Gremlin
Small fey, chaotic evil
Armor Class
14 (leather)
Hit Points
10 (3d6)
Speed
20 ft., climb 20 ft.
STR
7 (-2)
DEX
16 (+3)
CON
11 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
15 (+2)
Senses
passive Perception 14
Skills
Acrobatics +5, Arcana +4, Perception +4, Sleight of Hand +5, Stealth +5
Languages
Common, Goblin, Sylvan
Challenge
1/4 (50 XP)
Knot Expert. The gremlin has advantage on any check or saving throw to break free of any effect grappling or restraining it when the effect is made of rope or rope-like objects.
Innate Spellcasting. The gremlin’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells without requiring material components.
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At will: arcane lock, knock
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3/day: find traps
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1/day: passwall
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.