Svirfneblin Caravan Guide

Small humanoid (svirfneblin), any

Armor Class 15 (studded leather armor)
Hit Points 84 (13d6 + 39); Wound Threshold 21
Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 14 (+2) 15 (+2) 10 (+0)

Saving Throws Str +5, Dex +5
Skills Animal Handling* +6, Athletics +5, Nature* +6, Perception* +6, Survival* +6
Senses darkvision 120 ft., passive Perception 16
Languages Gnomish, Svirfneblin, Sylvan, Undercommon and any one language
Challenge 4 (1 100 XP)

SPECIAL TRAITS

  • Aimed Attack. When the svirfneblin caravan guide hits its target with a weapon, it deals one extra die of damage (included in the attack).
  • Evasion. When the svirfneblin caravan guide is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the svirfneblin caravan guide instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Gnome Cunning. The svirfneblin caravan guide has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • Innate Spellcasting. The svirfneblin caravan guide’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
    • At will: spare the dying
    • 1/day each: goodberry
  • Stone Camouflage. The svirfneblin caravan guide has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS

  • Multiattack. The svirfneblin caravan guide makes two melee attacks or two ranged attacks.
  • Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.
  • Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

BONUS ACTIONS

  • Word of Advice. The svirfneblin caravan guide can choose one nonhostile creature it can see within 30 ft. of it. That creature has advantage on its next attack roll until the end of its next turn.

REACTIONS

  • Warning. When a nonhostile creature that the svirfneblin caravan guide can see within 30 ft. of it is targeted by an attack roll or must make a saving throw, the svirfneblin caravan guide can utter a warning to impose disadvantage on the attack roll or grant advantage to the saving throw.

ABOUT

As the underground cousins of rock gnomes, svirfneblin are recognizable by their dark, blue-gray complexion and their pale hair. Since they’ve never been involved in any major conflicts with surface dwellers, they are feared far less than other subterranean peoples. This is also owed to their sense of discretion. Little is known about them, but most surface people associate them with enchanted caves, which leads to their good reputation.

As great travelers of the Netherworld, established svirfneblin often become caravanners, guides, or traders. Many are also experts in cultivating underground plants, thus ensuring the air supply of communities. A typical group consists primarily of nomads and is led by a caravan guide. The most seasoned explorers, those who have survived many dangerous journeys, are called underguides.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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