Monsters
GREMLIN
GREMLIN
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.