Gremlin, Rum Story Keeper

Tiny Fey, chaotic evil (CR 2)

Armor Class 13

Hit Points 38 (7d4+21)🎲

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


STR

12 (+1)

DEX

16 (+3)

CON

16 (+3)

INT

12 (+1)

WIS

9 (-1)

CHR

16 (+3)


Skills perception -1

Senses darkvision 120', passive Perception 11

Languages Common

Challenge Rating 2

Actions

Mug Slap.

Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage + 7 (2d6) poison.

Rum Splash.

Ranged Weapon Attack: +5 to hit 40/80' one target 7 (2d6) poison.

Drinking Stories.

Tells a story of a rum gremlin celebration. Each has initial and additional effect if it takes bonus action on subsequent turns to continue. Can stop any time; story ends if it is incapacitated. Can tell only one story at a time. Chooses among:Tale of Liquid Courage Rum gremlins within 30' of keeper and hear it: +5 temp hp 1 min. While tale continues each rum gremlin that starts turn within 30' of keeper: advantage saves vs. frightened.Tale of the Bar Room Rush Each rum gremlin within 30' of keeper and can hear it can use its reaction to immediately move up to its speed. While tale continues each rum gremlin within 30' of keeper can take Dash or Disengage action as a bonus action on its turn.Tale of the Great Shindig Each rum gremlin within 30' of keeper and can hear it can use its reaction to immediately shove a Med or smaller creature. While tale continues each rum gremlin within 30' of keeper has advantage on Str (Athletics) checks and can shove creatures up to two sizes larger than it.

Spellcasting.

Cha (DC 13) no material components: At will: prestidigitation3/day ea: charm person mirror image


sizeTiny

typeFey

group

alignmentchaotic evil

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception-1

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunitiespoisoned

cr2

reactions

legendary_desc

legendary_actions

special_abilitiesname: Aura of Drunkenness,desc: Each creature that starts its turn in 20' radius aura: DC 12 Con save or poisoned for 1 hr. Creature that has consumed alcohol within past hr has disadvantage on the save. While poisoned creature falls prone if it tries to move more than half its speed during a turn. Creature that succeeds on the save is immune to Aura of Drunkenness of all rum gremlins for 24 hrs.,name: Magic Resistance,desc: Advantage: spell/magic effect saves.

spell_list

page_no220

document__license_urlhttp://open5e.com/legal

document__slugtob3

document__titleTome of Beasts 3

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

Find the complete stats on: Open5e

Tome of Beasts 3, page no. 220
Other formats: JSON

← Gremlin, Bilge Grick →