|Level 1 Gremishka
|9 m (30 ft)
|5 kg (12 lb)
| Magic Allergy
|If a spell or cantrip is cast close to the gremishka, it might trigger a random effect.
|Can see in the dark up to 12m.
|You receive less damage from spells or effects that require a Dexterity saving throw.
| Opportunity Attack
|Automatically attack an enemy moving out of your reach.
About[edit | edit source]
The vicious product of spells gone wrong, these cat-like creatures delight in tormenting magic-users, relishing in the unstable effect magic has on them.
Gremishkas somewhat resemble a fur-less feline with the ears of a bat, and razor-sharp teeth.
Attacks and abilities[edit | edit source]
Unique traits[edit | edit source]
Gremishkas permanently have Magic Allergy condition on them. Whenever a spell or cantrip is cast close to them, they will gain the Unstable condition. At the start of its next turn, it will it will trigger a random effect, similar to Wild Magic, though using a unique list of possible effects unique to gremishkas.
- Ice Bloom: Creates a Ice Surface
- Chaotic Offence: Gains 3 Mirror Image, Enlarged and Hastened for
- Panther Polymorph: Polymorph into a Panther.
- Force Explosion: Creates an
- Gremishka Spawn: Bursts into pieces with two new gremishkas born from the remains.
Tactics[edit | edit source]
Gremishkas aren't the most imposing type of Monstrosity around, yet they make up for it through numbers and their chaotic reaction to magic. Using something as simple as a Fire Bolt can lead chain reaction as the Wild Magic effects they create can trigger other gremishkas Allergy condition. Their Evasion passive also makes it tricky kill them with a AoE spell like Fireball and likely trigger their Allergy.
The simple approach is to rely on physical attacks and avoid using magic. So long as no spells are cast, a fight against the feline-like creatures will prove to be quite easy.