Tiny Fey (Goblinoid), Any Alignment
Armor Class 14 Natural
Hit Points 5 (2d4)
Speed 20 ft.
STR
3 (-4)
DEX
14 (+2)
CON
10 (+0)
INT
6 (-2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +4
Skills Sleight of Hand +4, Stealth +6
Gear False Coin
Senses Darkvision 60ft, Passive Perception 11
Languages Primordial Primodial
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Coin Disguise - The Coin Gremlin can fold up and hide inside its fake gold coin. While inside it:

  • It becomes indistinguishable from an ordinary gold piece.
  • It is invisible, blind, and has speed 0.
  • A creature must succeed on a DC 14 Investigation check to notice the coin is hollow or odd.
  • The gremlin can exit the coin using 5 feet of movement. If the coin is picked up, the gremlin is aware but remains hidden unless it chooses to emerge.

Skittery Thief - The gremlin has advantage on Dexterity (Sleight of Hand) checks to steal small objects such as coins, rings, or keys.

Actions

Scratch -  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 1 piercing damage.

Coin Toss - Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target.  Hit: 1 bludgeoning damage, and the gremlin can choose to immediately take the Hide action.

Description

Coin Gremlins are skittering, impish fey no larger than a ordinary gold piece, with thin limbs, large glowing eyes, and a jittery posture that makes them look constantly on the edge of fleeing. Their bodies resemble small grey statue come to life, with long curled fingers perfect for clutching treasure. Each one carries an oversized gold coin—far too large for its tiny frame—that it hides behind like a shield. When threatened or startled, the creature snaps the false coin open like a clamshell and folds itself inside, disappearing into what appears to be a perfectly ordinary gold piece. Adventurers often mistake them for treasure, but unlike mimics, these creatures aren’t predators; they’re hoarders, scavengers, and obsessive collectors that chatter softly in Primordial as they cling to their stolen wealth.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: fey

zacharyketterman8

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