# Rum Gremlin *Tiny* *Fey* *Chaotic Evil* - **Armor Class:** 13 - **Hit Points:** 27 (6d4 + 12) - **Speed:** walk 10 ft. - **Challenge Rating:** 1/2 (100 XP) - **Source:** Tome of Beasts 2023, page 223 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 10 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 9 (-1) | 12 (+1) | - **Skills:** Stealth +5 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** False - **Condition Immunities:** poisoned - **Senses:** darkvision 120 ft., passive Perception 10 - **Languages:** Common, Sylvan ### Special Abilities - **Aura of Drunkenness:** The rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin's Aura of Drunkenness for 24 hours. - **Magic Resistance:** The rum gremlin has advantage on saving throws against spells and other magical effects. ### Actions - **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. - **Spellcasting:** The gremlin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: prestidigitation
3/day: command