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Knightfall's Campaigns' Bestiary Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 1013213" data-attributes="member: 2012"><p><strong><em>Fremlin</em></strong></p><p><strong>Tiny Fey</strong></p><p><strong>Hit Dice:</strong> 1d6 (3 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 15 ft., fly 50 ft. (good)</p><p><strong>AC:</strong> 14 (+2 size, +2 Dex)</p><p><strong>Attacks:</strong> Bite +2 melee</p><p><strong>Damage:</strong> Bite 1d2-1</p><p><strong>Space/Reach:</strong> 2 ½ ft. / 0 ft.</p><p><strong>Special Attacks:</strong> Sleep</p><p><strong>Special Qualities:</strong> Damage reduction 5/cold iron, darkvision 60ft., low-light vision</p><p><strong>Saves:</strong> Fort +0, Ref +2, Will +1</p><p><strong>Abilities:</strong> Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 12 (+1), Cha 11 (+0)</p><p><strong>Skills:</strong> Craft (any one) +7, Listen +13, Move Silently +6, Profession (any one) +7, Spot +5</p><p><strong>Feats:</strong> Weapon Finesse</p><p></p><p><strong>Continent/Region:</strong> Any</p><p><strong>Climate/Terrain:</strong> Any land and underground</p><p><strong>Organization:</strong> Solitary or family (2–5)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +5</p><p></p><p>Fremlins are tiny gremlins, with fairy-like wings, that are both friendly and mischievous. They live on every continent of Kulan but are most commonly found on Harqual or Janardun. Those living on Janardun are fond of kerrn and will always have at least 1 of the tiny, winged fairy dogs living with them.</p><p></p><p>They are roughly a foot tall and range in color from slate gray to blue green. They tend to be plump and are known for being lazy. Hey make great companions to those willing to put up with their pranks. However, fremlins will leave any master or companions that mistreat it.</p><p></p><p>Fremlins are quick and agile and often work with local thieves’ guilds or live with working class commoners and experts. They help with keeping a home tidy and work up to date in exchange for food and fun. A bored fremlin is not something anyone wants, so those with a fremlin living in their home go to great lengths to keep the little creature happy.</p><p></p><p>Fremlins most often live amongst gnomes, halflings, elves, and humans. They rarely live with dwarves or other races strongly aligned towards law. They aren’t as picky about living with evil races and have been found living amongst orcs, gnolls, and goblins.</p><p></p><p>Fremlins speak Common and Sylvan.</p><p></p><p><strong>Combat</strong></p><p>Fremlins protect themselves, their companions, and their homes by trying to put as many attackers as they can to sleep. Otherwise, fremlins are fairly useless in combat and will often hide form dangerous foes.</p><p></p><p>Opponents can only hurt fremlins with weapons made from cold iron.</p><p></p><p><em>Sleep</em> (Su): A fremlin has the ability to use sleep as a innate supernatural ability as per the spell cast by a 10th level sorcerer. The fremlin can use this ability 3 times per day.</p><p></p><p><em>Skills:</em> Fremlins receive a +8 racial bonus to Listen checks, due to their large ears and keen hearing. Fremlins receive a +4 racial bonus to any one Craft and any one Profession skill. Fremlins may use the Profession skill untrained.</p><p></p><p><strong>Fremlin Characters</strong></p><p>Fremlins favor the rogue class, although most encountered are experts.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1013213, member: 2012"] [b][i]Fremlin[/i][/b] [b]Tiny Fey[/b] [b]Hit Dice:[/b] 1d6 (3 hp) [b]Initiative:[/b] +2 (Dex) [b]Speed:[/b] 15 ft., fly 50 ft. (good) [b]AC:[/b] 14 (+2 size, +2 Dex) [b]Attacks:[/b] Bite +2 melee [b]Damage:[/b] Bite 1d2-1 [b]Space/Reach:[/b] 2 ½ ft. / 0 ft. [b]Special Attacks:[/b] Sleep [b]Special Qualities:[/b] Damage reduction 5/cold iron, darkvision 60ft., low-light vision [b]Saves:[/b] Fort +0, Ref +2, Will +1 [b]Abilities:[/b] Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 12 (+1), Cha 11 (+0) [b]Skills:[/b] Craft (any one) +7, Listen +13, Move Silently +6, Profession (any one) +7, Spot +5 [b]Feats:[/b] Weapon Finesse [b]Continent/Region:[/b] Any [b]Climate/Terrain:[/b] Any land and underground [b]Organization:[/b] Solitary or family (2–5) [b]Challenge Rating:[/b] 1 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually chaotic neutral [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +5 Fremlins are tiny gremlins, with fairy-like wings, that are both friendly and mischievous. They live on every continent of Kulan but are most commonly found on Harqual or Janardun. Those living on Janardun are fond of kerrn and will always have at least 1 of the tiny, winged fairy dogs living with them. They are roughly a foot tall and range in color from slate gray to blue green. They tend to be plump and are known for being lazy. Hey make great companions to those willing to put up with their pranks. However, fremlins will leave any master or companions that mistreat it. Fremlins are quick and agile and often work with local thieves’ guilds or live with working class commoners and experts. They help with keeping a home tidy and work up to date in exchange for food and fun. A bored fremlin is not something anyone wants, so those with a fremlin living in their home go to great lengths to keep the little creature happy. Fremlins most often live amongst gnomes, halflings, elves, and humans. They rarely live with dwarves or other races strongly aligned towards law. They aren’t as picky about living with evil races and have been found living amongst orcs, gnolls, and goblins. Fremlins speak Common and Sylvan. [b]Combat[/b] Fremlins protect themselves, their companions, and their homes by trying to put as many attackers as they can to sleep. Otherwise, fremlins are fairly useless in combat and will often hide form dangerous foes. Opponents can only hurt fremlins with weapons made from cold iron. [i]Sleep[/i] (Su): A fremlin has the ability to use sleep as a innate supernatural ability as per the spell cast by a 10th level sorcerer. The fremlin can use this ability 3 times per day. [i]Skills:[/i] Fremlins receive a +8 racial bonus to Listen checks, due to their large ears and keen hearing. Fremlins receive a +4 racial bonus to any one Craft and any one Profession skill. Fremlins may use the Profession skill untrained. [b]Fremlin Characters[/b] Fremlins favor the rogue class, although most encountered are experts. [/QUOTE]
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