GREMLINS! (don't feed 'em after midnight...)

BOZ

Creature Cataloguer
ok, here are the anti-fey. ;) mischevous AND evil, what fun! oddly enough, it looks like the standard gremlin was never in one of the original monster books. i got these first two out of the greyhawk appendix, MC5 (same stats in the Monstrous Manual), but i wouldn't be surprised if they appeared somewhere else first.

soon to be posted will be the gremlins from the fiend folio: the galltrit, mite, and snyad.
 

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BOZ

Creature Cataloguer
GREMLIN
Tiny Monstrous Humanoid
Hit Dice: 4d8 (18 hp)
Initiative: +8 (Dex, Improved Initiative)
Speed: 15 ft, fly 50 ft (good)
AC: 22 (+2 size, +4 Dex, +6 natural)
Attacks: Bite +10 melee
Damage: Bite 1d4-1
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Qualities: Damage reduction 10/+1, SR 16, darkvision 60 ft
Saves: Fort +1, Ref +8, Will +5
Abilities: Str 8, Dex 18, Con 10, Int 12, Wis 12, Cha 11
Skills: Bluff +6, Hide +11, Listen +12, Move Silently +11, Spot +8
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (bite)

Climate/Terrain: Any land and underground
Organization: Solitary or pack (1-6)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 5-8 HD (Tiny); 9-12 HD (Small)

Gremlins are tiny, winged humanoids, vaguely related to goblinoids. Gremlins are imp-like and mischevous magical creatures. Typical goblins are naked humanoids about 1 1/2 feet tall, ranging in color from brown to black to gray, often with mottling in between colors. They have large ears that give them excellent hearing, and their batlike wings enable them to fly or glide.
Gremlins are cowards and do not fight, but they love to cause trouble. Making people angry and humiliated makes a gremlin happy. Their favorite trick is to set traps that cause their victims to damage their own prized possessions or hurt loved ones or maybe even themselves. They like to pick a particular building to infest and promptly set up tripwires and other traps throughout, and stay until everything of value is broken and the inhabitants have fled.
Gremlins are believed to have originated on an unknown plane, probably by mutating and interbreeding with other goblinoids. They have a highly organized social order, and stick to a strict system of social rank.

COMBAT
Gremlins are practically worthless in combat, and flee rather than fight. They will bite, and attempt to fly away close to the ground, or over their opponents' heads.
Skills: Gremlins receive a +8 racial bonus to Listen checks, due to their large, pointed ears.

The gremlin first appeared in the Greyhawk Monstrous Compendium, MC5 (?) (1990).
 

BOZ

Creature Cataloguer
FREMLIN
Tiny Monstrous Humanoid
Hit Dice: 3d8 (13 hp)
Initiative: +2 (Dex)
Speed: 15 ft, fly 30 ft (good)
AC: 18 (+2 size, +2 Dex, +4 natural)
Attacks: Bite +6 melee
Damage: Bite 1d4-1
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Qualities: Damage reduction 10/+1, darkvision 60 ft
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 8, Dex 14, Con 10, Int 10, Wis 10, Cha 11
Skills: Listen +14, Move Silently +10, Spot +10
Feats: Weapon Finesse (bite)

Climate/Terrain: Any land and underground
Organization: Solitary or pack (1-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 4-6 HD (Tiny); 7-9 HD (Small)

Fremlins are tiny gremlins, friendly and quite harmless. They are smaller than ordinary gremlins, only one foot tall, and slate gray in color. They tend to be quite plump though, and are rather whiny and lazy. They are known to become tolerable companions to those who can tolerate them, if they are well fed and kept entertained. Fremlins are practically worthless as companions though, and they never assist in combat. Fremlins tend to be bumblers, often giving away the location of hiding companions, and committing numerous blunders.

COMBAT
Fremlins are even more worthless in combat than other gremlins. They only bite when cornered, and try to escape immediately.
Skills: Fremlins receive a +8 racial bonus to Listen checks, due to their large, pointed ears.

The fremlin first appeared in the Greyhawk Monstrous Compendium, MC5 (?) (1990).
 

BOZ

Creature Cataloguer
GALLTRIT
Diminutive Monstrous Humanoid
Hit Dice: 1/4 d8 (2 hp)
Initiative: +4 (Dex)
Speed: 15 ft, fly 50 ft (good)
AC: 24 (+4 size, +4 Dex, +6 natural)
Attacks: Bite +9 melee
Damage: Bite 1d2-1 and anesthetic
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Blood drain, anesthetic
Special Qualities: Darkvision 60 ft
Saves: Fort +0, Ref +6, Will +2
Abilities: Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 11
Skills: Hide +8, Listen +10, Move Silently +8, Spot +6
Feats: Weapon Finesse (bite)

Climate/Terrain: Any land and underground
Organization: Solitary or pack (1-4)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: ---

The galltrit is a nasty little winged gremlin that drinks blood. They are stone grey in color, and very hard to see because of their size, being only six inches tall. Galltrits are filthy creatures, and live in areas of dung, carrion, and offal.

COMBAT
Galltrits attack anything that disturbs them, trying to bite and drain blood. If the galltrit can find an unobstrusive location on the victim and get there unnoticed, it has a +3 circumstance bonus to hit with its bite.
Blood Drain (Ex): Galltrits lock onto a victim with their bite attack, and drain 1 hit point of blood per round. They remain until the anesthetic effect wears off if undisturbed, but flee if challenged in any way.
The galltrit's saliva also contains an anti-coagulant that temporarily reduces the victim's Constitution by 1 point for every four rounds of contact. If the victim loses three points of Constitution, a successful Fortitude check (DC ) is necessary to retain consciousness, otherwise the victim faints. Either way, the victim feels faint from blood loss. It takes two minutes to regain consciousness, and two weeks to regain the Constitution.
Anesthetic (Ex): Galltrit saliva contains an anesthetic that dulls the nerves around the bite wound for ten rounds.
Skills: Galltrits receive a +8 racial bonus to Listen checks, due to their large, pointed ears.

The galltrit first appeared in the 1E Fiend Folio (1981).
 

BOZ

Creature Cataloguer
MITE
Tiny Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +5 (Dex)
Speed: 10 ft
AC: 19 (+2 size, +5 Dex, +2 natural)
Attacks: Bite +8 melee; or Tiny sap +2 melee
Damage: Bite 1d3-1; or Tiny sap 1d4-1
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Qualities: Darkvision 60 ft
Saves: Fort +0, Ref +7, Will +3
Abilities: Str 8, Dex 21, Con 10, Int 6, Wis 12, Cha 10
Skills: Hide +10, Listen +12, Move Silently +10, Spot +8
Feats: Weapon Finesse (bite)

Climate/Terrain: Any underground
Organization: Pack (1-6), or tribe (6-24)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 2-3 HD (Tiny)

The mite is a wingless gremlin with a mischevous bent for waylaying dungeon adventurers. Mites are two feet tall, and rather ugly and evil-looking. They have large, triangular heads, batlike wings and long hooked noses. They have hairless, warty skin that ranges from light grey to bright violet in color, and wear only filthy rags. Males have a bony ridge down the center of their skulls, and usually grow a goatee. Mites have high-pitched, twittery voices that echo throughout their tunnels.
Mites inhabit subterranean networks of tunnels above and below the main corridors of dungeons. The entrances to these tunnels are well-hidden, and can only be seen on a Search check (DC 18). These tiny tunnels don't well accomodate anyone over 4 feet in height. Mites can be heard but rarely seen, and never openly attack. Deep inside this tunnel system is a single main chamber that is said to house the mite king and his family.
Mites are related to jermlaines and snyads. Mites speak only a simple form of Draconic, that is almost impossible to understand by non-mites.

COMBAT
Mites like to catch lone travelers and stragglers with pit traps, nets, and trip wires. (See Dungeon Master's Guide, page 115). They swarm over trapped victims, pummeling them with saps. They can also bite opponents, but prefer to beat them if they are prone. They bind their victims and drag them to their lair, teasing them for 1d4 days until the mites get bored. The mites then stun the victim again, rob them, and abandom them in a random place.
Skills: Mites receive a +8 racial bonus to Listen checks, due to their large, pointed ears. They also receive a +4 racial bonus to Move Silently and Hide checks.

The mite first appeared in the 1E Fiend Folio (1981).



SNYAD (Pestie)
Tiny Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +12 (Dex, Improved Initiative)
Speed: 50 ft
AC: 24 (+2 size, +8 Dex, +4 natural)
Attacks: Bite +1 melee
Damage: Bite 1d3-2
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Snatch
Special Qualities: Darkvision 60 ft
Saves: Fort +0, Ref +10, Will +3
Abilities: Str 6, Dex 26, Con 10, Int 6, Wis 12, Cha 10
Skills: Hide +15, Listen +11, Move Silently +15, Pick Pockets +10, Spot +7
Feats: Improved Initiative

Climate/Terrain: Any underground
Organization: Solitary or family (1-8)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: 2-3 HD (Tiny)

Snyads are speedy gremlins, relatives of mites who love treasure. They resemble mites, but are 1/2 foot taller. They have light brown skin, and have full heads of messy hair. They do not speak, but are somehow able to communicate with each other, and with mites.
Snyads live in the same sort of tunnels as mites, and the two races tend to cooperate. They only leave their tunnels to steal small treasure from travelers, such as coins, gems, jewelry, and small weapons.

COMBAT
Snyads are nonhostile, and avoid combat if they possibly can. Their only role in combat is to snatch items from their opponents, then run back to their holes to hide. Snyads are very weak, and can be captured by a larger humanoid with a Strength score of 12 or more on a successful attack roll. The only time a snyad will attack, is to bite their captor to escape.
Snatch (Ex): Snyads can take items from opponents, even during combat. A snyad is so quick that it can grab hand held items from unwary opponents. Opponents must roll a Will save (DC 18) or lose the item to the snyad.
Skills: Snyads receive a +8 racial bonus to Listen checks, due to their large, pointed ears. They also receive a +6 racial bonus to Move Silently and Hide checks.

The snyad first appeared in the 1E Fiend Folio (1981).
 

BOZ

Creature Cataloguer
heh

of course, i already knew that the snyad was on the site, i was just testing you all and, uh, no one noticed. ;)
 


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