b'Gremlin, Fuath \n'b'  Family:   Gremlins  \n'b'  Tiny   fey  (gremlin),  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  7 (2d4+2)  Speed  20 ft., climb 10 ft., swim 30 ft.\n'b' STATS STR: 7 (-2) DEX:  13 (+1)  CON:  12 (+1)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +3,  Animal Handling  +5,  Athletics  +0,  Perception  +3,  Stealth  +5  Damage Resistances  cold  Senses   darkvision  120 ft., passive  Perception  13  Languages  Aquan  Challenge  1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The fuath can breathe air and water. \n'b'  Innate Spellcasting : The gremlin\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 11). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  create or destroy water ,  prestidigitation  \n'b'  1/day :  sleep  \n'b'\n'b'  Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b'  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 . \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +3 to hit, reach 0 ft., one target.  Hit : 6 (2d4 +1) slashing damage. \n'b'  Dart .  Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target.  Hit : 3 (1d4+1) piercing damage. \n'b'  Congeal Water (1/Day) . The fuath targets one creature within 30 feet it can see and surrounds the creature in a thin layer of magically viscous water. The creature must make a DC 11  Dexterity  saving throw. On a failed saving throw, the creature is  restrained . A  restrained  creature begins drowning on its turn. A creature may use an action to make a new saving throw on its turn, ending the effect if it succeeds. Otherwise the effect ends after 1 minute. A fuath can use this ability even if there is no source of water nearby. \n'b'\n'b' ABOUT \n'b' Drowners of sailors and sinkers of ships, a fuath (FOO-ah) climbs aboard ships in the dead of night to sever ropes, bore holes in barrels, soil provisions, and murder any hapless crew it puts to sleep or catches alone. It delights in drowning creatures by surrounding them with magically thickened water, cackling with wicked glee as its victims claw desperately for the air only inches from their mouths. \n'b' A fuath wears seaweed, shells, and coral like other creatures wear armor, clothes, and jewelry. Its body is protected by a hard, hunchbacked carapace. It stands less than 2 feet tall and weighs 12 to 15 pounds. \n'b' Fuaths don\xe2\x80\x99t share a common language with other types of gremlins, though they can pantomime to each other fairly effectively. They have a surprising rapport with other sea creatures, even foul-tempered beasts like giant crabs and crayfish. \n'b' Small groups of fuaths lair in sea caves or rocky crevices. Larger groups frequently lay claim to whole sections of ruined ships. Their lairs usually include several trained guard animals. Fuaths prefer the taste of \xe2\x80\x9cland-meat\xe2\x80\x9d to anything from the sea, and often raid shore and ships to slake their hunger. \n'b' They adore sea hags to the point of worship.'