Welcome traveler from an antique land. Please sit and tell us of what you have seen. The unheard of monsters, who slither and bite.

Tinkerhole Gnomes

Small Humanoid (gnome), neutral good

Armor Class 15 (chain shirt)

Hit Points 16 (3d6 + 6)

Speed 20 ft.

STR 15 (+2) DEX 14 (+2) CON 14 (+2)

INT 12 (+1) WIS 10 (+0) CHA 9 (-1)

Skills Investigation +3, Perception +2, Stealth +4 Senses darkvision 120ft., passive Perception 12 Languages Gnomish, Terran, Undercommon

Challenge 1/2 (100xp)

Stone Camoflauge 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 Intellignce (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: nondetection (Self only)

1/day each: blindness/deafness, blue, disguise self

Actions

War Pick Melee Weapon Attack: +4 to hit, reach 5ft. one target. Hit 6 (1d8+2) piercing damage

Poisoned Dart Ranged Weapon attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4+2) 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.