There is a Legacy version
here.
Haniver
Hanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their environment, sailors bemoan these gremlins' grasping fingers. Hanivers' incessant curiosity compels them to examine any object that draws their attention. Such treasures might include overturned fruit baskets, sacks of coins, or the gleaming teeth of a shark (often still in the shark's mouth, to the fey's regret). Should hanivers like what they find, they steal it, making them a bane to fishers and dockworkers everywhere.Tiny Amphibious Fey Gremlin
Source Monster Core 2 pg. 176
Recall Knowledge DC 13 • Fey (Nature)
Perception +5; darkvision
Languages Common, Sakvroth, Thalassic
Skills Acrobatics +5, Deception +4, Nature +3, Stealth +5, Thievery +5 (+7 to Steal)
Str +1, Dex +3, Con +2, Int -1, Wis +1, Cha +2
AC 15; Fort +4, Ref +7, Will +3
HP 8; Weaknesses cold iron 2
Speed 10 feet, fly 20 feet, swim 20 feet
Melee [one-action] bite +7 [+3/-1] (agile, finesse), Damage 1d4+1 piercingPrimal Innate Spells DC 13; 1st fear, ventriloquism (at will); Cantrips (1st) prestidigitation
Rearrange Possessions [one-action] or [two-actions] (manipulate) The haniver attempts to Steal a small object off a target's person. If they succeed, they also rifle through and rearrange the contents of the target's pockets, pouches, and other containers. The next time the target attempts to draw a weapon or retrieve a worn item, doing so requires 2 Interact actions instead of one. The haniver can Steal an object that's closely guarded using this action without the –5 penalty, though not objects that would be extremely noticeable or time-consuming to remove. They can spend 2 actions instead of 1 to use this ability to Steal from a creature in combat or otherwise on guard.
Mari Haniver
Sailors sometimes affix a “Mari Haniver” to their ship's prow. Made from a ray's dried carcass, this clever bit of taxidermy resembles a dead haniver enough to scare gremlins away. But should a haniver wise up to the ruse, it will stop at nothing to torment its would-be deceivers.All Monsters in "Gremlin"
Source Monster Core pg. 180Gremlins are cruel
fey tricksters and saboteurs who have fully acclimated to life in
the Universe, finding distinct niches for their inventive destructiveness. Nearly 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 slightest, carefully targeted nudge from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly
mitflits, whom stronger gremlins derisively call “baggies.”
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, taking cursed items, or disturbing a hidden nest of venomous vermin.
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 have been protected in this manner.