[New Monster] Nasarong (Hyperborean gnome)

Not by demand….

Nasarong (Hyperborean Gnome)

The ragged group entered the shabby tavern on the edge of the Striped Gulf.

‘We don’t allow their kind in here!’ barked the innkeeper as he jerked a dirty thumb towards the shortest member of the group.
‘This little man here took down an orc warband by himself, he has earned his right to drink with us,’ one of the men said, a wizard of some sort by the looks of it.

The innkeeper grumbled then finally nodded. The six adventurers found a table and later room in the common area for the night.

The innkeeper slept well, drunk on his better mead. He didn’t notice the tiny footsteps as the Nasarong crept up to him.

‘I destroyed the orc warband by killing their war-boss in his sleep!’ hissed the eerie gnome.

The innkeeper opened an eye just as the poisoned dagger plunged into his chest.

Nasarong (Hyperborean Gnome)

No. Enc.: 1d4 (1d10)

Alignment: Neutral (Lawful Evil tendencies)

Movement: 120′ (40’) (50 in AS&SH)

Armor Class: 6

Hit Dice: 1

Attacks: 1

Damage: 1d4 or by weapon

Save: F3 (Saving Throw 14)

Size: S

Morale: 8

Hoard Class: XIV (Treasure Type Cx2 in AS&SH)

XP: 55

Very rare are the Hyperborean Gnomes, known as Nasarong, shifty and clever, these diminutive creatures plague many a town and adventuring group alike. With a bit of coaxing and the promise of a decent reward a Nasarong will work with a group of dungeon explorers. These weird little men have a natural ability to spot anomalies, traps/weak areas and veins of precious metals or gems 65% of the time while underground. In addition, Nasarong can teleport once per day up to 60′ away, either alone or with up to 120′ lbs of non-living material (i.e. cannot teleport others). Their location does not need to be visible, but the Hyperborean gnome must have been to the location they are ‘landing’ in.

As Player Characters in Astonishing Swordsmen & Sorcerers of Hyperborea: These sometimes vicious creatures can be a player option with the following modifications:
Physically weak: -2 to Strength, -1 to Constitution. Clever: +1 to Intelligence, +1 to Wisdom

Class: Unlimited advancement as Thief or any Thief subclass, Level 8 in Cleric or Any Cleric subclass, Level 7 in any other class or subclass.

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