Underdark Encounters
Choose one of these 9 underdark encounters, read its opening aloud, and start playing. Each gives a concrete setup, a trigger, actions, consequences, and ways to finish or withdraw.
Each Setup includes an expandable DM hex map with a numbered key and a printable SVG download. Adjacent hex centers are 5 feet apart, with north up. Maps include DM information. Unstated dimensions and placements are illustrative; stated distances and encounter text take precedence. On outdoor maps, the dashed outer edge marks the illustrated area, not a wall. Heights and depths appear in the key.
Choose an Encounter
Suggested levels assume four adventurers with some resources remaining; they are starting points, not guaranteed difficulty ratings. Times estimate minutes of table play. Peaceful scenes can fit other levels; check the listed creature if a fight starts.
| Encounter | Levels | Type | Time | Immediate problem |
|---|---|---|---|---|
| 1. Drow Border Checkpoint | 3–5 | Social / combat | 15–25 | A patrol demands proof the party is not carrying stolen ore. |
| 2. Burrowing Beast Tunnel | 5–7 | Combat / bypass | 20–30 | Fresh stone scars warn of a buried predator. |
| 3. Duergar Prisoner Patrol | 3–5 | Social / combat | 20–30 | Two jailers escort prisoners whose papers reveal a disputed debt. |
| 4. Aberrant Hunger Ambush | 4–6 | Combat / escape | 20–30 | A many-mouthed mass blocks an old evacuation route. |
| 5. Giant Spider Nest | 2–4 | Combat / rescue | 15–25 | Webs hold a living messenger above a clear ledge. |
| 6. Fungal Spore Outbreak | 1–4 | Hazard / containment | 15–20 | Disturbed mushroom beds release a visible choking cloud. |
| 7. Aberrant Crystal Anomaly | 3–5 | Puzzle / combat | 15–25 | A humming crystal keeps attracting a ceiling predator. |
| 8. Underground River Crossing | 1–4 | Exploration | 10–15 | A broken ferry must be repaired or replaced. |
| 9. Deep Gnome Expedition | 2–5 | Social / salvage | 15–25 | Surveyors need their stone sample lifted out of a fissure. |
Running This Collection
Use SRD 5.1 creature statistics; expand a reference inside each scene for the actual attacks, defenses, senses, and actions. HP is per creature. A damage entry such as 4 (1d4 + 2) means use the average or roll, not both. A weapon range of 30/120 means normal/long range; attacks beyond normal range have disadvantage. Use listed ability modifiers for unlisted checks or saves. All references are freely available under CC BY 4.0.
Original procedures: scene-specific checks, timers, magical scenery, bargains, and hazard damage below are original design, not universal official rules or extra creature abilities. Use a stated check only when its approach is uncertain; a sound plan that removes the danger can succeed without rolling. Roll initiative before hostile actions, apply hiding and surprise normally, and do not treat dim light as physical cover. Melee reach and multiattack limits are in the references. Unless specified, scenes occur by daylight outdoors; dark interiors need a light source.
Underground: all rooms are naturally dark with breathable air unless specified. Bring light; creature darkvision does not illuminate the room for companions. The setting name is retained, but the locations and factions here are original. Some old monster premises use different licensed creatures, identified in their setups.
For related campaign planning, see Out of the Abyss. These encounters stand on their own.
1. Drow Border Checkpoint
At a glance: levels 3–5 | Social / combat | 15–25 minutes | Creatures: 2 × Drow.
A crossbow rests across a stone shelf. “Open the sacks. Keep your hands away from the red seal.”
Setup. A dark 50-by-20-foot tunnel has a 15-foot ceiling. Two drow stand behind waist-high shelves 25 feet north, granting half cover from the south entrance. A side passage south offers retreat.
DM hex map: Drow Border Checkpoint
Trigger. They request a visible inventory check, seeking a red-stamped ore bag.
Run it. Showing that no such bag is present gains passage without a check. A suspicious bag can be surrendered for a written receipt or explained with DC 13 Persuasion. Refusal permits retreat. In combat they use crossbows from cover and flee when one falls; they cannot see through their own darkness.
Resolution and reward. Cooperation earns a charcoal map of the next junction. Captured patrol orders identify a smugglers’ meeting 1 hour east, not a mandatory rescue campaign.
Adjust. Easier: 1 drow. Harder: 3, all visible before negotiations.
SRD reference: Drow
Medium humanoid (elf), neutral evil
AC 15 (chain shirt) | HP 13 (3d8) | Speed 30 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) |
- Skills: Perception +2, Stealth +4
- Senses: darkvision 120 ft., passive Perception 12
- Languages: Elvish, Undercommon
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is
Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
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, and the target must succeed on a DC 13
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.
2. Burrowing Beast Tunnel
At a glance: levels 5–7 | Combat / bypass | 20–30 minutes | Creatures: 1 × Bulette.
The tunnel floor humps, then settles. Deep claw furrows score a stone shelf above it.
Setup. A 70-by-40-foot chamber has a 25-foot ceiling. A bulette rests beneath loose earth in the center, replacing the non-SRD umber hulk. A solid 10-foot-wide ledge runs along the east wall between south and north exits.
DM hex map: Burrowing Beast Tunnel
Trigger. Crossing the loose earth alerts its tremorsense; announce the moving ground before it surfaces and roll initiative.
Run it. It bites the nearest creature on the earth, then retreats below ground at 25 HP. The ledge is outside the earthen patch; careful passage on it avoids the encounter without a check. A heavy carcass dropped at the southern edge draws it away for 1 minute. It has no confusing gaze.
Resolution and reward. A lost prospector’s bag on the ledge holds 40 gp and the mark of a nearby ore buyer. Withdrawal south remains possible.
Adjust. Easier: start the creature already feeding at the far edge. Harder: the ledge is obstructed by movable crates requiring two actions to clear.
SRD reference: Bulette
Large monstrosity, unaligned
AC 17 (natural armor) | HP 94 (9d10 + 45) | Speed 40 ft., burrow 40 ft. | CR 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 11 (+0) | 21 (+5) | 2 (−4) | 10 (+0) | 5 (−3) |
- Skills: Perception +6
- Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 16
- Languages: —
Standing Leap. The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette’s space.
3. Duergar Prisoner Patrol
At a glance: levels 3–5 | Social / combat | 20–30 minutes | Creatures: 2 × Duergar; 2 × Commoner.
Iron chains scrape the floor. A prisoner holds up a folded receipt while the escort argues over its seal.
Setup. A 50-foot-square junction, ceiling 15 feet, has exits north, south, and east. Two duergar escort two commoners at its center. A lantern illuminates the prisoners; all participants here understand Common in addition to their listed languages, an original language choice.
DM hex map: Duergar Prisoner Patrol
Trigger. The prisoners ask the party to read a receipt proving their debt paid.
Run it. The visible seal matches the patrol’s own ledger: comparing both resolves the error without a check if the party gets permission. DC 13 Persuasion obtains inspection; failure means the escort offers review at its post 30 minutes east. Attacks trigger a fight; guards use their actual limited Enlarge or Invisibility actions, not both plus an attack. They surrender after one falls.
Resolution and reward. Successful intervention frees the prisoners, who offer 15 gp and a safe warehouse contact. Violence leaves a hostile patrol report if any escort escapes.
Adjust. Easier: the escort volunteers the ledger. Harder: a second receipt appears forged, requiring a witness at the post.
SRD reference: Duergar
Medium humanoid (dwarf), lawful evil
AC 16 (scale mail, shield) | HP 26 (4d8 + 8) | Speed 25 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (−1) |
- Damage Resistances: poison
- Senses: darkvision 120 ft., passive Perception 10
- Languages: Dwarvish, Undercommon
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength–based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8
-
- piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
SRD reference: Commoner
Medium humanoid (any race), any alignment
AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
4. Aberrant Hunger Ambush
At a glance: levels 4–6 | Combat / escape | 20–30 minutes | Creatures: 1 × Gibbering Mouther.
Wet voices overlap beyond the doorway. A discarded lantern shines across a floor that seems to soften under the sound.
Setup. A 40-foot-square dark room, ceiling 15 feet, holds one gibbering mouther 25 feet from the south door. It replaces the non-SRD mind flayer; no psionic stun or brain extraction is retained. An east door can be reached along the far wall.
DM hex map: Aberrant Hunger Ambush
Trigger. The mass begins gibbering when it sees a creature; use its actual trait timing and saves.
Run it. It approaches the nearest living target at its listed slow speed and uses its printed actions. Stay outside its 20-foot gibbering radius or close the solid south door to avoid hearing it. A dry north ledge lies beyond the mouth-covered floor and offers a detour if reached from the east corridor. It does not pursue past either door in this scene.
Resolution and reward. The abandoned lantern’s owner dropped a 35 gp payroll pouch beside the east exit. Bypassing rather than fighting preserves the hazard on return.
Adjust. Easier: the mass starts 40 feet from the doorway. Harder: the east door needs an action to unbar.
SRD reference: Gibbering Mouther
Medium aberration, neutral
AC 9 | HP 67 (9d8 + 27) | Speed 10 ft., swim 10 ft. | CR 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 8 (−1) | 16 (+3) | 3 (−4) | 10 (+0) | 6 (−2) |
- Condition Immunities: prone
- Senses: darkvision 60 ft., passive Perception 10
- Languages: —
Aberrant Ground. The ground in a 10–foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Gibbering. The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a
DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
Actions
Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10
Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
Blinding Spittle (Recharge 5–6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther’s next turn.
5. Giant Spider Nest
At a glance: levels 2–4 | Combat / rescue | 15–25 minutes | Creatures: 2 × Giant Spider.
A cocoon rocks above the path. A muffled voice counts footsteps while two spiders watch from opposite walls.
Setup. A 50-by-30-foot chamber has a 20-foot ceiling. Two giant spiders cling 15 feet from the south entrance. A conscious messenger, represented narratively rather than as a combatant, hangs 10 feet up; a dry west ledge leads north.
DM hex map: Giant Spider Nest
Trigger. Touching a supporting web or approaching within 10 feet of the cocoon alerts the spiders.
Run it. Use their Web attacks and actual escape/burning rules. They bite restrained prey and retreat into roof cracks at half HP. Cutting the cocoon loose takes an action with a blade; catch it with a secured rope or two adjacent helpers to prevent a 10-foot fall. Offering a large carcass distracts both for 1 minute.
Resolution and reward. The rescued messenger gives 25 gp and a sealed delivery addressed to the next settlement. Passing along the ledge avoids combat but leaves the captive.
Adjust. Easier: 1 spider. Harder: the cocoon hangs 15 feet up, still visible.
SRD reference: Giant Spider
Large beast, unaligned
AC 14 (natural armor) | HP 26 (4d10 + 4) | Speed 30 ft., climb 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 12 (+1) | 2 (−4) | 11 (+0) | 4 (−3) |
- Skills: Stealth +7
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10
- Languages: —
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web—filled crevices. Such lairs are often festooned with web cocoons holding past victims.
6. Fungal Spore Outbreak
At a glance: levels 1–4 | Hazard / containment | 15–20 minutes | Creatures: 1 × Violet Fungus.
Yellow dust curls above torn mushroom caps. A narrow dry shelf skirts the growth.
Setup. A dark 40-by-20-foot corridor has a 10-foot ceiling. One violet fungus stands on the east side. A 5-foot shelf west stays 15 feet from it. Airborne dust is an original environmental hazard, not its attack.
DM hex map: Fungal Spore Outbreak
Trigger. Entering the growth releases dust in a 10-foot-radius area for 3 rounds.
Run it. On entering the cloud or starting a turn there, a creature makes DC 11 Constitution save; failure causes coughing and disadvantage on its next ability check before its next turn ends, with no damage or added paralysis. One save per turn. Wet cloth and moving along the shelf avoids exposure. Blocking the torn bed with a wet blanket ends further releases; fungus attacks only within reach.
Resolution and reward. A sealed sample jar beyond the bed is worth 10 gp to a grower. Failure costs time or position, not an invented permanent disease.
Adjust. Easier: dust causes noise only. Harder: clear a fallen crate from the shelf with one action.
SRD reference: Violet Fungus
Medium plant, unaligned
AC 5 | HP 18 (4d8) | Speed 5 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 1 (−5) | 10 (+0) | 1 (−5) | 3 (−4) | 1 (−5) |
- Condition Immunities: blinded, deafened, frightened
- Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 6
- Languages: —
False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
Actions
Multiattack. The fungus makes 1d4 Rotting Touch attacks.
Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.
7. Aberrant Crystal Anomaly
At a glance: levels 3–5 | Puzzle / combat | 15–25 minutes | Creatures: 1 × Darkmantle.
A blue shard pulses above a cracked pedestal. Each pulse sends ripples across the hanging stone shapes.
Setup. A dark 40-foot room, ceiling 15 feet, has south and east exits. One darkmantle hangs above the pedestal 20 feet north. The crystal’s hum and light are original scenery, not a borrowed artifact.
DM hex map: Aberrant Crystal Anomaly
Trigger. Touching the shard brightens it, revealing the darkmantle as it moves toward the holder.
Run it. Roll initiative before its Crush attack. A stone lid beside the pedestal muffles the crystal when lowered with an action; this removes its attraction, and an unattached darkmantle retreats. Attached creatures still need the printed detachment procedure. The shard cannot cast spells, deal damage, or produce unlimited power.
Resolution and reward. Delivering the safely boxed shard to an artisan earns 30 gp. Smashing it ends the hum but leaves only worthless fragments.
Adjust. Easier: the lid already covers half the shard. Harder: the lid is 10 feet away and needs two people to carry.
SRD reference: Darkmantle
Small monstrosity, unaligned
AC 11 | HP 22 (5d6 + 5) | Speed 10 ft., fly 30 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 13 (+1) | 2 (−4) | 10 (+0) | 5 (−3) |
- Skills: Stealth +3
- Senses: blindsight 60 ft., passive Perception 10
- Languages: —
Echolocation. The darkmantle can’t use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
Actions
Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura (1/Day). A 15–foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
8. Underground River Crossing
At a glance: levels 1–4 | Exploration | 10–15 minutes | Creatures: No combat creatures.
A small raft knocks against a stone landing. Its guide rope hangs loose on the far bank.
Setup. A dark 60-by-30-foot cavern has a 15-foot ceiling. A 20-foot river separates west entrance and east exit; safe gravel shelves run along both banks, with no waterfall. The raft carries two Medium creatures at a time.
DM hex map: Underground River Crossing
Trigger. Crossing requires retrieving the guide rope or choosing another method.
Run it. A swimmer makes one DC 12 Athletics check for the original current hazard; failure washes them to a visible gravel shelf 20 feet downstream, taking 1d4 bludgeoning, with an easy 10-minute return. A swimming speed or anchored safety line removes the check. Once the guide rope is tied to both landings, each raft trip takes 1 minute without rolling. Magic or a stable bridge also works.
Resolution and reward. The east landing holds a waterproof map tube identifying a dry camp 30 minutes ahead. Failed crossings lose no inventory automatically.
Adjust. Easier: rope already reaches the raft. Harder: raft carries only one Medium creature per trip.
9. Deep Gnome Expedition
At a glance: levels 2–5 | Social / salvage | 15–25 minutes | Creatures: 2 × Deep Gnome.
Two small explorers hold opposite ends of a fraying rope. Below them, a crate knocks against a narrow wall.
Setup. A 40-foot junction, ceiling 10 feet, has east and west routes. Two deep gnomes stand at a 3-foot-wide, 15-foot-deep fissure 20 feet north; a stone sample crate is wedged halfway down. Their lantern lights the work.
DM hex map: Deep Gnome Expedition
Trigger. They gesture for someone to brace their failing rope.
Run it. An adjacent creature can secure it with an action and a piton, preventing a fall. Pulling the wedged crate requires DC 13 Athletics with Help, or 10 minutes using a lever and pulley. A failure drops the crate to the bottom but leaves the braced rope intact; no one falls automatically. The gnomes offer gestures and Gnomish, Terran, or Undercommon, not unexplained telepathy.
Resolution and reward. Recovering it earns 25 gp and their map, which marks a bypass around a flooded northern tunnel. Refusal leaves both safe but struggling.
Adjust. Easier: crate is not wedged. Harder: recover a second smaller crate afterward for another 10 gp.
SRD reference: Deep Gnome
Small humanoid (gnome), neutral good
AC 15 (chain shirt) | HP 16 (3d6 + 6) | Speed 20 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 9 (−1) |
- Skills: Investigation +3, Perception +2, Stealth +4
- Senses: darkvision 120 ft., passive Perception 12
- Languages: Gnomish, Terran, Undercommon
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
Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rules sources
Creature references use the 2014-compatible SRD 5.1. See Credits & Licensing for source, license, and adaptation details.