Gremlin, Typical
by Karl David BrownSmall Fey, any chaotic
Armour Class 13
Hit Points 3 (1d6-1)
Speed 30 ft.
STR 7 (-2), DEX 16 (+3), CON 9 (-1), INT 8 (-1), WIS 11 (+0), CHA 11 (+0)
Skills. Acrobatics +5, Perception +2, Stealth +5.
Senses. Passive perception 12.
Languages. Skycommon, Sylvan. Skycommon is a dialect of Common.
Challenge. 1/2 (100 xp)
Hide in Crannies. Double proficiency for dexterity (stealth) checks to hide +7. Can seek full cover behind objects 2 ft across and high if he does not move or take physical actions. Can move at full speed while squeezing.
Chaotic Mind. Advantage on intelligence and wisdom saves against magic.
Jumping. A gremlin can leap 5 feet straight up or 10 feet horizontally from a standing start.
Chaotic Aura: The gremlin’s chaotic aura has a radius of 10 feet. The save DC against his aura is 10.
ACTIONS
Use Chaotic Aura. Apply one of the following effects as if they were a 1st level character as described on pages 5-6 of the Top Ballista 5th Edition Player’s Guide to a target within his chaotic aura: Bad luck, break object, jam shut, machine malfunction, rot food or sour drink, spring open.
Small Knife. Melee Weapon Attack: +5 to hit, reach 5ft. or thrown 20/60, one target. Hit: 5 (1d2+3) slashing damage.
REACTIONS
Foe Fumble. When a creature within his chaotic aura targets the gremlin with an attack and misses as a reaction the gremlin can cause a fumble so bad the would-be attacker receives 1d4 damage. See page 5 of the Top Ballista 5th Edition Player’s Guide for details.Equipment. gremlin sized knife.
“Gremlins a.re 3'-tall humanoids with pasty gray-green skin, large saucer-shaped eyes and pointed ears. They arc whimsical and have an evil sense of humor. Gremlins can radiate a chaotic aura…” Rules Cyclopedia page 181.