Standard Gremlins

Gremilncopy1

Gremlins are tiny fey that delight in dismantling things. Their size allows them to creep into the tightest spaces, where they go to work with pint-sized hammers and thieves tools to ruin door hinges, clockworks, traps, drawbridges, wagon axles, pulleys and winches, and anything else they can get their mischievous hands on.

A full grown gremlin is no larger than a mouse, and looks like a tiny blue or green goblin with a toothy grin.


Gremlin Traits (Ex)

Gremlins possess the following racial traits.

* Str -8, Dex +6, Con -8, Wis +4.
* Fine size.
* A Gremlin’s base land speed is 10 feet.
* A Gremlin has a climb speed of 10 feet.
* Haste (Su): Gremlins are supernaturally quick. They can take an extra partial
action each round, as if affected by a haste spell. They also benefit from a +4
haste bonus to AC.
* Low-light vision.
* Gremlins receive a +8 racial bonus on Disable Device checks, and a +4 racial
bonus on Escape Artist, Hide, Move Silently, and Open Lock checks. Gremlins
receive a +8 bonus on Climb checks and can always take 10 even if rushed or
threatened when climbing
* Automatic Languages: Sylvan. Bonus Languages: Any (other than
secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Tinker.
* Level Adjustment: +1



Sample Gremlin:

Fine Fey
Hit Dioe:: 1/4 d6-4 (1 hp)
Initiative: 7 (3 00c:E., H Improved Initiative)
Speed: 10 fL, climb 10 ft.
AC: 25 (+8 size, +3 Dex, +haste), touch 25, flat-footed 22
Attacks: Fine warhammer +4 melee; or Fine javelin +11 ranged
Damage: Fine warhammer 1d2-4/x3; Fine javelin +1
Face/Reach: 1/2 ft. by 1/2 ft./0 ft.
Special Attacks: -
Special Qualities.: Haste, low-light vision
Saves: Fort -4, Ref +5, will +4
Abilities: Str 2, Dex 16, Con 2, Int 10, Wis 14, Cha 10
Skills: Climb +7, Disable Device +11, Escape Artist +10, Hide +26, Listen +5, Move Silently +10, Open Lock +10, Slight of Hand +6, Spot +5, Use Rope +6
Feats: Improved Initiative
Climate/Terrain: Temperate and warm land and civilized areas
Organization: Gang (2-4), band (6-1 I), or tribe (20-80)
Challenge Rating: 1/3
Treasure: None
Alignment: Usually Chaotic
Advancement: 1-3 HD (Fine)
Level Adjustment: +1

Combat:


Gremlins would rather run than fight, but if cornered they slash with their toylike hammers and throw minuscule picks and chisels like javelins.

Haste (Su):
Gremlins are supernaturally quick. They can take an extra partial action each round, as if affected by a haste spell. They also benefit from a +4 haste bonus to AC.

Skills:
Gremlins receive a +8 racial bonus on Disable Device checks, and a +4 racial bonus on Escape Artist, Hide, Move Silently, and Open Lock checks. Gremlins receive a +8 bonus on Climb checks and can always take 10 even if rushed or threatened when climbing.

Standard Gremlins

World of Origin's Age of Renewal celestialkin