sized): 2d10 x 50gp