Rum Gremlin
Tome of Beasts (Third Party)
- Size
- Tiny
- Type
- fey
- Alignment
- chaotic evil
- AC
- 13
- Hit Points
- 22 (5d4+10)
- Speed
- walk 20 ft., climb 10 ft., swim 10 ft.
- Skills
- Stealth +5
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft.
- Passive Perception
- 10
- Languages
- Common
- Challenge
- 1/2
- Lineage
- Gremlin
STR
10
+0
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
9
−1
CHA
12
+1
Traits
Innate Spellcasting
The gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
- At will: prestidigitation
- 3/day: hex
Magic Resistance
The gremlin has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The goblin makes one claw attack and one bite attack.
Bite
Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Claws
Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Aura of Drunkenness
A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour.