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.


STR

10 (+0)

DEX

16 (+3)

CON

14 (+2)

INT

12 (+1)

WIS

9 (-1)

CHR

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/

Find the complete stats on: Open5e

Tome of Beasts, page no. 239
Other formats: JSON

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