Antimagic Susceptibility. A Bottle Gnome is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the Bottle Gnome must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Unnervingly Small. A Bottle Gnome can share the space of a small creature without squeezing. Up to nine bottle gnomes can share a five foot square with a small or medium creature. Only four bottle gnomes in a square can attack the same adjacent square at a time, but all nine can attack an enemy whose space they all share.
Lilliputian Effort. A Bottle Gnome can Assist another Bottle Gnome whose space it shares with a Strength (Athletics) check to Grapple or Shove an opponent. Each Bottle Gnome which does so provides a cumulative +2 bonus.
Volatile. On Death: Every enemy within a 5 ft. radius must succeed on a DC 12 Dexterity save. On a failure, they take 4 (1d6) damage of a random elemental type.
Roll 1d4:
- Fire
- Cold
- Acid
- Poison
Death by a Thousand Tiny Cuts. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d6 - 3) slashing damage.
Forest of Tiny Knives. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d6 - 3) slashing damage.
Description
You are immediately aware of motion. Small metallic figures, like-squat little men made of brass are walking to and fro. The metal men are moving various objects around, filling beakers at one end of the room and emptying them into cauldrons at a different spot. Some appear to be working the bellows on a small iron furnace at the far end of the room, hanging from chains and dropping down as they're pulled by gravity, only to release the chains and run to the back of a line. They totter somewhat comically, as they have short little legs and round middles mostly made of glass, filled with a bright glowing green, yellow or blue fluid. Every so often one ambles in through a small doorway in the wall, carrying a piece of firewood from outside. A dumbwaiter suddenly opens up on the far side of the room, and four of the figures pop out and scatter in different directions, to be replaced immediately by four from inside the room just before the door snaps shut behind them. Each of their metal faces appear to be carved in the shape of a pudgy little, bearded man with a pointed hat, and behind their empty eyes you can see what appears to be a ruby, or some other precious stone.
Suddenly, all of them stop in mid-action, hanging from chains, poised over cauldrons, waiting for the dumbwaiter, one falls having been poorly balanced about to leap from a shelf, and lands on another figure below who had just completed the jump. All of their faces turn towards you in unison, sliding mechanically on their bodies, for lack of a traditional neck. From seemingly nowhere, they pull an assortment of small knives and clubs in a single motion and begin a tottering charge towards the offender.
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