Gremlin, Bilge

Tiny Fey, chaotic evil

Armor Class 13

Hit Points 36 (8d4+16)

Speed swim +20, walk +20, climb +10

Challenge 1/2

STR
7
-2
DEX
17
+3
CON
14
+2
INT
10
+0
WIS
9
-1
CHA
12
+1

Skills perception -1

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120', passive Perception 9

Languages Aquan, Sylvan

Special Abilities

Amphibious. Can breathe air and water.

Aura of Mechanical Mishap. The bilge gremlin's presence interferes with nonmagical objects that have moving parts such as clocks crossbows or hinges within 20' of it. Such objects that aren't being worn or carried malfunction while within the aura and if in the aura for more than 1 min they cease to function until repaired. If a creature in the aura uses a nonmagical object with moving parts roll a d6. On a 5 or 6 weapons such as crossbows or firearms misfire and jam and other objects cease to function. A creature can take its action to restore the malfunctioning object by succeeding on a DC 13 Int check.

Filth Dweller. The bilge gremlin is immune to disease.

Actions

Bite. Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) piercing damage and the target must make DC 13 Con save or contract the sewer plague disease.

Makeshift Weapon. Melee or Ranged Weapon Attack: +5 to hit 5 ft. or range 20/60' one target 6 (1d6+3) bludgeoning damage P or S

Source: Tome of Beasts 3 · OGL/Open