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Gremlin, Pugwampi

As if the world’s most revolting lapdog had somehow learned to walk on its back legs, this sickly creature slinks forward carefully.

Gremlin, Pugwampi CR 1/2

XP 200
NE Tiny fey
Init
+5; Senses darkvision 120 ft., low-light vision; Perception +6
Aura
unluck (20 ft.)

DEFENSE

AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp
6 (1d6+3)
Fort
+0, Ref +3, Will +4
DR
2/cold iron; SR 7

OFFENSE

Speed 30 ft.
Melee
dagger +3 (1d2–4/19–20)
Ranged
shortbow +3 (1d3–4/×3)
Space
2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities
(CL 1st; concentration –1)

At will—prestidigitation, speak with animals
1/day—shatter (DC 10)

STATISTICS

Str 3, Dex 13, Con 11, Int 10, Wis 14, Cha 6
Base Atk
+0; CMB –1; CMD 5
Feats
Improved Initiative, ToughnessB, Weapon FinesseB
Skills
Bluff +2, Craft (traps) +4, Disable Device +2, Perception +6 (+2 listening), Ride +2, Stealth +17; Racial Modifiers +4 Stealth, –4 Perception when listening
Languages
Gnoll, Undercommon

SPECIAL ABILITIES

Unluck Aura (Su)

A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, or gnolls. Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura.

3rd Party Publisher Options (NwP)

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