Rum Gremlin

Tiny fey, chaotic evil

Armor Class

13

Hit Points

22 (5d4 + 10)

Speed

20 ft., climb 10 ft., swim 10 ft.

STR

10 (+0)

DEX

16 (+3)

CON

14 (+2)

INT

12 (+1)

WIS

9 (-1)

CHA

12 (+1)

Condition Immunities

poisoned

Senses

darkvision 120 ft., passive Perception 10

Skills

Stealth +5

Languages

Common

Challenge

1/2 (100 XP)

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.

tiny
fey
cr1/2
tome-of-beasts