Small Fiend (Demon), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 260 (40d6 + 80)
Speed 50 ft., Climb 30 ft.
STR
8 (-1)
DEX
22 (+6)
CON
15 (+2)
INT
11 (+0)
WIS
9 (-1)
CHA
19 (+4)
Saving Throws DEX +11, CON +7
Skills Acrobatics +11, Stealth +11
Damage Resistances Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Darkvision 60 ft., Passive Perception 9
Languages Abyssal, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Spider Climb. The gremlin can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.

Uncontained. The gremlin has advantage on saving throws made to resist or end the grappled and restrained conditions.

Actions

Multiattack. The Gremlin makes four attacks with chaosfire bolt.

Chaosfire Bolt. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 15 (2d10 + 4) fire damage and 11 (2d10) necrotic damage.

Chaosfire Eruption (Recharge 5-6). The gremlin chooses a point it can see within 30 feet of it and summons an eruption of chaosfire in a 10-foot radius, 30-foot high cylinder. Creatures in the area must succeed on a DC 17 Dexterity saving throw or take 19 (3d12) fire damage and 19 (3d12) necrotic damage.

Chaosfire Absolution (Recharges after Long Rest). The gremlin lets loose a devastating blast of chaosfire in a 10-foot-by-60-foot line. Creatures in the area must succeed on a DC 17 Strength saving throw or take 27 (5d10) fire damage and 27 (5d10) necrotic damage and are pushed 30 feet. On a success, a creature takes half damage and is not pushed.

Reactions

Chaosfire Burst. Whenever a creature ends its turn within 5 feet of the gremlin, it can use its reaction to create a small explosion of chaosfire between it and the creature. Creatures within 10 feet of the gremlin must succeed on a DC 17 Strength saving throw or take 10 (3d6) fire damage and 10 (3d6) necrotic damage and be pushed up to 10 feet away from the gremlin. On a success, creatures take half damage and are not pushed. The Gremlin is immediately flung up to 30 feet away from the creature and creatures in its path must succeed on a DC 17 Dexterity saving throw or take 3 (1d6) fire damage and 3 (1d6) necrotic damage. Upon using this reaction, the gremlin recharges its chaosfire eruption.

Apollo_Lightbearer

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