Rum Gremlin

Tiny Fey, Chaotic Evil

Armor Class 13

Hit Points 27 (6d4 + 12)

Speed walk +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

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities False

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 10

Languages Common, Sylvan

Special Abilities

Aura of Drunkenness. The rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin's Aura of Drunkenness for 24 hours.

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

Actions

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.

Spellcasting. The gremlin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11): At will: prestidigitation 3/day: command

Source: Tome of Beasts 2023 · OGL/Open