Gremlin (3.5e Monster)
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Gremlin
I | II | III | |
---|---|---|---|
Size/Type: | Tiny Aberration (Chaotic, Demon, Evil, Native) | Tiny Aberration (Chaotic, Demon, Evil, Native) | Small Aberration (Chaotic, Demon, Evil, Native) |
Hit Dice: | 2d8 (9 hp) | 4d8 (18 hp) | 6d8 (27 hp) |
Initiative: | +7 | +7 | +8 |
Speed: | 20' | 20' | 30' |
Armor Class: | 15(10base+3Dex+2size), touch 15, flat-footed 12 | 15(10base+3Dex+2size), touch 15, flat-footed 12 | 17(10base+4Dex+1size+2natural), touch 15, flat-footed 13 |
Base Attack/Grapple: | +1/—7 | +3/—5 | +4/+0 |
Attack: | Claw (1d4-1) | Claw (1d4-1) | Claw (1d4-1) |
Full Attack: | Two Claws | Two Claws | Two Claws |
Space/Reach: | 2'/5' | 2'/5' | 5'/5' |
Special Attacks: | Sneak Attack +1d6 | Sneak Attack +2d6 | Sneak Attack +3d6 |
Special Qualities: | Demon Traits, Light Vulnerability | Demon Traits, Light Vulnerability | Demon Traits, Light Vulnerability |
Saves: | Fort +0, Ref +6, Will +2 | Fort +1, Ref +7, Will +3 | Fort +2, Ref +5, Will +5 |
Abilities: | Str 8, Dex 16, Con 10, Int 10, Wis 8, Cha 16 | Str 8, Dex 16, Con 10, Int 10, Wis 8, Cha 18 | Str 8, Dex 18, Con 10, Int 10, Wis 8, Cha 18 |
Skills: | Balance +3, Disable Device +3, Escape Artist +3, Hide +11, Intimidate +3, Listen +2, Move Silently +4, Spot +2, Tumble +3 | Balance +3, Disable Device +4, Escape Artist +3, Hide +11, Intimidate +4, Listen +3, Move Silently +5, Spot +3, Tumble +3 | Balance +4, Disable Device +5, Escape Artist +5, Hide +8, Intimidate +5, Listen +3, Move Silently +6, Spot +3, Tumble +5 |
Feats: | Improved Initiative | Improved Initiative | Improved Initiative |
Environment: | Any | Any | Any |
Organization: | squad (3-8) | squad (3-8) | Pair |
Challenge Rating: | 2 | 4 | 6 |
Treasure: | None | None | None |
Alignment: | Chaotic Evil | Chaotic Evil | Chaotic Evil |
Advancement: | To next gremlin type | To next gremlin type | — |
Level Adjustment: | — | — | — |
A pet or a monster, based on if you follow the instructions. Nobody has followed them yet.
Abilities
A gremlin’s natural weapons, as well as any weapons it wields, are treated as chaotic-evil-aligned for the purpose of overcoming damage reduction.
Summon Gremlin (Sp): Once per day a gremlin can attempt to summon another gremlin (of same type) with a 35% chance of success. This ability is the equivalent of a 1st-level spell.
Light Vulnerability: Gremlin are vulnerable to light, taking +50% more damage from all spells and effects with the descriptor, and take a -1 moral penalty to all rolls when in bright light.
Spell-Like Abilities: At will—ghost sound, mage hand and prestidigitation. The save DCs are Charisma-based.
Advanced Gremlin
Gremlin type II and III have the following additional features.
Spell-Like Abilities: Type II and III add the following spells to their spell-like abilities.
- A type II can do an advanced spell 3/day. The following are advanced spells: cause fear, expeditious retreat and ventriloquism.
- A type III can also do a greater spell 2/day. The following are greater spells: darkness, summon swarm and pyrotechnics.
Note: Standardized Monster Scores by Level was used to balancing most scores.
Back to Main Page → 3.5e Homebrew → Monsters
Alignment | Chaotic Evil + |
Author | Franken Kesey + |
Challenge Rating | 2 +, 4 + and 6 + |
Environment | Any + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Tiny + and Small + |
Subtype | Chaotic +, Demon +, Evil + and Native + |
Summary | A pet or a monster, based on if you follow the instructions. Nobody has followed them yet. + |
Title | Gremlin + |
Type | Aberration + |