Skip to content

Rum Gremlin

Size
Tiny
Type
Fey
Challenge Rating
1/2
Source
Tome of Beasts
Alignment
Chaotic-Evil
Armor Class
13
Speeds
20, swim 10, climb 10
Walking Speed
20
Swimming Speed
10
Climbing Speed
10
Strength Score
10
Dexterity Score
16
Constitution Score
14
Intelligence Score
12
Wisdom Score
9
Charisma Score
12
Skill Proficiencies
Stealth
Vision
Darkvision (120ft)
Languages Ref
Common
Hit Points
22
Condition Immunities
Poisoned
Languages
Aethyrian Common

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.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.