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.
 

Gremlin (CR 1/2)

Small Fey
Alignment: Chaotic Evil
Initiative: +3
Senses: Low-Light Vision; Perception +8
  Speed: 20 feet
Space: 5 feet
 

Defense

Armor Class: 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
Hit Points: 3 (1d6)
Saving Throws: Fort +0, Ref +5, Will +4
Damage Reduction: 5/cold iron
Spell Resistance: 11
Weaknesses: light blindness
 

Offense

Melee: shortsword +4 (1d4-2), bite -1 (1d4-2) or bite +4 (1d4-2), 2 claws +4 (1d4-2)
Reach: 5 feet
  Special Attacks: sneak attack +1d6
  Spell-Like Abilities (CL 5th):

Statistics

StrDexConIntWisCha
7 (-2) 17 (+3) 11 (+0) 14 (+2) 14 (+2) 15 (+2)
Base Attack Bonus: +0
CMB -3
CMD 10
  Feats: Weapon Finesse
  Skills: Acrobatics +7 (+3 jump), Bluff +6, Craft (traps) +6, Disable Device +7, Escape Artist +7, Perception +8, Sleight of Hand +7, Stealth +11 Languages: Common, Goblin, Sylvan
  Special Qualities: knot expert

 

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

  Gremlins are wicked fey beings who revel in destruction and creating mayhem. They are known to wreck machinery and equipment, often laying nasty traps behind, insuring that repair is next to impossible. Due to their phase door ability they can get inside even the most complicated and tight areas without fear of detection and remain as long as they like. Here they reside undetected until towers begin collapsing, forges explode, gates jam, and catapults begin to misfire.
  Once a village, city, or castle finds itself the unhappy host of a gremlin, it is almost impossible to root the creature out and remove it once and for all. Individual gremlins tend to scout out new areas in which to wreak havoc. Within weeks their numbers double, especially in high population areas where they may remain undetected for an extended period of time.
  A gremlin stands 3-1/2 feet tall and weighs about 40 pounds. When pressed into combat, gremlins fight with bites, claws and their wicked blades which are frequently slick with nasty venoms. They prefer to hide in shadows and lash out with their sneak attack and use their phase door ability to beat a hasty retreat.
  Copyright Notice Author Scott Greene.

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