Illustration Xan Drake

Rum Gremlin

Tome of Beasts
Challenge 1/2
(100 XP)
Robinloft Estimated CR 1/2
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)
Saving Throws
Skills Stealth +5
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Common
Environments
Magic Resistance.

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

Innate Spellcasting. The rum gremlin's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: prestidigitation

Actions

Multiattack. The goblin makes one claw attack and one bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 0 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.

Rum Gremlin

Not yet described

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