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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Rum Gremlin/

Rum Gremlin

Rum Gremlin

Tiny fey, chaotic evil
  • Armor Class 13 ()
  • Hit Points 22 (5d4+10)
  • Speed 20 ft., climb 10 ft., swim 10 ft.
  • 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
  • Challenge 1/2 (100 XP)
  • 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.

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