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Monaciello

Monaciellos delight in moral and institutional decay. They tempt with the easy course, encouraging laziness and apathy. They're the little voice that whispers that no one will notice, that it's not really worth the effort, that there's a quicker, easier solution if you just try just a little less hard.

Monaciellos resemble small, sharp-toothed humanoids clad in the formal clothing of whatever institution or organization they're harassing. Most dress like religious figures—there's nothing a monaciello loves quite so much as a church lost to decadence and self-indulgence—but a monaciello might also pose as a well-to-do farmer, a civil servant, or even a soldier. There's always something slovenly and unkempt about their uniform of choice, and they keep a filthy magic bag thrown over one shoulder or near at hand. Monaciellos cause endless trouble by stealing small items, secreting them in their sack, and then bringing them out at the perfect moment to tempt mortals into indolence and sloth. These items are rarely impressive, but the gremlins always seem to have a drink or gold coin at hand when a mortal craves it most.

Elite | Normal | Weak
Proficiency without Level

MonacielloCreature 1

Tiny Fey Gremlin 
Source Feybound pg. 113
Recall Knowledge DC 15 • Fey (Nature)
Perception +8; darkvision
Languages Common, Fey
Skills Acrobatics +6, Athletics +7, Deception +7, Diplomacy +7, Religion +6, Stealth +6, Thievery +6
Str +1, Dex +4, Con +2, Int +2, Wis +3, Cha +3
Magic Sack A monaciello’s sack functions as a spacious pouch (type I) as long as it’s in the monaciello’s possession. If the sack is separated from the monaciello, its contents are lost and it becomes a normal bag. A monaciello who loses their bag must create a new one, a process that takes 2 days.
Items magic sack
AC 15; Fort +4, Ref +7, Will +10; +1 status to all saves vs. divine magic
HP 20; Weaknesses cold iron 2
Rude Blasphemy [reaction] (manipulate) Trigger A creature within 30 feet casts a divine spell; Effect The monaciello makes a blasphemous gesture tailor-made to offend the target's religion, attempting to counteract the spell (counteract modifier +6, counteract rank 1st). The monaciello can't use Rude Blasphemy again for 1d4 rounds.
Speed 25 feet
Melee [one-action] sack +9 [+4/-1] (magical), Damage 1d8+1 bludgeoningPrimal Innate Spells DC 17; 2nd illusory object; 1st illusory disguise; Cantrips (2nd) figment, prestidigitation
Heart’s Desire [two-actions] or [three-actions] (emotion, manipulate, mental, primal, visual) Frequency once per day; Effect The monaciello pulls a desirable object from its sack. Each creature within 15 feet who can see the object immediately covets it and must attempt a DC 17 Will save. If the monaciello spends two actions on Heart’s Desire, this must be a real object already in their possession. If they spend three actions, they can cast illusory object as part of the activity, which gains the subtle trait.
Critical SuccessThe target is unaffected.
SuccessThe target is slowed 1 for 1 round.
FailureThe target is slowed 1 for 1 round and, if it doesn’t have a free hand, must spend its first action on its next turn to Release one item it’s holding to grab for the object instead.
Critical FailureAs failure, but the target is slowed 2 instead.

Sidebar - Treasure and Rewards What's In The Bag?

A monaciello's sack typically contains some or all of the following items: a few silver pieces, string, a pencil, a water-damaged holy book, a piece of a deer's antler, a piece of bat's wool, a red hat, a ticket to an opera performance, a key (door unknown), a live mouse, a mysterious metal contraption that could be an astrolabe or perhaps a nutcracker, a tomato, six human teeth, a doll, a skillful miniature painting of a donkey, a four-leaf clover, a bottle of alcohol (opened), a tiny porcelain elephant, and a brass ring.

All Monsters in "Gremlin"

NameLevel
Durtik3
Fuath1
Gnagrif2
Gremlin Swarm4
Grimple-1
Grimple Guards-1
Haniver-1
Hobkins0
Jinkin1
Mitflit-1
Monaciello1
Nuglub2
Pugwampi0
Scrit0
Very Drunk Jinkin-1
Vexgit1

Gremlin

Source Monster Core pg. 180
Gremlins 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.”

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, taking 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 have been protected in this manner.

Sidebar - Additional Lore Gremlin Games

When gremlins gather, one challenge always presents itself: figuring out which gremlin should be in charge. Sometimes, this is resolved by a simple rule, “the biggest and meanest gremlin is the boss,” but there are other ways. Sometimes, a gremlin takes command on the merits of a really impressive and complicated act of sabotage. Other times, the group plays a rousing game of Screaming Mortal. Gremlins take turns scaring random mortals, and whoever can make a victim scream or swear the loudest earns the title of Gremlin King. Regardless of the result, each gremlin believes in their heart of hearts that they're the one in charge.

Sidebar - Additional Lore The Gremlin Way

“Everything that can go wrong, will go wrong if I have anything to say about it.” If gremlins can be said to have a philosophy, it is this. No one knows who first coined this saying, and over the eons, variants that leave off the final clause have spread to other societies, where it's much beloved by cynics and all who study complex systems, social or mechanical. To gremlins, this mantra verges on a religion, and many seek to embody it with all their actions. Besides, following the saying is a lot of fun—if you're of a gremlin-ish disposition.

Shelyn's Corner

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