Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: Non-detect (self only)
1/day each: Blindness/ Deafness, Blur, Disguise self
Neurotoxin Pouch. Ranged Weapon Attack: +8 to hit, range 30/90 ft., 1 target 10 ft. radius from target. Hit: 4 (1d4) [Confused] duration in turns (target forgets cantrip and has disadvantage on ALL rolls). Recharge: 1d6 roll 5-6 to use again.Ignores all immunities and resistances
War Pick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 piercing damage.
Poisoned Dart. Ranged Weapon Attack: to hit, range 30/120 ft., one creature. Hit: 4 piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pact of the Chain: Attack: When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
Unarmed Strike: You make a melee attack that involves using your body to deal one of the following effects: Damage. You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning damage. Grapple. The target must succeed on a STR/DEX.(it chooses which) saving throw (DC=8+Prof. Bonus + STR.) or it has the Grappled condition. Shove. The target must succeed on a Str/Dex. (It chooses which) saving throw (DC=8+Prof. Bonus+ STR) or you can either push it 5ft away or it to have the Prone condition.
Actions in Combat: Two-weapon Fighting
Pact of the Chain: Quick Attack: You an command the familiar to take the Attack action.
Actions in Combat: Opportunity Attack
Pact of the Chain: Resistance (1 Reaction): When the familiar takes damage, you can grant it Resistance against that damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Ben Digginstone is a Deep Gnome that loves caves and caverns (the deeper the better). Likes to be alone especially when hunting his prey. Uses spiderweb tripwires to alert him to any type of presents in his caverns. He stands about 2 stones high He’s very paranoid, keeps to himself.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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2/23/2026 7:22:30 PM
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Coming Soon
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