Rum Gremlin
Tiny Fey, chaotic evil
Armor Class 13
Hit Points 22 (5d4+10)
Speed swim +10, walk +20, climb +10
Challenge 1/2
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