| Mod | Save | ||
|---|---|---|---|
| STR | 9 | −1 | −1 |
| DEX | 17 | +3 | +3 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 7 | −2 | −2 |
Cave-Born: While immobile these creatures are indistinguishable from stone. If attacked by fire or exposed to a powerful light these creatures will have disadvantage on all attacks until the end of their next turn.
Multi-Attack. Make 1 bite and 1 claw attack
Bite. Melee Attack Roll: +5 to hit, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage.
Claw. Melee Attack Roll: +5 to hit, reach 5 feet Hit: 6 (1d6+3) Slashing Damage target must succeed a DC 13 constitution saving throw or take an additional 5 (2d4) poison damage.
Drag. If a creature has been rendered unconscious the Cave Gremlin is able to move both themselves and that creature an amount equal to their movement.
Description
These are 3-4 feet tall hunched creatures with smooth skulls and lanky bodies covered in what appear to be stone scales. They are believed to be descendants of ancient goblins forced into the mines as slaves before dying out due to the harsh conditions. During a great disaster in the mines these primitive beings managed to escape. Motivated by revenge against the people that oppressed them centuries ago or simply violent by nature that is not currently known as no one is insane enough to enter their territory or if there was they never made it out.
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