Rum Gremlin

Tiny Fey, chaotic evil

Armor Class 13

Hit Points 22 (5d4+10)

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

Challenge 1/2

STR
10
+0
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
9
-1
CHA
12
+1

Skills stealth +5

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 10

Languages Common

Special Abilities

Innate Spellcasting. 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

Magic Resistance. The gremlin has advantage on saving throws against spells and other magical effects.

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.

Source: Tome of Beasts · OGL/Open