Svirfneblin [Deep Gnome]

Gnarled, stone-quiet gnomes of the deep underworld who hunt gems through narrow tunnels, vanish into the rock at will, and greet pursuers with poison darts and gas crystals.

Setting: Forgotten Realms · Sources: MC3 Forgotten Realms Appendix I

Appearance

Kin to surface gnomes, deep gnomes are gnarled, muscular, brown to brownish-gray, gray-eyed and usually bald. Only males have been observed, always at great depths.

Combat

Even in metal armor they move almost silently, and able to hold utterly still, they have a 60% chance of escaping notice by any observer, brinekin included. Sharp ears and noses leave them surprised only on a roll of 1, while they catch others off guard 90% of the time.

Every deep gnome can use blindness, blur and change self once per day each, and all constantly radiate non-detection as the spell. They have 20% magic resistance, plus 5% per level above 3rd, cannot be fooled by illusions, phantasms or hallucinations, and save at +3 against everything except poison, where the bonus is +2.

They wear mithral-steel ringed or scaled leather jacks over fine chain and skip shields, which snag in tight tunnels. Armor Class improves by one per level above 3rd: AC 1 at 4th, 0 at 5th and -1 at 6th. Each carries a nonmagical +1 pick (horseman's pick for damage and size) and a nonmagical +1 dagger and fights as a fighter of equal level.

Each carries 7-10 nine-inch darts, thrown two per round at +2 (range 40 feet, 1-3 damage). A gas bead in each bursts on impact; a creature hit in front must save vs. poison or be stunned next round and slowed four more. Those of 4th level or higher add 3-6 acid darts that eat a three-inch hole in armor in 1 round, or deal 2-8 extra through gaps, ring mail or chain mail.

Pursued, they slip into gnome-sized bolt-holes or larger routes laced with pits and deadfalls. Leaders have a 75% chance of 3-12 (d10+2) pebble-like crystals to strew behind him. Anything over 100 pounds crushes one underfoot, releasing a poison cloud 10 feet wide and 15 tall for 2 rounds; those passing through must save vs. poison or fall unconscious for 1-12 turns.

Habitat and Society

Gem-hunting bands roam the deep underworld's cramped tunnels; their hidden homeland is thought to be vast caverns where thousands toil for a king. Abroad they communicate by racial empathy. They also speak a gnomish dialect that surface gnomes understand 60% of the time, and most know the underworld trade tongue and some brinekin and drow, the tongues of their worst foes besides mind reavers. Every one can converse with any earth-plane being that talks.

Deep gnomes have 120-foot infravision and the usual gnomish stonework senses: they detect a sloping passage on 1-5 on 1d6, unsafe walls, ceilings or floors on 1-7 on 1d10, approximate depth on 1-4 on 1d6, and approximate direction on 1-3 on 1d6.

For every four deep gnomes there is an extra leader of 4+7 HD. A group of more than twenty adds a 6th-level burrow warden (6+9 HD) with two 5th-level aides (5+8 HD). A 6th-level gnome is 25% likely to be a 5th- to 7th-level illusionist; otherwise he has a 50% chance to summon an earth elemental once a day. Roll 1d20: 1, a 24 HD earth elemental (or a special choice); 2-6, 16 HD; 7-10, 12 HD; 11-15, 8 HD; 16-18, a xorn; 19-20, the summoning fails.

Priests reach 9th level at most, usually 5th to 7th, with spheres of Protection, Healing, Divination, Charm, Elemental (earth only) and minor Necromantic. At 7th level they gain the same once-per-day earth summoning as a granted power. They cannot turn undead.

Ecology

For pay they help non-enemies, eagerly join fights against drow, brinekin or mind reavers they might win, and risk almost anything for gems. Natives of the earth plane are 90% unlikely to harm one, though escaping them may cost a hefty bribe of gems or precious metals.

More: Monsters starting with S · Forgotten Realms monsters · All monsters A-Z

Statistics

Climate/TerrainSubterranean
FrequencyVery rare
OrganizationClan
Activity CycleDay
DietOmnivore
IntelligenceExceptional (15-16)
TreasureK (x2) and Q (x3)
AlignmentNeutral (good)
No. Appearing3-30
Armor Class2 and better
Movement9
Hit Dice3+6
THAC017
No. of Attacks1
Damage/AttackBy weapon
Special AttacksStun darts at +2
Special DefensesSave at +3, +2 vs. poison
Magic Resistance20% (or more)
SizeS (3')
MoraleElite (13)
XP Value420
Detect slope in passage1-5 on 1d6
Detect unsafe walls, ceilings, or floors1-7 on 1d10
Determine approx. depth underground1-4 on 1d6
Determine approx. direction underground1-3 on 1d6
Die rollElemental
124 Hit Dice earth elemental (or DM's special)
2-616 Hit Dice earth elemental
7-1012 Hit Dice earth elemental
11-158 Hit Dice earth elemental
16-18xorn
19-20summoning fails