Gremlin, Bilge
Tiny Fey, chaotic evil
Armor Class 13
Hit Points 36 (8d4+16)
Speed swim +20, walk +20, climb +10
Challenge 1/2
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