GREMLIN
Small
Fey
Hit Dice:
½ d8 (2hp)
Initiative:
+3 (+3 Dex)
Speed:
30 ft.
AC:
14 (+3 Dex, +1 Size)
Base Attack/Grapple:
+0/-2
Attack:
Halfspear –2 melee; or dart +3 ranged
Full Attack:
Halfspear –2 melee; or dart +3 ranged
Damage:
Halfspear 1d6-2; or dart 1+ poison
Space/Reach:
2.5 ft. by 2.5 ft./2.5 ft.
Special Attacks:
poison
Special Qualities:
gremlin aura, low-light vision, tree-walking
Saves:
Fortitude +0; Reflex +5; Willpower +4
Abilities:
Strength 6; Dexterity 16; Constitution 10; Intelligence 12; Wisdom 10;
Charisma 14
Skills:
Hide +12; Move Silently +12; Listen +8; Spot +8; Survival +8
Feats:
Alertness
Environment:
Tropical Jungle
Organization:
Solitary; Group (3-20); Community (1000+)
Creature Rarity:
5
Challenge Rating:
1/3
Treasure:
Standard
Alignment:
Usually Chaotic Neutral
Advancement:
by class
Level Adjustment: +2
Gremlins are small, thin, and often called the relatives
of trolls because their green, pot-marked skin. They have large black
eyes, big ears, a hooked nose and claws on both their feet and hands;
all features that are also found on trolls. Gremlins have no hair,
and if anyone has ever seen a female Gremlin, they have never spoken
of there being any difference.
Gremlin life is filled with two ideals at the expense of
all others: survival and amusement. They gather in large groups to
achieve both. They are a chaotic race, with a great lack of ability
to focus on little else beyond those two ideals. The Gremlins that
rise to prominence are those few that have the ability to remain
focused and lead others.
Combat
Gremlins usually engage in combat for entertainment.
Their goal is to confuse and disorient opponents. This is the case
even if they are actually looking to harm their opponent. Gremlins
stay out of melee as long as possible, hoping that their darts and
luck will wear their opponent down. Only when they feel secure will
the Gremlins move in to finish the job.
Poison (Ex): All Gremlin darts are covered in a
natural poison the Gremlins make. It has the effect of slowing down
the thought process of intelligent creatures. Anyone injected with
the poison must make a Fortitude save DC15. There is no initial
damage. The secondary damage is the loss of 1d3 wisdom points for 2d4
days. Creatures with Intelligence below 3 are immune to this poison.
Gremlin Aura (Su): Every Gremlin radiates an aura
of bad luck and destruction. Every creature within 10 feet of a
gremlin receives a –1 penalty to all saving throws, skill checks, and
attack rolls. This effect is cumulative if more than one gremlin is
within ten feet. Gremlins are immune to this effect. The
general aura cannot be negated by any save or skill check. By
concentrating, Gremlins may focus this aura on an individual, instead
of an area. If a Gremlin succeeds in a concentration check DC 15, the
target of his aura receives a penalty equal to the difference
between the result of the concentration check roll and the DC of 15.
So if the Gremlin rolls an 18, the target receives a –3 penalty to all
of the listed rolls. The maximum penalty that can occur is a
-10. An individual being targeted in this way
may make a Concentration skill check to negate the effect. If
the target chooses, the target may make a Willpower save at a DC of
25 instead of the Concentration check. This requires the
target to use a move action. The DC of the check to avoid the
effect is 15. Every round that a Gremlin concentrates, it must
use a move action to do so. It may switch targets at any time
as a free action. This ability is magical in nature, although
it is not specifically arcane or divine. Spell resistance does
not stop the effect. Magic dead areas and Anti-magic fields do
stop the effect.
Tree-walking (Ex): Gremlins receive no penalties to
any checks made while in trees.
Skills: Gremlins receive a +2 natural bonus to all
Hide, Move Silently, and Survival skill checks while in the jungle.
Gremlin Characters
Note that the abilities for a PC gremlin can be found
here, and are slightly
different than the monster statistics given above.