Monster I’d Like to Fight: Gerblin

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In the frozen lands of the north, there dwelt a fey race of small, intelligent creatures, known for their skill with tools and their martial prowess. They were known as gerblins, and as skilled craftsmen, they would create intricate machines and structures, which they used to protect their homes and families from harm.

When a gerblin is defeated, it is returned to the fey realm and leaves behind either 1d4 gerblin charms or a set of spare tools.

Gerblin Charms. As an action, you can crush the charm and cast one of the following cantrips: guidance, light or mage hand.

Spare Tools. As part of a long rest, if you have proficiency with any artisan’s tools, you can combine a set of spare gerblin tools and a set of artisan’s tools to create a set of gerblin artisan’s tools of the same type. Gerblin artisan’s tools grant a +1 bonus to ability checks using these tools.

Lairs. Gerblin lairs are filled with dangerous contraptions and traps that make them difficult to navigate. Whenever a non-gerblin moves 15 feet along the ground on its turn, it must succeed on a DC 12 Wisdom (Perception) check or be caught in a snare, reducing it’s speed to 0 until a creature uses an action to remove it.

Gerblin

Small Fey, Typically Chaotic Neutral


Armor Class 14 (hide armor)

Hit Points 16 (3d6 + 6)

Speed 30 ft., climb 30 ft.

STRDEXCONINTWISCHA
12 (+1)14 (+2)14 (+2)13 (+1)12 (+1)10 (+0)

Skills Perception +3

Senses darkvision 120 ft., passive Perception 13

Languages Sylvan

Challenge 1/2 (100 XP) 

Proficiency Bonus +2

Actions


Multiattack. The gerblin makes two Dart attacks.

Scratch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is grappled (escape DC 12) if its a Medium or smaller creature. Until this grapple ends, the gerblin can’t use Scratch on another target, and it takes only half the damage dealt to it, and the creature it’s grappling takes the other half.

Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions


Leaping Headbutt (Recharge 5-6). The gerblin jumps up to 10 feet, then one creature of its choice within 5 feet of it must succeed on a DC 12 Strength saving throw or be knocked prone.

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