Rum Gremlin
Tiny Fey, chaotic evil (CR 1/2)Armor Class 13
Hit Points 22 (5d4+10)
Speed 20 ft., swim 10 ft., climb 10 ft.
10 (+0)
16 (+3)
14 (+2)
12 (+1)
9 (-1)
12 (+1)
Skills stealth 5
Senses darkvision 120 ft., passive Perception 10
Languages Common
Challenge Rating 1/2
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.
sizeTiny
typeFey
group
alignmentchaotic evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunitiespoisoned
cr0.5
reactions
legendary_desc
legendary_actions
special_abilitiesname: Innate Spellcasting,desc: 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,name: Magic Resistance,desc: The gremlin has advantage on saving throws against spells and other magical effects.
spell_list
page_no239
document__license_urlhttp://open5e.com/legal
document__slugtob
document__titleTome of Beasts
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/
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Tome of Beasts, page no. 239