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    Monster Trove: Old Fears and Hungry Things

    Gremlin

    Small - Impartial Vile (Schemer)
    HP
    40
    AC
    15
    DR
    0
    Attacks
    1
    Attack
    1d4+1
    Size
    Small
    Alignment
    Impartial Vile (Schemer)
    Intelligence
    Bright (11-12)
    Saves
    Quick 2 / Tough 1 / Mind 5

    A Gremlin is a wiry saboteur attracted to machinery, locks, wagons, mills, and any device whose owner trusts it too completely. It has oversized ears, clever fingers, and a collection of screws and pins removed from places nobody can reach. Gremlins rarely confront armed travelers directly; they make one essential object fail at the worst possible moment and watch what panic does next.

    Special Attack

    Essential Part: one nonmagical device, weapon, or tool within 20 ft fails unless its holder succeeds on a Quick save. Repair requires one uninterrupted round and suitable tools.

    Special Defense

    Simple Mechanism: equipment with no moving parts cannot be affected. Leaving a deliberately harmless puzzle mechanism distracts the Gremlin until it solves it or takes damage.