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 a 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 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 they will move to an adjacent 5 ft square. Each gremlin replicated has the same abilities as the original.
The gremlin has advantage on saving throws against 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 it’s 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.