Rum Gremlin 2014
CR 1/2 fey
Tiny fey, chaotic evil
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
The gremlin has advantage on saving throws against spells and other magical effects.
Actions
The goblin makes one claw attack and one bite attack.
Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
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