Azza Gremlin
Small Fey, Neutral
Armor Class 14
Hit Points 7 (2d6)
Speed fly +10, walk +40
Challenge 1/4
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