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Rum Gremlin

Tiny · Fey · CR 1/2 · Chaotic Evil

Armor Class
13
Hit Points and Hit Dice
27 (6d4 + 12)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
9
-1
CHA
12
+1

Overview

Category Monsters
Size Tiny
Type Fey
Alignment Chaotic Evil
XP 100
Initiative Bonus +3

Movement

Walk 10 ft (3 m)
Swim 5 ft (1.5 m)
Climb 5 ft (1.5 m)
Crawl 5 ft (1.5 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 10

Skills

Stealth +5

Languages

Common, Sylvan

Resistances & Immunities

Condition Immunities
poisoned

Traits

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

+5 to hit, range 5 ft (1.5 m). Hit: 1d4+3 piercing damage.

Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Claws

+5 to hit, range 5 ft (1.5 m). Hit: 1d6+3 slashing damage.

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

About Rum Gremlin

Rum Gremlin is a tiny fey with a Challenge Rating of 1/2. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 27 hit points (derived from 6d4 + 12).

Rum Gremlin has communication capabilities including Common, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Rum Gremlin

2 tips available

When using Rum Gremlin in your D&D 5e campaign, consider these tactical approaches:

  • Minion Strategy: Use as scouts or minions for larger threats
  • Group Tactics: Group 3-4 together to pose a moderate threat

Player Guide: Facing Rum Gremlin

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Easy Target: This creature is weak - focus on other threats
  • Group Threat: Multiple can be dangerous - use area attacks

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Rum Gremlin?
Rum Gremlin has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Rum Gremlin?
Rum Gremlin is a Tiny Fey, which affects how certain spells and abilities interact with it.
What languages does Rum Gremlin speak?
Rum Gremlin can communicate in Common, Sylvan.

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