Difference between revisions of "Gremlin (3.5e Monster)"

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(Created page with "{{Author |author_name=Franken Kesey |date_created=05/21/19 |status=Fin |editing=In talk.}} ==Gremlin== {{3.5e Monster Classic|#ofEntries=3 |monster=I |monster2=II |monster3=II...")
 
 
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{{April Fools}}
 
{{Author
 
{{Author
 
|author_name=Franken Kesey
 
|author_name=Franken Kesey
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|init=+7
 
|init=+7
 
|speed=20'
 
|speed=20'
|ac=15(10base+3Dex+2size)|touch=15|flat=12
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|ac=16(10base+3Dex+2size+1dodge)|touch=16|flat=12
 
|bab=+1|grapple=—7
 
|bab=+1|grapple=—7
 
|at=Claw (1d4-1)
 
|at=Claw (1d4-1)
 
|full_at=Two Claws
 
|full_at=Two Claws
 
|space=2'|reach=5'
 
|space=2'|reach=5'
|sa=[[#Sneak Attack|Sneak Attack]] +1d6
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|sa=[[#Smite Law|Smite Law]] 1/day (2 extra damage)
|sq=[[SRD:Demon Subtype#Demon Traits|Demon Traits]], [[#Light Vulnerability|Light Vulnerability]]
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|sq=[[#Demon Traits|Demon Traits]], [[#Evasion|Evasion]], [[#Light Vulnerability|Light Vulnerability]]
|fort=+0|ref=+6|will=+2
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|fort=+0|ref=+7|will=+2
 
|str=8|dex=16|con=10|int=10|wis=8|cha=16
 
|str=8|dex=16|con=10|int=10|wis=8|cha=16
 
|skills=Balance +3, Disable Device +3, Escape Artist +3, Hide +11, Intimidate +3, Listen +2, Move Silently +4, Spot +2, Tumble +3<!--10 ranks from sorcerer-->
 
|skills=Balance +3, Disable Device +3, Escape Artist +3, Hide +11, Intimidate +3, Listen +2, Move Silently +4, Spot +2, Tumble +3<!--10 ranks from sorcerer-->
|feats=[[SRD:Improved Initiative|Improved Initiative]]
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|feats=[[SRD:Improved Initiative|Improved Initiative]], [[Dodge, Sulacu Variant (3.5e Feat)|Variant Dodge]]
 
|env=Any
 
|env=Any
 
|org=squad (3-8)
 
|org=squad (3-8)
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|init2=+7
 
|init2=+7
 
|speed2=20'
 
|speed2=20'
|ac2=15(10base+3Dex+2size)|touch2=15|flat2=12
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|ac2=17(10base+3Dex+2size+1natural+1dodge)|touch2=16|flat2=13
 
|bab2=+3|grapple2=—5
 
|bab2=+3|grapple2=—5
 
|at2=Claw (1d4-1)
 
|at2=Claw (1d4-1)
 
|full_at2=Two Claws
 
|full_at2=Two Claws
 
|space2=2'|reach2=5'
 
|space2=2'|reach2=5'
|sa2=[[#Sneak Attack|Sneak Attack]] +2d6
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|sa2=[[#Smite Law|Smite Law]] 2/day (4 extra damage)
|sq2=[[SRD:Demon Subtype#Demon Traits|Demon Traits]], [[#Light Vulnerability|Light Vulnerability]]
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|fort2=+1|ref2=+7|will2=+3
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|fort2=+1|ref2=+8|will2=+3
 
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|str2=8|dex2=16|con2=10|int2=10|wis2=8|cha2=18
 
|skills2=Balance +3, Disable Device +4, Escape Artist +3, Hide +11, Intimidate +4, Listen +3, Move Silently +5, Spot +3, Tumble +3<!--14 ranks from sorcerer-->
 
|skills2=Balance +3, Disable Device +4, Escape Artist +3, Hide +11, Intimidate +4, Listen +3, Move Silently +5, Spot +3, Tumble +3<!--14 ranks from sorcerer-->
|feats2=[[SRD:Improved Initiative|Improved Initiative]]
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|feats2=[[SRD:Improved Initiative|Improved Initiative]], [[Dodge, Sulacu Variant (3.5e Feat)|Variant Dodge]], [[SRD:Mobility|Mobility]]
 
|env2=Any
 
|env2=Any
 
|org2=squad (3-8)
 
|org2=squad (3-8)
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|speed3=30'
 
|speed3=30'
|ac3=17(10base+4Dex+1size+2natural)|touch3=15|flat3=13
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|ac3=18(10base+4Dex+1size+2natural+1dodge)|touch3=16|flat3=13
 
|bab3=+4|grapple3=+0
 
|bab3=+4|grapple3=+0
|at3=Claw (1d4-1)
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|at3=Claw (1d6)
 
|full_at3=Two Claws
 
|full_at3=Two Claws
 
|space3=5'|reach3=5'
 
|space3=5'|reach3=5'
|sa3=[[#Sneak Attack|Sneak Attack]] +3d6
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|sa3=[[#Smite Law|Smite Law]] 3/day (6 extra damage)
|sq3=[[SRD:Demon Subtype#Demon Traits|Demon Traits]], [[#Light Vulnerability|Light Vulnerability]]
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|sq3=[[#Demon Traits|Demon Traits]], [[#Evasion|Evasion]], [[#Light Vulnerability|Light Vulnerability]]
|fort3=+2|ref3=+5|will3=+5
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|fort3=+2|ref3=+10|will3=+4
|str3=8|dex3=18|con3=10|int3=10|wis3=8|cha3=18
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|str3=10|dex3=18|con3=10|int3=10|wis3=8|cha3=18
 
|skills3=Balance +4, Disable Device +5, Escape Artist +5, Hide +8, Intimidate +5, Listen +3, Move Silently +6, Spot +3, Tumble +5<!--18 ranks from sorcerer-->
 
|skills3=Balance +4, Disable Device +5, Escape Artist +5, Hide +8, Intimidate +5, Listen +3, Move Silently +6, Spot +3, Tumble +5<!--18 ranks from sorcerer-->
|feats3=[[SRD:Improved Initiative|Improved Initiative]]
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|feats3=[[SRD:Improved Initiative|Improved Initiative]], [[Dodge, Sulacu Variant (3.5e Feat)|Variant Dodge]], [[SRD:Mobility|Mobility]], [[SRD:Spring Attack|Spring Attack]]
 
|env3=Any
 
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|org3=Pair
 
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|adv3=—}}
 
|adv3=—}}
 
[[File:Gremlin2.jpg|thumb|right|300px|Remember the three rules!]]
 
[[File:Gremlin2.jpg|thumb|right|300px|Remember the three rules!]]
[[Summary::A pet or a monster, based on if you follow the instructions. Nobody has followed them yet.]]<!--treat like 2 levels in spellcasting for level known and 2 levels for effects (area of effect for spells), and 2 levels of rogue for fighting-->
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[[Summary::A pet or a monster, based on if you follow the instructions. Nobody has followed them yet.]] The manifestation of pure chaos -- these creatures are willing to do actions against its own self-preservation. But are near impossible to control or reason with. They act on impulse on what is the most fun.<!--treat like 2 levels in spellcasting for level known and 2 levels for effects (area of effect for spells), and 2 levels of rogue for fighting-->
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Note: [[User:Eiji-kun/CompleteEpic|Standardized Monster Scores by Level]] was used to balancing most scores.
 
===Abilities===
 
===Abilities===
A gremlin’s [[SRD:Natural Weapons|natural weapons]], as well as any weapons it wields, are treated as chaotic-evil-aligned for the purpose of overcoming [[SRD:Damage Reduction|damage reduction]].
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'''{{Anchor|Demon Traits}}:''' All gremlins have the following Demon Traits.
 
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*Immunity to [[SRD:Electricity Effect|electricity]] and [[SRD:Poisons|poison]].
'''''Summon Gremlin'' ([[SRD:Sp|Sp]]):''' Once per day a gremlin can attempt to summon another gremlin (of same type) with a 35% chance of success. This ability is the equivalent of a 1st-level spell.
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*[[SRD:Resistance to Energy|Resistance]] to [[SRD:Acid Effect|acid]] 10, [[SRD:Cold Effect|cold]] 10, and [[SRD:Fire Effect|fire]] 10.
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*A gremlin’s [[SRD:Natural Weapons|natural weapons]], as well as any weapons it wields, are treated as chaotic-evil-aligned for the purpose of overcoming [[SRD:Damage Reduction|damage reduction]].
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*{{Anchor|''Summon Gremlin''}} ([[SRD:Sp|Sp]]): Once per day, while in water, a gremlin can attempt to summon another gremlin (of same type) with a 40% chance of success. This ability is the equivalent of a 1st-level spell.
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*However, a gremlin does '''not''' have telepathy.
  
'''Light Vulnerability:''' Gremlin are [[SRD:Vulnerability to Energy|vulnerable]] to light, taking +50% more damage from all spells and effects with the descriptor, and take a -1 moral penalty to all rolls when in bright light.
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'''[[SRD:Evasion and Improved Evasion#Evasion|{{Anchor|Evasion}}]] {{Ex}}:''' A gremlin can avoid even magical and unusual attacks with great agility. If it makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, it instead takes no damage. A [[SRD:Helpless|helpless]] gremlin does not gain the benefit of evasion.
  
'''[[SRD:Spell-Like Ability|Spell-Like Abilities]]:''' At will—''[[SRD:Ghost Sound|ghost sound]], [[SRD:Mage Hand|mage hand]] and [[SRD:Prestidigitation|prestidigitation]]''. The save [[SRD:DC|DCs]] are [[SRD:Charisma|Charisma]]-based.
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'''{{Anchor|Light Vulnerability}} {{Ex}}:''' Gremlin are [[SRD:Vulnerability to Energy|vulnerable]] to light, taking +50% more damage from all spells and effects with the descriptor, and take a -1 moral penalty to all rolls when in bright light.
===Advanced Gremlin===
 
Gremlin type II and III have the following additional features.
 
  
'''[[SRD:Spell-Like Ability|Spell-Like Abilities]]:''' Type II and III add the following spells to their spell-like abilities.
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'''{{Anchor|Smite Law}}:''' Once per day, a gremlin may attempt to smite law with one normal [[SRD:Melee Attack|melee attack]]. It adds its [[SRD:Charisma|Charisma]] bonus to its [[SRD:Attack Roll|attack roll]] and deals 2 extra points of damage to lawful opponents and objects. If the gremlin accidentally smites a creature or object that is not lawful, the smite has no effect, but the ability is still used up for that day. For each type after 1st, increase times per day by 1 and damage by 2 (i.e., type III is 3/day and 6 extra damage).
*A type II can do an advanced spell 3/day. The following are advanced spells: ''[[SRD:Cause Fear|cause fear]], [[SRD:Expeditious Retreat|expeditious retreat]] and [[SRD:Ventriloquism|ventriloquism]]''.
 
*A type III can also do a greater spell 2/day. The following are greater spells: ''[[SRD:Darkness|darkness]], [[SRD:Summon Swarm|summon swarm]] and [[SRD:Pyrotechnics|pyrotechnics]]''.
 
  
Note: [[User:Eiji-kun/CompleteEpic|Standardized Monster Scores by Level]] was used to balancing most scores.
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'''{{Anchor|[[SRD:Spell-Like Ability|Spell-Like Abilities]]}}:''' At will—''[[SRD:Ghost Sound|ghost sound]], [[SRD:Mage Hand|mage hand]] and [[SRD:Prestidigitation|prestidigitation]]''. The save [[SRD:DC|DCs]] are [[SRD:Charisma|Charisma]]-based.
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*''Improved and Greater Spell-Like Abilities:'' Type II and III add the following spells to their spell-like abilities.
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**A type II and III can do an advanced spell 3/day. The following are advanced spells: ''[[SRD:Cause Fear|cause fear]], [[SRD:Expeditious Retreat|expeditious retreat]] and [[SRD:Ventriloquism|ventriloquism]]''.
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**A type III can also do a greater spell 2/day. The following are greater spells: ''[[SRD:Darkness|darkness]], [[SRD:Summon Swarm|summon swarm]] and [[SRD:Pyrotechnics|pyrotechnics]]''.
 
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Latest revision as of 14:52, 25 May 2019

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Author: Franken Kesey (talk)
Date Created: 05/21/19
Status: Fin
Editing: In talk.
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Gremlin[edit]

I II III
Size/Type: Tiny Aberration (Chaotic, Demon, Evil, Native) Tiny Aberration (Chaotic, Demon, Evil, Native) Small Aberration (Chaotic, Demon, Evil, Native)
Hit Dice: 2d8 (9 hp) 4d8 (18 hp) 6d8 (27 hp)
Initiative: +7 +7 +8
Speed: 20' 20' 30'
Armor Class: 16(10base+3Dex+2size+1dodge), touch 16, flat-footed 12 17(10base+3Dex+2size+1natural+1dodge), touch 16, flat-footed 13 18(10base+4Dex+1size+2natural+1dodge), touch 16, flat-footed 13
Base Attack/Grapple: +1/—7 +3/—5 +4/+0
Attack: Claw (1d4-1) Claw (1d4-1) Claw (1d6)
Full Attack: Two Claws Two Claws Two Claws
Space/Reach: 2'/5' 2'/5' 5'/5'
Special Attacks: Smite Law 1/day (2 extra damage) Smite Law 2/day (4 extra damage) Smite Law 3/day (6 extra damage)
Special Qualities: Demon Traits, Evasion, Light Vulnerability Demon Traits, Evasion, Light Vulnerability Demon Traits, Evasion, Light Vulnerability
Saves: Fort +0, Ref +7, Will +2 Fort +1, Ref +8, Will +3 Fort +2, Ref +10, Will +4
Abilities: Str 8, Dex 16, Con 10, Int 10, Wis 8, Cha 16 Str 8, Dex 16, Con 10, Int 10, Wis 8, Cha 18 Str 10, Dex 18, Con 10, Int 10, Wis 8, Cha 18
Skills: Balance +3, Disable Device +3, Escape Artist +3, Hide +11, Intimidate +3, Listen +2, Move Silently +4, Spot +2, Tumble +3 Balance +3, Disable Device +4, Escape Artist +3, Hide +11, Intimidate +4, Listen +3, Move Silently +5, Spot +3, Tumble +3 Balance +4, Disable Device +5, Escape Artist +5, Hide +8, Intimidate +5, Listen +3, Move Silently +6, Spot +3, Tumble +5
Feats: Improved Initiative, Variant Dodge Improved Initiative, Variant Dodge, Mobility Improved Initiative, Variant Dodge, Mobility, Spring Attack
Environment: Any Any Any
Organization: squad (3-8) squad (3-8) Pair
Challenge Rating: 2 4 6
Treasure: None None None
Alignment: Chaotic Evil Chaotic Evil Chaotic Evil
Advancement: To next gremlin type To next gremlin type
Level Adjustment:
Remember the three rules!

A pet or a monster, based on if you follow the instructions. Nobody has followed them yet. The manifestation of pure chaos -- these creatures are willing to do actions against its own self-preservation. But are near impossible to control or reason with. They act on impulse on what is the most fun.

Note: Standardized Monster Scores by Level was used to balancing most scores.

Abilities[edit]

Demon Traits: All gremlins have the following Demon Traits.

  • Immunity to electricity and poison.
  • Resistance to acid 10, cold 10, and fire 10.
  • A gremlin’s natural weapons, as well as any weapons it wields, are treated as chaotic-evil-aligned for the purpose of overcoming damage reduction.
  • Summon Gremlin (Sp): Once per day, while in water, a gremlin can attempt to summon another gremlin (of same type) with a 40% chance of success. This ability is the equivalent of a 1st-level spell.
  • However, a gremlin does not have telepathy.

Evasion (Ex): A gremlin can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless gremlin does not gain the benefit of evasion.

Light Vulnerability (Ex): Gremlin are vulnerable to light, taking +50% more damage from all spells and effects with the descriptor, and take a -1 moral penalty to all rolls when in bright light.

Smite Law: Once per day, a gremlin may attempt to smite law with one normal melee attack. It adds its Charisma bonus to its attack roll and deals 2 extra points of damage to lawful opponents and objects. If the gremlin accidentally smites a creature or object that is not lawful, the smite has no effect, but the ability is still used up for that day. For each type after 1st, increase times per day by 1 and damage by 2 (i.e., type III is 3/day and 6 extra damage).

Spell-Like Abilities: At will—ghost sound, mage hand and prestidigitation. The save DCs are Charisma-based.

  • Improved and Greater Spell-Like Abilities: Type II and III add the following spells to their spell-like abilities.

Back to Main Page3.5e HomebrewMonsters

Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
AlignmentChaotic Evil +
AuthorFranken Kesey +
Challenge Rating2 +, 4 + and 6 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeTiny + and Small +
SubtypeChaotic +, Demon +, Evil + and Native +
SummaryA pet or a monster, based on if you follow the instructions. Nobody has followed them yet. +
TitleGremlin +
TypeAberration +