Rum Gremlin Lord
Small fey, chaotic evilArmor Class 15
Hit Points 78 (12d6 + 36)
Speed 20 ft., climb 10 ft., swim 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 17 (+3) | 12 (+1) | 9 (–1) | 16 (+3) |
Skills Athletics +6, Intimidation +5
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Common
Challenge 4 (1,100 XP)
Aura of Drunkenness. A rum gremlin lord radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for 1 hour. Creatures that have drunk any alcohol during the previous hour have disadvantage on the saving throw. While affected by this poison, 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 lord’s Aura of Drunkenness for 24 hours.
Hearty. The rum gremlin lord adds its Constitution modifier to its AC (included in the Armor Class).
Magic Resistance. The gremlin has advantage on saving throws against spells and other magical effects.
One for the Road. When the rum gremlin lord hits a poisoned enemy with any weapon, the target takes an extra 1d6 poison damage.
Innate Spellcasting. The gremlin’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: prestidigitation
3/day: command
Actions
Multiattack. The rum gremlin lord makes two attacks: one with its ale tap scepter and one with its broken bottle shiv.
Ale Tap Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Broken Bottle Shiv. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Rotgut Belch (Recharge 6). The rum gremlin lord vomits green bile in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a target takes 18 (4d8) poison damage and is covered in green bile for 1 minute. On a success, a target takes half the damage and isn’t covered in bile. A creature, including the target, can take an action to wipe off the bile. Rum gremlins have advantage on attack rolls against creatures covered in a rum gremlin lord’s green bile.
Bring Me Another Round! (1/Day). The rum gremlin lord lets out a thunderous belch, calling 1d4 rum gremlins. The called rum gremlins arrive in 1d4 rounds, acting as allies of the lord and obeying its spoken commands. The rum gremlins remain for 1 hour, until the lord dies, or until the lord dismisses them as a bonus action.