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Rum Gremlin

Tiny · Fey · CR 1/2 · Chaotic Evil

Source. Tome of Beasts
Armor Class
13
Hit Points and Hit Dice
22 (5d4+10)
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 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 10

Skills

Stealth +5

Languages

Common

Resistances & Immunities

Condition Immunities
poisoned

Environments

Ocean

Traits

Innate Spellcasting

the gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

at will: prestidigitation

3/day: hex

Magic Resistance

The gremlin has advantage on saving throws against spells and other magical effects.

Actions

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.

Bite

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

Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Multiattack

The goblin makes one claw attack and one bite attack.

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 22 hit points (derived from 5d4+10).

Rum Gremlin has communication capabilities including Common. 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:

  • Climbing Advantage: This creature can climb at 10 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Aquatic Combat: This creature can swim at 10 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Rum Gremlin

2 strategies available

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

  • Climbing Defense: This creature can climb at 10 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Aquatic Combat Defense: This creature can swim at 10 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

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.

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