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Durtik

Unlike other gremlins who are satisfied with causing discomfort or pain to a few individuals, durtiks think big. They enjoy overwrought plans and complicated devices that often cause chaos. Durtiks live on the outskirts of societies that possess great engineering prowess, gleaning technical knowledge and expertise. They use these gathered skills to build elaborate death traps. A durtik will happily spend years building a device that chips away at a mountain until it causes an avalanche that destroys a town.

Fortunately for the civilizations they lurk near, durtik plans almost never reach fruition; the fey abhor simplicity and directness, insisting on complexity and grandiosity, making their plans easy to disrupt. Often, these plans overlook a crucial detail or avoid some basic truth that causes them to implode halfway through without anyone in the nearby town any wiser there was a plan at all.

This penchant for self-sabotage, however, doesn’t make durtiks less dangerous. Their desire for grand destruction makes them uniquely inspiring among other gremlins. It’s common to find a durtik surrounded by other gremlins inspired by their vision, even if those followers don’t fully understand it. The gremlins stick around until they lose interest or the plans implode. Until then, a durtik and their crew concentrate their chaos and spread plenty of misfortune as they enact their ill-fated scheme.

Elite | Normal | Weak
Proficiency without Level

DurtikCreature 3

Small Fey Gremlin 
Source Troubles in Grayce pg. 121
Recall Knowledge DC 18 • Fey (Nature)
Perception +9; darkvision
Languages Common, Sakvroth
Skills Acrobatics +9, Crafting +10, Deception +7, Engineering Lore +10, Intimidation +7, Thievery +9
Str +3, Dex +4, Con +1, Int +5, Wis -1, Cha +2
Items shortbow (10 arrows), shortsword
AC 18; Fort +6, Ref +9, Will +12
HP 42; Weaknesses cold iron 3
Speed 30
Melee [one-action] shortsword +12 [+8/+4] (agile, finesse, versatile S), Damage 1d6+5 piercingMelee [one-action] fist +12 [+8/+4] (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoningMelee [one-action] shortbow +12 [+7/+2] (deadly d10, range increment 60 feet, reload 0), Damage 1d6+3 piercingPrimal Innate Spells DC 17, attack +9; Cantrips (1st) live wire
Highly Confusing Scheme [one-action] (auditory, concentrate, linguistic, mental) The durtik provides so much detail about their confusing scheme that it overwhelms their target. The durtik attempts a Deception check to Feint against an opponent up to 30 feet away. If they succeed, the off-guard penalty applies when the durtik or any construct it controls with Mechanized Animus makes a melee or ranged Strike.Mechanized Animus [two-actions] (concentrate, incapacitation, magical) The durtik channels their antipathy and disdain for others into a construct within 60 feet,seizing control or making it come to life. The durtik attempts a Crafting check against the construct's Will DC or its controller's (if any) Will DC, whichever is higher. The durtik can't use Mechanized Animus again for 1d4 rounds.
Critical Success The construct immediately takes two basic actions of the durtik's choosing and is then stunned 2.
Success The construct immediately takes one basic action of the durtik's choosing and is then stunned 1
Critical Failure The destructive antipathy rebounds, and the durtik is stupefied 2 for 1 minute.
Sneak Attack The durtik's Strikes deal an extra 1d6 precision damage to off-guard creatures.

Smarter Than You

Because durtiks are often smarter than other gremlins around them, they think they are the smartest person in the room wherever they go. Canny adventurers who are aware of this can butter them up with grandiose compliments, distracting the durtik and making them more likely to accidentally share information.

Shelyn's Corner

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