Gremishka
- Hit points · HP
- 16
- Armour class · AC
- 13
- Level
- —
- Strength
- 8-1
- Dexterity
- 16+3
- Constitution
- 10+0
- Intelligence
- 12+1
- Wisdom
- 11+0
- Charisma
- 4-3
Attacks and skills 3
Jump
Jump up, down, and across. Your
Strength affects how far you can jump.
Strength affects how far you can jump.
4.5m
Bonus ActionMovement Speed 3
Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Action
Bite
Bite a target.
1.5m
Action
Possible damage types
Piercing
Force
Traits 4
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Evasion
Your agility lets you dodge out of the way of certain spells.
When a spell or effect would deal half damage on a successful Dexterity
Saving Throw, it deals no damage if you succeed, and only half damage if you fail.
When a spell or effect would deal half damage on a successful Dexterity
Saving Throw, it deals no damage if you succeed, and only half damage if you fail.Darkness Rules
No game description available.
Initial conditions and difficulty effects 1
Magic Allergy
Allergic to magic. If a spell or
cantrip is cast close to the gremishka, it might react to the magic and trigger a random effect.
cantrip is cast close to the gremishka, it might react to the magic and trigger a random effect.Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.
The area-adjusted level is unconfirmed; level-dependent features and proficiency are incomplete.