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Gremlin, Fuath

This waterlogged gremlin has lobster claws for hands and an almost canine face with webbed ears.

Fuath CR 1

XP 400
CE Tiny fey (aquatic)
Init +5; Senses darkvision 120 ft., low-light vision; Perception +5

DEFENSE

AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
hp 7 (1d6+4)
Fort +1, Ref +3, Will +3
DR 5/cold iron; Resist cold 10; SR 12
Weaknesses vulnerable to fire and sunlight

OFFENSE

Speed 20 ft., climb 10 ft., swim 30 ft.
Melee 2 claws +3 (1d3-2)
Ranged dart +3 (1d2-2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks congeal water
Spell-Like Abilities (CL 1st; concentration +0)

At willcreate water, prestidigitation
1/daysleep (DC 10)

STATISTICS

Str 7, Dex 13, Con 12, Int 10, Wis 13, Cha 8
Base Atk +0; CMB -1; CMD 7
Feats Improved Initiative, ToughnessB, Weapon FinesseB
Skills Climb +6, Escape Artist +5, Handle Animal +4, Perception +5, Stealth +13, Swim +10, Use Magic Device +3; Racial Modifiers +4 Handle Animal
Languages Aquan
SQ amphibious

SPECIAL ABILITIES

Congeal Water (Su)

Once per day, a fuath can surround a creature in a thin layer of magically viscous water as a standard action at a range of 30 feet. A target that fails a DC 10 Reflex save becomes entangled and must hold its breath or risk drowning. The target or an adjacent creature can spend a full-round action on its turn scraping off the clinging fluid, allowing a new Reflex save with a +2 bonus; otherwise, the effect lasts for 1d4 minutes. A fuath can use this ability even if there is no source of water nearby. The save DC is Charisma-based and includes a +1 racial bonus.

Vulnerable to Sunlight (Ex)

A fuath takes 1 point of Constitution damage after every hour it is exposed to sunlight. Water of a depth of at least 1 foot negates this harmful effect.



3rd Party Publisher Options (NwP)

When captured by a monster trainer, fuaths grant the trainer access to gremlin spells.