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Scrit

Scrits are short, spindly gremlins with gray or beige leathery skin and a coat of smeared ink on their fingers. They make themselves the nightmare of many scribes and librarians, as they delight in nothing more than destroying books, scrolls, artwork, and other records or writing. The oils on a scrit's skin smears ink and renders text—even magical writing— completely illegible. Once they have smeared every page of a book, scrits devour them whole, absorbing the contents the book used to hold. After eating books they find stupid or funny, scrits hold skits for other gremlins which mock the mortal authors for the amusement of the other fey.

Recall Knowledge - Fey (Nature): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite ScritCreature 2

Legacy Content

Uncommon CE Tiny Fey Gremlin 
Source Pathfinder #169: Kindled Magic pg. 82
Perception +8; darkvision
Languages Undercommon
Skills Acrobatics +7, Athletics +7, Deception +6, Stealth +9
Str +1, Dex +3, Con +2, Int +2, Wis +0, Cha +0
AC 18; Fort +8, Ref +11, Will +6
HP 28; Weaknesses cold iron 2
Speed 25 feet
Melee [one-action] sticky fingers +9 [+5/+1] (agile, finesse), Damage 1d4+2+1 piercing plus nasty inkPrimal Innate Spells DC 18, attack +10 (+4 dmg); 2nd speak with animals (at will); 1st grease; Cantrips (1st) prestidigitation
Eat Book [three-actions] A scrit can consume a book after smearing its pages to absorb its contents (it gains no benefit from consuming a book with pages smeared by another scrit). For 1 day after consuming the book, the scrit can make Recall Knowledge skill checks on the book's subject with a +4 item bonus, and it can speak and understand the languages the book was written in. If it Eats another Book, it replaces the benefits of the previous Eat Book.Nasty Ink (poison) A scrit's fingers are perpetually covered in smeared ink from the writing it's destroyed. This ink mixes with its skin oils to create a disgusting, sticky poison. Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d4 poison damage and sickened 1 (1 round)Smear Text [one-action] The scrit rubs its fingers against one page of writing, smearing the text and rendering it unreadable. The scrit can smear and destroy magical writing such as a glyph of warding or a sigil by succeeding at a counteract check (using the scrit's spell attack modifier) against the caster's DC.

All Monsters in "Gremlin"

NameLevel
Fuath1
Gnagrif2
Grimple-1
Haniver-1
Jinkin1
Mitflit-1
Nuglub2
Pugwampi0
Scrit0
Very Drunk Jinkin-1
Vexgit1

Gremlin

Source Bestiary pg. 192
Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it’s something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin’s greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call “mites.”

Sidebar - Treasure and Rewards Gremlin "Treasure"

All gremlins are hoarders, and their nests are cluttered with objects both valuable and worthless. Sorting through a gremlin nest can reveal unexpected treasures like pieces of jewelry or minor magic items, but care must also be taken to avoid being cut on rusty shards of metal, picking up cursed items, or disturbing a hidden nest of venomous vermin.

Sidebar - Additional Lore Gremlin Bells

Superstitious societies sometimes hang tiny bells made of semiprecious metals in the belief that such bells will dissuade gremlins from destroying an affixed object or infesting a home. Strangely enough, most gremlins believe this superstition as well, and even when a gremlin bell hasn’t been magically enhanced, a gremlin usually won’t risk tinkering with objects that seem to be protected in such a manner.

Sidebar - Additional Lore Gremlin Faith

Lawful evil gremlins are sometimes drawn to the worship of archdevils, though not in an orthodox fashion. Dispater is revered as the archdevil of cities—playgrounds to engage in thievery and sabotage. Mammon is worshipped as the bringer of wealth and protector of gremlin warrens that, like his domain of Erebus, are dark and trap-filled. Neutral evil gremlins have been known to worship Norgorber in his aspect as a patron of thieves, but pugwampis in particular prefer to worship gnolls (or at least, worship whoever the local gnolls worship). Chaotic evil gremlins often revere Andirifkhu, demon lord of illusions, knives, and traps. Those that retain a connection to the First World may swear allegiance to the Lantern King, Eldest of laughter, mischief, and transmutation.

Sidebar - Additional Lore Gremlin Minions

Most know better than to employ gremlins, so when the fey creatures live side-by-side with others, it's often as parasites and unwelcome guests. Imaginative and sinister folk who find themselves infested sometimes catch the gremlins and release them in the homes of their enemies.

Sidebar - Related Creatures Gremlin Pets

Gremlins making their nests near mortals' homes inevitably encounter domesticated animals. Most gremlins can use their innate magical abilities to speak with animals, allowing them to bargain with pets and work animals to aid in terrorizing, stealing, or training them to harass their owners. Gremlins especially love to befriend cats, whom they rarely bother, instead bringing them into their pranks and schemes as coconspirators.

Sidebar - Additional Lore Gremlin Society

Most gremlin communities are egalitarian and cooperative, with little importance placed on familial ties compared to the bond of the community as a whole. Gremlin leaders are often the youngest and most annoying members of a group, achieving their positions by harassing an old leader into resigning or bullying the other gremlins into obedience. Gremlin adults encourage the children to explore by themselves, in hopes that they busy themselves harassing local mortals instead of creating trouble for the other gremlins.