Gremlin (3.5e Monster)
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|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)|
|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|
|Attack:||Claw (1d4-1)||Claw (1d4-1)||Claw (1d6)|
|Full Attack:||Two Claws||Two Claws||Two Claws|
|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|
|Organization:||squad (3-8)||squad (3-8)||Pair|
|Alignment:||Chaotic Evil||Chaotic Evil||Chaotic Evil|
|Advancement:||To next gremlin type||To next gremlin type||—|
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.
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.
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).
- Improved and Greater Spell-Like Abilities: Type II and III add the following spells to their spell-like abilities.