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5ead/monsters/md/tome_of_beasts_2023/rumgremlin-tob1-2023.md
2025-06-07 07:58:30 -05:00

1.7 KiB

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