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.

  • At will: arcane lock, knock

  • 3/day: find traps

  • 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.

small
fey
cr1/4
tome-of-horrors