Gnome

Gnome

Tiny Magical Beast

Hit Dice: 1d10+1 (6 hp)

Initiative: +1

Speed: 20 ft. (4 squares), Burrow 5 ft.

Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch 13, flatfooted 14

Base Attack/Grapple: +1/-8

Attack: Heabutt +4 melee (1d3-1)

Full Attack: Headbutt +4 melee (1d3-1), or bite -1 melee (1d4-1)

Space/Reach: 5 ft./5 ft.

Special Attacks: -----

Special Qualities: Darkvision 120 ft.

Saves: Fort +3, Ref +3, Will +0

Abilities: Str 8, Dex 13, Con 12, Int 3, Wis 10, Cha 11

Skills: Hide +5, Move Silently +2

Feats: Weapon Finesse

Environment: Temperate Plains (North America and Europe)

Organization: Burrow (8-40)

Challenge Rating: 1/3

Treasure: Half Standard

Alignment: Usually Neutral

Advancement: 2-3 HD (Tiny); 4 HD (Small)

Level Adjustment: -----

A tiny humanoid that vaguely resembles a potato climbs out of one of the many burrows in the surrounding area. It seems to be dopily happy as it wanders aimlessly.

Gnomes, sometimes called Gernumblies, are small, 30 centimeter creatures that often inhabit gardens. While they can make their own burrows, they tend to live in rabbit holes, as they are very lazy. Gnomes are fun loving, and rarely leave a garden once they enter it. This designates them as pests by the Ministry of Magic, despite their limited sapience.

Gnomes live in large families, which constantly consume vast quantities of roots, and as a result they often devastate gardens. To prevent this from occurring, the process of “de-gnoming” must occur, which involves grabbing the creature by the legs and flinging them out of the garden. Another, more brutally efficient way of eliminating gnomes is to feed them to jarveys, ferret-like magical beasts that rip their prey apart.

Combat

Gnomes usually headbutt their enemies when forced to, and if they are cornered, they can use their teeth to give a nasty bite.