15 (chain shirt)
33 (6d6 + 12
25 ft.
Nature +3, Perception +3, Stealth +6, Survival +3
darkvision 120 ft.
Gnomish, Undercommon, Terran
2
The gnome can use a bonus action to take the Dash, Disengage, or Hide action.
The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The gnome's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no components • At will: nondetection (self only) • 1/Day each: blindness/deafness, blur, disguise self, hunter's mark, pass without trace
The gnome makes two attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Ranged Weapon Attack: +5 to hit, range 25/100 ft., one target. Hit: 1 + 4 piercing damage, and the target must succeed on a DC 13 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.