All Creatures
Abilities | Filter | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Squat, surly, and perpetually covered in wet mud, gnagrifs are gremlins that infest and destroy homes. They possess sharklike faces and two sets of jaws, allowing them to open their mouths 180 degrees and clamp onto flat rocks and walls. They delight in keeping their presence hidden, chewing holes into walls and foundations that weaken structures but don't bring them down until their inhabitants slam their doors too hard or step in the wrong place. Soon as the unwitting victims spring the trap, the building collapses around them.

Like all fey, gnagrifs detest iron. Gnagrifs become obsessively vengeful if they accidentally swallow an iron nail or hinge, terrorizing families or whole villages for generations over the slight.

Recall Knowledge - Fey (Nature): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

GnagrifCreature 2

Source Pathfinder #169: Kindled Magic pg. 83
Perception +7; darkvision
Languages Undercommon
Skills Acrobatics +8, Athletics +6, Intimidation +6, Stealth +8, Survival +5
Str +2, Dex +4, Con +3, Int -1, Wis -1, Cha +2
Items light hammer
AC 18; Fort +9, Ref +10, Will +5
HP 35; Weaknesses cold iron 3
Soften Stone Trigger A creature Strides or Steps into difficult terrain adjacent to the gnagrif; Effect The gnagrif gives the ground a hearty pound and it shifts beneath the triggering creature's feet. The triggering creature must succeed on a DC 18 Reflex save or fall prone.
Speed 20 feet, burrow 10 feet, climb 10 feet
Melee light hammer +10 [+6/+2] (agile), Damage 1d6+4 bludgeoningRanged light hammer +10 [+6/+2] (agile, thrown 20 feet), Damage 1d6+4 bludgeoningPrimal Innate Spells DC 16; 2nd shatter, speak with animals (at will); 1st ant haul, feather fall; Cantrips (1st) prestidigitation
Eat Rocks The gnagrif gnashes and tears at an object or structure, dealing 2d4+2 piercing damage and ignoring Hardness 2 or lower.Lurk Requirements A structure made from stone or earth is within the gnagrif's reach; Effect The gnagrif partially melds with the stone. It Take Cover in the stone and makes a Stealth check to Hide.Rubble Stride A gnagrif ignores difficult terrain caused by rocks or rubble, including squares affected by their Stomp Around.Stomp Around (move) The gnagrif huffs and stamps its feet, churning the ground around it. The square it is in and all unoccupied adjacent squares become difficult terrain.Wrecker Whenever two or more gnagrifs use Eat Rocks on the same object or structure, the value of Hardness they can ignore increases by 1 for every gnagrif, to a maximum of Hardness 10.

All Monsters in "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.