Rum Gremlin
Tiny Fey, Chaotic Evil
Armor Class 13
Hit Points 27 (6d4 + 12)
Speed walk +10
Challenge 1/2
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