According to their monster description, gnomes are human-like beings related to dwarves, but smaller, with "long noses and full beards." While the description doesn't explicitly categorize them as "demi-humans," their kinship with dwarves indicates they are.
The description also says that gnomes live in burrows in lowlands, but the only standard wilderness encounter table that includes them is barren/mountain/hills. So, gnome burrows must be located in valleys.
There's an example gnome lair in the Expert Rulebook. If the example is typical, a single gnome burrow will house many gnomes, and it will be well hidden, easy to miss, with several ways for the gnomes to get in and out in case of trouble. The gnomes described there are known for crafts that combine wood and metal, and they hunt game in the area for food. There is no mention of farming. Either the gnomes are strict carnivores, or their vegetables come from foraging and trade.
As listed, gnomes might be Lawful or Neutral. The Lawful ones are more likely to trade with other groups and to help them against Chaotic forces. Neutral gnomes will fight goblins and kobolds, but they will otherwise keep to themselves and shun outsiders most of the time. The one exception is when there are gold and gems in the bargain. Then they'll get involved, possibly even aiding Chaotic characters if the promise of gold and gems is credible and they don't have to work with goblins or kobolds.
Gnomes are also listed with Treasure Type C, the same as goblins. Even though gnomes are supposed to love gold and gems, their standard treasure includes no gold, and it includes only a few gems and only rarely. In addition to loving gold and gems, gnomes are in a perpetual state of lacking them.
At low levels, gnomes are nearly as tough as dwarves, and they are tougher than halflings. They have a full hit die, and their AC of 5 indicates that their standard armor is chain mail without a shield. They carry crossbows, which they will prefer to use, as well as hammers in case they find themselves in melee. They are not very fast; their metal armor gives them movement of 60' per turn (20' per round).
Crossbows are two-handed weapons that always lose initiative. Fortunately for them, their crossbows have 80' of short range, and they have 90' of infravision, rather than the usual 60'. Their mediocre speed is the same as kobolds' and unmounted goblins', their most common opponents in combat. So, they can effectively skirmish against those enemies, as long as the enemy starts more than 25' away.
Gnomes rely on traps and camouflage to hide their lairs. In combat, they keep their distance from enemies, pelting them with quarrels until the enemies have either fled, surrendered, or died.
In addition to the standard, 1-HD gnomes, there are leaders with 2 HD, chiefs with 4 HD, and elite bodyguards with 3 HD. Those tougher gnomes will still prefer to fight with crossbows, but they're much more comfortable in melee than their 1-HD counterparts. A common gnome strategy is to have skirmishers draw enemies into a choke point so that the tougher gnomes can emerge from hiding and take them out in melee.
Gnomes are not necessarily Lawful, and those who are Neutral can definitely serve as villains or enemies for PCs of any alignment.
Sleep, hold person, and charm person can affect gnomes, but their excellent saving throws give them good chances against the latter two. But gnomes are smart enough to know what a threat sleep poses. If they are fighting a group that includes elves or anyone who appears to be a magic-user, those characters are preferred targets for the gnomes' crossbows. If you assign sleep an area of effect (I don't), then gnomes will try to stay spread out. If gnomes are expecting sleep spells, they'll attack in waves, so that the spell can't take them all out at once, and they'll wake up their sleeping comrades when they get a chance.
Gnomes' morale is 8 (10 in the presence of their chief). They'll pass two morale checks a bit more than half the time. But gnomes also value their own lives. They won't start, or stay in, fights they are unlikely to win. Like a good adventuring party, gnomes will try to set the terms of any fight they get into, and they will try to give themselves the advantage.
What Gnomes Love
Encountering Gnomes
- Immediate Attack. If Lawful, the gnomes think the PCs are after their treasure, and so they attack to protect it right away. Neutral gnomes may instead think the PCs have treasure they can steal. Either way, if it's clear the gnomes are outclassed, they will instead begin looking for reinforcements or some other way to gain the advantage for a later attack.
- Hostile, Possible Attack. Lawful gnomes assume the worst, but they issue a warning before trying to attack them. Neutral gnomes want the party's treasure, but they are willing to let the party hand it over without a fight.
- Uncertain, Monster Confused. The PCs are out of place in the dungeon, not what the gnomes were expecting. The gnomes need to figure out whether the PCs are a threat, whether they have gold or gems, and how the gnomes can get them.
- No Attack, Monster Leaves or Considers Offers. The gnomes either think the party is not a threat or has nothing to offer them. Wandering gnomes will warn the lair of the PCs presence when they leave. Gnomes in their lair won't leave, but they open parlay with the PCs without assuming they are a threat.
- Enthusiastic Friendship. The gnomes treat the PCs as potential allies who can help them acquire more gold and gem.
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