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PFS StandardGrimple

Even more than most gremlins, grimples resent the trappings of civilization: inn common rooms with their rowdy singalongs, livery yards with their whinnying horses, church steeples with their clanging bells. Grimples live to spoil these conventions, dropping tavern signs on patrons, urinating in rain barrels, and opening stable doors. When all else fails, they literally vomit their disdain on passersby.

Grimples resemble humanoid, mange-ridden opossums, with boar-like tusks that aid them in rooting through garbage heaps for food. They are agile climbers who glide from eave to eave on the loose flaps of skin between their limbs. Savvy gremlin-hunters know to look for the skin flakes and fur grimples shed from their parasite-infested hides.

Recall Knowledge - Fey (Nature): DC 13
Unspecific Lore: DC 11
Specific Lore: DC 8

Elite | Normal | Weak
Proficiency without Level

GrimpleCreature -1

Legacy Content

CE Tiny Fey Gremlin 
Source Bestiary 3 pg. 120
Perception +6; low-light vision
Languages Undercommon
Skills Crafting +5 (+7 traps), Deception +2, Nature +4, Stealth +5, Thievery +5
Str +1, Dex +3, Con +3, Int +1, Wis +2, Cha -2
Items satchel with 5 rocks
AC 15; Fort +5, Ref +7, Will +4
HP 9; Weaknesses cold iron 2
Gremlin Lice Whenever a living creature touches or is touched by a grimple (including via a successful unarmed melee Strike), it must succeed at a DC 13 Reflex save or become infested by gremlin lice. While infested, the targeted creature is distracted by the itching sensation and is stupefied 1, though it can use an Interact action to scratch at the itching lice to suppress the stupefied condition from the lice for 1d4 rounds. The infestation ends after 24 hours or until the creature is submerged in water or exposed to a severe cold environment, whichever comes first.
Speed 10 feet, climb 20 feet, fly 20 feet
Melee [one-action] bite +7 [+3/-1] (agile, finesse), Damage 1d4+1 piercingRanged [one-action] rock +7 [+3/-1] (agile, range increment 20 feet), Damage 1d4+1 bludgeoningPrimal Innate Spells DC 16; 1st grease; Cantrips (1st) mage hand, prestidigitation
Putrid Vomit [one-action] The grimple spews a 30-foot line of vomit. Each creature in the line must succeed at a DC 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The grimple can't use Putrid Vomit again for 1d4 rounds.

Sidebar - Related Creatures Grimple Allies

Vexgits and grimples sometimes team up to cause ruin. Squatting in abandoned clock or bell towers, insectile vexgits use cranky grimples to lure victims into elaborate death traps. Left to their own devices, grimples bully mitflits or train giant rats and spider swarms to do their bidding.

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.