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Gremlin

by Sheldon Morris

Small fey, chaotic neutral
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Armour Class 13
Hit Points 7 (3d6 -3)
Speed 30 ft.
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STR|DEX|CON|INT|WIS|CHA
8 (-1)|17 (+3)|9 (-1)|9 (-1)|5 (-3)|16 (+3)
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Skills Acrobatics +5, Sleight of Hand +5, Stealth +5
Senses darkvision 60 ft., passive Perception 7
Languages Common, Gnomish, Dwarvish, Sylvan
Challenge ½ (100 XP)
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Chaotic Aura. The gremlin has a chaotic aura that radiates from it in all directions for 20 feet. Within this aura, "anything that can go wrong will go wrong". If a creature begins its turn in the aura, or moves into it during its turn, it must make a DC 13 Charisma saving throw or be affected by the chaotic aura until the start of its next turn. The effect is at the DM's discretion, although it tends to affect mechanical things first and is generally small in scope. Examples include crossbows falling apart, bow strings snapping, axeheads falling off, belts and straps coming undone, or even slipping and tripping. If a creature affected by the aura attacks the gremlin and misses, it must roll a second attack against an ally within 5 feet the attacker, if there is one, doing damage on a successful hit. Any creature, whether affected by the aura or not, attempting to casting a spell or use magic within the chaotic aura must make a separate DC 13 Charisma saving throw. If it is a failure, roll on the sorceror's Wild Magic Surge table to determine the result. If the saving throw failed by 5 or more, the spell or magic targets the caster instead.

Hide in Crannies. The gremlin has advantage on Dexterity (Stealth) checks made to hide.

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

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ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., . one target.
Hit: 5 (1d4 + 3) piercing damage.