Bilge Gremlin

Family: Gremlins

Tiny fey, chaotic evil

Armor Class 13
Hit Points 36 (8d4 + 16)
Speed 20 ft., climb 10 ft., swim 20 ft.

STR DEX CON INT WIS CHA
7 (–2) 17 (+3) 14 (+2) 10 (+0) 9 (–1) 12 (+1)

Skills Sleight of Hand +5, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Aquan, Sylvan
Challenge 1/2 (100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Amphibious. The bilge gremlin can breathe air and water.
  • Aura of Mechanical Mishap. The bilge gremlin’s presence interferes with nonmagical objects that have moving parts, such as clocks, crossbows, or hinges, within 20 feet of it. Such objects that aren’t being worn or carried malfunction while within the aura, and, if in the aura for more than 1 minute, they cease to function until repaired. If a creature in the aura uses a nonmagical object with moving parts, roll a d6. On a 5 or 6, weapons such as crossbows or firearms misfire and jam, and other objects cease to function. A creature can take its action to restore the malfunctioning object by succeeding on a DC 13 Intelligence check.
  • Filth Dweller. The bilge gremlin is immune to disease.

ACTIONS

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease.
  • Makeshift Weapon. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning, piercing, or slashing damage.

ABOUT

The blue-skinned creature hangs from the rigging, cackling with glee through pointed teeth as it flaps its fin-like ears. These aquatic fey resemble goblins with scaly, blue skin. When confronted, they use whatever is at hand to defend themselves.

Sinister Stowaways. Bilge gremlins can be found anywhere ships drop anchor, sneaking aboard and making themselves at home. They eat shipboard vermin, but this benefit is outweighed by their cruel pranks and the uncanny failure of mechanical devices in their presence.

Vile and Verminous. Sensing others of their kind, bilge gremlins often board infested ships passing through ports or over reefs. Disease, mishaps, and sabotage can lead crews to abandon ship, leaving the vessel adrift until someone investigates and unknowingly provides the gremlins with a new home.

Gremlin Leaders. If a population of bilge gremlins grows large enough, one bilge gremlin increases in size and power. These bosuns become the de facto leaders.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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