Rum Gremlin
Tiny Fey Chaotic Evil
- Armor Class: 13
- Hit Points: 27 (6d4 + 12)
- Speed: walk 10 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: Tome of Beasts 2023, page 223
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
12 (+1) |
9 (-1) |
12 (+1) |
- Skills: Stealth +5
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: False
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 10
- Languages: Common, Sylvan
Special Abilities
- Aura of Drunkenness: The rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin's Aura of Drunkenness for 24 hours.
- Magic Resistance: The rum gremlin has advantage on saving throws against spells and other magical effects.
Actions
- 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.
- Spellcasting: The gremlin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: prestidigitation
3/day: command
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