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Epic Monsters: Gremlins (5E)
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<blockquote data-quote="Mike Myler" data-source="post: 7763927" data-attributes="member: 6726030"><p><em><a href="http://www.enworld.org/forum/list.php?category/56-Mythological-Figures" target="_blank">Epic Monsters</a></em> has a bit of an odd entry today but click onward to learn about the relatively recently conjured myth of <strong>Gremlins</strong>![PRBREAK][/PRBREAK]</p><p></p><p style="text-align: center"><img src="https://lh3.googleusercontent.com/JPxt7gC3FXD_dlutbvNrBbieuoDqj6MYbpkh-L4soVwOJw3BJaXLS7Xo9dKp8IQDQt7KVToCoaeOnWyNWGvm2iTEBEzRuTzuZLzKL47pZIBqdc70olYUBhm7kmJXWcoQJIoTfsIK" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Most of us know about gremlins from the immensely popular 1980s <em>Gremlins</em> movie of the same name but they didn’t start with an old antiquities shop, <a href="https://en.wikipedia.org/wiki/Gremlin" target="_blank">originating instead with the RAF in the 1920s</a>: the Royal Air Force of England! They are like the cinematic version in that gremlins love causing trouble, although specifically they like to make aircraft malfunction--if you’re thinking of William Shatner screaming about the wing of the plane, you’re talking about a gremlin!</p><p> </p><p><em><strong>Design Notes:</strong></em> What’s below is a pastiche of the gremlin statblocks I’ve converted for the Zeitgeist adventure path mixed together and tweaked to match what we need for aircraft-sabotaging troublemakers. Although tough and in possession of some potent innately cast spells, ultimately gremlins are fairly weak and best used as bait for a chase sequence, as a surprise obstacle or danger amidst an otherwise standard scene, or to lead a party to something interesting.</p><p></p><p>[HR][/HR]<strong><span style="font-size: 18px">Gremlins</span></strong> <em></em></p><p><em>Tiny fey, neutral evil</em></p><p><strong></strong></p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 75 (10d4+50)</p><p><strong>Speed </strong>35 ft.</p><p></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>STR</strong></p> </td><td><p style="text-align: center"><strong>DEX</strong></p> </td><td><p style="text-align: center"><strong>CON</strong></p> </td><td><p style="text-align: center"><strong>INT</strong></p> </td><td><p style="text-align: center"><strong>WIS</strong></p> </td><td><p style="text-align: center"><strong>CHA</strong></p> </td></tr><tr><td><p style="text-align: center">15 (+2)</p> </td><td><p style="text-align: center">19 (+4)</p> </td><td><p style="text-align: center">20 (+5)</p> </td><td><p style="text-align: center">15 (+2)</p> </td><td><p style="text-align: center">14 (+2)</p> </td><td><p style="text-align: center">12 (+1)</p> </td></tr></table><p></p><p><strong>Skills </strong>Athletics +4, Deception +5, Perception +6, Stealth +6</p><p><strong>Tools </strong>thieves’ tools +4, tinker’s tools +4</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from nonmagical weapons</p><p><strong>Senses </strong>darkvision 120 ft., passive Perception 16</p><p><strong>Languages </strong>Common</p><p><strong>Challenge </strong>4 (1,100 XP)</p><p></p><p><em><strong>Cunning Action (1/Turn).</strong></em> The gremlin can take a bonus action to take the Dash, Disengage, Hide or Use Object action, make a Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.</p><p></p><p><em><strong>Innate Spellcasting. </strong></em>The gremlin’s innate spellcasting ability is Intelligence (spell save DC 12; +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components.<p style="margin-left: 20px">At will: <em>prestidigitation, shocking grasp</em></p> <p style="margin-left: 20px">3/day: <em>heat metal, shatter</em></p><p></p><p><em><strong>Magic Resistance.</strong></em> The gremlin has advantage on saving throws against spells and other magical effects.</p><p></p><p><em><strong>Quick. </strong></em>The gremlin has advantage on initiative checks.</p><p></p><p><em><strong>Siege Monster.</strong></em> The gremlin deals double damage to objects and structures.</p><p></p><p><em><strong>Unluck Aura.</strong></em> The gremlin radiates an aura of unluck in a 20-foot radius. Creatures in this area have disadvantage on all d20 rolls. This is a mind-affecting effect that does not work on gremlins. Any creature with an item that grants bonuses via luck (such as a stone of good luck) is immune to the gremlin’s Unluck Aura.</p><p></p><p><u><strong><span style="font-size: 15px">ACTIONS</span></strong></u></p><p><u><strong><span style="font-size: 15px"></span></strong></u></p><p><strong><em>Magic Dagger.</em></strong> <em>Melee or Ranged Weapon Attack:</em> +7 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 6 (1d4+4) piercing damage.</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 7763927, member: 6726030"] [I][URL="http://www.enworld.org/forum/list.php?category/56-Mythological-Figures"]Epic Monsters[/URL][/I] has a bit of an odd entry today but click onward to learn about the relatively recently conjured myth of [B]Gremlins[/B]![PRBREAK][/PRBREAK] [CENTER][IMG]https://lh3.googleusercontent.com/JPxt7gC3FXD_dlutbvNrBbieuoDqj6MYbpkh-L4soVwOJw3BJaXLS7Xo9dKp8IQDQt7KVToCoaeOnWyNWGvm2iTEBEzRuTzuZLzKL47pZIBqdc70olYUBhm7kmJXWcoQJIoTfsIK[/IMG][/CENTER] Most of us know about gremlins from the immensely popular 1980s [I]Gremlins[/I] movie of the same name but they didn’t start with an old antiquities shop, [URL="https://en.wikipedia.org/wiki/Gremlin"]originating instead with the RAF in the 1920s[/URL]: the Royal Air Force of England! They are like the cinematic version in that gremlins love causing trouble, although specifically they like to make aircraft malfunction--if you’re thinking of William Shatner screaming about the wing of the plane, you’re talking about a gremlin! [I][B]Design Notes:[/B][/I] What’s below is a pastiche of the gremlin statblocks I’ve converted for the Zeitgeist adventure path mixed together and tweaked to match what we need for aircraft-sabotaging troublemakers. Although tough and in possession of some potent innately cast spells, ultimately gremlins are fairly weak and best used as bait for a chase sequence, as a surprise obstacle or danger amidst an otherwise standard scene, or to lead a party to something interesting. [HR][/HR][B][SIZE=5]Gremlins[/SIZE][/B] [I] Tiny fey, neutral evil[/I] [B] Armor Class[/B] 15 (natural armor) [B]Hit Points[/B] 75 (10d4+50) [B]Speed [/B]35 ft. [TABLE="class: grid, width: 475"] [TR] [TD][CENTER][B]STR[/B][/CENTER] [/TD] [TD][CENTER][B]DEX[/B][/CENTER] [/TD] [TD][CENTER][B]CON[/B][/CENTER] [/TD] [TD][CENTER][B]INT[/B][/CENTER] [/TD] [TD][CENTER][B]WIS[/B][/CENTER] [/TD] [TD][CENTER][B]CHA[/B][/CENTER] [/TD] [/TR] [TR] [TD][CENTER]15 (+2)[/CENTER] [/TD] [TD][CENTER]19 (+4)[/CENTER] [/TD] [TD][CENTER]20 (+5)[/CENTER] [/TD] [TD][CENTER]15 (+2)[/CENTER] [/TD] [TD][CENTER]14 (+2)[/CENTER] [/TD] [TD][CENTER]12 (+1)[/CENTER] [/TD] [/TR] [/TABLE] [B]Skills [/B]Athletics +4, Deception +5, Perception +6, Stealth +6 [B]Tools [/B]thieves’ tools +4, tinker’s tools +4 [B]Damage Resistances[/B] bludgeoning, piercing, and slashing from nonmagical weapons [B]Senses [/B]darkvision 120 ft., passive Perception 16 [B]Languages [/B]Common [B]Challenge [/B]4 (1,100 XP) [I][B]Cunning Action (1/Turn).[/B][/I] The gremlin can take a bonus action to take the Dash, Disengage, Hide or Use Object action, make a Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock. [I][B]Innate Spellcasting. [/B][/I]The gremlin’s innate spellcasting ability is Intelligence (spell save DC 12; +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components.[INDENT]At will: [I]prestidigitation, shocking grasp[/I] 3/day: [I]heat metal, shatter[/I][/INDENT] [I][B]Magic Resistance.[/B][/I] The gremlin has advantage on saving throws against spells and other magical effects. [I][B]Quick. [/B][/I]The gremlin has advantage on initiative checks. [I][B]Siege Monster.[/B][/I] The gremlin deals double damage to objects and structures. [I][B]Unluck Aura.[/B][/I] The gremlin radiates an aura of unluck in a 20-foot radius. Creatures in this area have disadvantage on all d20 rolls. This is a mind-affecting effect that does not work on gremlins. Any creature with an item that grants bonuses via luck (such as a stone of good luck) is immune to the gremlin’s Unluck Aura. [U][B][SIZE=4]ACTIONS [/SIZE][/B][/U] [B][I]Magic Dagger.[/I][/B] [I]Melee or Ranged Weapon Attack:[/I] +7 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit:[/I] 6 (1d4+4) piercing damage. [/QUOTE]
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