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Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over finding and making unusual traps and sadistic weapons, and their favorite amusement is se eing these traps sprung or the weapons wielded. When on the Material Plane, they are frequently found in urban areas, particularly slums or other parts of town where they can either go unnoticed or be easily forgotten—and have plenty of victims to choose from.

A typical gimmerling disguises itself as an endangered child, doing so in hopes of drawing creatures close enough to rob. The gimmerling puts itself in apparent danger using a trap, construct, or bribed ally, or even a coerced monster like a redcap.

Because gimmerlings sometimes trade obscure smithing or trapping techniques in exchange for gifts that sate their curiosity, their greed, or their hunger, they have at times been worshipped as minor gods of the forge. Some disciplined gimmerlings work as honored artisans, elite guards, or spies for the demigods known as the Eldest who dwell in the depths of the First World.

GimmerlingCreature 12

Source Bestiary pg. 177
Perception +21; hungersense (imprecise) 30 feet, low-light vision
Languages Aklo, Common, Sylvan
Skills Crafting +23, Deception +25, Nature +21, Stealth +25, Thievery +25
Str +4, Dex +7, Con +4, Int +5, Wis +3, Cha +4
Hungersense Hungersense allows the gimmerling to sense creatures that require food to live.
Items +1 striking hand crossbow (20 bolts)
AC 34, Fort +22, Ref +25, Will +19
HP 235; Weaknesses cold iron 10
Treacherous Aura (aura, primal, transmutation) 15 feet. Tangled roots, jagged divots, sharp rocks and other hazards appear on surfaces in the aura, creating difficult terrain.
Trip Up ReactionReaction Trigger A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling’s treacherous aura. Effect The triggering creature must attempt a DC 32 Reflex save.
Critical Success The target is unaffected.
Success The target is flat-footed until the start of its next turn.
Failure The target takes 2d10 bludgeoning damage and is flat-footed until the start of its next turn.
Critical Failure As failure, and the target is knocked prone.
Speed 30 feet; trickster’s step