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Rum Gremlin 2014

CR 1/2 fey

Tiny fey, chaotic evil


Armor Class
13
Hit Points
22 (5d4+10)
Speed
20 ft., climb 10 ft., swim 10 ft.

STR10 (+0)
DEX16 (+3)
CON14 (+2)
INT12 (+1)
WIS9 (-1)
CHA12 (+1)

Saving Throws
Skills
Stealth +5
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 10
Languages
Common
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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.

Environments: Ocean

Other versions

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