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.
12 (+1)
16 (+3)
16 (+3)
12 (+1)
9 (-1)
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/
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Tome of Beasts 3, page no. 220