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Gremlin Filcher (Gremlin Rogue 6)

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 Filcher CR 6

XP 2,400
Gremlin rogue 6
CE Small fey
Init +5; Senses low-light vision; Perception +15


AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural, +1 size)
hp 50 (1d6+2 plus 6d8+12 plus 6)
Fort +4; Ref +10; Will +7
Defensive Abilities evasion, trap sense +2, uncanny dodge; DR 5/cold iron; SR 17
Weaknesses light blindness


Speed 20 ft.
Melee short sword +10 (1d4–2), bite +5 (1d4–2) or bite +10 (1d4–2), 2 claws +10 (1d4–2)
Special Attacks sneak attack +4d6
Spell-like Abilities (CL 5th):

3/dayphase door


Str 7, Dex 21, Con 15, Int 16, Wis 16, Cha 13
Base Atk +4; CMB +1; CMD 17
Feats Dodge, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +15 (+11 jump), Bluff +11, Climb +8, Craft (traps) +13, Disable Device +15, Escape Artist +15, Perception +15, Sleight of Hand +15, Stealth +19; Racial Modifiers +2 Perception
Languages Common, Goblin, Sylvan
SQ rogue talents (fast stealth, ledge walker, quick disable), trapfinding
Gear short sword


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.