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.

Other data

description