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5E: Converting Monsters from White Dwarf Magazine for Fifth Edition
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<blockquote data-quote="Cleon" data-source="post: 8753758" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Green Gremlin</span></strong></p><p><em>Small fey, any chaotic alignment</em></p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 9 (2d6 + 2)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p></p><table style='width: 100%'><tr><th><p style="text-align: center">STR</p> </th><th><p style="text-align: center">DEX</p> </th><th><p style="text-align: center">CON</p> </th><th><p style="text-align: center">INT</p> </th><th><p style="text-align: center">WIS</p> </th><th><p style="text-align: center">CHA</p> </th></tr><tr><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">17 (+3)</p> </td><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">7 (–2)</p> </td><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">13 (+1)</p> </td></tr></table><p></p><p><strong>Skills</strong> Acrobatics +5, Athletics +5, Perception +3, Stealth +5</p><p><strong>Senses</strong> darkvision 90 ft., passive Perception 13</p><p><strong>Languages</strong> Understands Goblin and Sylvan but cannot speak</p><p><strong>Challenge</strong> 1 (200 XP) <strong>Proficiency Bonus</strong> +2</p><p></p><p><em><strong>Nimble Escape.</strong></em> The green gremlin can take the Disengage or Hide action as a bonus action on each of its turns.</p><p></p><p><em><strong>Spider Climb.</strong></em> The green gremlin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p></p><p><span style="font-size: 22px">Actions</span></p><p></p><p><em><strong>Multiattack.</strong></em> The green gremlin makes two attacks: one bite attack and one claws attack or two attacks with weaponized bric-a-brac.</p><p></p><p><em><strong>Bite.</strong> Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d6 + 1) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A frightened victim must take the Dash action to move away from the green gremlin on each of its turns, unless there is nowhere to move. If the target ends its turn in a location it doesn't have line of sight to the gremlin, it can make a Wisdom saving throw, ending the fear effect on itself on a success.</p><p></p><p>A green gremlin's bite does not cause fear in other gremlins.</p><p></p><p><em><strong>Claws.</strong> Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (2d4 + 1) slashing damage.</p><p></p><p><em><strong>Weaponized Bric-a-Brac.</strong> Melee or Ranged Weapon Attack:</em> +3 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 3 (1d4 + 1) damage of randomly determined type: roll d4; a result of 1-2 is bludgeoning, 3 is slashing, 4 is piercing.</p><p></p><p></p><p><strong><span style="font-size: 22px">Description</span></strong></p><p></p><p>A green gremlin is a capricious fey that inhabits dark places such as ancient forests, dungeons or derelict buildings. Long-limbed and leathery, these implike creatures have horrible faces resembling drooling, vampire-fanged goblins. Their large hands and feet are clawed and sticky, allowing these wiry beings to move across walls and ceilings as easily as the ground.</p><p> A green gremlin's bite causes uncanny terror: they love to bite someone and chase the terrified victim. While they prefer fighting with their claws and fangs, a green gremlin can also snatch up objects and wield them as improvised weapons: hurling a rock, stabbing with a sharpened bone or broken bottle, clubbing with a candlestick, <em>et cetera</em>.</p><p> Most green gremlins are malevolent or amoral, though a few good-natured ones exist. They may be solitary, but are more usually encountered in small groups. Green gremlins sometimes associate with other creatures with similar personalities to their own, such as jackalweres or kenkus, and some powerful chaotic creatures have green gremlin minions or familiars. These mischievous tricksters are hardly reliable allies, so tend to be pets or jesters more than useful servants.</p><p> <em><strong>Obsessive Hoarders.</strong></em> All green gremlins love to collect curios. Their hidey-holes contain a bizarre assortment of curious bric-a-brac ranging from mummified remains and pretty stones to finely crafted figurines and a collection of doorknobs. Most items treasured by a green gremlin will be junk with little or no value, but their hoard may include a few objects of actual worth. Valuable items in the lair might include a tool, key or weapon in good condition, a legible book or map, or actual treasure such as coins, jewelry and magic items.</p><p></p><p><strong><span style="font-size: 18px">V</span>ARIANT<span style="font-size: 18px">: G</span>REEN <span style="font-size: 18px">G</span>REMLIN <span style="font-size: 18px">F</span>AMILIAR</strong></p><p>Some green gremlins are willing to serve spellcasters as a familiar. Such gremlins have the following trait.</p><p> <em><strong>Familiar.</strong></em> The green gremlin can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the green gremlin senses as long as they are within 1 mile of each other. While the green gremlin is within 10 feet of its master, the master shares the green gremlin's <em>Spider Climb</em> trait. If its master violates the terms of the contract, the green gremlin can end its service as a familiar, ending the telepathic bond.</p><p></p><p>(Originally appeared in <em>White Dwarf Magazine #18</em> (Apr/May 1980) as part of "The Halls of Tizun Thane" by Albie Fiore.)</p></blockquote><p></p>
[QUOTE="Cleon, post: 8753758, member: 57383"] [B][SIZE=7]Green Gremlin[/SIZE][/B] [I]Small fey, any chaotic alignment[/I] [B]Armor Class[/B] 14 (natural armor) [B]Hit Points[/B] 9 (2d6 + 2) [B]Speed[/B] 30 ft., climb 30 ft. [TABLE] [TR] [TH][CENTER]STR[/CENTER][/TH] [TH][CENTER]DEX[/CENTER][/TH] [TH][CENTER]CON[/CENTER][/TH] [TH][CENTER]INT[/CENTER][/TH] [TH][CENTER]WIS[/CENTER][/TH] [TH][CENTER]CHA[/CENTER][/TH] [/TR] [TR] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]17 (+3)[/CENTER][/TD] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]7 (–2)[/CENTER][/TD] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]13 (+1)[/CENTER][/TD] [/TR] [/TABLE] [B]Skills[/B] Acrobatics +5, Athletics +5, Perception +3, Stealth +5 [B]Senses[/B] darkvision 90 ft., passive Perception 13 [B]Languages[/B] Understands Goblin and Sylvan but cannot speak [B]Challenge[/B] 1 (200 XP) [B]Proficiency Bonus[/B] +2 [I][B]Nimble Escape.[/B][/I] The green gremlin can take the Disengage or Hide action as a bonus action on each of its turns. [I][B]Spider Climb.[/B][/I] The green gremlin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [SIZE=6]Actions[/SIZE] [I][B]Multiattack.[/B][/I] The green gremlin makes two attacks: one bite attack and one claws attack or two attacks with weaponized bric-a-brac. [I][B]Bite.[/B] Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 4 (1d6 + 1) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A frightened victim must take the Dash action to move away from the green gremlin on each of its turns, unless there is nowhere to move. If the target ends its turn in a location it doesn't have line of sight to the gremlin, it can make a Wisdom saving throw, ending the fear effect on itself on a success. A green gremlin's bite does not cause fear in other gremlins. [I][B]Claws.[/B] Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 6 (2d4 + 1) slashing damage. [I][B]Weaponized Bric-a-Brac.[/B] Melee or Ranged Weapon Attack:[/I] +3 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit:[/I] 3 (1d4 + 1) damage of randomly determined type: roll d4; a result of 1-2 is bludgeoning, 3 is slashing, 4 is piercing. [B][SIZE=6]Description[/SIZE][/B] A green gremlin is a capricious fey that inhabits dark places such as ancient forests, dungeons or derelict buildings. Long-limbed and leathery, these implike creatures have horrible faces resembling drooling, vampire-fanged goblins. Their large hands and feet are clawed and sticky, allowing these wiry beings to move across walls and ceilings as easily as the ground. A green gremlin's bite causes uncanny terror: they love to bite someone and chase the terrified victim. While they prefer fighting with their claws and fangs, a green gremlin can also snatch up objects and wield them as improvised weapons: hurling a rock, stabbing with a sharpened bone or broken bottle, clubbing with a candlestick, [I]et cetera[/I]. Most green gremlins are malevolent or amoral, though a few good-natured ones exist. They may be solitary, but are more usually encountered in small groups. Green gremlins sometimes associate with other creatures with similar personalities to their own, such as jackalweres or kenkus, and some powerful chaotic creatures have green gremlin minions or familiars. These mischievous tricksters are hardly reliable allies, so tend to be pets or jesters more than useful servants. [I][B]Obsessive Hoarders.[/B][/I] All green gremlins love to collect curios. Their hidey-holes contain a bizarre assortment of curious bric-a-brac ranging from mummified remains and pretty stones to finely crafted figurines and a collection of doorknobs. Most items treasured by a green gremlin will be junk with little or no value, but their hoard may include a few objects of actual worth. Valuable items in the lair might include a tool, key or weapon in good condition, a legible book or map, or actual treasure such as coins, jewelry and magic items. [B][SIZE=5]V[/SIZE]ARIANT[SIZE=5]: G[/SIZE]REEN [SIZE=5]G[/SIZE]REMLIN [SIZE=5]F[/SIZE]AMILIAR[/B] Some green gremlins are willing to serve spellcasters as a familiar. Such gremlins have the following trait. [I][B]Familiar.[/B][/I] The green gremlin can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the green gremlin senses as long as they are within 1 mile of each other. While the green gremlin is within 10 feet of its master, the master shares the green gremlin's [I]Spider Climb[/I] trait. If its master violates the terms of the contract, the green gremlin can end its service as a familiar, ending the telepathic bond. (Originally appeared in [I]White Dwarf Magazine #18[/I] (Apr/May 1980) as part of "The Halls of Tizun Thane" by Albie Fiore.) [/QUOTE]
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