Rum Gremlin

Tome of Beasts (Third Party)

Tamaño
Diminuto
Tipo
fey
Alineamiento
caótico malvado
CA
13
Puntos de golpe
22 (5d4+10)
Velocidad
walk 20 ft., climb 10 ft., swim 10 ft.
Habilidades
Stealth +5
Inmunidad a estados
poisoned
Sentidos
darkvision 120 ft.
Percepción pasiva
10
Idiomas
Common
Desafío
1/2
Linaje
Gremlin
FUE
10
+0
DES
16
+3
CON
14
+2
INT
12
+1
SAB
9
−1
CAR
12
+1

Rasgos

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.

Acciones

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.

Otros datos

description