Gnome, Rock, 1st-Level Warrior

Small Humanoid (good fort) (Gnome) — CR 0.5

Monster Manual v.3.5 (MM), p. 131Updated 3.5

Gnome, Rock, 1st-Level Warrior is a D&D 3.5 monster from MM, p. 131. CR 0.5, HD 1d8+2 (6 hp).

Hit Dice
1d8+2 (6 hp)
Initiative
+0
Speed
Land 20 ft
Armor Class
16, touch 12, flat-footed 16
Base Attack / Grapple
+1/-3
Attack
Longsword +2 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)
Full Attack
Longsword +2 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)
STR
11
DEX
11
CON
14
INT
10
WIS
9
CHA
8
Fort / Ref / Will
+4 / +0 / -1
Challenge Rating
0.5
Alignment
Usually Neutral-Good
Organization
Company (2–4), squad (11–20 plus 1 leader of 3rd–6th level and 2 3rd−level lieutenants), or band (30–50 plus 1 3rd−level sergeant per 20 adults, 5 5th−level lieutenants, 3 7th−level captains, and 2–5 dire badgers)
Treasure
Standard
Environment
Hills
Level Adjustment

Special Abilities

Spell-Like AbilitiesGnome Traits

Feats

This humanoid stands a little more than half as high as a human. It has a compact build, dark tan skin, fair hair, and large eyes.

Description

Gnomes are inveterate explorers, tricksters, and inventors. They have a knack for both illusion and alchemy.

Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

Gnomes are inquisitive. They love to learn by personal experience. At times they’re even reckless. Their curiosity makes them skilled engineers, as they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the individuals involved will react.

Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin.

Most gnomes encountered outside their home are warriors; the information in the statistics block is for one of 1st level.

Combat

Gnomes prefer misdirection and deception over direct confrontation. They would rather befuddle or embarrass foes (other than goblinoids or kobolds) than kill them. Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.

The gnome warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Gnomes have a +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).

Gnomes have a +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

Weapon Familiarity (Ex): Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.

Spells: Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute).

Saves: Gnomes have a +2 racial bonus on saving throws against illusions. *Not reflected in the saving throw numbers given here.

Skills: Gnomes have a +2 racial bonus on Listen and Craft (alchemy) checks.