Gremlin

Small beast, Unaligned

Armor Class

11

Hit Points

27 (5d8+5)

Speed

walk 40 ft.

Senses

darkvision 60 ft.

Challenge

1/2

Aether Scent

The gremlin can pinpoint, by scent, the location of refined or unrefined aether within 30 feet of it.

Actions

Claws

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Siphon

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.

Gremlin

Tiny fey, chaotic evil

Armor Class

13

Hit Points

10 (3d4 + 3)

Speed

40 ft.

Skills

Stealth +6

Languages

Sylvan, Common

Challenge

1

Innate Spellcasting

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

Magic Resistance

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

Pack Tactics

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.

Shadow Stealth

While in dim light or darkness, the gremlin can take the Hide action as a bonus action.

Actions

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Sabotage

The gremlin has advantage on Dexterity checks to sabotage any mechanical system or vehicle