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GREMLINS! (don't feed 'em after midnight...)
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<blockquote data-quote="BOZ" data-source="post: 24738" data-attributes="member: 1241"><p>GREMLIN</p><p>Tiny Monstrous Humanoid</p><p>Hit Dice: 4d8 (18 hp)</p><p>Initiative: +8 (Dex, Improved Initiative)</p><p>Speed: 15 ft, fly 50 ft (good)</p><p>AC: 22 (+2 size, +4 Dex, +6 natural)</p><p>Attacks: Bite +10 melee</p><p>Damage: Bite 1d4-1</p><p>Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft</p><p>Special Qualities: Damage reduction 10/+1, SR 16, darkvision 60 ft</p><p>Saves: Fort +1, Ref +8, Will +5</p><p>Abilities: Str 8, Dex 18, Con 10, Int 12, Wis 12, Cha 11</p><p>Skills: Bluff +6, Hide +11, Listen +12, Move Silently +11, Spot +8</p><p>Feats: Flyby Attack, Improved Initiative, Weapon Finesse (bite)</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or pack (1-6)</p><p>Challenge Rating: 1</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: 5-8 HD (Tiny); 9-12 HD (Small)</p><p></p><p>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.</p><p> 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.</p><p> 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. </p><p></p><p>COMBAT</p><p>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.</p><p> Skills: Gremlins receive a +8 racial bonus to Listen checks, due to their large, pointed ears.</p><p></p><p>The gremlin first appeared in the Greyhawk Monstrous Compendium, MC5 (?) (1990).</p></blockquote><p></p>
[QUOTE="BOZ, post: 24738, member: 1241"] 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). [/QUOTE]
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