Gnome, Fire (CR 1)
AC: 16 (+1 size, +4 scale mail, +1 light shield), touch 11, flat-footed 16
Hit Dice: 1d8+5 (9 hp)
Fort +4, Ref +0, Will -1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -3
Attack: Heavy pick +2 melee or javelin +2 ranged
Full Attack: Heavy pick +2 melee or javelin +2 ranged
Damage: Heavy pick 1d4/x4, javelin 1d4
Special Attacks/Actions: Fire gnome traits
Abilities: Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8
Special Qualities: Fire gnome traits, 1st-level Warrior
Skills: Hide +6, Listen +3, and Spot +1
Advancement: By character class
Climate/Terrain: Twin Paradises of Bytopia and Elemental Plane of Fire
Organization: Solitary, company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 Medium fire elementals)
Fire gnomes do not have the innate illusion powers of their cousins, but they are capable of impressive effects with fire. They frequently give ground, only to devise elaborate schemes and return later. And also unlike rock gnomes, fire gnomes have no compunctions about killing - especially in defense of their mines and tunnels. Adept at spotting incendiaries and explosives carried by opponents, fire gnomes are all too happy to start fires (which have no effect on them, of course) in hopes of setting off an opponent's own supply of explosives - and thus letting the fire gnomes defeat their foes with only minimal effort.
- Darkvision out to 60 feet.
- Stonecunning: This ability grants fire gnomes a +2 racial bonus on Search checks to notice unusual stonework. A fire gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A fire gnome can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
- +2 bonus to caster level when casting spells or using spell-like abilities with the fire descriptor.
- Immunity to fire and vulnerability to cold.
- +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
- +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
- Spell-Like Abilities: 1/day - heat metal, produce flame. Caster level equals the fire gnome's character level +2 including the caster level bonus mentioned above).
- Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc, Terran.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.