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 FeyAlignment: 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):
- 3/day- Phase Door
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
7 (-2) | 17 (+3) | 11 (+0) | 14 (+2) | 14 (+2) | 15 (+2) |
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
- Racial Modifiers: +2 Perception, Disable Device is a class skill
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 (Sp)
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 LandOrganization: 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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