b'Gremlin, Fuath Depth-Caller \n'b'  Family:   Gremlins  \n'b'  Tiny   fey  (gremlin),  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  24 (7d4+7)  Speed  20 ft., climb 10 ft., swim 30 ft.\n'b' STATS STR: 7 (-2) DEX:  13 (+1)  CON:  12 (+1)  INT:  13 (+1)  WIS:  16 (+3)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \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'  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:\n'b'\n'b'\n'b'  Cantrips (at will) : druidcraft,  guidance ,  resistance  \n'b'  1st level (4 slots) :  cure wounds ,  fog cloud ,  thunderwave  \n'b'  2nd level (3 slots) :  lesser restoration ,  moonbeam  \n'b'  3rd level (2 slots) :  conjure animals ,  dispel magic  \n'b'\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.'