Rum Gremlin
Tome of Beasts
(100 XP)
Robinloft Estimated
CR
1/2
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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