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Azza Gremlin 2014

CR 1/4 fey

Small fey, neutral


Armor Class
14
Hit Points
7 (2d6)
Speed
10 ft., fly 40 ft. (hover)

STR5 (-3)
DEX18 (+4)
CON10 (+0)
INT12 (+1)
WIS13 (+1)
CHA10 (+0)

Saving Throws
Skills
Damage Immunities
lightning, thunder
Senses
darkvision 120 ft., passive Perception 11
Languages
Common, Primordial
Challenge
1/4 (50 XP) · Proficiency Bonus +2

Contagious Lightning.

A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Lightning Jolt.

Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning.

Reactions

Ride the Bolt.

The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details