Small Humanoid, Chaotic Neutral
AC 15 Natural    Initiative +2 (12)
HP 22 (4d8 + 4)
Speed 30 ft.
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
Skills Stealth +6
Vulnerabilities Bludgeoning
Resistances Piercing, Poison
Senses Darkvision 120 ft., Tremorsense 30 ft.; Passive Perception 10
Languages None
CR 1/2 (XP 100; PB +2)
Traits

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.

Actions

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.

Bonus Actions

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.

Habitat: ForestGrasslandHillPlanar (Acheron)Planar (Feywild)Underdark

gregthecreator

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