Zeta Kai
2007-07-18, 06:41 AM
These are not the movie gremlins (although working on these guys makes me want to stat them as well). I was checking the Wikipedia article on gremlins (linked below), & I saw a reference to D&D gremlins being different from the 1940's folklore & 1980's movie versions. But I noticed how there are NO gremlins in 3.X anywhere. I checked the D&D website's monster list, & there's nothing at all in any WotC-published book. So I checked my old AD&D Monstrous Manual, & there they are, still rotting in 2.0 with the Flumph. So I decided that something must be done:
Gremlin ( http://en.wikipedia.org/wiki/Gremlin)
Tiny Monstrous Humanoid
Hit Dice: 2d8+6 (15HP)
Initiative: +4
Speed: 40’ (8 squares), Fly 40’ (8 squares, good maneuverability)
Armor Class: 18 (+2 size, +4 Dex, +2 natural); touch 16; flat-footed 14
Base Attack/Grapple: +2/-5
Attack: Claw +2 melee (1d2+1)
Full Attack: 2 Claws +2 melee (1d2+1) & Bite +4 melee (1d3)
Space/Reach: 2½’/0’
Special Attacks: Rend 1d6+3
Special Qualities: Monstrous Humanoid traits, Darkvision 60’
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 13 (+1), Dex 18 (+4), Con 16 (+3), Int 10 (+0), Wis 6 (-2), Cha 8 (-1)
Skills: Disable Device +8, Hide +14, Move Silently +8
Feats: Improved Sunder, Power Attack B
Environment: any land or underground
Organization: solitary, pair, batch (3-12), pack (13-30), or brood (31-100)
Challenge Rating: 2
Treasure: standard
Alignment: usually Chaotic Evil or Chaotic Neutral
Advancement: 3-5 HD (Tiny); 6-10 HD (Small)
Level Adjustment: +3
You now know what has been breaking all of your equipment, for in the midst of the wreckage that was once your arsenal is a tiny, impish creature. The reptilian being grins at you mischievously as it drops the last few fragments. Before you can even react, it spends its bat-like wings & lunges at you.
Gremlins are small devilish creatures often found in cities & other areas of comparatively high technology. They are as playful as they are destructive, using their mechanically-oriented intellects to disassemble &/or sabotage any mechanical or technological device that they come across, the more sophisticated the better. They are especially known (& despised) for their habit of destroying vehicles, although some druids are fond of their seeming distaste for machinery.
The adults stand about 18” tall & weigh about 6 pounds, with the females (known as fifinellas) nearly identical in size. Gremlins are hatched (their young are called widgets) from eggs, & can live to be 60 years old.
Combat
Gremlins would rather tear apart your items & equipment that engage you in a direct confrontation. They tend to flee battle, content to harass someone else, or simply return later to break things another day. When forced to fight, or when interrupted in the middle of a particularly choice rending, they will attack those that attempt to interfere in their “fun.”
Gremlins will often fight with group tactics, swarming their enemies & quickly dispatching them so that they may break things at their leisure.
• Rend (Ex): a Gremlin that wins a grapple check after a successful Claw attack establishes a hold, latching onto the opponent’s body & tearing the flesh; this attack automatically deals 1d6+3 points of damage
• Skills: Gremlins have a +4 racial bonus on Disable Device checks due to their highly destructive nature
Gremlins as Characters
Gremlins are treated worse than goblins by any technically-advanced race that they encounter. They are especially hated by humans, gnomes & dwarves. Elves, orcs & many savage races are not so unfriendly, but only those people with absolutely no possessions are truly safe from a gremlin’s predations, & those races are rare indeed.
Groups that are anti-technology or pro-nature, such as druids & the like, tend to think highly of gremlins’ troublesome natures, but even they are not immune to acts of sabotage at the gremlins’ hands.
Gremlin characters possess the following racial traits:
• +2 Strength, +8 Dexterity, +4 Constitution, -6 Intelligence, -4 Wisdom, -2 Charisma
• Tiny Size (+2 bonus to AC, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting & carrying limits ¼ those of Medium characters)
• Space/Reach: 2½’/0’
• a gremlin’s base land speed is 40’ (8 squares)
• a gremlin’s base fly speed is 40’ (8 squares, good maneuverability)
• Darkvision 60’
• Racial Hit Dice: a gremlin begins with 2 levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, & base saving throw bonuses of Fort +0, Ref +3, and Will +3
• Racial Skills: a gremlin’s monstrous humanoid levels give it skill points equal to 2 × (2 + Int modifier); its class skills are Disable Device, Hide, Move Silently, Open Lock, Search & Tumble; they also have a +4 racial bonus on Disable Device checks
• Racial Feats: a gremlin’s monstrous humanoid levels give it 1 feat, plus Power Attack as a bonus feat
• +2 natural armor bonus
• Special Attacks (see above): Rend 1d6+3
• Special Qualities (see above): N/A
• Weapon & Armor Proficiency: a gremlin is automatically proficient with all simple weapons
• Automatic Languages: Draconic
• Bonus Languages: Common, Lizardfolk, Goblin, Orc
• Favored Class: Rogue
• Level Adjustment: +3
Gremlin ( http://en.wikipedia.org/wiki/Gremlin)
Tiny Monstrous Humanoid
Hit Dice: 2d8+6 (15HP)
Initiative: +4
Speed: 40’ (8 squares), Fly 40’ (8 squares, good maneuverability)
Armor Class: 18 (+2 size, +4 Dex, +2 natural); touch 16; flat-footed 14
Base Attack/Grapple: +2/-5
Attack: Claw +2 melee (1d2+1)
Full Attack: 2 Claws +2 melee (1d2+1) & Bite +4 melee (1d3)
Space/Reach: 2½’/0’
Special Attacks: Rend 1d6+3
Special Qualities: Monstrous Humanoid traits, Darkvision 60’
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 13 (+1), Dex 18 (+4), Con 16 (+3), Int 10 (+0), Wis 6 (-2), Cha 8 (-1)
Skills: Disable Device +8, Hide +14, Move Silently +8
Feats: Improved Sunder, Power Attack B
Environment: any land or underground
Organization: solitary, pair, batch (3-12), pack (13-30), or brood (31-100)
Challenge Rating: 2
Treasure: standard
Alignment: usually Chaotic Evil or Chaotic Neutral
Advancement: 3-5 HD (Tiny); 6-10 HD (Small)
Level Adjustment: +3
You now know what has been breaking all of your equipment, for in the midst of the wreckage that was once your arsenal is a tiny, impish creature. The reptilian being grins at you mischievously as it drops the last few fragments. Before you can even react, it spends its bat-like wings & lunges at you.
Gremlins are small devilish creatures often found in cities & other areas of comparatively high technology. They are as playful as they are destructive, using their mechanically-oriented intellects to disassemble &/or sabotage any mechanical or technological device that they come across, the more sophisticated the better. They are especially known (& despised) for their habit of destroying vehicles, although some druids are fond of their seeming distaste for machinery.
The adults stand about 18” tall & weigh about 6 pounds, with the females (known as fifinellas) nearly identical in size. Gremlins are hatched (their young are called widgets) from eggs, & can live to be 60 years old.
Combat
Gremlins would rather tear apart your items & equipment that engage you in a direct confrontation. They tend to flee battle, content to harass someone else, or simply return later to break things another day. When forced to fight, or when interrupted in the middle of a particularly choice rending, they will attack those that attempt to interfere in their “fun.”
Gremlins will often fight with group tactics, swarming their enemies & quickly dispatching them so that they may break things at their leisure.
• Rend (Ex): a Gremlin that wins a grapple check after a successful Claw attack establishes a hold, latching onto the opponent’s body & tearing the flesh; this attack automatically deals 1d6+3 points of damage
• Skills: Gremlins have a +4 racial bonus on Disable Device checks due to their highly destructive nature
Gremlins as Characters
Gremlins are treated worse than goblins by any technically-advanced race that they encounter. They are especially hated by humans, gnomes & dwarves. Elves, orcs & many savage races are not so unfriendly, but only those people with absolutely no possessions are truly safe from a gremlin’s predations, & those races are rare indeed.
Groups that are anti-technology or pro-nature, such as druids & the like, tend to think highly of gremlins’ troublesome natures, but even they are not immune to acts of sabotage at the gremlins’ hands.
Gremlin characters possess the following racial traits:
• +2 Strength, +8 Dexterity, +4 Constitution, -6 Intelligence, -4 Wisdom, -2 Charisma
• Tiny Size (+2 bonus to AC, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting & carrying limits ¼ those of Medium characters)
• Space/Reach: 2½’/0’
• a gremlin’s base land speed is 40’ (8 squares)
• a gremlin’s base fly speed is 40’ (8 squares, good maneuverability)
• Darkvision 60’
• Racial Hit Dice: a gremlin begins with 2 levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, & base saving throw bonuses of Fort +0, Ref +3, and Will +3
• Racial Skills: a gremlin’s monstrous humanoid levels give it skill points equal to 2 × (2 + Int modifier); its class skills are Disable Device, Hide, Move Silently, Open Lock, Search & Tumble; they also have a +4 racial bonus on Disable Device checks
• Racial Feats: a gremlin’s monstrous humanoid levels give it 1 feat, plus Power Attack as a bonus feat
• +2 natural armor bonus
• Special Attacks (see above): Rend 1d6+3
• Special Qualities (see above): N/A
• Weapon & Armor Proficiency: a gremlin is automatically proficient with all simple weapons
• Automatic Languages: Draconic
• Bonus Languages: Common, Lizardfolk, Goblin, Orc
• Favored Class: Rogue
• Level Adjustment: +3