b'Gremlin, Nuglub \n'b'  Family:   Gremlins  \n'b'  Small   fey  (gremlin),  chaotic evil  \n'b'  Armor Class  14  Hit Points  33 (6d6+12)  Speed  30 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX:  18 (+4)  CON:  15 (+2)  INT:  8 (-1)  WIS:  9 (-1)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +6,  Intimidation  +3,  Perception  +1,  Stealth  +8  Senses   darkvision  120 ft., passive  Perception  11  Languages  Deep Speech  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Frenzy . The nuglub has advantage on  melee attack  rolls against any creature that doesn\xe2\x80\x99t have all its  Hit Points . \n'b'  Innate Spellcasting : The  gremlin \xe2\x80\x98s innate spellcasting ability is  Charisma  (spell save DC 11). The  gremlin  can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  prestidigitation  \n'b'  1/day each :  heat metal ,  shocking grasp  \n'b'\n'b'  Magic Resistance . The  gremlin  has advantage on saving throws against spells and other magical effects. \n'b'  Snare Trap . A nuglub can prepare a snare trap in 1 minute, using almost any rope, vine, or length of cord. 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 . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack (Recharge 5-6) . The nuglub attacks twice: once with its bite and once with its claws. \n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 3 (1d4 + 1) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11  Strength  saving throw or be knocked  prone . \n'b'\n'b' REACTIONS \n'b'\n'b'  Atrocity . When a creature within 5 feet of the nuglub takes the  Disengage  action, the nuglub makes a claws  attack  against the creature. \n'b'\n'b' ABOUT \n'b' Nuglubs are deranged; they enjoy combat with a manic glee that other gremlins reserve for destroying devices or creating complex traps. Indeed, they spend long hours sharpening their claws, filing their teeth, and looking for the perfect ledge from which to leap into the fray. If combat doesn\xe2\x80\x99t come to them, they seek it out, entering villages and killing innocents by night. Their idea of a good time is murder so silent that the victim never wakes up, so the family members find the remains the next morning and accuse one another of the atrocity. Nuglubs jealously  attack  armored foes, as the gremlins\xe2\x80\x99 hunchbacked forms make it difficult to wear armor made for other Humanoids. A group may use its  heat metal  and  shocking grasp  abilities to weaken an opponent before mobbing it and trying to  knock  them  prone . As soon as an enemy falls to the ground, all nuglubs descend on that target in a frenzy of bloodlust, grappling and biting, holding on like perverse leeches until nothing remains. Nuglubs typically stand 2-1/2 feet tall and weigh approximately 25 pounds. \n'b'\n'b'  Trapster . Though less technically inclined than some of their kin, nuglubs like using traps. Unlike most gremlins, who prefer to sabotage existing machines, nuglubs delight in the stealthy construction of traps in areas their victims consider familiar, rigging these painful and often deadly surprises on front doors, around the floor of beds, or near cribs in nurseries. \n'b'  Small Bullies . Nuglubs are the brutes of  gremlin -kind. Groups of nuglubs remain small, as they tend to quarrel with each other and cannibalize those on the wrong side of an angry argument. Lone nuglubs often work with other gremlins, as they like proving they\xe2\x80\x99re the strongest, and aren\xe2\x80\x99t likely to kill and eat their smaller allies (though those slain by other enemies are fair game for a little snacking).'