Whisky Gremlin – A D&D 5e Creation

Velatum Panzarian Cupam Monstrum

The Whisky Gremlin (scientific name: Velatum Panzarian Cupam Monstrum)  is a mischievous creature that measures no more than a foot tall.

It’s notorious for its nocturnal habits of sneaking into whisky stores and indulging in the spirits, often leaving a trail of empty bottles in its wake.

These tiny gremlins are also known for their fondness of pulling out HDMI cables, causing frustration and inconvenience for those affected. Despite its pesky habits, the Velatum Panzarian Cupam Monstrum is a fascinating creature, known for its agility and cunning nature.

Using the Whisky Gremlin in D&D

Size: Tiny
Type: Fey
Alignment: Chaotic Neutral
Armor Class: 14
Hit Points: 10 (3d6)
Speed: 20 ft.

STR: 3 (-4)
DEX: 18 (+4)
CON: 10 (+0)
INT: 6 (-2)
WIS: 12 (+1)
CHA: 8 (-1)

Skills: Stealth +8, Sleight of Hand +6
Senses: Darkvision 60 ft., passive Perception 11
Languages: Understands Common but can’t speak

Special Abilities:

Whisky Drinker: The Velatum Panzarian Cupam Monstrum has resistance to poison damage and advantage on saving throws against being poisoned.
HDMI Tugger: Once per round, as a bonus action, the Velatum Panzarian Cupam Monstrum can attempt to pull out an HDMI cable or rope from a device within 5 feet of it. It makes a Sleight of Hand check with a DC of 15. If successful, the cable is disconnected.


Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Whisky Breath: Ranged Spell Attack: +4 to hit, range 10 ft., one target. Hit: 2 poison damage and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Note: These stats are meant to be a starting point and can be adjusted based on the needs of your campaign.

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