Noldir Gnomes
Tier 1 (Levels 1-4) Noldir Gnomes
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Noldir Gnome Warrior
- CR 1/2 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
120 ft., passive Perception 12 Languages Gnomish, Undercommon, Common Challenge 1/2 (100 XP) - 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: minor illusion
- 1/day each: disguise self
- Actions War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
- Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit:
6 (1d8 + 2) piercing damage.
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Noldir Gnome Scout
- CR 1 Small humanoid (Gnome), any alignment Armor Class 12 Hit Points 27 (6d8) Speed 20 ft.
- STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
- Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses
darkvision 120 ft., passive Perception 16 Languages Gnomish, Undercommon, Common, plus any one additional language Challenge 1 (200 XP) - 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:
nondetection (self only) - 1/day each: blur, disguise self
- At will:
- Cunning Action. On each of its turns, the gnome can use a bonus action to take the Dash, Disengage, or Hide action.
- Sneak Attack (1/Turn). The gnome deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the gnome that isn't incapacitated and the gnome doesn't have disadvantage on the attack roll.
- Actions Multiattack. The gnome makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6
+ 2) piercing damage.
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Noldir Gnome Berserker
- CR 2 Small humanoid (Gnome), any chaotic alignment Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27)
- Speed 20 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
- Senses darkvision 120 ft., passive Perception 10 Languages Gnomish, Undercommon, Common Challenge 2 (450 XP)
- 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.
- Reckless. At the start of its turn, the gnome can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
- Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
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Noldir Gnome Priest
- CR 2 Small humanoid (Gnome), any alignment Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 20 ft.
- STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
- Skills Medicine +7, Persuasion +3, Religion +5 Senses darkvision 120 ft., passive Perception 13 Languages Gnomish, Undercommon, Common, plus any one additional language Challenge 2 (450 XP)
- 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.
- Divine Eminence. As a bonus action, the gnome can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until
the end of the turn. If the gnome expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. - Spellcasting. The
gnome is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The gnome has the following cleric spells prepared: - Cantrips (at will): light, sacred flame, thaumaturgy
- 1st level (4 slots): cure wounds, guiding bolt, sanctuary
- 2nd level (3 slots): lesser restoration, spiritual weapon
- 3rd level (2 slots): dispel magic, spirit guardians
- Cantrips (at will): light, sacred flame, thaumaturgy
- Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
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Noldir Gnome Knight
- CR 3 Small humanoid (Gnome), any alignment Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 20 ft.
- STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
- Saving Throws Con +4, Wis +2 Senses darkvision 120 ft., passive Perception 10 Languages Gnomish, Undercommon, Common Challenge 3 (700 XP)
- 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.
- Brave. The gnome has advantage on saving throws against being frightened.
- Actions Multiattack. The gnome makes two melee attacks.
- War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
- Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
- Leadership (Recharges after a Short or Long Rest). For 1 minute, the
gnome can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the gnome. A creature can benefit from only one Leadership die at a time. This effect ends if the gnome is incapacitated. - Reactions Parry. The gnome adds 2 to its AC against one melee attack that would hit it. To do so, the gnome must see the attacker and be wielding a melee weapon.
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Noldir Gnome Veteran
- CR 3 Small humanoid (Gnome), any alignment Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 20 ft.
- STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- Skills Athletics +5, Perception +2 Senses darkvision 120 ft., passive Perception 12 Languages Gnomish, Undercommon, Common Challenge 3 (700 XP)
- 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.
- Actions Multiattack. The gnome makes two war pick attacks. If it has a shortsword drawn, it can also make a shortsword attack.
- War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
- Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Tier 2 (Levels 5-10) Noldir Gnomes
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Noldir Gnome Elite Warrior
- CR 5 Small humanoid (Gnome), neutral good Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 20 ft.
- STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
- Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth +10 Senses darkvision 120 ft., passive Perception 14 Languages
Gnomish, Undercommon, Common Challenge 5 (1800 XP) - 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.
- Actions Multiattack. The gnome makes two war pick attacks.
- War Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
- Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Reactions Parry. The gnome adds 3 to its AC against one melee attack that would hit it. To do so, the gnome must see the attacker and be wielding a melee weapon.
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Noldir Gnome Mage
- CR 6 Small humanoid (Gnome), any alignment Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 20 ft.
- STR 9 (-1) DEX 14 (+2) CON 11 (+0) INT 17 (+3) WIS 12 (+1) CHA 11 (+0)
- Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses darkvision 120 ft., passive Perception 11 Languages Gnomish, Undercommon, Common, plus any three additional languages Challenge 6 (2300 XP)
- 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:
nondetection (self only) - 1/day each: blindness/deafness, blur, disguise self
- At will:
- Spellcasting. The gnome is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The gnome has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd level (3 slots): misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly
- 4th level (3 slots): greater invisibility, ice storm
- 5th level (1 slot): cone of cold
- Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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Noldir Gnome Assassin
- CR 8 Small humanoid (Gnome), any non-good alignment Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 20 ft.
- STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
- Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth
+9 Damage Resistances poison Senses darkvision 120 ft., passive Perception 13 Languages Gnomish, Undercommon, Common, Thieves' cant plus any two languages Challenge 8 (3900 XP) - 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:
nondetection (self only) - 1/day each: blindness/deafness, blur, disguise self
- At will:
- Assassinate. During its first turn, the gnome has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the gnome scores against a surprised creature is a critical hit.
- Evasion. If the gnome is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the gnome instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Sneak Attack. Once per turn, the
gnome deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the gnome that isn't incapacitated and the gnome doesn't have disadvantage on the attack roll. - Actions Multiattack. The gnome makes two shortsword attacks.
- Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC
15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - Hand Crossbow. Ranged Weapon Attack:
+6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
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Noldir Gnome High Priest/Priestess
- CR 8 Small humanoid (Gnome), neutral good Armor Class 16 (scale mail) Hit Points 71 (13d8 + 13) Speed 20 ft.
- STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 17 (+3) CHA 18 (+4)
- Saving Throws Con +4, Wis +6, Cha +7 Skills Insight +6, Perception +6, Religion +4, Stealth +5
Senses darkvision 120 ft., passive Perception 16 Languages Gnomish, Undercommon, Common, plus any one additional language Challenge 8 (3900 XP) - 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:
nondetection (self only) - 1/day each: blindness/deafness, blur, disguise self
- At will:
- Spellcasting. The gnome is a 10th-level spellcaster. Its spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The gnome has the following cleric spells prepared:
- Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
- 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
- 2nd level (3
slots): lesser restoration, protection from poison, web - 3rd level (3 slots): conjure animals (2 giant
badgers), dispel magic - 4th level (3 slots): divination, freedom of movement
- 5th level (2 slots): insect plague, mass cure wounds
- Actions Multiattack. The gnome makes two mace attacks.
- Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 17 (5d6) radiant damage.
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Noldir Gnome Champion/Knight
- CR 8 Small humanoid (Gnome), any alignment Armor Class 18 (plate) Hit Points 91 (14d8 + 28) Speed 20 ft.
- STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 14 (+2) WIS 14 (+2) CHA 15 (+2)
- Saving Throws Con +5, Int +5, Wis +5 Senses darkvision 120 ft., passive Perception 12 Languages Gnomish, Undercommon, Common Challenge 8 (3900 XP)
- 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
(Psionics). The gnome's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: - At will: mage hand (the hand is invisible)
- 3/day each: jump, misty step, nondetection (self only),
tongues - 1/day each: plane shift, telekinesis
- Actions Multiattack.
The gnome makes two war pick attacks. - War Pick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Tier 3 (Levels 11-16) Noldir Gnomes
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Noldir Gnome War Priest
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CR 9 Small Humanoid (Gnome, Cleric), any alignment Armor Class 18 (plate) Hit Points 117 (18d8 + 36) Speed 20 ft.
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STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)
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Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses
darkvision 120 ft., passive Perception 13 Languages Gnomish, Undercommon, Common Challenge 9 (5000 XP) Proficiency Bonus +4 -
Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
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Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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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:
nondetection (self only) - 1/day each: blindness/deafness, blur, disguise self
- At will:
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Actions Multiattack. The war priest makes two War Pick attacks, and it uses Holy Fire.
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War Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 10 (3d6) radiant damage.
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Holy Fire. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom
saving throw. On a failed save, the target takes 12 (2d8 + 3) radiant damage, and it is blinded until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't blinded. -
Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
- At will: light, spare the dying, thaumaturgy
- 1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser restoration, revivify
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Bonus actions Healing Light (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
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Noldir Gnome Shadowblade
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CR 11 Medium Humanoid (Gnome), any alignment Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 20 ft.
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STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)
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Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision 120 ft., passive Perception 16
Languages Gnomish, Undercommon, Common Challenge 11 (7200 XP) Proficiency Bonus +4 -
Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
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Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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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:
nondetection (self only) - 1/day each: blindness/deafness, blur, disguise self
- At will:
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Devil's Sight (Optional). Magical darkness doesn't impede the gnome's darkvision.
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Actions Multiattack. The gnome makes three Shadow Sword attacks.
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Shadow Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.
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Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC
15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. -
Spellcasting. The
gnome casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): - At will: minor illusion
- 1/day each: darkness, disguise self
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Bonus actions Shadow Step. When in dim light or darkness, the gnome can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of
the turn.
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Noldir Gnome Archmage
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CR 12 Medium humanoid (Gnome), any alignment Armor Class 12 (15 with mage armor) Hit Points 99 (18d8 + 18) Speed 20 ft.
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STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 20 (+5) WIS 15 (+2) CHA 16 (+3)
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Saving Throws Int +9, Wis +6 Skills Arcana +13, History +13 Damage Resistances
damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin) Senses darkvision 120 ft., passive Perception 12 Languages Gnomish, Undercommon, Common, plus any five additional languages Challenge 12 (8400 XP) -
Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
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Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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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:
nondetection (self only) - 1/day each: blindness/deafness, blur, disguise self
- At will:
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Magic Resistance. The gnome has advantage on saving throws against spells and other magical effects.
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Spellcasting. The gnome is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The gnome can cast disguise self and invisibility at will and has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
- 1st level
(4 slots): detect magic, identify, mage armor*, magic missile - 2nd level (3 slots): detect thoughts, mirror image, misty step
- 3rd level (3 slots): counterspell, fly, lightning bolt
- 4th
level (3 slots): banishment, fire shield, stoneskin* - 5th level (3 slots): cone of cold, scrying, wall of force
- 6th level (1 slot): globe of invulnerability
- 7th level (1 slot): teleport
- 8th level (1 slot): mind blank*
- 9th level (1 slot): time stop
- * The
gnome casts these spells on itself before combat.
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Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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Noldir Gnome Master Inquisitor
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CR 14 Medium Humanoid (Cleric, Gnome), any alignment Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 20 ft.
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STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
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Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 20 Languages Gnomish, Undercommon, Common, plus any two additional languages Challenge 14 (11500 XP) Proficiency Bonus +5 -
Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
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Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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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:
nondetection (self only) - 1/day each: blindness/deafness, blur, disguise self
- At will:
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Discern Lie. The inquisitor knows when a creature speaks a lie.
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Actions Multiattack. The inquisitor makes two Death Lance attacks.
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Death Lance. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target
can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. -
Spellcasting.
The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared: - Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
- 1st level (4 slots): bane, command, detect magic, sanctuary
- 2nd level (3 slots): hold person, spiritual weapon, zone of truth
- 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
- 4th level (3 slots): banishment, compulsion, guardian of faith
- 5th level (3 slots): contagion, flame strike, geas
- 6th level (1 slot): harm
- 7th level (1 slot): divine word
- 8th level (1 slot): holy aura
- 9th level (1 slot): gate
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Bonus actions Spectral Dagger (Recharges after a Short or Long Rest). The inquisitor conjures a spectral dagger in its hand. For 1 minute, this dagger counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the dagger, it can choose to add 3d6 necrotic damage to the hit.
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Tier 4 (Levels 17-20) Noldir Gnomes
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Noldir Gnome Grand Consort
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CR 18 Medium Humanoid (Gnome, Wizard), any alignment Armor Class 15 Hit Points 240 (32d8 + 96) Speed 20 ft.
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STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
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Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11 Senses darkvision 120
ft., passive Perception 18 Languages Gnomish, Undercommon, Common, plus any two additional languages Challenge 18 (20000 XP) Proficiency Bonus +6 -
Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
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Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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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:
nondetection (self only) - 1/day each: blindness/deafness, blur, disguise self
- At will:
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Actions Multiattack. The gnome makes two Scimitar attacks and uses Arcane Eruption.
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Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) poison damage.
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Arcane Eruption (Recharge 5–6). The gnome creates a burst of magical energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking
36 (8d8) force damage on a failed save, or half as much damage on a successful one. -
Spellcasting. The gnome is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The gnome has the following wizard spells prepared:
- Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
- 1st level (4 slots): detect magic, magic missile,
shield, thunderwave - 2nd level (3 slots): hold person, misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly
- 4th level (3 slots): greater invisibility, ice storm, wall of fire
- 5th level (3 slots): cloudkill, cone of cold, dominate person
- 6th level (1 slot): chain lightning, globe of invulnerability
- 7th level (1 slot): finger of death, teleport
- 8th level (1 slot): feeblemind, mind blank
- 9th level (1 slot): meteor swarm
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Reactions Protective Shield (3/Day). When another creature attacks a creature within 30 feet of the gnome, the gnome can use its reaction to impose disadvantage on the attack roll.
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Noldir Gnome High Matriarch/Patriarch
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CR 20 Medium Humanoid (Gnome, Cleric), any alignment Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 20 ft.
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STR 12 (+1) DEX 18 (+4) CON 16 (+3) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
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Saving Throws Con +9, Wis +11, Cha +12 Skills Insight +11, Perception +11, Religion +9, Stealth +10 Condition Immunities charmed,
frightened, poisoned Senses darkvision 120 ft., passive Perception 21 Languages Gnomish, Undercommon, Common, plus any two additional languages Challenge 20 (25000 XP) Proficiency Bonus +6 -
Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
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Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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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:
nondetection (self only) - 1/day each: blindness/deafness, blur, disguise self
- At will:
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Special Equipment. The matriarch/patriarch wields a Magic Staff and a Rod of Retribution.
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Actions Multiattack. The matriarch/patriarch makes two attacks with its Magic Staff or Rod of Retribution. It can also use Divine Flame.
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Magic Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) radiant or necrotic damage (user's choice). If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
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Rod of Retribution. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) force damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be weakened (disadvantage on attack rolls) for 1 minute. The weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Divine Flame (2/Day). The matriarch/patriarch targets one creature it can see within 60 feet of it. The target must make a DC 20 Dexterity saving throw, taking 45 (10d8) fire or radiant damage on a failed save, or half as much damage on a successful one.
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Spellcasting. The matriarch/patriarch is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The matriarch/patriarch has the following cleric spells prepared:
- Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
- 1st level (4 slots): bane, command, detect magic, sanctuary
- 2nd level (3 slots): hold person, spiritual weapon, zone of truth
- 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
- 4th level (3 slots): banishment, compulsion, guardian of faith
- 5th level (3 slots): contagion, flame strike, geas
- 6th level (1 slot): harm, planar ally
- 7th level (1 slot): divine word, resurrection
- 8th level (1 slot): holy aura, earthquake
- 9th level (1 slot): gate, true resurrection
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Bonus actions Divine Favor (Recharge 4-6). The matriarch/patriarch can sacrifice up to 5 hit points per spell slot level to cast a spell of that level. These hit points can't be restored until the start of the matriarch/patriarch's next turn.
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Summon Ally (1/Day). The matriarch/patriarch magically summons a celestial, fiend, or elemental of challenge rating 5 or lower. The summoned creature appears in an unoccupied space within 60 feet of the matriarch/patriarch, acts as an ally of its summoner, and can't summon other creatures. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an
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Legendary actions The matriarch/patriarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The matriarch/patriarch regains spent legendary actions at the start of its turn.
- Compel. The matriarch/patriarch targets one creature within 60 feet of it that it can see. The creature must succeed on a DC 20 Wisdom saving throw or be charmed by the matriarch/patriarch until the end of the matriarch/patriarch's next turn.
- Staff Attack. The matriarch/patriarch makes one Magic Staff attack.
- Cast a Spell (Costs 2 Actions). The matriarch/patriarch casts a spell from its list, using a spell slot.
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