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PFS StandardVexgit

These gremlins are covered head-to-toe by a crustacean-like exoskeleton that clacks and rattles whenever a vexgit moves. They delight in sabotaging the works of other creatures, often turning these works into dangerous traps. An individual vexgit might jam a door lock, loosen the wheels on a carriage, or remove nails from a boat hull. Buildings infested by vexgits become filled with traps like portcullises descending suddenly, water pipes exploding violently, and clock towers disgorging an avalanches of gears.
Aware of their own physical weakness, vexgits carry hammers and other tools to leverage pieces apart or smash whatever they're unable to disassemble. Indeed, a hammer sized for a human becomes a maul in the tiny hands of a vexgit.
Vexgit infestations range from one to a score. Larger groups are often led by a more powerful vexgit with additional skill in thievery or primal magic. Trained giant rats, vipers, and rat swarms are common in vexgit lairs.

Recall Knowledge - Fey (Nature): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak
Proficiency without Level

VexgitCreature 1

LE Tiny Fey Gremlin 
Source Bestiary 2 pg. 134 2.0
Perception +6; darkvision
Languages Undercommon
Skills Acrobatics +7, Athletics +6, Crafting +6 (+8 traps), Nature +6, Stealth +5 (see clacking exoskeleton), Thievery +7
Str +1, Dex +4, Con +2, Int +1, Wis +1, Cha +0
Clacking Exoskeleton A creature that can hear gains a +2 circumstance bonus to its Perception DC against a vexgit's attempts to Sneak.
Items maul
AC 16; Fort +5, Ref +9, Will +6
HP 24; Weaknesses cold iron 2
Speed 20 feet, climb 20 feet
Melee [one-action] maul +8 [+3/-2] (shove), Damage 1d12+1 bludgeoning plus Destructive SmashMelee [one-action] bite +11 [+7/+3] (agile, finesse), Damage 1d6+1 piercingPrimal Innate Spells DC 17; 1st alarm; Cantrips (1st) prestidigitation
Destructive Smash A vexgit's maul Strike against an object deals ignores up to 5 of the object's Hardness.Gremlin Snare [three-actions] (conjuration, primal) Frequency once per hour; Effect The vexgit creates a snare of their level or lower that normally takes 1 minute to craft at no cost. A single vexgit can maintain one gremlin snare at a time—if they create a new snare, the previously created one vanishes.Rusting Grasp [two-actions] (primal, transmutation) Frequency once per hour; Effect The vexgit makes a +9 spell attack against a creature or unattended object. If they succeed, the vexgit deals 1d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If they hit an unattended metal item, the item takes this damage automatically. If a creature uses Shield Block with a metal shield against this attack, the shield is automatically broken, but no other item is rusted on that attack.Speedy Sabotage When a vexgit succeeds or critically succeeds at a check to Disable a Device, they gain an additional success toward disabling a complex device.

All Monsters in "Gremlin"

Very Drunk Jinkin-1


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.