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Gremlin

The weakest of the imp family, this fiendish winged and a whipping scorpion-like tail lash behind this diminutive, green-skinned nuisance.Gremlin

Gremlin (CR 1/2)

XP 200
LE Small Outsider (Devil, Extraplanar)
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 size)
hp 8 [13] (1d10+3)
mp 1
Fort +0, Ref +4, Will +4
Immune Fire, Poison;

OFFENSE

Speed 20 ft., Fly 50 ft. (good)
Melee 2 Claws +4 (1d4-2), Sting +4 (1d4-2 plus poison)
Space 5 ft.; Reach 5 ft.
Spells Known (SC CL 1st; Concentration +3)

1st (DC 13) fire

STATISTICS

Str 7, Dex 15, Con 11, Int 11, Wis 14, Cha 10
Base Atk +1; CMB -2; CMD 10
Feats Toughness*, Weapon Finesse
*Bonus Feat
Skills Acrobatics +6, Bluff +6, Fly +19, Knowledge (arcana, planes) +5, Perception +5, Spellcraft +5, Stealth +6
Language Common, Infernal

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Shadow Meld (Ex)

Gremlins are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness and low-light, gremlins gain a +4 circumstance bonus to Stealth.