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GREMLIN

Screen Shot 2018-01-27 at 10.15.48.png
Screen Shot 2018-01-27 at 10.15.48.png

GREMLIN

6.00

Small sentient fey humanoid (6d6)        

Vicious little sneaks and sadists who cause bad luck.

STR 3 (2d6)  AGI 12 (4d6)  END 5 (2d6)
INT 7 (3d6)  LOG 7 (3d6)  WIL 7 (3d6) CHA 8 (3d6)  LUC 1 (1d6)  REP 10 (4d6)

HEALTH 20    
MELEE DEFENSE 24; RANGED DEFENSE 24; MENTAL DEFENSE 11
SOAK -; VULN -; IMMUNE all physical damage not caused by cold iron

INITIATIVE 6d6
PERCEPTION 5d6; spellsense 35'  
SPEED 5; CLIMB+ 5; JUMP 24'/3'    
CARRY 80lb (max lift 150lb)        

ACTIONS 2
NATURAL DAMAGE 1d6+2
REACH 5'                                                               

Claw 6d6 (1d6+2 slashing damage)
Knife 6d6 (2d6+2 slashing damage)                                                           

Skills bluffing 3 (2d6), thievery 4 (2d6), stealth 8 (3d6), perception 3 (2d6), climbing 6 (3d6), reactions 6 (3d6), dodging 6 (3d6), combat 3 (2d6)
Gear knife

Aura of bad luck. Things go wrong when gremlins are around. Creatures within 10' of a gremlin cannot access their LUC pool. Additionally, whenever a gremlin successfully hits a foe, it drains one LUC die from the victim's LUC pool (to a minimum of 0 LUC dice).

Sneaking attack (m).  An attack made against an unaware foe gets +2d6 to its damage roll.

Teleport (2). A gremlin can teleport to any location it can see by spending both its actions.

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