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Gremlin, Rum Story Keeper

Size
Tiny
Type
Fey
Challenge Rating
2
Source
Tome of Beasts 3
Alignment
Chaotic-Evil
Armor Class
13
Speeds
20, swim 10, climb 10
Walking Speed
20
Swimming Speed
10
Climbing Speed
10
Strength Score
12
Dexterity Score
16
Constitution Score
16
Intelligence Score
12
Wisdom Score
9
Charisma Score
16
Skill Proficiencies
Perception
Languages Ref
Common
Hit Points
38
Condition Immunities
Poisoned
Languages
Aethyrian Common

Tiny fey, chaotic evil


Armor Class 13

Hit Points 38 (7d4+21)

Speed 20 ft., climb 10 ft., swim 10 ft.


STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
9 (−1)
CHA
16 (+3)

Skills Perception −1

Condition Immunities poisoned

Senses darkvision 120', passive Perception 11

Languages Common

Challenge 2 (450 XP)

Aura of Drunkenness. Each creature that starts its turn in 20' radius aura: DC 12 Con save or poisoned for 1 hr. Creature that has consumed alcohol within past hr has disadvantage on the save. While poisoned creature falls prone if it tries to move more than half its speed during a turn. Creature that succeeds on the save is immune to Aura of Drunkenness of all rum gremlins for 24 hrs.

Magic Resistance. Advantage: spell/magic effect saves.

Actions

Mug Slap. Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage + 7 (2d6) poison.

Rum Splash. Ranged Weapon Attack: +5 to hit 40/80' one target 7 (2d6) poison.

Drinking Stories. Tells a story of a rum gremlin celebration. Each has initial and additional effect if it takes bonus action on subsequent turns to continue. Can stop any time; story ends if it is incapacitated. Can tell only one story at a time. Chooses among:Tale of Liquid Courage Rum gremlins within 30' of keeper and hear it: +5 temp hp 1 min. While tale continues each rum gremlin that starts turn within 30' of keeper: advantage saves vs. frightened.Tale of the Bar Room Rush Each rum gremlin within 30' of keeper and can hear it can use its reaction to immediately move up to its speed. While tale continues each rum gremlin within 30' of keeper can take Dash or Disengage action as a bonus action on its turn.Tale of the Great Shindig Each rum gremlin within 30' of keeper and can hear it can use its reaction to immediately shove a Med or smaller creature. While tale continues each rum gremlin within 30' of keeper has advantage on Str (Athletics) checks and can shove creatures up to two sizes larger than it.

Spellcasting. Cha (DC 13) no material components: At will: prestidigitation3/day ea: charm person mirror image

Stat block from Tome of Beasts 3 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 3. ©2022 Open Design LLC. All rights reserved. It is not Geminaea material. See Legal.