Gremlins are cruel and mischievous fey. They are a malicious blight on all wonders of innovation. Gremlins revel in the destruction of constructs, vehicles, or any semblance of order. Gremlins excrete corrosive saliva that makes it easier to break things down. Gremlins are often found in places where rats dwell. Sometimes they can train a swarm of rats to aid them.
Tiny fey, typically chaotic evil
Armor Class 10 ( natural )
Hit Points 6
Speed. 20 feet, Climb 20
STR 10 DEX 14(+2) CON 11 INT 7(-2) WIS 13(+1) CHA 16 (+3)
Skills. Sleight of Hand+3, Stealth+5
Senses. Darkvision 60 feet, Passive Perception 11
Languages. Common, Sylvan
As a bonus action, gremlins can become invisible until the start of their next turn or until they take an action. Additionally, they can squeeze into spaces as narrow as 1 inch wide.
A gremlin who is targeted by a spell attack and isn’t reduced to 0 hit points on a successful attack will replicate. 1d4 gremlins are spawned at the beginning of the next round in the same 5 ft. space as the original gremlin. After 4 gremlins are in one 5ft. Space the extra gremlins will move to an adjacent 5 ft square. Each gremlin replicated has the same abilities as the original.
The gremlin has resistance to spells and other magical effects.
While in sunlight, a gremlin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Gremlins can cause a construct or crafted object used or controlled by a creature within five feet of it to have disadvantage on its next attack roll, saving throw, or skill check.
Multiattack. Gremlins can make two attacks.
Bite. Melee Weapon Attack: + 4 to hit, reach 5 ft., one target. Hit: (1d4+2) Piercing damage +2 acid damage
Rending Claws. Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage. Against constructs or crafted objects claws do an additional 3 points of slashing damage.