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Deep Gnome RockwardenCreature 5


NSmallGnomeHumanoid
Source Pathfinder Bestiary
Perception +14 (darkvision)
Languages Gnomish, Terran, Undercommon
Skills Crafting +9, Diplomacy +11, Nature +14, Stealth +9
Str +1, Dex +2, Con +3, Int +0, Wis +5, Cha +2

AC 22; Fort +12; Reflex +9; Will +14;
HP 63
Speed 15 feet

Pick One Action +10 (+5, +0) to hit (fatal d10) 1d6 Piercing
Sling One Action +11 (+6, +1) to hit (propulsive, range increment 50) 1d6 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.


Primal Prepared Spells (DC 24, +14 to hit)

Cantrips (3rd Level): Acid Splash, Detect Magic, Prestidigitation, Produce Flame, Read Aura
1st Level: Ant Haul, Shocking Grasp, Ventriloquism
2nd Level: Acid Arrow, Deafness, Spider Climb
3rd Level: Blindness, Meld into Stone

Primal Innate Spells (DC 21, +13 to hit)

1st Level: Illusory Disguise


Deep gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands. They know that not everything that lives below ground is sinister and evil, but they also understand that all primal spirits and entities must be respected.


These distant cousins to gnomes are reclusive, underground dwellers. Svirfneblins, as deep gnomes call themselves, have skin the color of gray or brown stone. While deep gnome males are bald, women have thin, pale-gray hair, and all have the large, expressive eyes typical among all gnomes. A deep gnome is 3 feet tall and weighs approximately 65 pounds. Deep gnomes rarely interact with those outside of their small cavern communities, and they are slow to trust outsiders, sometimes keeping them imprisoned for years simply to prevent them from informing others of the deep gnome settlement.

The first deep gnomes rose in the underground world some time after their early gnome ancestors migrated from the First World to Golarion. A group of these migrants elected to settle underground instead of on the surface, and it was from these gnomes that the svirfneblin came to be. Some believe the gnomes chose the Darklands as their home to watch for and stop any evil fey who might infiltrate the underground region, but much like the exact reasons for the gnomes' relocation, their motivation has been lost to time. Thousands of years of living in subterranean caverns with little to no light transformed the physical characteristics of the gnomes living there into those of the deep gnome of today.

Though deep gnomes may seem dour and recalcitrant at first glance, they retain the fey blood of their ancestors. In fact, deep gnomes are sometimes more emotionally erratic than their gnome cousins, lashing out violently at what seems like the smallest provocation. Such an explosion is often followed by an extended period of quiet brooding. Despite this, deep gnome communities are close-knit, as each citizen knows when to give the others the space they require to process their feelings.

Many deep gnome settlements have clashed with nearby duergar communities for myriad reasons: resources, territory, and even religion and morality. Over the centuries, some of these disputes have evolved into full wars, with many lives lost on both sides. Neither deep gnomes nor duergars are particularly proud of these conflicts, but both insist they were in the right each time. The ferocity with which most duergars fight has left a deep impression on the psyches of some deep gnome communities, leading them to distrust all dwarves and dwarf-like ancestries even more than other strangers. This can result in non-duergar dwarves being driven off from deep gnome cities before being able to explain themselves. A dwarf and even those traveling with a dwarf require patience and tenacity when attempting to deal with deep gnomes holding such views.

Svirfneblins value crafting and many decorate their cavernous homes with paintings on the walls, often incorporating the rock in clever ways. They also value crystals and gems, making jewelry and beads that they string through their hair.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Gnome

A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.