Fuath Gremlin
Small fey, chaotic evil
Armor Class
13 (natural armor)
Hit Points
22 (4d6 + 8)
Speed
20 ft., climb 10 ft., swim 30 ft.
STR
7 (-2)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
8 (-1)
Damage Resistances
cold
Senses
darkvision 60 ft., passive Perception 11
Languages
Aquan
Challenge
1/2 (100 XP)
Sunlight Sensitivity. While in sunlight, the gremlin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Water Breathing. The fuath gremlin can only breathe underwater.
Actions
Multiattack. The fuath gremlin makes two attacks with its claws.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Congeal Water (1/day). One creature of the fuath gremlin’s choice within 30 feet of it must succeed on a DC 10 Dexterity saving throw or be coated with a thick, viscous coating of clinging watery fluid for 1 minute. While coated with this substance, the target is restrained and must hold its breath to keep from drowning (reference the SRD for Suffocating rules). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.