11
27 (5d8+5)
walk 40 ft.
darkvision 60 ft.
1/2
The gremlin can pinpoint, by scent, the location of refined or unrefined aether within 30 feet of it.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
The gremlin drains aether from an aether-powered device it can see within 5 feet of it. If the object isn't being worn or carried, the touch automatically drains aether. If the object is being worn or carried by a creature, the creature must succeed on a DC 11 Dexterity saving throw to keep it out of the gremlin's reach. If the aether-powered device grants any bonus (to attack rolls, damage rolls, Armor Class, and so on), that bonus is reduced by 1. If the device has charges, it loses 1 charge. Otherwise, it stops functioning for 1 round. Left unhindered, a gremlin can completely destroy an aether-powered device.
13
10 (3d4 + 3)
40 ft.
Stealth +6
Sylvan, Common
1
The gremlin's innate spellcasting ability is Wisdom (spell save DC 13). The gremlin can innately cast the following spells, requiring no components. • At will: prestidigitation • 1/Day: confusion
The gremlin has advantage on saving throws against spells and other magical effects.
The gremlin has advantage on attack rolls against a creature if at least one of the gremlin's allies is within 5 feet of the creature and the ally isn't incapacitated.
While in dim light or darkness, the gremlin can take the Hide action as a bonus action.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
The gremlin has advantage on Dexterity checks to sabotage any mechanical system or vehicle