Rum Gremlin

Tiny Fey, chaotic evil. CR 1/2, AC 13, 22 HP. Traits: Innate Spellcasting, Magic Resistance.

Armor class
13
Hit points
22
Challenge
0.5
Creature type
Fey
Size
Tiny
Alignment
chaotic evil

Stat block

Cha
12
Con
14
Dex
16
Int
12
Str
10
Wis
9
Speed
Swim: 10; Walk: 20; Climb: 10
Senses
darkvision 120 ft., passive Perception 10
Skills
Stealth: 5
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.
Languages
Common
Special abilities
  • 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.
Condition immunities
poisoned

Source and licence

From Tome of Beasts.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.