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
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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.