# 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