Gremlin

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Gremlins are small, evil, goblin-like fey

Stat Block

Gremlin

Small Fey Chaotic Evil


Armor Class: 10

Hit Points: 4d8+4 (22)

Speed: 45 ft.


STRDEXCONINTWISCHA
6 (-2)14 (+2)8 (-1)18 (+4)10 (+0)8 (-1)

Skills: none

Senses: Darkvision: 60ft.

Languages: Sylvan

Challenge: 10 Proficiency Bonus: +2


Feats:
  • Spacetime Dilation: If the gremlin is at full health, it can shrink to tiny size or return to small size as a bonus action. While tiny, the gremlin's maximum damage per attack is 1, the gremlin can take two actions per turn, its speed is doubled, it has advantage on stealth rolls and dexterity saving throws, and it can add its proficiency bonus to Acrobatics checks. The gremlin takes triple damage while tiny and cannot pick up objects it wasn't holding before becoming tiny.
  • Nimble Escape: The gremlin can take the Disengage or Hide action as a bonus action on each of its turns.
  • Maximum Disruption: The gremlin can add its proficiency bonus to Deception, Investigation, and Performance checks. When using actions involving the Deception skill or enchantment spells, the target creatures can be understood by any creature that speaks at least one language and all other creatures hear the speech in Sylvan.
  • Sabotage: Gremlins cannot trigger non-magical traps. Gremlins may disarm traps as a bonus action when they enter the same space as them and gain 2 HP or if they are at maximum health, they gain 8 temporary HP.
  • Schadenfreude: When a gremlin deals damage to a creature in a turn, it gains temporary HP equal to the highest damage roll it made in its turn
  • Knot Expert: The gremlin has advantage on any check or saving throw to break free of any effect grappling or restraining it when the effect is made of rope or rope-like objects.
  • Aqua Division: If a gremlin comes in contact with non-blessed water, it produces an additional gremlin which moves to an adjacent space. A gremlin can only divide once per round and the water is consumed. If the gremlin comes in contact with holy water, it explodes and all creatures in a 10 foot sphere centered around the gremlin must make a DEX save or take 1d4+1 force damage.
  • It's the Thought That Counts: When using spells with verbal components or that are ordinarily cast with a Charisma modifier, the Gremlin uses its INT modifier instead and the target of the spell understands the meaning of any verbal components as long as they speak at least one language. Other creatures instead hear the verbal components in Sylvan.
  • Fey weakness: Gremlins cannot cross a line made of salt and take 4 extra damage from iron or steel weapons.

Actions:
  • Malicious Papercut: Range: 5ft. Guaranteed to hit. 1 magical damage. The gremlin attacks with a magical cut that phases through armor and flesh and does a small amount of damage.
  • Misfortune: Target must make a WIS saving throw with a difficulty of 15. Upon success, this ability does nothing. Upon failure, the target becomes cursed with bad luck for the duration of the spell. Until the spell ends, if the target rolls an attack roll 5 or below, it fails and the target takes 1d4 damage.
  • Claw: +2 to hit, 1d4+1 slashing damage, Range: 5ft.
  • Shank: +4 to hit, 1d4 piercing damage, Range: 5ft. Gremlin stabs opponent with a dagger or improvised blade.
  • Bite: +4 to hit, 1d4-1 piercing damage, Range: 5ft.