b'Svirfneblin Caravan Guide \n'b'  Small   humanoid  (svirfneblin),  any  \n'b'  Armor Class  15 (studded leather armor)  Hit Points  84 (13d6 + 39);  Wound Threshold  21  Speed  25 ft.\n'b' STATS STR: 16 (+3) DEX:  17 (+3)  CON:  16 (+3)  INT:  14 (+2)  WIS:  15 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +5,  Dex  +5  Skills   Animal Handling * +6,  Athletics  +5,  Nature * +6,  Perception * +6,  Survival * +6  Senses   darkvision  120 ft., passive  Perception  16  Languages  Gnomish,  Svirfneblin , Sylvan, Undercommon and any one language  Challenge  4 (1 100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Aimed Attack . When the svirfneblin caravan guide hits its target with a weapon, it deals one extra die of damage (included in the  attack ). \n'b'  Evasion . When the svirfneblin caravan guide is subjected to an effect that allows it to make a  Dexterity  saving throw to take only half damage, the svirfneblin caravan guide instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b'  Gnome Cunning . The svirfneblin caravan guide has advantage on  Intelligence ,  Wisdom , and  Charisma  saving throws against magic. \n'b'  Innate Spellcasting . The svirfneblin caravan guide\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will : spare the dying \n'b'  1/day each : goodberry \n'b'\n'b'  Stone Camouflage . The svirfneblin caravan guide has advantage on  Dexterity  ( Stealth ) checks made to  hide  in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The svirfneblin caravan guide makes two  melee attacks  or two  ranged attacks . \n'b'  Spear .  Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a  melee attack . \n'b'  Shortbow .  Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target.  Hit : 10 (2d6 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Word of Advice . The svirfneblin caravan guide can choose one nonhostile creature it can see within 30 ft. of it. That creature has advantage on its next  attack  roll until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b'  Warning . When a nonhostile creature that the svirfneblin caravan guide can see within 30 ft. of it is targeted by an attack roll or must make a saving throw, the svirfneblin caravan guide can utter a warning to impose disadvantage on the attack roll or grant advantage to the saving throw. \n'b'\n'b' ABOUT \n'b' As the underground cousins of rock gnomes, svirfneblin are recognizable by their dark, blue-gray complexion and their pale hair. Since they\xe2\x80\x99ve never been involved in any major conflicts with surface dwellers, they are feared far less than other subterranean peoples. This is also owed to their sense of discretion. Little is known about them, but most surface people associate them with enchanted caves, which leads to their good reputation. \n'b' As great travelers of the Netherworld, established svirfneblin often become caravanners, guides, or traders. Many are also experts in cultivating underground plants, thus ensuring the air supply of communities. A typical group consists primarily of nomads and is led by a caravan guide. The most seasoned explorers, those who have survived many dangerous journeys, are called underguides.'