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).