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    Gremlin (3pp)

    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

    XP 200
    CE Small fey
    Init +3; Senses low-light vision; Perception +8

    DEFENSE

    AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
    hp 3 (1d6)
    Fort +0; Ref +5; Will +4
    DR 5/cold iron; SR 11
    Weaknesses light blindness

    OFFENSE

    Speed 20 ft.
    Melee shortsword +4 (1d4–2), bite –1 (1d4–2) or bite +4 (1d4–2), 2 claws +4 (1d4–2)
    Special Attacks sneak attack +1d6
    Spell-like Abilities (CL 5th):

    3/dayphase door

    STATISTICS

    Str 7, Dex 17, Con 11, Int 14, Wis 14, Cha 15
    Base Atk +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; Racial Modifiers +2 Perception, Disable Device is a class skill
    Languages Common, Goblin, Sylvan
    SQ knot expert
    Gear short sword

    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.