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Gremlin (3pp-FGG)

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.