b'Gremlin, Hobkins \n'b'  Family:   Gremlins  \n'b'  Small   fey (gremlin) ,  neutral evil  \n'b'  Armor Class  12  Hit Points  9 (2d6+2)  Speed  30 ft.\n'b' STATS STR: 8 (-1) DEX:  15 (+2)  CON:  12 (+1)  INT:  13 (+1)  WIS:  12 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +4, Intimidate +6,  Perception  +3,  Stealth  +4  Senses   darkvision  60 ft., passive  Perception  13  Languages  Common, Sylvan  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Frightener . A hobkins never suffers disadvantage on Intimidate checks. \n'b'  Innate Spellcasting : The hobkins\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  dancing lights , ghost sound,  silent image  \n'b'\n'b'  Minor Levitation . Hobkins generally float (hover)1 inch above the ground. A hobkins can fly up to 20 feet straight up, but at the end of the movement, unless it\xe2\x80\x99s found something to cling to, it returns to 1 inch above the nearest flat surface below. \n'b'  Out of Phase . Hobkins are slightly out of phase, causing disadvantage on  ranged attack  rolls against them. Anything that ignores  blink  or that can affect creatures on the Ethereal Plane ignores this. \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Collateral Damage . When an attack roll misses the hobkins, the hobkins can redirect the attack to any target that was in range of the original attack (if any). The attack can\xe2\x80\x99t be redirected against the original attacker. The attacker rolls a new attack against the new target. Hobkins delight in using this ability to force creatures to destroy their own prized possessions. \n'b'\n'b' ABOUT \n'b' Like many gremlins, hobkins enjoy destroying things that others cherish, but unlike their jinkin cousins, hobkins delight in manipulating people into destroying their own belongings. \n'b' Their favorite strategy is to use their magical abilities and their Intimidate skill to frighten a family. A hobkins may wait at a child\xe2\x80\x99s window during a storm so that it appears pressed up against the glass when the lightning flashes, only to hide away when they check again. Once its victims work themselves into a frenzy, the gremlin gives them time to arm themselves, then reveals itself, leaping and floating out of reach to force panicked victims to throw anything at hand. A hobkins stands 3 feet tall and weighs 15 pounds.'