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Gremlin, Haniver

This small, bizarre humanoid creature has fin-like wings, strange yellow skin, and tiny black eyes burning with malevolence.

Haniver CR 1/2

XP 200
N Tiny fey (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +4


AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d6+1)
Fort +1, Ref +3, Will +2
DR 2/cold iron; SR 11


Speed 10 ft., fly 20 ft. (average), swim 20 ft.
Melee bite +1 (1d3–1)
2-1/2 ft.; Reach 0 ft.
Special Attacks misplacement
Spell-Like Abilities (CL 1st; concentration +2)
At willprestidigitation, ventriloquism (DC 12)
1/dayscare (DC 13)


Str 9, Dex 13, Con 12, Int 8, Wis 11, Cha 12
Base Atk +0; CMB –1; CMD 8
Feats Improved Initiative
Skills Disable Device +3, Disguise +5, Fly +5, Perception +4, Sleight of Hand +7, Stealth +13, Swim +11; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Common, Sylvan
SQ amphibious


Misplacement (Su)

Hanivers are swift and curious, possessing an uncanny ability to meddle with the possessions of any character whose square they enter. Any time a haniver succeeds at a Sleight of Hand check against a creature, it also rearranges that creature's possessions. The next time that creature attempts to produce a weapon or item, it finds its possessions misplaced or disarranged; retrieving a stored item or drawing a weapon then requires a standard action instead of a move action (unless the haniver has stolen the item in question). After spending this standard action, the character takes mental inventory and is no longer affected by this ability.

3rd Party Publisher Options (NwP)

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