16 (studded leather)
39 (6d8 + 12)
30 ft.
Nature +3, Perception +5, Stealth +6, Survival +5
darkvision 60 ft.
Common, Undercommon
4
This fey is equipped with a Dungeoneer's Pack.
If the deep guide is given a location in the Underworld, it knows the direction and distance to the location.
The deep guide's innate spellcasting ability is Wisdom (spell save DC 15). The deep guide can innately cast the following spells, requiring no components. • At will: detect evil and good, light, pass without trace • 1/Day: dispel evil and good, entangle, silence
The deep guide has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The deep guide has advantage on saving throws against spells and other magical effects.
The deep guide makes two attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.