You summon 3 garden gnomes that appear in unoccupied spaces that you can see within range.
An garden gnome summoned by this spell disappears when it drops to 0 hit points or when the caster dispels the summon.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, each of which has its own turn. They obey any verbal commands that you issue to them (no action required by you). In combat, the caster will control the gnomes.
At Higher Levels. When you cast this spell using certain higher-level spell slots, more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Garden Gnome
Fey, unaligned
Armor Class 10
Hit Points 10 (3d4 + 3)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 10 (+0) | 5 (−3) | 5 (−3) | 5 (−3) |
Saving Throws Dex +3
Senses passive Perception 7
Languages Understands all languages spoken by its creator or summoner but can only vocalize in varied tones of the phrase “Hickory Dickory.”
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits
Floral Ferocity
Though outwardly decorative, a garden gnome can extend hardened claws and needle-like teeth. Its unarmed strikes deal an extra +2 damage (included in the attack).
Hoarder’s Miracle
If three or more garden gnomes are adjacent to the same creature, that creature must succeed on a DC 12 Dexterity saving throw when it attempts to move or become grappled (escape DC 12) until the start of its next turn.
If the grappled creature is moved by an external force, the gnomes move with it, maintaining adjacency if physically possible.
Actions
Slash
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.
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