FREQUENCY: Very rare
FREQUENCY:
Very rare ([Dungeon Level V])
NO. APPEARING: 3-30
ARMOR CLASS: 2 and better
MOVE: 9"
HIT DICE: 3+6
% IN LAIR: Nil
TREASURE TYPE: Individuals
[K] (x 2) and [Q] (x 3)
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: 20%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral (good
tendencies) <11.15=>
SIZE: S (about 3' tall)
PSIONIC ABILITY: Nil
Attack/Defense
Modes: Nil
LEVEL/X.P. VALUE:
3rd level:
V | 325 + 5
4th level:
VI | 575 + 6
5th level:
VII | 1,025 + 8
6th level:
VII | 1,800 + 10
Far beneath the surface of
the Earth<c> dwell the svirfnebli<UA>
-- the deep gnomes --
a race related to the gnomes
of the bright world.
Small parties of these demi-humans
roam here and there in the underworld mazes <DSG
link?>
of small passageways,
always in SEARCH of gem minerals. Their <check DSG tight squeeze rules>
realm is in a region unknown,
but thought to consist of a closely-connected
series of vast caverns in
which thousands of these diminuative creatures
labour for their king.
Only males <gif> have
ever been seen,
and those only in very deep
places beneath the ground.
All males of the race are
doughty
fighters.
<correct link> <bravery=brave>
For every <4> svirfnebli
encountered, there will be an additional leader-type with hit dice 4+7.
If more than <20> normal
deep gnomes are encountered there will be <1> additional 6th level fighter
(hit dice 6+9) -- a burrow warden --
<make note at fighter table in PH, level titles>
with <2> <Swashbuckler
(F5)> assaistants (hit dice 5+8).
It is 25% probable that
a 6th level deep gnome will have <the> illusionist
abilities of <a Qabalist (I5), Visionist (I6), or Phantasmist (I7)>.
<hebrew font?> <in other words, a M-C F/I?>
Note that a deep gnome of
6th level, if not an illusionist, is 50% likely
to be able to summon an
earth
elemental. The type of earth elemental
which can be summoned is
found on this table:
Die roll | Elemental |
1 | 24 hit dice earth elemental |
2-6 | 16 hit dice earth elemental |
7-10 | 12 hit dice earth elemental |
11-15 | 8 hit dice earth elemental |
16-18 | xorn |
19-20 | summoning fails |
Elemental summoning can be
attempted once per day <(1 per day)> by a deep
gnome with the necessary
power.
In addition to the abilities
<semantics: special abilities?> given above, all the svirfnebli have
the
following magical powers
of illusionist nature:
blindness,
blur,
change
self.
Each of these spell-like
abilities can be used once per day <(1 per day)> by any deep gnome.
All these creatures radiate
non-detection
identical to the spell of the same name.
The deep gnomes wear leathern
jacks sewn with rings of mithral-steel alloy over fine chainmail shirts.
They do not usually carry
shields
as these devices would tend
to hinder movement through the narrow corridors favoured by the svirfnebli.
For every level above 3rd,
a svirfneblin's AC improves by 1 point --
i.e. a 4th level deep gnome has AC1,
5th level AC0 and 6th level
AC-1.
<item=svirfneblin armor?>
<weapon vs. AC?>
These gnomes are typically
armed with a non-magical +1 dagger and
a non-magical +1 pick (horseman's
pick, for purposes of damage
assessment). Each individual
also carries a pouch of special darts, <small pouch?>
7-10 hand-hurled missiles
of about <9> inches in length, with a 40'
range and which inflict
1-3 hit points of damage. When one of these
darts strikes it is constructed
so as to compact and break a small glass
bead containing a gas. Any
creature struck on its front parts must save
against poison; if it fails,
the puff of gas has reached the creature's
system and the creature
will be stunned on the next round and slowed
for the <4> rounds following
that. Deep gnomes above 3rd level also
carry 3-6 darts which contain
an acid which eats a three-inch hole in
armour protection in 1 round,
or inflicts an additional 2-8 hit points
of damage on non-protected
targets (such as armour with holes, ring mail, chain mail, etc.)
A svirfneblin can hurl <2>
darts in a single melee round.
Deep gnomes fight as fighters
of the same level, but when hurling
darts they add +2 to hit
probability.
Despite their metal armour
and arms, these small and fast-moving
creatures are able to move
very silently. They are 60% likely to be
unseen by any observer,
even a kuo-toan, as deep gnomes are able to
'freeze' in place for long
.periods.<> without any hint of movement. They
are surprised only 1 in
12 due to their keen hearing and smelling <DMG, DSG>
abilities<semantic: senses?>.
They are likely to surprise opponents 90% of the time.
All deep gnomes are 20% magic
resistant, gaining an extra 5% magic
resistance for each level
they attain above 3rd. No illusion, phantasm or
hallucination is able to
affect a svirfneblin's mind. Because of this
and their high wisdom, SPEED
and agility, they make all saving throws <DEX>
at +3 except against poison
when their bonus is +2.
The svirfnebli communicate
with each other by a form of racial empathy
when outside their domains.
They have their own language,
a dialect of of gnomish which a gnormal gnome is 60% likely to understand.
Most deep gnomes are also
able to converse in the underworld cant (the TRADE language) and
speak and understand a fair
amount of kuo-toan and drow (tongues of their hated
and feared enemies who, <talk/morale>
along with the mind-flayers,
are the worst threat to any deep gnome gem-gathering expedition). All these
small
creatures can
converse with speaking creatures
from the Elemental Plane of Earth
and it is 90% unlikely that such a creature will harm a svirfneblin,
though the deep gnome might
have to pay a heavy bribe in precious metal and gems so to escape.
<added to DMG>
Deep gnomes have [infravision]
to 120' and can also see into the ultraviolet
spectrum to a limited<Ltd.?> extent.
They have gnormal gnomish
power with respect to determination of direction, distance beneath
the surface, and detection
of slopes and unsafe walls, ceilings or floors (see ADVANCED DUNGEONS
& DRAGONS PLAYERS HANDBOOK -- Character Races).
<edit/provide specifics>
FLEE: When being pursued
by enemies, the svirfnebli will typically dash
into a secret escape passage
tunnelled to their size. <DSG>
Larger escape routes
used by the deep gnomes will be filled with covered pit traps and rock
deadfalls. <provide specifics: see grugach for deadfalls>
A gnome<svirfneblin>
leader is 75% likely to carry 3-12 small rock-like
containers,
and these will be strewn
in the path of pursuing foes
if no handy escape route
is nearby. These crystals are crushed
when stepped on by any creature
weighing more than 100 pounds,
and each releases a cloud
of poison gas of about 10' diameter and
15' height. Any creature
passing through such a gas cloud must save
versus poison or lose consciousness
for 1-12 turns. The gas cloud
dissipates in 2 rounds.
<heading, link to DMG>
Deep gnomes will usually
[aid] any non-enemy for a fee, and they <how much?>
will certainly help in fighting
drow,
kuo-toans
or mind flayers,
providing there is a reasonable
chance of defeating these mortal
enemies. They love gems
and will take great risks in order to gain them.
Description: A svirfneblin
is gnarled and very muscular. <S>
Skin [colour] is medium
brown to brownish grey. <c>
Deep gnomes have grey eyes
and tend to be bald. <c>
by
Gary Gygax
FREQUENCY: Very rare
NO. APPEARING:
ARMOR CLASS:
MOVE: 9"
HIT DICE:
% IN LAIR: Nil
TREASURE TYPE: Individuals
[K] (x 2) and [Q] (x 3)
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: 20%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral (good
tendencies) <11.15=>
SIZE: S (about 3' tall)
PSIONIC ABILITY: Nil
Attack/Defense
Modes: Nil
LEVEL/X.P. VALUE: VII |
1,800 + 10