AC 15 (leather)
HP 19 (3d8 + 6; bloodied 9)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Dex +5
Skills Nature +2, Perception +4 (+1d4), Stealth +5, Survival +4
Senses passive Perception 16
Languages any one
Keen Hearing and Sight. The scout has advantage on Perception checks that rely on hearing or sight.
Camouflage. The scout has advantage on Stealth checks made to hide in rocky terrain.
Deep Gnome Resistance. The scout has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Deep Gnome Magic. The deep gnome can innately cast blindness/deafness (blindness only), disguise self , and nondetection once per long rest without using material components, using Intelligence for their spellcasting ability.
ACTIONS
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Blindness (2nd-Level; V). A creature within 30 feet makes a DC 10 Constitution saving throw . On a failure, the target is blinded for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success.
Far underground, deep gnomes use stealth to survive amidst warlike deep dwarves and imperious shadow elves. Deep gnome scouts hunt and forage, search for gems, and set ambushes for enemies who approach their settlements.
CR 0–2 1 or 2 scouts , deep gnome scouts , forest gnome scouts , or wood elf scouts ; scout with bloodhawk , mastiff , or wolf
Treasure 10 gp, silvered shortsword (100 gp)
CR 3–4 3 or 4 scouts ; 2 scouts mounted on axe beaks , dire wolves , elk , or riding horses ; 3 forest gnome scouts mounted on wolves ; 3 wood elf scouts mounted on stags (use elk statistics); 4 deep gnome scouts
Treasure 7 obsidian gemstones worth 10 gp each, pair of amber dice (200 gp), detailed local map (100 gp), 3 packets of herbs (act as potions of healing )
CR 5–10 strider ; strider with 1d6 scouts ; strider with cave bear , druid , griffon , or saber-toothed tiger ; 2 striders ; wood elf sharpshooter with 1d6 wood elf scouts
Treasure silver and amethyst ring etched with a wolf’s head (250 gp), detailed maps of several faraway locations (500 gp), potion of animal friendship , boots of the winterlands
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.