Gremlin (5e Creature)

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Small humanoid (gnome), chaotic neutral (10%) or chaotic evil (90%)

Armor Class 13
Hit Points 7 (3d6 - 3)
Speed 30 ft.

7 (-2) 16 (+3) 8 (-1) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Dex +5
Skills Acrobatics +5, Deception +3, Stealth +5
Senses passive Perception 10
Languages Common, Goblin
Challenge 1/8 (25 XP)

Sunlight Hypersensitivity. The gremlin takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Multiplication. If the gremlin starts its turn with water on its skin, while not in a body of water and not in sunlight, the water absorbs into its skin and another gremlin is created next to it. Two gremlins are created instead, if the gremlin starts its turn in a body of water while not in sunlight.


Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 (1d6 - 2) piercing damage, plus 2 (1d4) poison damage.

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 3 (2d4 - 2) slashing damage.

Gremlins enjoy pranks and tricking people. The evil variety will lead people into quicksand or similar hazards for the fun of it.

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