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Gremlin Lightningspawn (3pp)

A bolt of lightning strikes the ground. Instead of dissipating, it takes on the vague shape of a gremlin and smiles before zipping to another nearby location.

Gremlin Lightningspawn
CR 3

XP 800
CE Tiny fey (air)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +6


AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
hp 13 (3d6+3) Fort +3, Ref +7, Will +5 DR 5/magic; Immune electricity; SR 14


Speed 40 ft., fly 40 ft. (perfect)
Melee slam +7 (1d2-1 plus 1d3 electricity)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd; concentration +5)

At willlight
1/hourride the lightning (DC 15, see text)


Str 8, Dex 19, Con 11, Int 4, Wis 14, Cha 3
Base Atk +2; CMB +6; CMD 18 (30 vs. trip)
Feats Skill Focus (bluff), Toughness
Skills Bluff +5, Perception +8, Stealth +12
Languages Undercommon

SQ trainer spells (CL 3rd)


Metal Mastery (Ex)

The lightningspawn gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding
a metal weapon, or is made of metal (such as an iron golem).

Ride the Lightning (Sp)

As the spell, but the lightning spawn can only travel up to 40 ft. and deals 3d6 electricity damage. The
ability lasts for up to 3 rounds per use.

Spark Leap (Ex)

The lightningspawn gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Storm in the Blood (Su)

The lightningspawn gains fast healing 2 for 3 rounds anytime it would take electricity damage (its immunity prevents the damage, then it gains fast healing 2).

Gremlin lightningspawn art by Raynaldo Perez. Used with permission.