By Josh "The Vorpal Tribble" Schrader
6d6+12 (33 hp)
30 ft. (6 squares)
24 (+6 dex, +6 natural, +2 size), touch 18, flat-footed 18
Slam +11 melee (1d2+3)
2 slams +11 melee (1d2+3)
2 1/2 ft./5 ft.
Deactivate, knack, spell-like abilities, weak point
Between the gears, damage reduction 10/cold iron and magic, fast healing 2, low-light vision, resistance to acid and fire 5, trapfinding, trap sense, unknown error
Fort +4, Ref +11, Will +5
Str 16, Dex 22, Con 14, Int 19, Wis 7, Cha 9
Climb +15, Disable Device +19, Hide +23, Jump +15, Knowledge (architecture and engineering) +13, Listen +8, Open Lock +15, Search +13, Spot +8, Use Magic Device +14
Improved Grapple, Iron Will, Weapon Finesse(B)
Solitary, Pair, Glitch (3-5), Malfunction (6-12), Failure (13-19), Fubar (20+)
By character class
Gears and springs litter the bottom of the clock tower. Occasionally, some other mechanism will work its way free. As you examine the clockwork more closely, you notice small, grease-stained figures, almost like goblins, jumping from gear to gear, grinning with mischief.
No one is quite certain where gremlins originated, only that they showed up soon after the first complicated machines were constructed. Many think they were once fairies of a kind whose lands gave way to civilizations. They originally set out to destroy the intruder's slaves of wood and metal, but became fascinated with the intricacies of machinery and could never bring themselves to return to the wilderness. The more complicated and subtle the machine the more attractive it is to a gremlin, who though fascinated by these objects they have no urge to build, but only to take apart and destroy. It is their joy and their vindication. Flying machines in particular hold special delight to a gremlin, who are said to have long ago lost their wings to the gears of the contraptions and whose future generations were born without.
They have sense spread from town to town, causing continuous grief to all that live there. Though precious few care for gremlins, Inevitables in particular are a gremlin's enemy, killing them with no compunction wherever they can be found. Despite this many have unknowingly carted gremlins within themselves back to Mechanus where their mischief may soon become of planar scale.
Gremlins speak gnome.
Strategies and Tactics
Gremlins will only in the most dire needs fight openly. Instead they prefer to sabotage and dismantle so that their opponent harms himself. The only exception are constructs which they take great joy in destroying, but even then they do so craftily and hardly put themselves intentionally in harm's way.
A gremlin's natural attacks and any weapons it wields is considered magical for the purpose of overcoming damage reduction.
Between the Gears (Su): A gremlin is considered to continuously be under the affects of the Freedom of Movement spell, though do not gain any special benefits underwater.
Deactivate (Ex): A gremlin can figure out just how to strike a construct to disrupt its functions. It may attempt a DC 15 Disable Device check as a free action to deal 1d6 extra damage to each creature it attacks with the construct type. For every 5 points by which he succeeds on the check it can deal another 1d6 damage.
As well, a gremlin adds his intelligence modifier to damage rolls against objects and constructs.
Knack (Ex): A gremlin adds its dexterity modifier to Disable Device and Use Magic Device checks. As well, they do not require tools to use these skills, nor for using the Open Lock skill, and take no penalties for doing so. Finally, a gremlin may use a Knowledge (architecture and engineering) check in place of a Knowledge (arcane) check regarding constructs.
Spell-like Abilities: Caster level 10th. Save DC's are Intelligence-based.
At Will - Mending
3/day - Analyze Dweomer (objects only), Grease, Knock, Feather Fall
Trapfinding (Ex): Gremlins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
They can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A gremlin who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with any others) without disarming it.
Trap Sense (Ex): Gremlins have an intuitive sense that alerts them to danger from traps, giving them a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks made by traps.
Weak Point (Ex): A gremlin gains a +10 bonus on any Strength checks to break inanimate, immobile objects.
Unknown Error (Ex): A gremlin is undetectable by divination spells and abilities.
Skills: A gremlin uses their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
Characters who have ranks in Knowledge (nature) can learn more about gremlins. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. A characters who has ranks in Knowledge (the architecture and engineering) can attempt this check, but the DCs increase by 10.
|16||This creature is a gremlin, an irritating little monster that destroys machinery.|
|19||Gremlins are naturally destructive little fey that live in machinery, continually tearing it apart (this result also reveals all fey traits).|
|24||Gremlins are particularly hated by inevitables, who kill them without mercy.|
No one is quite certain where these destructive little creatures originated, only that they showed up wherever complicated machines are constructed. Many think they were once fairies of a kind whose lands gave way to civilizations. They originally set out to destroy the intruder's slaves of wood and metal, but became fascinated with the intricacies of machinery, and could never bring themselves to return to the wilderness. The more complicated and subtle the machine the more attractive it is to a gremlin, while though fascinated by these objects, they have no urge to build, but only to take apart and examine. It is their joy and their vindication. Gremlins have taken to eating the foods of whatever is around them, and are thus not choosy, anything from what is leftover by builders to wheat and grain in a mill.
Gremlins are only to be found in urban areas, or any locale that happens to have machinery. The larger and more interesting the machinery the more there tend to be. A windmill may have only individuals while a clock tower could hold thousands. Flying machines in particular hold special delight to a gremlin, who are said to have long ago lost their wings to the gears of the contraptions and whose future generations were born without.
Typical Physical Characteristics:
A gremlin appears as a minuscule, goblinish creature just over a foot high and weigh no more than a couple pounds. They have a lanky build and lean, powerful muscles. They possesses extremely long arms for their size with beefy palms and long, sensitive fingers. Their large, slanted eyes blaze with delighted mischief and curiosity. Large, mobile ears billow out, able to lie flat against the head when moving through tight spaces.
Gremlins are above all mischievous and unthinking about their behavior. They don't spend a single thought on how their actions might affect others nor what damage their meddling could do. A gremlin rarely set out to harm others, and only then when provoked or endangered, but when they are they don't think twice about causing a fatal accident. Gremlins are usually chaotic neutral.
Gremlins share their machines often with many of their kind, breeding quickly when in a home of their liking. When not to their liking they often remain solitary, but seem not to mind, too absorbed in their mischief to experience loneliness.
They care for their children in only the most basic way, as they are quite self sufficient within only a couple days of birth and grow rapidly to maturity. Mostly the young ones follow and observe and beg information and food off the elders until they can fend for themselves.
Once grown however they are fond of riddles and dares, games and sports. Most of these tie into the destruction of machinery and jokes on those that operate them. These can be quite elaborate, though are often as dangerous to the gremlins as their victim who think little about repercussions even to themselves.
Adventurous gremlins will leave their home machinery and set off to look for another, often bringing one of the opposite gender with them, by force if necessary.
Gremlins rarely possess anything of value, their delight being only in machinery which rarely lasts long before being taken apart. Magical items however that is too strong for them to destroy they find particularly fascinating, going back time and again, determined to find out how it functions.
They have standard magical items and goods for their Challenge Rating, but no coins.
Druid 5, Sorcerer/Wizard 5
V, S, M
1 standard action
Machine or construct touched
You cause an object with moving parts to spontaneously begin to birth a gremlin. It matures in 2d4 minutes at which point it immediately begins to wreak havoc. This machine must be at least small-sized or larger. Anything from a wagon and mill to clocks and inevitables will suffice, though constructs without moving parts, such as a flesh golem, are unaffected.
A gremlin within a construct-type creature can be expelled with a Remove Curse or Remove Disease spell, placing it in the next nearest space to the construct.
Arcane Material Component:
A broken gear, an iron nut, and a bottle of grease.