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PFS StandardMitflit

Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other such creatures to serve as faithful allies. Mitflits have lost most of their ancestral gremlin magic, leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship in the other base creatures of the world, and forge bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within mitflits’ personalities, and they rarely rebel or rail out unless their rage hits a breaking point.

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

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 MitflitCreature 1

Legacy Content

LE Small Fey Gremlin 
Source Bestiary pg. 192
Perception +6; darkvision, scent (imprecise) 30 feet
Languages Undercommon
Skills Acrobatics +7, Diplomacy +3 (+9 vs. arthropods), Nature +5, Stealth +7, Thievery +7
Str -1, Dex +3, Con +0, Int -1, Wis +1, Cha -1
Self-Loathing (emotion, mental) A mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
Items dart (10), shortsword
AC 17; Fort +4, Ref +9, Will +6
HP 20; Weaknesses cold iron 2
Speed 20 feet; climb 20 feet
Melee [one-action] shortsword +10 [+6/+2] (agile, finesse, versatile S), Damage 1d6+2-1 piercingRanged [one-action] dart +10 [+6/+2] (agile, range increment 20 feet, thrown), Damage 1d4+2-1 piercingPrimal Innate Spells DC 18 (+4 dmg); 2nd speak with animals (at will; arthropods only); 1st bane; Cantrips (1st) prestidigitation
Vengeful Anger (emotion, mental) As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.

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.