Filcher Gremlin

This creature resembles a goblin with long floppy ears, a pinched wrinkled face, nasty claws, a mouth full of sharp teeth and a wicked glint to its eyes.
 

Filcher Gremlin (CR 6)

Gremlin Rogue 6
Small Fey
Alignment: Chaotic Evil
Initiative: +5
Senses: Low-Light Vision; Perception +15
  Speed: 20 feet
Space: 5 feet
 

Defense

Armor Class: 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural, +1 size)
Hit Points: 50 (1d6+6d8+20)
Saving Throws: Fort +4, Ref +10, Will +7
Evasion, trap sense +2, uncanny dodge
Damage Reduction: 5/cold iron
Spell Resistance: 17
Weaknesses: light blindness
 

Offense

Melee: short sword +10 (1d4-2), bite +5 (1d4-2) or bite +10 (1d4-2), 2 claws +10 (1d4-2)
Reach: 5 feet
  Special Attacks: sneak attack +4d6 Spell-like Abilities (CL 5th): 3/day-phase door
 

Special Abilities

Knot Expert (Ex)

A gremlin treats its total Hit Dice as its base attack bonus when calculating its CMB to determine the Escape Artist check DC of any restraints it ties using ropes.

Phase Door ()

A gremlin can take only other gremlins through the passage and it cannot set triggering conditions to allow others to use the passage.
 

Ecology

Environment: Any Land
Organization: gang (2-5), pack (6-9), mob (10-20)
Treasure: incidental

  Gremlin filchers are a force to be reckoned with (when it comes to securing your valuables or hiring one to secure someone else's valuables). Their small size and high Stealth bonus allows them to easily slip unnoticed into most places.
  Their knack with ropes not only aids them in climbing into hard to reach spaces (which could be several given their small size), but also allows them to bind any person(s) who would stop them from their task at hand.
  Copyright Notice Author Scott Greene.

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