Armor Class 11
Hit Points 3 (1d6)
Speed 25 ft.
STR
8 (-1)
DEX
12 (+1)
CON
10 (+0)
INT
14 (+2)
WIS
10 (+0)
CHA
9 (-1)
Skills Medicine +2, Religion +4
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Gnomish, Primordial (Hermit) Through sounds and gestures, forest gnomes can communicate simple ideas with Small or smaller beasts.
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Additional Proficiency. Herbalism Kit

Gnome Cunning. Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting (Natural Illusionist). Intelligence is the spellcasting ability.

At Will: minor illusion

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Description

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Seclusion and Discovery

The quiet seclusion of her extended hermitage gave her access to a unique and powerful discovery. As the caretaker of an ancient ruin, she unearthed a relic of the past that could rewrite history.

Personality Traits:
  • I am working on a grand philosophical theory and love sharing my ideas.
  • I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
Ideal:
  • Self-Knowledge. If you know yourself, there’s nothing left to know. (Any)
Bond:
  • I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
Flaw:
  • I’d risk too much to uncover a lost bit of knowledge.
Equipment

A set of common clothes, a winter blanket, a scroll case stuffed full of notes from her studies, an herbalism kit, a dagger, a sling, 20 sling bullets, and a pouch containing 5 gp.

Monster Tags: NPChumanoid

Habitat: ForestGrasslandHill

IamSposta

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