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.