Azza Gremlin

Small Fey, Neutral

Armor Class 14

Hit Points 7 (2d6)

Speed fly +10, walk +40

Challenge 1/4

STR
5
-3
DEX
18
+4
CON
10
+0
INT
12
+1
WIS
13
+1
CHA
16
+3

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities lightning, thunder

Condition Immunities False

Senses darkvision 120 ft., passive Perception 11

Languages Common, Primordial

Special Abilities

Contagious Lightning. A creature that touches the azza gremlin or hits it with a metal weapon while within 5 feet of it receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that deal lightning damage have advantage against the affected creature, the creature has disadvantage on saving throws against spells and effects that deal lightning damage, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Lightning Jolt. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 6 (1d6 + 3) lightning damage, and the target must succeed on a DC 10 Constitution saving throw or be affected by Contagious Lightning.

Reactions

Ride the Bolt. The azza gremlin can travel instantly along any bolt of lightning. When a bolt of lightning strikes or an effect deals lightning damage within 30 feet of the gremlin, it can teleport to an unoccupied space within 5 feet of where the lightning struck or dealt damage.

Source: Tome of Beasts 2023 · OGL/Open