Gnome Caravan Guard
Small fey humanoid
Level 13 Soldier XP 800
Initiative +12 Senses Perception +10; low-light vision
HP 132; Bloodied 66
AC 29; Fortitude 26, Reflex 24, Will 24
War Pick (standard, at-will) Weapon
+20 vs AC; 2d8+5 damage (crit 4d8 + 21), and the target is marked until the end of the gnome caravan guard’s next turn.
Binding Strike (standard; requires a war pick, at-will) Weapon
+18 vs Reflex; 2d8+5 damage (crit 4d8 + 21). In addition, the target is marked until it ends its turn in a square that is not adjacent to the caravan guard. Until the mark ends, the target cannot shift unless it ends the shift in a square adjacent to the caravan guard.
Stone Call (minor, encounter)
Ranged 5; +18 vs Reflex; the target is pulled 4 squares.
Fade Away (immediate reaction, when the gnome caravan guard takes damage; encounter) Illusion
The gnome caravan guard turns invisible until it attacks or until the end of its next turn.
Merge With Stone (move; encounter)
The gnome caravan guard moves 3 squares or shifts 1 square, and can pass into and through squares occupied by obstacles made of stone. If the obstacle is larger than it is, the caravan guard can end its movement in such a square. If it does, it remains alive and aware of its surroundings, but it cannot be seen or attacked. The only actions it can take are to make Perception checks or to shift 1 square into an unoccupied square as a move action.
If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can make a Stealth check to become hidden.
Alignment Unaligned Languages Common, Deep Speech, Elven
Skills Athletics +17, Endurance +16
Str 23 (+12) Dex 19 (+10) Wis 18 (+10)
Con 20 (+11) Int 15 (+8) Cha 16 (+9)
Equipment: chainmail , war pick .
Description: Gnome caravan guards make binding oaths to protect cargo and travelers moving through the Underdark. Well armed and well armored, they attack any creature that threatens them or their charges.
Published in Underdark, page(s) 142.