Tiny fey, lawful evil

Armor Class 14 (natural armor)
Hit Points 9 (2d4 + 4)
Speed 20 ft.. climb 20 ft.

6 (-2) 13 (+1) 14 (+2) 12 (+1) 13 (+1) 11 (+0)

Skills Athletics +0, Investigation +3, Perception +3, Stealth +3
Senses darkvision 120 ft. passive Perception 13
Languages Deep Speech
Challenge 1/4 (50 XP)


  • Camouflage. The vexgit has advantage on Dexterity (Stealth) checks in rocky areas or around metal.
  • Innate Spellcasting. The gremlin’s innate spellcasting ability is Charisma (spell save DC 12). The gremlin can innately cast the following spells, requiring no material components: At will: prestidigitation
  • Magic Resistance. The gremlin has advantage on saving throws against spells and other magical effects.
  • Saboteur. The vexgit has advantage on ability checks related to disabling, disassembling, or sabotaging objects.
  • Siege Monster. The vexgit deals double damage to objects and structures.
  • Traps. Snare Trap. A vexgit can prepare a simple pit trap or snare trap in 1 minute using almost any materials on hand. For a snare trap, the Wisdom (Perception) DC to spot the trap is 10. A creature that steps into 5-foot square of the trap must make a DC 10 Dexterity saving throw. On a failed save, the creature is restrained and elevated off the ground. If the snare is secured to a tree or similar structure, they are whipped into the air for 5 (1d10) bludgeoning damage. The snare has AC 11, 5 hit points and is immune to most bludgeoning and piercing damage. Escaping the snare is an action and requires a DC 10 Dexterity (Acrobatics) check. On a failure of 5 or more or if the trap is destroyed, the victim falls prone.
  • Wrecking Crew. A vexgit can Help another vexgit as a bonus action.


  • Bite. Melee Weapon Attack: +0 to hit, reach 0 ft., one target. Hit: 1 piercing damage.
  • Hammer. Melee Weapon Attack: +0 to hit, reach 0 ft., one target. Hit: 1 (1d4 – 2) bludgeoning damage.
  • Rust (Recharges After a Short or Long Rest). The vexgit corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the vexgit’s touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.


Maniacally destructive little brutes, vexgits delight in scrapping and sabotaging the works of larger races. The larger and more complicated the target, the better. While one of these spiteful gremlins might delight in trapping someone behind a door with a jammed lock, loosening the wheels on a carriage, or sneakily removing all the nails from a small boat, it’s when groups of vexgits get together that they’re truly dangerous. In such instances, the portcullis of a vexgit-infested gatehouse turns into a deadly weapon, while a clock tower becomes an avalanche of gears waiting to topple. Engineers warn apprentices of masterful Constructions destroyed by these unruly gremlins, with many blaming their greatest failures on such tiny saboteurs.

Like most gremlins, vexgits prefer to live underground, but cities and the devices they find there fascinate them, often drawing mobs of the dangerous fey to sewer tunnels and abandoned warehouses. Vexgits stand 1-1/2 feet tall and weigh approximately 16 pounds.

Section 15: Copyright Notice

Ultimate Treasury (5E) © 2023, Legendary Games; Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer, Thurston Hillman, Jeff Ibach, and Alex Augunas

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