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| 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.

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