Gremlin, Fuath Depth-Caller

Family: Gremlins

Tiny fey (gremlin), chaotic evil

Armor Class 14 (natural armor)
Hit Points 24 (7d4+7)
Speed 20 ft., climb 10 ft., swim 30 ft.

7 (-2) 13 (+1) 12 (+1) 13 (+1) 16 (+3) 11 (+0)

Skills Animal Handling +7, Nature +3, Religion +3, Stealth +5
Damage Resistances cold
Senses darkvision 120 ft., passive Perception 13
Languages Aquan
Challenge 2 (450 XP)


  • Amphibious. The fuath can breathe air and water.
  • Innate Spellcasting: The gremlin’s innate spellcasting ability is Wisdom (spell save DC 11). The gremlin can innately cast the following spells, requiring no material components:
  • Magic Resistance. The gremlin has advantage on saving throws against spells and other magical effects.
  • Spellcasting. The depth-caller is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The depth-caller has the following druid spells prepared:
  • Vulnerable to Sunlight. Every hour the fuath is in sunlight and not in at least one foot of water, the fuath must make a DC 10 Constitution saving throw. On a failure, it takes one level of exhaustion.


  • Claws. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 6 (2d4 +1) slashing damage.
  • Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.
Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

This is not the complete section 15 entry - see the full license for this page