Rum Gremlin
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)
- Skills Stealth +5
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 10
- 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.